Beispiel #1
0
  update() {

    if (this.rotation.hasChanged) {

      this.source.subVectors(this.camera.position, this.target);

      let quaternion = this.rotation.quaternion;

      if (quaternion) {
        this.source
          .copy(this.camera.position).sub(this.target)
          .applyQuaternion(quaternion)
          .multiplyScalar(this.zooming.factor);

      } else {
        this.source
          .copy(this.camera.position).sub(this.target)
          .multiplyScalar(this.zooming.factor);
      }

      this.camera.position.addVectors(this.target, this.source);
      this.camera.lookAt(this.target);

    } else {
      this.source
        .copy(this.camera.position).sub(this.target)
        .multiplyScalar(this.zooming.factor);

      this.camera.position.addVectors(this.target, this.source);
      this.camera.lookAt(this.target);
    }
  }
		return function( deltaX, deltaY ) {

			var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

			if ( scope.object instanceof THREE.PerspectiveCamera ) {

				// perspective
				var position = scope.object.position;
				offset.copy( position ).sub( scope.target );
				var targetDistance = offset.length();

				// half of the fov is center to top of screen
				targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );

				// we actually don't use screenWidth, since perspective camera is fixed to screen height
				panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
				panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );

			} else if ( scope.object instanceof THREE.OrthographicCamera ) {

				// orthographic
				panLeft( deltaX * ( scope.object.right - scope.object.left ) / element.clientWidth, scope.object.matrix );
				panUp( deltaY * ( scope.object.top - scope.object.bottom ) / element.clientHeight, scope.object.matrix );

			} else {

				// camera neither orthographic nor perspective
				console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
				scope.enablePan = false;

			}

		};
Beispiel #3
0
Camera.prototype.update = function() {
    var vector = new THREE.Vector3(0, 0, 1);

    this.direction = vector.applyQuaternion(this.camera3D.quaternion);

    this.frustum.setFromMatrix(new THREE.Matrix4().multiplyMatrices(this.camera3D.projectionMatrix, this.camera3D.matrixWorldInverse));

};
Beispiel #4
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	this.panLeft = function ( distance ) {

		var te = this.object.matrix.elements;

		// get X column of matrix
		panOffset.set( te[ 0 ], te[ 1 ], te[ 2 ] );
		panOffset.multiplyScalar( - distance );

		pan.add( panOffset );

	};
Beispiel #5
0
	this.panUp = function ( distance ) {

		var te = this.object.matrix.elements;

		// get Y column of matrix
		panOffset.set( te[ 4 ], te[ 5 ], te[ 6 ] );
		panOffset.multiplyScalar( distance );

		pan.add( panOffset );

	};
		return function panUp( distance, objectMatrix ) {

			var te = objectMatrix.elements;

			// get Y column of objectMatrix
			v.set( te[ 4 ], te[ 5 ], te[ 6 ] );

			v.multiplyScalar( distance );

			panOffset.add( v );

		};
		return function panLeft( distance, objectMatrix ) {

			var te = objectMatrix.elements;

			// get X column of objectMatrix
			v.set( te[ 0 ], te[ 1 ], te[ 2 ] );

			v.multiplyScalar( - distance );

			panOffset.add( v );

		};
 move: debounce(10, (ev) => {
   mouse.x = ev.clientX;
   mouse.y = ev.clientY;
   let p = new THREE.Vector3(
     0.5,
     2*(2*mouse.y/window.innerHeight - 1.0),
     -2*(2*mouse.x/window.innerWidth - 1.0),
   );
   p.multiplyScalar(20.0);
   this.camera.position.copy(p);
   this.camera.position.set(0.0, 0.0, 90.0);
 }),
Beispiel #9
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    return function getPickingPositionFromDepth(mouse) {

        if (mouse === undefined)
            mouse = new THREE.Vector2(Math.floor(this.width / 2), Math.floor(this.height / 2));

        var camera = this.camera.camera3D;

        camera.updateMatrixWorld();

        this.dummys.visible = false;
        var buffer = this.renderTobuffer(mouse.x, this.height - mouse.y, 1, 1, RendererConstant.DEPTH);
        this.dummys.visible = true;

        screen.x = ((mouse.x) / this.width) * 2 - 1;
        screen.y = -((mouse.y) / this.height) * 2 + 1;

        camera.matrixWorld.setPosition(camera.position);

        // Origin
        ray.origin.copy(camera.position);

        // Direction
        ray.direction.set(screen.x, screen.y, 0.5);
        // Unproject
        matrix.multiplyMatrices(camera.matrixWorld, matrix.getInverse(camera.projectionMatrix));
        ray.direction.applyProjection(matrix);
        ray.direction.sub(ray.origin);

        screen.x = 0;
        screen.y = 0;

        raycaster.setFromCamera(screen, camera);

        var dirCam = raycaster.ray.direction;
        var angle = dirCam.angleTo(ray.direction);

        depthRGBA.fromArray(buffer).divideScalar(255.0);

        var depth = unpack1K(depthRGBA, 100000000.0) / Math.cos(angle);

        pickWorldPosition.addVectors(camera.position, ray.direction.setLength(depth));

        if (pickWorldPosition.length() > 10000000)
            return undefined;

        return pickWorldPosition;
    };
Beispiel #10
0
NodeProcess.prototype.pointHorizonCulling = function(point) {

    var t = MathExt.divideVectors(point, this.r);

    // Vector VT
    var vT = new THREE.Vector3();
    vT.subVectors(t, this.cV);

    var vtMagnitudeSquared = MathExt.lenghtSquared(vT);

    var dot = -vT.dot(this.cV);

    var isOccluded = dot > this.vhMagnitudeSquared &&
        dot * dot / vtMagnitudeSquared > this.vhMagnitudeSquared;

    return isOccluded;
};
MobileMappingLayer.prototype.moveCameraToScanPosition = function(pos) {

    var speedMove = 0.1;
    var currentPos = gfxEngine().camera.camera3D.position.clone();

    var posx = currentPos.x + (pos.x - currentPos.x) * speedMove;
    var posy = currentPos.y + (pos.y - currentPos.y) * speedMove;
    var posz = currentPos.z + (pos.z - currentPos.z) * speedMove;

    gfxEngine().camera.camera3D.position.set(posx, posy, posz);
    gfxEngine().update();
    var vCurrent = new THREE.Vector3(posx, posy, posz);
    //requestAnimSelectionAlpha(OrientedImages_Provider.smoothTransition(pos,new THREE.Vector3(posx, posy, posz)));

    if (vCurrent.distanceTo(pos) > 0.2)
        setTimeout(function() {
            this.moveCameraToScanPosition(pos, vCurrent);
        }.bind(this), 20);

};
Beispiel #12
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c3DEngine.prototype.pickingInPositionBuffer = function(mouse, scene) {

    if (this.positionBuffer === null)
        this.updatePositionBuffer();

    if (mouse === undefined)
        mouse = new THREE.Vector2(Math.floor(this.width / 2), Math.floor(this.height / 2));

    var coord = new THREE.Vector2(mouse.x, this.height - mouse.y);

    var i = (coord.y * this.width + coord.x) * 4;

    if (scene)
        scene.selectNodeId(this.positionBuffer[i + 3]);

    var glslPosition = new THREE.Vector3(this.positionBuffer[i + 0], this.positionBuffer[i + 1], this.positionBuffer[i + 2]);

    var worldPosition = glslPosition.applyMatrix4(this.camera.camera3D.matrixWorld);

    return worldPosition;

};
Beispiel #13
0
NodeProcess.prototype.horizonCulling = function(node) {

    // horizonCulling Oriented bounding box
    var points = node.OBB().pointsWorld;
    center.setFromMatrixPosition(node.matrixWorld);
    var isVisible = false;
    for (var i = 0, max = points.length; i < max; i++) {
        var point = points[i].add(center);

        if (!this.pointHorizonCulling(point)) {
            isVisible = true;
            break;
        }
    }

    /*
     var points    = node.geometry.tops;
     var isVisible = false;
     for (var i = 0, max = points.length; i < max; i++)
     {
           if(!this.pointHorizonCulling(points[i]))
           {
               isVisible = true;
               break;
           }
     }
     */

    return isVisible;
    //      if(isVisible === false)
    //          node.tMat.setDebug(1);
    //      else
    //          node.tMat.setDebug(0);
    //

};
Beispiel #14
0
	stillAction (dt) {
		var result = false;
		var rotY = this.camera.rotation.y*(180/Math.PI);
		var nearest90 = Math.round(rotY/(90))*90;

		//adjust for orientation controls
		if(nearest90 == 0){
			this.forward = new THREE.Vector3(0, 0, -1);
			this.right = new THREE.Vector3(1, 0, 0);
		}
		else if(nearest90 == -90){
			this.forward = new THREE.Vector3(1, 0, 0);
			this.right = new THREE.Vector3(0, 0, 1);
		}
		else if(nearest90 == 180 || nearest90 == -180){
			this.forward = new THREE.Vector3(0, 0, 1);
			this.right = new THREE.Vector3(-1, 0, 0);
		}
		else{
			this.forward = new THREE.Vector3(-1, 0, 0);
			this.right = new THREE.Vector3(0, 0, -1);
		}

		if(keysDown[this.controls.left] || keysDown[this.controls.left]){
			result = this.setMove(this.right.clone().multiplyScalar(-1));
			SoundLoader.playFootstep();
		}
		if(keysDown[this.controls.right] || keysDown[this.controls.right]){
			result = this.setMove(this.right);
			SoundLoader.playFootstep();
		}
		if(keysDown[this.controls.up] || keysDown[this.controls.up]){
			result = this.setMove(this.forward);
			SoundLoader.playFootstep();
		}
		if(keysDown[this.controls.down] || keysDown[this.controls.down]){
			result = this.setMove(this.forward.clone().multiplyScalar(-1));
			SoundLoader.playFootstep();
		}

		if(InputController.action == 'swipeleft'){
			result = this.setMove(this.right.clone().multiplyScalar(-1));
			SoundLoader.playFootstep();
			InputController.action = undefined;
		}
		else if(InputController.action == 'swiperight'){
			result = this.setMove(this.right);
			SoundLoader.playFootstep();
			InputController.action = undefined;
		}
		else if(InputController.action == 'swipeup'){
			result = this.setMove(this.forward);
			SoundLoader.playFootstep();
			InputController.action = undefined;
		}
		else if(InputController.action == 'swipedown'){
			result = this.setMove(this.forward.clone().multiplyScalar(-1));
			SoundLoader.playFootstep();
			InputController.action = undefined;
		}

		if(keysDown[this.controls.rotateLeft]){
			this.setRotation(1);
			SoundLoader.playFootstep();
		}
		if(keysDown[this.controls.rotateRight]){
			this.setRotation(-1);
			SoundLoader.playFootstep();
		}

		if(this.controller && this.controller.getTouchpadState() === true){
			result = this.setMove(this.forward);
			if(result == 'attack'){
				// need to cancel the attack
				// return;
			}
			SoundLoader.playFootstep();
		}

		if(result == 'move'){
			/*setTimeout(function(){
				SoundLoader.playFootstep();
			}, 250);*/
		}
		else if(result == 'attack'){
			SoundLoader.play('swing');
		}
		else if(result == 'blocked'){
			setTimeout(() => {
				SoundLoader.play('thud');
			}, 150);
		}
	}
	this.update = function() {

		var offset = new THREE.Vector3();

		// so camera.up is the orbit axis
		var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
		var quatInverse = quat.clone().inverse();

		var lastPosition = new THREE.Vector3();
		var lastQuaternion = new THREE.Quaternion();

		return function () {

			var position = scope.object.position;

			offset.copy( position ).sub( scope.target );

			// rotate offset to "y-axis-is-up" space
			offset.applyQuaternion( quat );

			// angle from z-axis around y-axis

			theta = Math.atan2( offset.x, offset.z );

			// angle from y-axis

			phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );

			if ( scope.autoRotate && state === STATE.NONE ) {

				rotateLeft( getAutoRotationAngle() );

			}

			theta += thetaDelta;
			phi += phiDelta;

			// restrict theta to be between desired limits
			theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, theta ) );

			// restrict phi to be between desired limits
			phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, phi ) );

			// restrict phi to be betwee EPS and PI-EPS
			phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );

			var radius = offset.length() * scale;

			// restrict radius to be between desired limits
			radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, radius ) );

			// move target to panned location
			scope.target.add( panOffset );

			offset.x = radius * Math.sin( phi ) * Math.sin( theta );
			offset.y = radius * Math.cos( phi );
			offset.z = radius * Math.sin( phi ) * Math.cos( theta );

			// rotate offset back to "camera-up-vector-is-up" space
			offset.applyQuaternion( quatInverse );

			position.copy( scope.target ).add( offset );

			scope.object.lookAt( scope.target );

			if ( scope.enableDamping === true ) {

				thetaDelta *= ( 1 - scope.dampingFactor );
				phiDelta *= ( 1 - scope.dampingFactor );

			} else {

				thetaDelta = 0;
				phiDelta = 0;

			}

			scale = 1;
			panOffset.set( 0, 0, 0 );

			// update condition is:
			// min(camera displacement, camera rotation in radians)^2 > EPS
			// using small-angle approximation cos(x/2) = 1 - x^2 / 8

			if ( zoomChanged ||
				lastPosition.distanceToSquared( scope.object.position ) > EPS ||
				8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {

				scope.dispatchEvent( changeEvent );

				lastPosition.copy( scope.object.position );
				lastQuaternion.copy( scope.object.quaternion );
				zoomChanged = false;

				return true;

			}

			return false;

		};

	}();
Beispiel #16
0
	this.update = function () {

		var position = this.object.position;

		offset.copy( position ).sub( this.target );

		// rotate offset to "y-axis-is-up" space
		offset.applyQuaternion( quat );

		// angle from z-axis around y-axis

		theta = Math.atan2( offset.x, offset.z );

		// angle from y-axis

		phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );

		if ( this.autoRotate && state === STATE.NONE ) {

			this.rotateLeft( getAutoRotationAngle() );

		}

		theta += thetaDelta;
		phi += phiDelta;

		// restrict theta to be between desired limits
		theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );

		// restrict phi to be between desired limits
		phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );

		// restrict phi to be betwee EPS and PI-EPS
		phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );

		var radius = offset.length() * scale;

		// restrict radius to be between desired limits
		radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );

		// move target to panned location
		this.target.add( pan );

		offset.x = radius * Math.sin( phi ) * Math.sin( theta );
		offset.y = radius * Math.cos( phi );
		offset.z = radius * Math.sin( phi ) * Math.cos( theta );

		// rotate offset back to "camera-up-vector-is-up" space
		offset.applyQuaternion( quatInverse );

		position.copy( this.target ).add( offset );

		this.object.lookAt( this.target );

		thetaDelta = 0;
		phiDelta = 0;
		scale = 1;
		pan.set( 0, 0, 0 );

		// update condition is:
		// min(camera displacement, camera rotation in radians)^2 > EPS
		// using small-angle approximation cos(x/2) = 1 - x^2 / 8

		if ( lastPosition.distanceToSquared( this.object.position ) > EPS
		    || 8 * (1 - lastQuaternion.dot(this.object.quaternion)) > EPS ) {

			this.dispatchEvent( changeEvent );

			lastPosition.copy( this.object.position );
			lastQuaternion.copy (this.object.quaternion );

		}

	};
Beispiel #17
0
THREE.OrbitControls = function ( object, domElement ) {

	this.object = object;
	this.domElement = ( domElement !== undefined ) ? domElement : document;

	// API

	// Set to false to disable this control
	this.enabled = true;

	// "target" sets the location of focus, where the control orbits around
	// and where it pans with respect to.
	this.target = new THREE.Vector3();

	// center is old, deprecated; use "target" instead
	this.center = this.target;

	// This option actually enables dollying in and out; left as "zoom" for
	// backwards compatibility
	this.noZoom = false;
	this.zoomSpeed = 1.0;

	// Limits to how far you can dolly in and out ( PerspectiveCamera only )
	this.minDistance = 0;
	this.maxDistance = Infinity;

	// Limits to how far you can zoom in and out ( OrthographicCamera only )
	this.minZoom = 0;
	this.maxZoom = Infinity;

	// Set to true to disable this control
	this.noRotate = false;
	this.rotateSpeed = 1.0;

	// Set to true to disable this control
	this.noPan = false;
	this.keyPanSpeed = 7.0;	// pixels moved per arrow key push

	// Set to true to automatically rotate around the target
	this.autoRotate = false;
	this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60

	// How far you can orbit vertically, upper and lower limits.
	// Range is 0 to Math.PI radians.
	this.minPolarAngle = 0; // radians
	this.maxPolarAngle = Math.PI; // radians

	// How far you can orbit horizontally, upper and lower limits.
	// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
	this.minAzimuthAngle = - Infinity; // radians
	this.maxAzimuthAngle = Infinity; // radians

	// Set to true to disable use of the keys
	this.noKeys = false;

	// The four arrow keys
	this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };

	// Mouse buttons
	this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };

	////////////
	// internals

	var scope = this;

	var EPS = 0.000001;

	var rotateStart = new THREE.Vector2();
	var rotateEnd = new THREE.Vector2();
	var rotateDelta = new THREE.Vector2();

	var panStart = new THREE.Vector2();
	var panEnd = new THREE.Vector2();
	var panDelta = new THREE.Vector2();
	var panOffset = new THREE.Vector3();

	var offset = new THREE.Vector3();

	var dollyStart = new THREE.Vector2();
	var dollyEnd = new THREE.Vector2();
	var dollyDelta = new THREE.Vector2();

	var theta;
	var phi;
	var phiDelta = 0;
	var thetaDelta = 0;
	var scale = 1;
	var pan = new THREE.Vector3();

	var lastPosition = new THREE.Vector3();
	var lastQuaternion = new THREE.Quaternion();

	var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };

	var state = STATE.NONE;

	// for reset

	this.target0 = this.target.clone();
	this.position0 = this.object.position.clone();
	this.zoom0 = this.object.zoom;

	// so camera.up is the orbit axis

	var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
	var quatInverse = quat.clone().inverse();

	// events

	var changeEvent = { type: 'change' };
	var startEvent = { type: 'start' };
	var endEvent = { type: 'end' };

	this.rotateLeft = function ( angle ) {

		if ( angle === undefined ) {

			angle = getAutoRotationAngle();

		}

		thetaDelta -= angle;

	};

	this.rotateUp = function ( angle ) {

		if ( angle === undefined ) {

			angle = getAutoRotationAngle();

		}

		phiDelta -= angle;

	};

	// pass in distance in world space to move left
	this.panLeft = function ( distance ) {

		var te = this.object.matrix.elements;

		// get X column of matrix
		panOffset.set( te[ 0 ], te[ 1 ], te[ 2 ] );
		panOffset.multiplyScalar( - distance );

		pan.add( panOffset );

	};

	// pass in distance in world space to move up
	this.panUp = function ( distance ) {

		var te = this.object.matrix.elements;

		// get Y column of matrix
		panOffset.set( te[ 4 ], te[ 5 ], te[ 6 ] );
		panOffset.multiplyScalar( distance );

		pan.add( panOffset );

	};

	// pass in x,y of change desired in pixel space,
	// right and down are positive
	this.pan = function ( deltaX, deltaY ) {

		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

		if ( scope.object instanceof THREE.PerspectiveCamera ) {

			// perspective
			var position = scope.object.position;
			var offset = position.clone().sub( scope.target );
			var targetDistance = offset.length();

			// half of the fov is center to top of screen
			targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );

			// we actually don't use screenWidth, since perspective camera is fixed to screen height
			scope.panLeft( 2 * deltaX * targetDistance / element.clientHeight );
			scope.panUp( 2 * deltaY * targetDistance / element.clientHeight );

		} else if ( scope.object instanceof THREE.OrthographicCamera ) {

			// orthographic
			scope.panLeft( deltaX * (scope.object.right - scope.object.left) / element.clientWidth );
			scope.panUp( deltaY * (scope.object.top - scope.object.bottom) / element.clientHeight );

		} else {

			// camera neither orthographic or perspective
			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );

		}

	};

	this.dollyIn = function ( dollyScale ) {

		if ( dollyScale === undefined ) {

			dollyScale = getZoomScale();

		}

		if ( scope.object instanceof THREE.PerspectiveCamera ) {

			scale /= dollyScale;

		} else if ( scope.object instanceof THREE.OrthographicCamera ) {

			scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom * dollyScale ) );
			scope.object.updateProjectionMatrix();
			scope.dispatchEvent( changeEvent );

		} else {

			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );

		}

	};

	this.dollyOut = function ( dollyScale ) {

		if ( dollyScale === undefined ) {

			dollyScale = getZoomScale();

		}

		if ( scope.object instanceof THREE.PerspectiveCamera ) {

			scale *= dollyScale;

		} else if ( scope.object instanceof THREE.OrthographicCamera ) {

			scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / dollyScale ) );
			scope.object.updateProjectionMatrix();
			scope.dispatchEvent( changeEvent );

		} else {

			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );

		}

	};

	this.update = function () {

		var position = this.object.position;

		offset.copy( position ).sub( this.target );

		// rotate offset to "y-axis-is-up" space
		offset.applyQuaternion( quat );

		// angle from z-axis around y-axis

		theta = Math.atan2( offset.x, offset.z );

		// angle from y-axis

		phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );

		if ( this.autoRotate && state === STATE.NONE ) {

			this.rotateLeft( getAutoRotationAngle() );

		}

		theta += thetaDelta;
		phi += phiDelta;

		// restrict theta to be between desired limits
		theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );

		// restrict phi to be between desired limits
		phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );

		// restrict phi to be betwee EPS and PI-EPS
		phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );

		var radius = offset.length() * scale;

		// restrict radius to be between desired limits
		radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );

		// move target to panned location
		this.target.add( pan );

		offset.x = radius * Math.sin( phi ) * Math.sin( theta );
		offset.y = radius * Math.cos( phi );
		offset.z = radius * Math.sin( phi ) * Math.cos( theta );

		// rotate offset back to "camera-up-vector-is-up" space
		offset.applyQuaternion( quatInverse );

		position.copy( this.target ).add( offset );

		this.object.lookAt( this.target );

		thetaDelta = 0;
		phiDelta = 0;
		scale = 1;
		pan.set( 0, 0, 0 );

		// update condition is:
		// min(camera displacement, camera rotation in radians)^2 > EPS
		// using small-angle approximation cos(x/2) = 1 - x^2 / 8

		if ( lastPosition.distanceToSquared( this.object.position ) > EPS
		    || 8 * (1 - lastQuaternion.dot(this.object.quaternion)) > EPS ) {

			this.dispatchEvent( changeEvent );

			lastPosition.copy( this.object.position );
			lastQuaternion.copy (this.object.quaternion );

		}

	};


	this.reset = function () {

		state = STATE.NONE;

		this.target.copy( this.target0 );
		this.object.position.copy( this.position0 );
		this.object.zoom = this.zoom0;

		this.object.updateProjectionMatrix();
		this.dispatchEvent( changeEvent );

		this.update();

	};

	this.getPolarAngle = function () {

		return phi;

	};

	this.getAzimuthalAngle = function () {

		return theta

	};

	function getAutoRotationAngle() {

		return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;

	}

	function getZoomScale() {

		return Math.pow( 0.95, scope.zoomSpeed );

	}

	function onMouseDown( event ) {

		if ( scope.enabled === false ) return;
		event.preventDefault();

		if ( event.button === scope.mouseButtons.ORBIT ) {
			if ( scope.noRotate === true ) return;

			state = STATE.ROTATE;

			rotateStart.set( event.clientX, event.clientY );

		} else if ( event.button === scope.mouseButtons.ZOOM ) {
			if ( scope.noZoom === true ) return;

			state = STATE.DOLLY;

			dollyStart.set( event.clientX, event.clientY );

		} else if ( event.button === scope.mouseButtons.PAN ) {
			if ( scope.noPan === true ) return;

			state = STATE.PAN;

			panStart.set( event.clientX, event.clientY );

		}

		if ( state !== STATE.NONE ) {
			document.addEventListener( 'mousemove', onMouseMove, false );
			document.addEventListener( 'mouseup', onMouseUp, false );
			scope.dispatchEvent( startEvent );
		}

	}

	function onMouseMove( event ) {

		if ( scope.enabled === false ) return;

		event.preventDefault();

		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

		if ( state === STATE.ROTATE ) {

			if ( scope.noRotate === true ) return;

			rotateEnd.set( event.clientX, event.clientY );
			rotateDelta.subVectors( rotateEnd, rotateStart );

			// rotating across whole screen goes 360 degrees around
			scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );

			// rotating up and down along whole screen attempts to go 360, but limited to 180
			scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );

			rotateStart.copy( rotateEnd );

		} else if ( state === STATE.DOLLY ) {

			if ( scope.noZoom === true ) return;

			dollyEnd.set( event.clientX, event.clientY );
			dollyDelta.subVectors( dollyEnd, dollyStart );

			if ( dollyDelta.y > 0 ) {

				scope.dollyIn();

			} else if ( dollyDelta.y < 0 ) {

				scope.dollyOut();

			}

			dollyStart.copy( dollyEnd );

		} else if ( state === STATE.PAN ) {

			if ( scope.noPan === true ) return;

			panEnd.set( event.clientX, event.clientY );
			panDelta.subVectors( panEnd, panStart );

			scope.pan( panDelta.x, panDelta.y );

			panStart.copy( panEnd );

		}

		if ( state !== STATE.NONE ) scope.update();

	}

	function onMouseUp( /* event */ ) {

		if ( scope.enabled === false ) return;

		document.removeEventListener( 'mousemove', onMouseMove, false );
		document.removeEventListener( 'mouseup', onMouseUp, false );
		scope.dispatchEvent( endEvent );
		state = STATE.NONE;

	}

	function onMouseWheel( event ) {

		if ( scope.enabled === false || scope.noZoom === true || state !== STATE.NONE ) return;

		event.preventDefault();
		event.stopPropagation();

		var delta = 0;

		if ( event.wheelDelta !== undefined ) { // WebKit / Opera / Explorer 9

			delta = event.wheelDelta;

		} else if ( event.detail !== undefined ) { // Firefox

			delta = - event.detail;

		}

		if ( delta > 0 ) {

			scope.dollyOut();

		} else if ( delta < 0 ) {

			scope.dollyIn();

		}

		scope.update();
		scope.dispatchEvent( startEvent );
		scope.dispatchEvent( endEvent );

	}

	function onKeyDown( event ) {

		if ( scope.enabled === false || scope.noKeys === true || scope.noPan === true ) return;

		switch ( event.keyCode ) {

			case scope.keys.UP:
				scope.pan( 0, scope.keyPanSpeed );
				scope.update();
				break;

			case scope.keys.BOTTOM:
				scope.pan( 0, - scope.keyPanSpeed );
				scope.update();
				break;

			case scope.keys.LEFT:
				scope.pan( scope.keyPanSpeed, 0 );
				scope.update();
				break;

			case scope.keys.RIGHT:
				scope.pan( - scope.keyPanSpeed, 0 );
				scope.update();
				break;

		}

	}

	function touchstart( event ) {

		if ( scope.enabled === false ) return;

		switch ( event.touches.length ) {

			case 1:	// one-fingered touch: rotate

				if ( scope.noRotate === true ) return;

				state = STATE.TOUCH_ROTATE;

				rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
				break;

			case 2:	// two-fingered touch: dolly

				if ( scope.noZoom === true ) return;

				state = STATE.TOUCH_DOLLY;

				var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
				var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
				var distance = Math.sqrt( dx * dx + dy * dy );
				dollyStart.set( 0, distance );
				break;

			case 3: // three-fingered touch: pan

				if ( scope.noPan === true ) return;

				state = STATE.TOUCH_PAN;

				panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
				break;

			default:

				state = STATE.NONE;

		}

		if ( state !== STATE.NONE ) scope.dispatchEvent( startEvent );

	}

	function touchmove( event ) {

		if ( scope.enabled === false ) return;

		event.preventDefault();
		event.stopPropagation();

		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

		switch ( event.touches.length ) {

			case 1: // one-fingered touch: rotate

				if ( scope.noRotate === true ) return;
				if ( state !== STATE.TOUCH_ROTATE ) return;

				rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
				rotateDelta.subVectors( rotateEnd, rotateStart );

				// rotating across whole screen goes 360 degrees around
				scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
				// rotating up and down along whole screen attempts to go 360, but limited to 180
				scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );

				rotateStart.copy( rotateEnd );

				scope.update();
				break;

			case 2: // two-fingered touch: dolly

				if ( scope.noZoom === true ) return;
				if ( state !== STATE.TOUCH_DOLLY ) return;

				var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
				var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
				var distance = Math.sqrt( dx * dx + dy * dy );

				dollyEnd.set( 0, distance );
				dollyDelta.subVectors( dollyEnd, dollyStart );

				if ( dollyDelta.y > 0 ) {

					scope.dollyOut();

				} else if ( dollyDelta.y < 0 ) {

					scope.dollyIn();

				}

				dollyStart.copy( dollyEnd );

				scope.update();
				break;

			case 3: // three-fingered touch: pan

				if ( scope.noPan === true ) return;
				if ( state !== STATE.TOUCH_PAN ) return;

				panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
				panDelta.subVectors( panEnd, panStart );

				scope.pan( panDelta.x, panDelta.y );

				panStart.copy( panEnd );

				scope.update();
				break;

			default:

				state = STATE.NONE;

		}

	}

	function touchend( /* event */ ) {

		if ( scope.enabled === false ) return;

		scope.dispatchEvent( endEvent );
		state = STATE.NONE;

	}

	this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
	this.domElement.addEventListener( 'mousedown', onMouseDown, false );
	this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
	this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox

	this.domElement.addEventListener( 'touchstart', touchstart, false );
	this.domElement.addEventListener( 'touchend', touchend, false );
	this.domElement.addEventListener( 'touchmove', touchmove, false );

	window.addEventListener( 'keydown', onKeyDown, false );

	// force an update at start
	this.update();

};