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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 | 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x | import macro from 'vtk.js/Sources/macros'; import vtkCompositeCameraManipulator from 'vtk.js/Sources/Interaction/Manipulators/CompositeCameraManipulator'; import vtkCompositeMouseManipulator from 'vtk.js/Sources/Interaction/Manipulators/CompositeMouseManipulator'; const ANIMATION_REQUESTER = 'vtkMouseCameraTrackballFirstPersonManipulator'; // ---------------------------------------------------------------------------- // vtkMouseCameraTrackballFirstPersonManipulator methods // ---------------------------------------------------------------------------- function vtkMouseCameraTrackballFirstPersonManipulator(publicAPI, model) { // Set our className model.classHierarchy.push('vtkMouseCameraTrackballFirstPersonManipulator'); const internal = { interactor: null, renderer: null, previousPosition: null, }; //-------------------------------------------------------------------------- publicAPI.onButtonDown = (interactor, renderer, position) => { internal.previousPosition = position; if (model.usePointerLock && !interactor.isPointerLocked()) { Object.assign(internal, { interactor, renderer }); interactor.requestPointerLock(); publicAPI.startPointerLockInteraction(); } }; //-------------------------------------------------------------------------- publicAPI.startPointerLockInteraction = () => { const { interactor } = internal; // TODO: at some point, this should perhaps be done in // RenderWindowInteractor instead of here. // We need to hook into mousemove directly for two reasons: // 1. We need to keep receiving mouse move events after the mouse button // is released. This is currently not possible with // vtkInteractorStyleManipulator. // 2. Since the mouse is stationary in pointer lock mode, we need the // event.movementX and event.movementY info, which are not currently // passed via interactor.onMouseMove. document.addEventListener('mousemove', publicAPI.onPointerLockMove); let subscription = null; const endInteraction = () => { document.removeEventListener('mousemove', publicAPI.onPointerLockMove); subscription.unsubscribe(); }; subscription = interactor.onEndPointerLock(endInteraction); }; //-------------------------------------------------------------------------- publicAPI.onPointerLockMove = (e) => { const sensitivity = model.sensitivity; const yaw = -1 * e.movementX * sensitivity; const pitch = -1 * e.movementY * sensitivity; publicAPI.moveCamera(yaw, pitch); }; //-------------------------------------------------------------------------- publicAPI.onMouseMove = (interactor, renderer, position) => { // This is currently only being called for non pointer lock mode if (!position) { return; } const { previousPosition } = internal; const sensitivity = model.sensitivity; const yaw = (previousPosition.x - position.x) * sensitivity; const pitch = (position.y - previousPosition.y) * sensitivity; Object.assign(internal, { interactor, renderer }); publicAPI.moveCamera(yaw, pitch); internal.previousPosition = position; }; //-------------------------------------------------------------------------- publicAPI.moveCamera = (yaw, pitch) => { const { renderer, interactor } = internal; const camera = renderer.getActiveCamera(); // We need to pick a number of steps here that is not too few // (or the camera will be jittery) and not too many (or the // animations will take too long). // Perhaps this should be calculated? const numSteps = model.numAnimationSteps; const yawStep = yaw / numSteps; const pitchStep = pitch / numSteps; const now = performance.now().toString(); const animationRequester = `${ANIMATION_REQUESTER}.${now}`; let curStep = 0; let animationSub = null; const performStep = () => { camera.yaw(yawStep); camera.pitch(pitchStep); camera.orthogonalizeViewUp(); curStep += 1; if (curStep === numSteps) { animationSub.unsubscribe(); renderer.resetCameraClippingRange(); if (interactor.getLightFollowCamera()) { renderer.updateLightsGeometryToFollowCamera(); } // This needs to be posted to the event loop so it isn't called // in the `handleAnimation` stack, or else the animation will // not be canceled. const cancelRequest = () => { internal.interactor.cancelAnimation(animationRequester); }; setTimeout(cancelRequest, 0); } }; interactor.requestAnimation(animationRequester); animationSub = interactor.onAnimation(() => performStep()); }; } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = { numAnimationSteps: 5, sensitivity: 0.05, usePointerLock: true, }; // ---------------------------------------------------------------------------- export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); // Inheritance macro.obj(publicAPI, model); vtkCompositeCameraManipulator.extend(publicAPI, model, initialValues); vtkCompositeMouseManipulator.extend(publicAPI, model, initialValues); // Create get-set macros macro.setGet(publicAPI, model, [ 'numAnimationSteps', 'sensitivity', 'usePointerLock', ]); // Object specific methods vtkMouseCameraTrackballFirstPersonManipulator(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance( extend, 'vtkMouseCameraTrackballFirstPersonManipulator' ); // ---------------------------------------------------------------------------- export default { newInstance, extend }; |