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gltumble.js | ||
gltumble.min.js |
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MIT License | ||
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Copyright (c) 2018 Philip Rideout | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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<h1>gltumble<img src="https://github.com/prideout/lava/raw/master/extras/assets/klein31416.gif" align="right" width="128"></h1> | ||
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[![badge]](https://travis-ci.org/prideout/gltumble) | ||
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This library provides a math class called `Trackball` that allows users to spin (or "tumble") an | ||
object by dragging with a mouse, trackpad, or touch screen. It optionally applies inertia such that | ||
the object continues to spin if you flick it. | ||
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The trackball does not do anything with quaternions. It simply applies Y rotation followed by X | ||
rotation. It avoids rotation about the Z axis, and here's why: | ||
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**When I'm at a museum, I often walk around an *objet d'art*, or stand on my tiptoes to see its top, | ||
or crouch to see its underside. However, I very rarely tilt my head to the side, since that doesn't | ||
reveal anything new. The only times I tilt my head are when I'm expressing confusion, or trying to | ||
read vertical text.** | ||
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Personally, I like this constraint. If you find it to be too limiting, try another package such | ||
as [trackball-controller]. | ||
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- [Interactive Demo] using [Filament] and WebGL 2.0 | ||
- The demo [source code] is a single JS file. | ||
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Note that `gltumble` emulates the behavior used by [sketchfab.com]. | ||
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## Example | ||
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```js | ||
const trackball = new Trackball({foo: bar}); | ||
const mat = trackball.getMatrix(); | ||
trackball.execute(); | ||
console.info(`The first component has ${nverts} vertices.`); | ||
``` | ||
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## Install | ||
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Install with NPM (`npm install gltumble`) or Yarn (`yarn add gltumble`), then: | ||
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```js | ||
import Trackball from 'gltumble'; | ||
``` | ||
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Or use one of the following two CDN builds. | ||
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```html | ||
<script src="//unpkg.com/gltumble/gltumble.min.js"></script> <!-- minified build --> | ||
<script src="//unpkg.com/gltumble/gltumble.js"></script> <!-- dev build --> | ||
``` | ||
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## API Reference | ||
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#### new Trackball(options) | ||
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Constructs a trackball, given an optional configuration dictionary. | ||
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#### trackball.touch(...) | ||
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TBD. | ||
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#### trackball.getTransform(...) | ||
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TBD. | ||
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[badge]: https://travis-ci.org/prideout/.svg?branch=master "Build Status" | ||
[glMatrix]: http://glmatrix.net | ||
[Interactive Demo]: https://prideout.net/gltumble | ||
[Filament]: https://github.com/google/filament | ||
[source code]: https://github.com/prideout/knotess/blob/master/docs/demo.js | ||
[trackball-controller]: https://github.com/wwwtyro/trackball-controller | ||
[sketchfab.com]: https://sketchfab.com/models/bde956d410d4483da4126f1b0c80a06b |
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var GIZA = GIZA || {}; | ||
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// Restricts rotation to Spin (Y axis) and Tilt (X axis) | ||
GIZA.Turntable = function(config) { | ||
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var M3 = GIZA.Matrix3; | ||
var V3 = GIZA.Vector3; | ||
var V2 = GIZA.Vector2; | ||
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// Allow clients to skip the "new" | ||
if (!(this instanceof GIZA.Turntable)) { | ||
return new GIZA.Turntable(config); | ||
} | ||
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var defaults = { | ||
startSpin: 0.001, // radians per second | ||
allowTilt: true, | ||
allowSpin: true, | ||
spinFriction: 0.125, // 0 means no friction (infinite spin) while 1 means no inertia | ||
epsilon: 3, // distance (in pixels) to wait before deciding if a drag is a Tilt or a Spin | ||
radiansPerPixel: V2.make(0.01, 0.01), | ||
canvas: GIZA.canvas, | ||
trackpad: true, // if true, compensate for the delay on trackpads that occur between touchup and mouseup | ||
lockAxes: false, // if true, don't allow simultaneous spin + tilt | ||
homeTilt: 0.25, | ||
//bounceTilt: false, // if true, returns the tilt to the "home" angle after a mouse release | ||
//boundSpin: false, // if true, returns to the startSpin state after a mouse release | ||
}; | ||
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this.config = config = GIZA.merge(defaults, config || {}); | ||
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// diagram please! | ||
var state = { | ||
Resting: 0, | ||
SpinningStart: 1, | ||
SpinningInertia: 2, | ||
DraggingInit: 3, | ||
DraggingSpin: 4, | ||
DraggingTilt: 5, | ||
ReturningHome: 6, | ||
}; | ||
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var startPosition = V2.make(0, 0); | ||
var currentPosition = V2.make(0, 0); | ||
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// TODO make these into a "positionHistory" | ||
var previousPosition = currentPosition.slice(0); | ||
var previous2Position = currentPosition.slice(0); | ||
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var currentSpin = 0; | ||
var currentTilt = config.homeTilt; | ||
var currentState = config.startSpin ? | ||
state.SpinningStart : state.Resting; | ||
var previousTime = null; | ||
var inertiaSpeed = 0; | ||
var initialInertia = 0.125; | ||
var turntable = this; | ||
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GIZA.mousedown(function(position, modifiers) { | ||
turntable.startDrag(position); | ||
}); | ||
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GIZA.mouseup(function(position, modifiers) { | ||
turntable.endDrag(position); | ||
}); | ||
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GIZA.mousemove(function(position, modifiers) { | ||
if (modifiers.button) { | ||
turntable.updateDrag(position); | ||
} | ||
}); | ||
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GIZA.drawHooks.push(function(time) { | ||
if (previousTime == null) { | ||
previousTime = time; | ||
} | ||
var deltaTime = time - previousTime; | ||
previousTime = time; | ||
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var isSpinning = currentState == state.DraggingSpin || | ||
(currentState == state.DraggingInit && !config.lockAxes); | ||
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if (currentState == state.SpinningStart) { | ||
currentSpin += config.startSpin * deltaTime; | ||
} else if (currentState == state.SpinningInertia) { | ||
currentSpin += inertiaSpeed * deltaTime; | ||
inertiaSpeed *= (1 - config.spinFriction); | ||
if (Math.abs(inertiaSpeed) < 0.0001) { | ||
currentState = state.Resting; | ||
} | ||
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// Some trackpads have an intentional delay between fingers-up | ||
// and the time we receive the mouseup event. To accomodate this, | ||
// we execute inertia even while we think the mouse is still down. | ||
// This behavior can be disabled with the "trackpad" config option. | ||
} else if (config.trackpad && isSpinning && | ||
V2.equivalent(currentPosition, previous2Position, 0)) { | ||
currentSpin += inertiaSpeed * deltaTime; | ||
inertiaSpeed *= (1 - config.spinFriction); | ||
} | ||
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previous2Position = previousPosition.slice(0); | ||
previousPosition = currentPosition.slice(0); | ||
}); | ||
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this.startDrag = function(position) { | ||
startPosition = position.slice(0); | ||
currentPosition = position.slice(0); | ||
currentState = state.DraggingInit; | ||
}; | ||
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this.updateDrag = function(position) { | ||
var delta = V2.subtract(position, startPosition); | ||
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// If we haven't decided yet, decide if we're spinning or tilting. | ||
if (currentState == state.DraggingInit && config.lockAxes) { | ||
if (Math.abs(delta[0]) > config.epsilon && config.allowSpin) { | ||
currentState = state.DraggingSpin; | ||
} else if (Math.abs(delta[1]) > config.epsilon && config.allowTilt) { | ||
currentState = state.DraggingTilt; | ||
} else { | ||
return; | ||
} | ||
} | ||
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var previousSpin = this.getAngles()[0]; | ||
currentPosition = position.slice(0); | ||
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// This is purely for trackpads: | ||
var spinDelta = this.getAngles()[0] - previousSpin; | ||
inertiaSpeed = initialInertia * spinDelta; | ||
}; | ||
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this.getAngles = function() { | ||
var delta = V2.subtract(currentPosition, startPosition); | ||
var spin = currentSpin; | ||
var tilt = currentTilt; | ||
if (currentState == state.DraggingSpin) { | ||
var radians = config.radiansPerPixel[0] * delta[0]; | ||
spin += radians; | ||
} else if (currentState == state.DraggingTilt) { | ||
var radians = config.radiansPerPixel[1] * delta[1]; | ||
tilt += radians; | ||
} else if (!config.lockAxes && currentState == state.DraggingInit) { | ||
spin += config.radiansPerPixel[0] * delta[0]; | ||
tilt += config.radiansPerPixel[1] * delta[1]; | ||
} | ||
return [spin, tilt]; | ||
}; | ||
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this.getRotation = function() { | ||
var r = this.getAngles(); | ||
var spin = M3.rotationY(r[0]); | ||
var tilt = M3.rotationX(r[1]); | ||
return M3.multiply(tilt, spin); | ||
}; | ||
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// When releasing the mouse, capture the current rotation and change | ||
// the state machine back to 'Resting' or 'SpinningInertia'. | ||
this.endDrag = function(position) { | ||
var previousSpin = this.getAngles()[0]; | ||
currentPosition = position.slice(0); | ||
var r = this.getAngles(); | ||
currentSpin = r[0]; | ||
currentTilt = r[1]; | ||
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var spinDelta = currentSpin - previousSpin; | ||
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if (config.spinFriction == 1) { | ||
currentState = state.Resting; | ||
} else { | ||
currentState = state.SpinningInertia; | ||
inertiaSpeed = initialInertia * spinDelta; | ||
} | ||
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}; | ||
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}; | ||
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GIZA.Turntable.INFINITE = 1000; // not sure if I'll use this |
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import { vec3, quat } from 'gl-matrix'; | ||
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const TWOPI = 2 * Math.PI; | ||
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export default class Trackball { | ||
constructor() { | ||
this.defaults = Object.freeze({ | ||
startSpin: 0.001, // radians per second | ||
allowTilt: true, | ||
allowSpin: true, | ||
spinFriction: 0.125, // 0 means no friction (infinite spin) while 1 means no inertia | ||
epsilon: 3, // distance (in pixels) to wait before deciding if a drag is a Tilt or a Spin | ||
radiansPerPixel: V2.make(0.01, 0.01), | ||
trackpad: true, // if true, compensate for the delay on trackpads that occur between touchup and mouseup | ||
lockAxes: false, // if true, don't allow simultaneous spin + tilt | ||
homeTilt: 0.25, | ||
}); | ||
} | ||
} |
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{ | ||
"name": "gltumble", | ||
"version": "0.0.0", | ||
"description": "Spin an object by dragging with a mouse, trackpad, or touch screen", | ||
"main": "gltumble.js", | ||
"module": "index.js", | ||
"jsdelivr": "gltumble.min.js", | ||
"unpkg": "gltumble.min.js", | ||
"dependencies": { | ||
"gl-matrix": "^2.8.1" | ||
}, | ||
"devDependencies": { | ||
"c8": "^3.2.0", | ||
"eslint": "^5.6.0", | ||
"eslint-config-mourner": "^3.0.0", | ||
"esm": "^3.0.84", | ||
"rollup": "^0.66.2", | ||
"rollup-plugin-buble": "^0.19.2", | ||
"rollup-plugin-node-resolve": "^3.4.0", | ||
"rollup-plugin-terser": "^3.0.0", | ||
"tape": "^4.9.1" | ||
}, | ||
"repository": { | ||
"type": "git", | ||
"url": "https://github.com/prideout/gltumble.git" | ||
}, | ||
"scripts": { | ||
"disable__lint": "eslint index.js test.js rollup.config.js", | ||
"disable__pretest": "npm run lint", | ||
"test": "node -r esm test.js", | ||
"disable__cov": "c8 node -r esm test.js && c8 report -r html", | ||
"build": "rollup -c", | ||
"clean": "rm gltumble.*", | ||
"watch": "rollup -cw", | ||
"disable__prepublishOnly": "npm test && npm run build" | ||
}, | ||
"files": [ | ||
"gltumble.js", | ||
"gltumble.min.js" | ||
], | ||
"eslintConfig": { | ||
"extends": "mourner", | ||
"rules": { | ||
"no-sequences": 0 | ||
} | ||
}, | ||
"author": "Philip Rideout", | ||
"license": "MIT" | ||
} |
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import {terser} from 'rollup-plugin-terser'; | ||
import buble from 'rollup-plugin-buble'; | ||
import resolve from 'rollup-plugin-node-resolve'; | ||
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const config = (file, plugins) => ({ | ||
input: 'index.js', | ||
output: { | ||
name: 'gltumble', | ||
format: 'umd', | ||
file | ||
}, | ||
plugins | ||
}); | ||
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const bubleConfig = {transforms: {dangerousForOf: true}}; | ||
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export default [ | ||
config('gltumble.js', [resolve(), buble(bubleConfig)]), | ||
config('gltumble.min.js', [resolve(), terser(), buble(bubleConfig)]) | ||
]; |
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import test from 'tape'; | ||
import Trackball from './index.js'; | ||
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test('smoke', (t) => { | ||
const trackball = new Trackball(data); | ||
t.notSame(trackball, null); | ||
t.end(); | ||
}); |