/** * @author richt / http://richt.me * @author WestLangley / http://github.com/WestLangley * * W3C Device Orientation control (http://w3c.github.io/deviceorientation/spec-source-orientation.html) */ THREE.DeviceOrientationControls = function( object ) { var scope = this; this.object = object; this.object.rotation.reorder( "YXZ" ); this.enabled = true; this.deviceOrientation = {}; this.screenOrientation = 0; this.alpha = 0; this.alphaOffsetAngle = 0; var onDeviceOrientationChangeEvent = function( event ) { scope.deviceOrientation = event; }; var onScreenOrientationChangeEvent = function() { scope.screenOrientation = window.orientation || 0; }; // The angles alpha, beta and gamma form a set of intrinsic Tait-Bryan angles of type Z-X'-Y'' var setObjectQuaternion = function() { var zee = new THREE.Vector3( 0, 0, 1 ); var euler = new THREE.Euler(); var q0 = new THREE.Quaternion(); var q1 = new THREE.Quaternion( - Math.sqrt( 0.5 ), 0, 0, Math.sqrt( 0.5 ) ); // - PI/2 around the x-axis return function( quaternion, alpha, beta, gamma, orient ) { euler.set( beta, alpha, - gamma, 'YXZ' ); // 'ZXY' for the device, but 'YXZ' for us quaternion.setFromEuler( euler ); // orient the device quaternion.multiply( q1 ); // camera looks out the back of the device, not the top quaternion.multiply( q0.setFromAxisAngle( zee, - orient ) ); // adjust for screen orientation } }(); this.connect = function() { onScreenOrientationChangeEvent(); // run once on load window.addEventListener( 'orientationchange', onScreenOrientationChangeEvent, false ); window.addEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false ); scope.enabled = true; }; this.disconnect = function() { window.removeEventListener( 'orientationchange', onScreenOrientationChangeEvent, false ); window.removeEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false ); scope.enabled = false; }; this.update = function() { if ( scope.enabled === false ) return; var alpha = scope.deviceOrientation.alpha ? THREE.Math.degToRad( scope.deviceOrientation.alpha ) + this.alphaOffsetAngle : 0; // Z var beta = scope.deviceOrientation.beta ? THREE.Math.degToRad( scope.deviceOrientation.beta ) : 0; // X' var gamma = scope.deviceOrientation.gamma ? THREE.Math.degToRad( scope.deviceOrientation.gamma ) : 0; // Y'' var orient = scope.screenOrientation ? THREE.Math.degToRad( scope.screenOrientation ) : 0; // O setObjectQuaternion( scope.object.quaternion, alpha, beta, gamma, orient ); this.alpha = alpha; }; this.updateAlphaOffsetAngle = function( angle ) { this.alphaOffsetAngle = angle; this.update(); }; this.dispose = function() { this.disconnect(); }; this.connect(); };