import {Viewport} from "../Viewport.js";
import {Pointer} from "../input/Pointer.js";
import {Vector2} from "../math/Vector2.js";
/**
* Viewport controls are used to allow the user to control the viewport.
*
* The user controls the viewport using pointer input (e.g. mouse, touchscreen)
*
* @class
* @param {Viewport} viewport
*/
function ViewportControls(viewport)
{
/**
* Viewport being controlled by this object.
*
* @type {Viewport}
*/
this.viewport = viewport;
/**
* Button used to drag and viewport around.
*
* On touch enabled devices the touch event is represented as a LEFT button.
*
* @type {number}
*/
this.dragButton = Pointer.RIGHT;
/**
* Button used to rotate the viewport.
*
* @type {number}
*/
this.rotateButton = Pointer.MIDDLE;
/**
* Is set to true allow the viewport to be scalled.
*
* Scaling is performed using the pointer scroll.
*
* @type {boolean}
*/
this.allowScale = true;
/**
* Flag to indicate if the viewport should automatically be recentered.
*
* This will cause the viewport center property to be automatically set based on an heuristic defined by the user.
*
* @type {number}
*/
this.recenterViewport = ViewportControls.RECENTER_NONE;
/**
* If true allows the viewport to be rotated.
*
* Rotation is performed by holding the RIGHT and LEFT pointer buttons and rotating around the initial point.
*
* @type {boolean}
*/
this.allowRotation = true;
/**
* Value of the initial point of rotation if the viewport is being rotated.
*
* Is the value of the pointer position when the rotation starts.
*
* Is set to null when the viewport is not being rotated.
*
* @type {Vector2 | null}
*/
this.rotationPoint = null;
/**
* Initial rotation of the viewport.
*
* Is set to the current rotation of the viewport when the rotation starts.
*
* @type {number}
*/
this.rotationInitial = 0;
}
/**
* Viewport is not automatically recentered.
*
* The center point can be set manually by the developer.
*
* @type {number}
*/
ViewportControls.RECENTER_NONE = 0;
/**
* Recenter the viewport automatically to the canvas.
*
* This will ensure that rotation and scaling will not cause the viewport to move around.
*
* @type {number}
*/
ViewportControls.RECENTER_CANVAS = 1;
/**
* Viewport should automatically cente ron the pointer position.
*
* The viewport will simulataniously move to the pointer position while scalling.
*
* For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
*
* @type {number}
*/
ViewportControls.RECENTER_POINTER = 2;
/**
* Update the viewport controls using the pointer object.
*
* Should be called every frame before rendering.
*
* @param {Pointer} pointer Pointer used to control the viewport.
*/
ViewportControls.prototype.update = function(pointer)
{
// Scale
if(this.allowScale && pointer.wheel !== 0)
{
var scale = pointer.wheel * 1e-3 * this.viewport.scale;
this.viewport.scale -= scale;
this.viewport.matrixNeedsUpdate = true;
}
// Rotation
if(this.allowRotation && pointer.buttonPressed(this.rotateButton))
{
// Rotation pivot
if(this.rotationPoint === null)
{
this.rotationPoint = pointer.position.clone();
this.rotationInitial = this.viewport.rotation;
}
else
{
var point = pointer.position.clone();
point.sub(this.rotationPoint);
this.viewport.rotation = this.rotationInitial + point.angle();
this.viewport.matrixNeedsUpdate = true;
}
return;
} else {
this.rotationPoint = null;
}
// Drag
if(pointer.buttonPressed(this.dragButton))
{
this.viewport.position.add(pointer.delta);
this.viewport.matrixNeedsUpdate = true;
}
if (pointer.canvas === null) {
return;
}
// Center viewport on canvas
if (this.recenterViewport === ViewportControls.RECENTER_CANVAS) {
var centerWorld = new Vector2(pointer.canvas.width / 2.0, pointer.canvas.height / 2.0);
centerWorld = this.viewport.inverseMatrix.transformPoint(centerWorld);
this.viewport.center.copy(centerWorld);
this.viewport.matrixNeedsUpdate = true;
}
// Center viewport on pointer
else if(this.recenterViewport === ViewportControls.RECENTER_POINTER)
{
var pointerWorld = this.viewport.inverseMatrix.transformPoint(pointer.position)
this.viewport.center.copy(pointerWorld);
this.viewport.matrixNeedsUpdate = true;
}
};
export {ViewportControls};