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prideout committed Nov 7, 2018
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2 changes: 2 additions & 0 deletions .gitignore
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gltumble.js
gltumble.min.js
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2018 Philip Rideout

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:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

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.
69 changes: 69 additions & 0 deletions README.md
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<h1>gltumble<img src="https://github.com/prideout/lava/raw/master/extras/assets/klein31416.gif" align="right" width="128"></h1>

[![badge]](https://travis-ci.org/prideout/gltumble)

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.

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:

**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.**

Personally, I like this constraint. If you find it to be too limiting, try another package such
as [trackball-controller].

- [Interactive Demo] using [Filament] and WebGL 2.0
- The demo [source code] is a single JS file.

Note that `gltumble` emulates the behavior used by [sketchfab.com].

## Example

```js
const trackball = new Trackball({foo: bar});
const mat = trackball.getMatrix();
trackball.execute();
console.info(`The first component has ${nverts} vertices.`);
```

## Install

Install with NPM (`npm install gltumble`) or Yarn (`yarn add gltumble`), then:

```js
import Trackball from 'gltumble';
```

Or use one of the following two CDN builds.

```html
<script src="//unpkg.com/gltumble/gltumble.min.js"></script> <!-- minified build -->
<script src="//unpkg.com/gltumble/gltumble.js"></script> <!-- dev build -->
```

## API Reference

#### new Trackball(options)

Constructs a trackball, given an optional configuration dictionary.

#### trackball.touch(...)

TBD.

#### trackball.getTransform(...)

TBD.

[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
180 changes: 180 additions & 0 deletions docs/Turntable.js
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var GIZA = GIZA || {};

// Restricts rotation to Spin (Y axis) and Tilt (X axis)
GIZA.Turntable = function(config) {

var M3 = GIZA.Matrix3;
var V3 = GIZA.Vector3;
var V2 = GIZA.Vector2;

// Allow clients to skip the "new"
if (!(this instanceof GIZA.Turntable)) {
return new GIZA.Turntable(config);
}

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
};

this.config = config = GIZA.merge(defaults, config || {});

// diagram please!
var state = {
Resting: 0,
SpinningStart: 1,
SpinningInertia: 2,
DraggingInit: 3,
DraggingSpin: 4,
DraggingTilt: 5,
ReturningHome: 6,
};

var startPosition = V2.make(0, 0);
var currentPosition = V2.make(0, 0);

// TODO make these into a "positionHistory"
var previousPosition = currentPosition.slice(0);
var previous2Position = currentPosition.slice(0);

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;

GIZA.mousedown(function(position, modifiers) {
turntable.startDrag(position);
});

GIZA.mouseup(function(position, modifiers) {
turntable.endDrag(position);
});

GIZA.mousemove(function(position, modifiers) {
if (modifiers.button) {
turntable.updateDrag(position);
}
});

GIZA.drawHooks.push(function(time) {
if (previousTime == null) {
previousTime = time;
}
var deltaTime = time - previousTime;
previousTime = time;

var isSpinning = currentState == state.DraggingSpin ||
(currentState == state.DraggingInit && !config.lockAxes);

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;
}

// 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);
}

previous2Position = previousPosition.slice(0);
previousPosition = currentPosition.slice(0);
});

this.startDrag = function(position) {
startPosition = position.slice(0);
currentPosition = position.slice(0);
currentState = state.DraggingInit;
};

this.updateDrag = function(position) {
var delta = V2.subtract(position, startPosition);

// 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;
}
}

var previousSpin = this.getAngles()[0];
currentPosition = position.slice(0);

// This is purely for trackpads:
var spinDelta = this.getAngles()[0] - previousSpin;
inertiaSpeed = initialInertia * spinDelta;
};

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];
};

this.getRotation = function() {
var r = this.getAngles();
var spin = M3.rotationY(r[0]);
var tilt = M3.rotationX(r[1]);
return M3.multiply(tilt, spin);
};

// 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];

var spinDelta = currentSpin - previousSpin;

if (config.spinFriction == 1) {
currentState = state.Resting;
} else {
currentState = state.SpinningInertia;
inertiaSpeed = initialInertia * spinDelta;
}

};

};

GIZA.Turntable.INFINITE = 1000; // not sure if I'll use this
19 changes: 19 additions & 0 deletions index.js
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import { vec3, quat } from 'gl-matrix';

const TWOPI = 2 * Math.PI;

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,
});
}
}
49 changes: 49 additions & 0 deletions package.json
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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"
}
20 changes: 20 additions & 0 deletions rollup.config.js
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import {terser} from 'rollup-plugin-terser';
import buble from 'rollup-plugin-buble';
import resolve from 'rollup-plugin-node-resolve';

const config = (file, plugins) => ({
input: 'index.js',
output: {
name: 'gltumble',
format: 'umd',
file
},
plugins
});

const bubleConfig = {transforms: {dangerousForOf: true}};

export default [
config('gltumble.js', [resolve(), buble(bubleConfig)]),
config('gltumble.min.js', [resolve(), terser(), buble(bubleConfig)])
];
8 changes: 8 additions & 0 deletions test.js
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import test from 'tape';
import Trackball from './index.js';

test('smoke', (t) => {
const trackball = new Trackball(data);
t.notSame(trackball, null);
t.end();
});

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