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- /**
- * @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();
- };
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