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threeinteraction.js
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(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define(['three'], factory);
}
else {
root.ThreeInteraction = factory(root.THREE);
}
}(this, function (THREE) {
var ThreeInteraction = {};
var MouseHandler = ThreeInteraction.MouseHandler = function(renderer, camera, rootObj, fallbackTarget) {
if (!renderer || !renderer.domElement || !camera || !rootObj) {
return;
}
THREE.EventTarget.call(this);
this.camera = camera;
this.rootObj = rootObj;
this.renderer = renderer;
this.projector = new THREE.Projector();
this.lastTarget = fallbackTarget;
this.dragging = false;
this.fallbackTarget = fallbackTarget;
// listen to DOM events
var eventNames = [
"contextmenu",
"click",
"dblclick",
"mouseout",
"mousedown",
"mouseup",
"mousemove",
"mousewheel",
"touchstart",
"touchend",
"touchcancel",
"touchleave",
"touchmove"];
this.listeners = {};
eventNames.forEach(function(eventName) {
this.listeners[eventName] = this.processDomEvent.bind(this);
this.renderer.domElement.addEventListener(eventName, this.listeners[eventName], false);
}, this);
}
MouseHandler.prototype.destroy = function() {
this.listeners.forEach(function(listener) {
this.renderer.domElement.removeEventListener(eventName, listener, false);
}, this);
}
MouseHandler.prototype.processDomEvent = function(domEvent) {
domEvent.preventDefault();
var intersections = [];
var x,y;
if ( domEvent.touches != undefined )
{
if ( domEvent.touches.length == 1 ) {
x = domEvent.touches[0].clientX;
y = domEvent.touches[0].clientY;
} else if ( domEvent.touches.length == 2 ) {
x = (domEvent.touches[0].clientX + domEvent.touches[1].clientX)/2.0;
y = (domEvent.touches[0].clientY + domEvent.touches[1].clientY)/2.0;
}
} else {
x = domEvent.clientX;
y = domEvent.clientY;
}
// compute normalized device coords and 3d mouse ray
var target = domEvent.target;
var rect = target.getBoundingClientRect();
var left = x - rect.left - target.clientLeft + target.scrollLeft;
var top = y - rect.top - target.clientTop + target.scrollTop;
var deviceX = left / target.clientWidth * 2 - 1;
var deviceY = -top / target.clientHeight * 2 + 1;
var vector = new THREE.Vector3(deviceX, deviceY, 0.5);
this.projector.unprojectVector(vector, this.camera);
var mouseRaycaster = new THREE.Raycaster(this.camera.position.clone(), vector.subSelf(this.camera.position).normalize());
var mouseRay = mouseRaycaster.ray;
// make our 3d mouse event
var event3d = {
mousePos : new THREE.Vector2(deviceX, deviceY),
mouseRay : mouseRay,
domEvent : domEvent,
camera : this.camera,
intersection : this.lastIntersection
};
// if the mouse leaves the dom element, stop everything
if (domEvent.type == "mouseout") {
if ( this.dragging ) {
this.notify(this.lastTarget, "mouseup", event3d);
this.dragging = false;
}
this.notify(this.lastTarget, "mouseout", event3d);
this.lastTarget=null;
return;
}
// While the user is holding the mouse down,
// stay on the same target
if (this.dragging) {
this.notify(this.lastTarget, domEvent.type, event3d);
// for the right button, the order of events is mousedown-contextmenu-mouseup
// otherwise, it is mousedown-mouseup-click
if ((domEvent.type === "mouseup" && domEvent.button === 2) ||
(domEvent.type === "touchend" && domEvent.touches.length == 0) ||
domEvent.type === "click" ) {
this.dragging = false;
}
return;
}
var target = this.lastTarget;
// In the normal case, we need to check what is under the mouse
intersections = mouseRaycaster.intersectObject(this.rootObj, true);
if (intersections.length > 0) {
target = intersections[0].object;
event3d.intersection = this.lastIntersection = intersections[0];
} else {
target = this.fallbackTarget;
}
// if the mouse moves from one object to another
// (or from/to the 'null' object), notify both
if (target !== this.lastTarget) {
var eventAccepted = this.notify(target, 'mouseover', event3d);
if (eventAccepted) {
this.notify(this.lastTarget, 'mouseout', event3d);
} else {
// if target was null or no target has caught our event, fall back
target = this.fallbackTarget;
if (target !== this.lastTarget) {
this.notify(target, 'mouseover', event3d);
this.notify(this.lastTarget, 'mouseout', event3d);
}
}
}
// pass through event
this.notify(target, domEvent.type, event3d);
if (domEvent.type === "mousedown" || domEvent.type === "touchstart") {
this.dragging = true;
}
this.lastTarget = target;
}
MouseHandler.prototype.notify = function(target, type, event3d) {
event3d.type = type;
// make the event cancelable
event3d.cancelBubble = false;
event3d.stopPropagation = function() {
event3d.cancelBubble = true;
}
// walk up graph until event is canceled
// or root node has been reached
event3d.currentTarget = target;
while (event3d.currentTarget) {
// try to fire event on object
if (event3d.currentTarget.dispatchEvent && event3d.currentTarget.dispatchEvent instanceof Function) {
event3d.currentTarget.dispatchEvent(event3d);
if (event3d.cancelBubble) {
this.dispatchEvent(event3d);
return true;
}
}
// walk up
event3d.currentTarget = event3d.currentTarget.parent;
}
return false;
}
var Highlighter = ThreeInteraction.Highlighter = function(mouseHandler) {
mouseHandler.addEventListener("mouseover", this.onMouseOver.bind(this));
mouseHandler.addEventListener("mouseout", this.onMouseOut.bind(this));
this.hoverObjs=[];
}
Highlighter.prototype.onMouseOver = function(event) {
this.hoverObjs.push(event.currentTarget);
}
Highlighter.prototype.onMouseOut = function(event) {
this.hoverObjs.splice(this.hoverObjs.indexOf(event.currentTarget), 1);
}
Highlighter.prototype.getWebglObjects = function(scene, objects, renderList) {
var objlist = scene.__webglObjects;
// get corresponding webgl objects
for (var c = 0; c < objects.length; c++) {
if (!objects[c]) {
continue;
}
for (var o = objlist.length - 1; o >= 0; o--) {
if (objlist[o].object === objects[c]) {
renderList.push(objlist[o]);
break;
}
}
// recurse into children
this.getWebglObjects(scene, objects[c].children, renderList);
}
};
Highlighter.prototype.renderHighlight = function(renderer, scene, camera) {
// get webgl objects
var renderList = [];
this.getWebglObjects(scene, this.hoverObjs, renderList);
//define highlight material
var overrideMaterial = new THREE.MeshBasicMaterial({
fog : false,
opacity : 0.5,
depthTest : true,
depthWrite : false,
polygonOffset : true,
polygonOffsetUnits : -1,
side : THREE.DoubleSide
});
scene.overrideMaterial = overrideMaterial;
// swap render lists, render, undo
var oldWebglObjects = scene.__webglObjects;
scene.__webglObjects = renderList;
renderer.render(scene, camera);
scene.__webglObjects = oldWebglObjects;
scene.overrideMaterial = null;
}
return ThreeInteraction;
}));