]> gitweb.ps.run Git - cloth_sim/commitdiff
new files dev
authorPatrick Schönberger <patrick.schoenberger@posteo.de>
Wed, 3 Feb 2021 07:37:55 +0000 (08:37 +0100)
committerPatrick Schönberger <patrick.schoenberger@posteo.de>
Wed, 3 Feb 2021 07:37:55 +0000 (08:37 +0100)
Scripts/OrbitControls.js [new file with mode: 0644]
Textures/neg-x.jpg [new file with mode: 0644]
Textures/neg-y.jpg [new file with mode: 0644]
Textures/neg-z.jpg [new file with mode: 0644]
Textures/pos-x.jpg [new file with mode: 0644]
Textures/pos-y.jpg [new file with mode: 0644]
Textures/pos-z.jpg [new file with mode: 0644]
Textures/tears_of_steel_bridge_2k.jpg [new file with mode: 0644]

diff --git a/Scripts/OrbitControls.js b/Scripts/OrbitControls.js
new file mode 100644 (file)
index 0000000..8695c99
--- /dev/null
@@ -0,0 +1,1229 @@
+import {\r
+       EventDispatcher,\r
+       MOUSE,\r
+       Quaternion,\r
+       Spherical,\r
+       TOUCH,\r
+       Vector2,\r
+       Vector3\r
+} from './three.module.js';\r
+\r
+// This set of controls performs orbiting, dollying (zooming), and panning.\r
+// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).\r
+//\r
+//    Orbit - left mouse / touch: one-finger move\r
+//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\r
+//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\r
+\r
+var OrbitControls = function ( object, domElement ) {\r
+\r
+       if ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter "domElement" is now mandatory.' );\r
+       if ( domElement === document ) console.error( 'THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );\r
+\r
+       this.object = object;\r
+       this.domElement = domElement;\r
+\r
+       // Set to false to disable this control\r
+       this.enabled = true;\r
+\r
+       // "target" sets the location of focus, where the object orbits around\r
+       this.target = new Vector3();\r
+\r
+       // How far you can dolly in and out ( PerspectiveCamera only )\r
+       this.minDistance = 0;\r
+       this.maxDistance = Infinity;\r
+\r
+       // How far you can zoom in and out ( OrthographicCamera only )\r
+       this.minZoom = 0;\r
+       this.maxZoom = Infinity;\r
+\r
+       // How far you can orbit vertically, upper and lower limits.\r
+       // Range is 0 to Math.PI radians.\r
+       this.minPolarAngle = 0; // radians\r
+       this.maxPolarAngle = Math.PI; // radians\r
+\r
+       // How far you can orbit horizontally, upper and lower limits.\r
+       // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\r
+       this.minAzimuthAngle = - Infinity; // radians\r
+       this.maxAzimuthAngle = Infinity; // radians\r
+\r
+       // Set to true to enable damping (inertia)\r
+       // If damping is enabled, you must call controls.update() in your animation loop\r
+       this.enableDamping = false;\r
+       this.dampingFactor = 0.05;\r
+\r
+       // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.\r
+       // Set to false to disable zooming\r
+       this.enableZoom = true;\r
+       this.zoomSpeed = 1.0;\r
+\r
+       // Set to false to disable rotating\r
+       this.enableRotate = true;\r
+       this.rotateSpeed = 1.0;\r
+\r
+       // Set to false to disable panning\r
+       this.enablePan = true;\r
+       this.panSpeed = 1.0;\r
+       this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up\r
+       this.keyPanSpeed = 7.0; // pixels moved per arrow key push\r
+\r
+       // Set to true to automatically rotate around the target\r
+       // If auto-rotate is enabled, you must call controls.update() in your animation loop\r
+       this.autoRotate = false;\r
+       this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60\r
+\r
+       // The four arrow keys\r
+       this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };\r
+\r
+       // Mouse buttons\r
+       this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };\r
+\r
+       // Touch fingers\r
+       this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };\r
+\r
+       // for reset\r
+       this.target0 = this.target.clone();\r
+       this.position0 = this.object.position.clone();\r
+       this.zoom0 = this.object.zoom;\r
+\r
+       // the target DOM element for key events\r
+       this._domElementKeyEvents = null;\r
+\r
+       //\r
+       // public methods\r
+       //\r
+\r
+       this.getPolarAngle = function () {\r
+\r
+               return spherical.phi;\r
+\r
+       };\r
+\r
+       this.getAzimuthalAngle = function () {\r
+\r
+               return spherical.theta;\r
+\r
+       };\r
+\r
+       this.listenToKeyEvents = function ( domElement ) {\r
+\r
+               domElement.addEventListener( 'keydown', onKeyDown );\r
+               this._domElementKeyEvents = domElement;\r
+\r
+       };\r
+\r
+       this.saveState = function () {\r
+\r
+               scope.target0.copy( scope.target );\r
+               scope.position0.copy( scope.object.position );\r
+               scope.zoom0 = scope.object.zoom;\r
+\r
+       };\r
+\r
+       this.reset = function () {\r
+\r
+               scope.target.copy( scope.target0 );\r
+               scope.object.position.copy( scope.position0 );\r
+               scope.object.zoom = scope.zoom0;\r
+\r
+               scope.object.updateProjectionMatrix();\r
+               scope.dispatchEvent( changeEvent );\r
+\r
+               scope.update();\r
+\r
+               state = STATE.NONE;\r
+\r
+       };\r
+\r
+       // this method is exposed, but perhaps it would be better if we can make it private...\r
+       this.update = function () {\r
+\r
+               var offset = new Vector3();\r
+\r
+               // so camera.up is the orbit axis\r
+               var quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );\r
+               var quatInverse = quat.clone().invert();\r
+\r
+               var lastPosition = new Vector3();\r
+               var lastQuaternion = new Quaternion();\r
+\r
+               var twoPI = 2 * Math.PI;\r
+\r
+               return function update() {\r
+\r
+                       var position = scope.object.position;\r
+\r
+                       offset.copy( position ).sub( scope.target );\r
+\r
+                       // rotate offset to "y-axis-is-up" space\r
+                       offset.applyQuaternion( quat );\r
+\r
+                       // angle from z-axis around y-axis\r
+                       spherical.setFromVector3( offset );\r
+\r
+                       if ( scope.autoRotate && state === STATE.NONE ) {\r
+\r
+                               rotateLeft( getAutoRotationAngle() );\r
+\r
+                       }\r
+\r
+                       if ( scope.enableDamping ) {\r
+\r
+                               spherical.theta += sphericalDelta.theta * scope.dampingFactor;\r
+                               spherical.phi += sphericalDelta.phi * scope.dampingFactor;\r
+\r
+                       } else {\r
+\r
+                               spherical.theta += sphericalDelta.theta;\r
+                               spherical.phi += sphericalDelta.phi;\r
+\r
+                       }\r
+\r
+                       // restrict theta to be between desired limits\r
+\r
+                       var min = scope.minAzimuthAngle;\r
+                       var max = scope.maxAzimuthAngle;\r
+\r
+                       if ( isFinite( min ) && isFinite( max ) ) {\r
+\r
+                               if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;\r
+\r
+                               if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;\r
+\r
+                               if ( min <= max ) {\r
+\r
+                                       spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );\r
+\r
+                               } else {\r
+\r
+                                       spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?\r
+                                               Math.max( min, spherical.theta ) :\r
+                                               Math.min( max, spherical.theta );\r
+\r
+                               }\r
+\r
+                       }\r
+\r
+                       // restrict phi to be between desired limits\r
+                       spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );\r
+\r
+                       spherical.makeSafe();\r
+\r
+\r
+                       spherical.radius *= scale;\r
+\r
+                       // restrict radius to be between desired limits\r
+                       spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );\r
+\r
+                       // move target to panned location\r
+\r
+                       if ( scope.enableDamping === true ) {\r
+\r
+                               scope.target.addScaledVector( panOffset, scope.dampingFactor );\r
+\r
+                       } else {\r
+\r
+                               scope.target.add( panOffset );\r
+\r
+                       }\r
+\r
+                       offset.setFromSpherical( spherical );\r
+\r
+                       // rotate offset back to "camera-up-vector-is-up" space\r
+                       offset.applyQuaternion( quatInverse );\r
+\r
+                       position.copy( scope.target ).add( offset );\r
+\r
+                       scope.object.lookAt( scope.target );\r
+\r
+                       if ( scope.enableDamping === true ) {\r
+\r
+                               sphericalDelta.theta *= ( 1 - scope.dampingFactor );\r
+                               sphericalDelta.phi *= ( 1 - scope.dampingFactor );\r
+\r
+                               panOffset.multiplyScalar( 1 - scope.dampingFactor );\r
+\r
+                       } else {\r
+\r
+                               sphericalDelta.set( 0, 0, 0 );\r
+\r
+                               panOffset.set( 0, 0, 0 );\r
+\r
+                       }\r
+\r
+                       scale = 1;\r
+\r
+                       // update condition is:\r
+                       // min(camera displacement, camera rotation in radians)^2 > EPS\r
+                       // using small-angle approximation cos(x/2) = 1 - x^2 / 8\r
+\r
+                       if ( zoomChanged ||\r
+                               lastPosition.distanceToSquared( scope.object.position ) > EPS ||\r
+                               8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {\r
+\r
+                               scope.dispatchEvent( changeEvent );\r
+\r
+                               lastPosition.copy( scope.object.position );\r
+                               lastQuaternion.copy( scope.object.quaternion );\r
+                               zoomChanged = false;\r
+\r
+                               return true;\r
+\r
+                       }\r
+\r
+                       return false;\r
+\r
+               };\r
+\r
+       }();\r
+\r
+       this.dispose = function () {\r
+\r
+               scope.domElement.removeEventListener( 'contextmenu', onContextMenu );\r
+\r
+               scope.domElement.removeEventListener( 'pointerdown', onPointerDown );\r
+               scope.domElement.removeEventListener( 'wheel', onMouseWheel );\r
+\r
+               scope.domElement.removeEventListener( 'touchstart', onTouchStart );\r
+               scope.domElement.removeEventListener( 'touchend', onTouchEnd );\r
+               scope.domElement.removeEventListener( 'touchmove', onTouchMove );\r
+\r
+               scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove );\r
+               scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp );\r
+\r
+\r
+               if ( scope._domElementKeyEvents !== null ) {\r
+\r
+                       scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );\r
+\r
+               }\r
+\r
+               //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\r
+\r
+       };\r
+\r
+       //\r
+       // internals\r
+       //\r
+\r
+       var scope = this;\r
+\r
+       var changeEvent = { type: 'change' };\r
+       var startEvent = { type: 'start' };\r
+       var endEvent = { type: 'end' };\r
+\r
+       var STATE = {\r
+               NONE: - 1,\r
+               ROTATE: 0,\r
+               DOLLY: 1,\r
+               PAN: 2,\r
+               TOUCH_ROTATE: 3,\r
+               TOUCH_PAN: 4,\r
+               TOUCH_DOLLY_PAN: 5,\r
+               TOUCH_DOLLY_ROTATE: 6\r
+       };\r
+\r
+       var state = STATE.NONE;\r
+\r
+       var EPS = 0.000001;\r
+\r
+       // current position in spherical coordinates\r
+       var spherical = new Spherical();\r
+       var sphericalDelta = new Spherical();\r
+\r
+       var scale = 1;\r
+       var panOffset = new Vector3();\r
+       var zoomChanged = false;\r
+\r
+       var rotateStart = new Vector2();\r
+       var rotateEnd = new Vector2();\r
+       var rotateDelta = new Vector2();\r
+\r
+       var panStart = new Vector2();\r
+       var panEnd = new Vector2();\r
+       var panDelta = new Vector2();\r
+\r
+       var dollyStart = new Vector2();\r
+       var dollyEnd = new Vector2();\r
+       var dollyDelta = new Vector2();\r
+\r
+       function getAutoRotationAngle() {\r
+\r
+               return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\r
+\r
+       }\r
+\r
+       function getZoomScale() {\r
+\r
+               return Math.pow( 0.95, scope.zoomSpeed );\r
+\r
+       }\r
+\r
+       function rotateLeft( angle ) {\r
+\r
+               sphericalDelta.theta -= angle;\r
+\r
+       }\r
+\r
+       function rotateUp( angle ) {\r
+\r
+               sphericalDelta.phi -= angle;\r
+\r
+       }\r
+\r
+       var panLeft = function () {\r
+\r
+               var v = new Vector3();\r
+\r
+               return function panLeft( distance, objectMatrix ) {\r
+\r
+                       v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix\r
+                       v.multiplyScalar( - distance );\r
+\r
+                       panOffset.add( v );\r
+\r
+               };\r
+\r
+       }();\r
+\r
+       var panUp = function () {\r
+\r
+               var v = new Vector3();\r
+\r
+               return function panUp( distance, objectMatrix ) {\r
+\r
+                       if ( scope.screenSpacePanning === true ) {\r
+\r
+                               v.setFromMatrixColumn( objectMatrix, 1 );\r
+\r
+                       } else {\r
+\r
+                               v.setFromMatrixColumn( objectMatrix, 0 );\r
+                               v.crossVectors( scope.object.up, v );\r
+\r
+                       }\r
+\r
+                       v.multiplyScalar( distance );\r
+\r
+                       panOffset.add( v );\r
+\r
+               };\r
+\r
+       }();\r
+\r
+       // deltaX and deltaY are in pixels; right and down are positive\r
+       var pan = function () {\r
+\r
+               var offset = new Vector3();\r
+\r
+               return function pan( deltaX, deltaY ) {\r
+\r
+                       var element = scope.domElement;\r
+\r
+                       if ( scope.object.isPerspectiveCamera ) {\r
+\r
+                               // perspective\r
+                               var position = scope.object.position;\r
+                               offset.copy( position ).sub( scope.target );\r
+                               var targetDistance = offset.length();\r
+\r
+                               // half of the fov is center to top of screen\r
+                               targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );\r
+\r
+                               // we use only clientHeight here so aspect ratio does not distort speed\r
+                               panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );\r
+                               panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );\r
+\r
+                       } else if ( scope.object.isOrthographicCamera ) {\r
+\r
+                               // orthographic\r
+                               panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );\r
+                               panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );\r
+\r
+                       } else {\r
+\r
+                               // camera neither orthographic nor perspective\r
+                               console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );\r
+                               scope.enablePan = false;\r
+\r
+                       }\r
+\r
+               };\r
+\r
+       }();\r
+\r
+       function dollyOut( dollyScale ) {\r
+\r
+               if ( scope.object.isPerspectiveCamera ) {\r
+\r
+                       scale /= dollyScale;\r
+\r
+               } else if ( scope.object.isOrthographicCamera ) {\r
+\r
+                       scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );\r
+                       scope.object.updateProjectionMatrix();\r
+                       zoomChanged = true;\r
+\r
+               } else {\r
+\r
+                       console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\r
+                       scope.enableZoom = false;\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function dollyIn( dollyScale ) {\r
+\r
+               if ( scope.object.isPerspectiveCamera ) {\r
+\r
+                       scale *= dollyScale;\r
+\r
+               } else if ( scope.object.isOrthographicCamera ) {\r
+\r
+                       scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );\r
+                       scope.object.updateProjectionMatrix();\r
+                       zoomChanged = true;\r
+\r
+               } else {\r
+\r
+                       console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\r
+                       scope.enableZoom = false;\r
+\r
+               }\r
+\r
+       }\r
+\r
+       //\r
+       // event callbacks - update the object state\r
+       //\r
+\r
+       function handleMouseDownRotate( event ) {\r
+\r
+               rotateStart.set( event.clientX, event.clientY );\r
+\r
+       }\r
+\r
+       function handleMouseDownDolly( event ) {\r
+\r
+               dollyStart.set( event.clientX, event.clientY );\r
+\r
+       }\r
+\r
+       function handleMouseDownPan( event ) {\r
+\r
+               panStart.set( event.clientX, event.clientY );\r
+\r
+       }\r
+\r
+       function handleMouseMoveRotate( event ) {\r
+\r
+               rotateEnd.set( event.clientX, event.clientY );\r
+\r
+               rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\r
+\r
+               var element = scope.domElement;\r
+\r
+               rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\r
+\r
+               rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\r
+\r
+               rotateStart.copy( rotateEnd );\r
+\r
+               scope.update();\r
+\r
+       }\r
+\r
+       function handleMouseMoveDolly( event ) {\r
+\r
+               dollyEnd.set( event.clientX, event.clientY );\r
+\r
+               dollyDelta.subVectors( dollyEnd, dollyStart );\r
+\r
+               if ( dollyDelta.y > 0 ) {\r
+\r
+                       dollyOut( getZoomScale() );\r
+\r
+               } else if ( dollyDelta.y < 0 ) {\r
+\r
+                       dollyIn( getZoomScale() );\r
+\r
+               }\r
+\r
+               dollyStart.copy( dollyEnd );\r
+\r
+               scope.update();\r
+\r
+       }\r
+\r
+       function handleMouseMovePan( event ) {\r
+\r
+               panEnd.set( event.clientX, event.clientY );\r
+\r
+               panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\r
+\r
+               pan( panDelta.x, panDelta.y );\r
+\r
+               panStart.copy( panEnd );\r
+\r
+               scope.update();\r
+\r
+       }\r
+\r
+       function handleMouseUp( /*event*/ ) {\r
+\r
+               // no-op\r
+\r
+       }\r
+\r
+       function handleMouseWheel( event ) {\r
+\r
+               if ( event.deltaY < 0 ) {\r
+\r
+                       dollyIn( getZoomScale() );\r
+\r
+               } else if ( event.deltaY > 0 ) {\r
+\r
+                       dollyOut( getZoomScale() );\r
+\r
+               }\r
+\r
+               scope.update();\r
+\r
+       }\r
+\r
+       function handleKeyDown( event ) {\r
+\r
+               var needsUpdate = false;\r
+\r
+               switch ( event.keyCode ) {\r
+\r
+                       case scope.keys.UP:\r
+                               pan( 0, scope.keyPanSpeed );\r
+                               needsUpdate = true;\r
+                               break;\r
+\r
+                       case scope.keys.BOTTOM:\r
+                               pan( 0, - scope.keyPanSpeed );\r
+                               needsUpdate = true;\r
+                               break;\r
+\r
+                       case scope.keys.LEFT:\r
+                               pan( scope.keyPanSpeed, 0 );\r
+                               needsUpdate = true;\r
+                               break;\r
+\r
+                       case scope.keys.RIGHT:\r
+                               pan( - scope.keyPanSpeed, 0 );\r
+                               needsUpdate = true;\r
+                               break;\r
+\r
+               }\r
+\r
+               if ( needsUpdate ) {\r
+\r
+                       // prevent the browser from scrolling on cursor keys\r
+                       event.preventDefault();\r
+\r
+                       scope.update();\r
+\r
+               }\r
+\r
+\r
+       }\r
+\r
+       function handleTouchStartRotate( event ) {\r
+\r
+               if ( event.touches.length == 1 ) {\r
+\r
+                       rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\r
+\r
+               } else {\r
+\r
+                       var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );\r
+                       var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );\r
+\r
+                       rotateStart.set( x, y );\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function handleTouchStartPan( event ) {\r
+\r
+               if ( event.touches.length == 1 ) {\r
+\r
+                       panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\r
+\r
+               } else {\r
+\r
+                       var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );\r
+                       var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );\r
+\r
+                       panStart.set( x, y );\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function handleTouchStartDolly( event ) {\r
+\r
+               var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;\r
+               var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;\r
+\r
+               var distance = Math.sqrt( dx * dx + dy * dy );\r
+\r
+               dollyStart.set( 0, distance );\r
+\r
+       }\r
+\r
+       function handleTouchStartDollyPan( event ) {\r
+\r
+               if ( scope.enableZoom ) handleTouchStartDolly( event );\r
+\r
+               if ( scope.enablePan ) handleTouchStartPan( event );\r
+\r
+       }\r
+\r
+       function handleTouchStartDollyRotate( event ) {\r
+\r
+               if ( scope.enableZoom ) handleTouchStartDolly( event );\r
+\r
+               if ( scope.enableRotate ) handleTouchStartRotate( event );\r
+\r
+       }\r
+\r
+       function handleTouchMoveRotate( event ) {\r
+\r
+               if ( event.touches.length == 1 ) {\r
+\r
+                       rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\r
+\r
+               } else {\r
+\r
+                       var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );\r
+                       var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );\r
+\r
+                       rotateEnd.set( x, y );\r
+\r
+               }\r
+\r
+               rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\r
+\r
+               var element = scope.domElement;\r
+\r
+               rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\r
+\r
+               rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\r
+\r
+               rotateStart.copy( rotateEnd );\r
+\r
+       }\r
+\r
+       function handleTouchMovePan( event ) {\r
+\r
+               if ( event.touches.length == 1 ) {\r
+\r
+                       panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );\r
+\r
+               } else {\r
+\r
+                       var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );\r
+                       var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );\r
+\r
+                       panEnd.set( x, y );\r
+\r
+               }\r
+\r
+               panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\r
+\r
+               pan( panDelta.x, panDelta.y );\r
+\r
+               panStart.copy( panEnd );\r
+\r
+       }\r
+\r
+       function handleTouchMoveDolly( event ) {\r
+\r
+               var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;\r
+               var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;\r
+\r
+               var distance = Math.sqrt( dx * dx + dy * dy );\r
+\r
+               dollyEnd.set( 0, distance );\r
+\r
+               dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );\r
+\r
+               dollyOut( dollyDelta.y );\r
+\r
+               dollyStart.copy( dollyEnd );\r
+\r
+       }\r
+\r
+       function handleTouchMoveDollyPan( event ) {\r
+\r
+               if ( scope.enableZoom ) handleTouchMoveDolly( event );\r
+\r
+               if ( scope.enablePan ) handleTouchMovePan( event );\r
+\r
+       }\r
+\r
+       function handleTouchMoveDollyRotate( event ) {\r
+\r
+               if ( scope.enableZoom ) handleTouchMoveDolly( event );\r
+\r
+               if ( scope.enableRotate ) handleTouchMoveRotate( event );\r
+\r
+       }\r
+\r
+       function handleTouchEnd( /*event*/ ) {\r
+\r
+               // no-op\r
+\r
+       }\r
+\r
+       //\r
+       // event handlers - FSM: listen for events and reset state\r
+       //\r
+\r
+       function onPointerDown( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               switch ( event.pointerType ) {\r
+\r
+                       case 'mouse':\r
+                       case 'pen':\r
+                               onMouseDown( event );\r
+                               break;\r
+\r
+                       // TODO touch\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onPointerMove( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               switch ( event.pointerType ) {\r
+\r
+                       case 'mouse':\r
+                       case 'pen':\r
+                               onMouseMove( event );\r
+                               break;\r
+\r
+                       // TODO touch\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onPointerUp( event ) {\r
+\r
+               switch ( event.pointerType ) {\r
+\r
+                       case 'mouse':\r
+                       case 'pen':\r
+                               onMouseUp( event );\r
+                               break;\r
+\r
+                       // TODO touch\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onMouseDown( event ) {\r
+\r
+               // Prevent the browser from scrolling.\r
+               event.preventDefault();\r
+\r
+               // Manually set the focus since calling preventDefault above\r
+               // prevents the browser from setting it automatically.\r
+\r
+               scope.domElement.focus ? scope.domElement.focus() : window.focus();\r
+\r
+               var mouseAction;\r
+\r
+               switch ( event.button ) {\r
+\r
+                       case 0:\r
+\r
+                               mouseAction = scope.mouseButtons.LEFT;\r
+                               break;\r
+\r
+                       case 1:\r
+\r
+                               mouseAction = scope.mouseButtons.MIDDLE;\r
+                               break;\r
+\r
+                       case 2:\r
+\r
+                               mouseAction = scope.mouseButtons.RIGHT;\r
+                               break;\r
+\r
+                       default:\r
+\r
+                               mouseAction = - 1;\r
+\r
+               }\r
+\r
+               switch ( mouseAction ) {\r
+\r
+                       case MOUSE.DOLLY:\r
+\r
+                               if ( scope.enableZoom === false ) return;\r
+\r
+                               handleMouseDownDolly( event );\r
+\r
+                               state = STATE.DOLLY;\r
+\r
+                               break;\r
+\r
+                       case MOUSE.ROTATE:\r
+\r
+                               if ( event.ctrlKey || event.metaKey || event.shiftKey ) {\r
+\r
+                                       if ( scope.enablePan === false ) return;\r
+\r
+                                       handleMouseDownPan( event );\r
+\r
+                                       state = STATE.PAN;\r
+\r
+                               } else {\r
+\r
+                                       if ( scope.enableRotate === false ) return;\r
+\r
+                                       handleMouseDownRotate( event );\r
+\r
+                                       state = STATE.ROTATE;\r
+\r
+                               }\r
+\r
+                               break;\r
+\r
+                       case MOUSE.PAN:\r
+\r
+                               if ( event.ctrlKey || event.metaKey || event.shiftKey ) {\r
+\r
+                                       if ( scope.enableRotate === false ) return;\r
+\r
+                                       handleMouseDownRotate( event );\r
+\r
+                                       state = STATE.ROTATE;\r
+\r
+                               } else {\r
+\r
+                                       if ( scope.enablePan === false ) return;\r
+\r
+                                       handleMouseDownPan( event );\r
+\r
+                                       state = STATE.PAN;\r
+\r
+                               }\r
+\r
+                               break;\r
+\r
+                       default:\r
+\r
+                               state = STATE.NONE;\r
+\r
+               }\r
+\r
+               if ( state !== STATE.NONE ) {\r
+\r
+                       scope.domElement.ownerDocument.addEventListener( 'pointermove', onPointerMove );\r
+                       scope.domElement.ownerDocument.addEventListener( 'pointerup', onPointerUp );\r
+\r
+                       scope.dispatchEvent( startEvent );\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onMouseMove( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               event.preventDefault();\r
+\r
+               switch ( state ) {\r
+\r
+                       case STATE.ROTATE:\r
+\r
+                               if ( scope.enableRotate === false ) return;\r
+\r
+                               handleMouseMoveRotate( event );\r
+\r
+                               break;\r
+\r
+                       case STATE.DOLLY:\r
+\r
+                               if ( scope.enableZoom === false ) return;\r
+\r
+                               handleMouseMoveDolly( event );\r
+\r
+                               break;\r
+\r
+                       case STATE.PAN:\r
+\r
+                               if ( scope.enablePan === false ) return;\r
+\r
+                               handleMouseMovePan( event );\r
+\r
+                               break;\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onMouseUp( event ) {\r
+\r
+               scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove );\r
+               scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp );\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               handleMouseUp( event );\r
+\r
+               scope.dispatchEvent( endEvent );\r
+\r
+               state = STATE.NONE;\r
+\r
+       }\r
+\r
+       function onMouseWheel( event ) {\r
+\r
+               if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;\r
+\r
+               event.preventDefault();\r
+               event.stopPropagation();\r
+\r
+               scope.dispatchEvent( startEvent );\r
+\r
+               handleMouseWheel( event );\r
+\r
+               scope.dispatchEvent( endEvent );\r
+\r
+       }\r
+\r
+       function onKeyDown( event ) {\r
+\r
+               if ( scope.enabled === false || scope.enablePan === false ) return;\r
+\r
+               handleKeyDown( event );\r
+\r
+       }\r
+\r
+       function onTouchStart( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               event.preventDefault(); // prevent scrolling\r
+\r
+               switch ( event.touches.length ) {\r
+\r
+                       case 1:\r
+\r
+                               switch ( scope.touches.ONE ) {\r
+\r
+                                       case TOUCH.ROTATE:\r
+\r
+                                               if ( scope.enableRotate === false ) return;\r
+\r
+                                               handleTouchStartRotate( event );\r
+\r
+                                               state = STATE.TOUCH_ROTATE;\r
+\r
+                                               break;\r
+\r
+                                       case TOUCH.PAN:\r
+\r
+                                               if ( scope.enablePan === false ) return;\r
+\r
+                                               handleTouchStartPan( event );\r
+\r
+                                               state = STATE.TOUCH_PAN;\r
+\r
+                                               break;\r
+\r
+                                       default:\r
+\r
+                                               state = STATE.NONE;\r
+\r
+                               }\r
+\r
+                               break;\r
+\r
+                       case 2:\r
+\r
+                               switch ( scope.touches.TWO ) {\r
+\r
+                                       case TOUCH.DOLLY_PAN:\r
+\r
+                                               if ( scope.enableZoom === false && scope.enablePan === false ) return;\r
+\r
+                                               handleTouchStartDollyPan( event );\r
+\r
+                                               state = STATE.TOUCH_DOLLY_PAN;\r
+\r
+                                               break;\r
+\r
+                                       case TOUCH.DOLLY_ROTATE:\r
+\r
+                                               if ( scope.enableZoom === false && scope.enableRotate === false ) return;\r
+\r
+                                               handleTouchStartDollyRotate( event );\r
+\r
+                                               state = STATE.TOUCH_DOLLY_ROTATE;\r
+\r
+                                               break;\r
+\r
+                                       default:\r
+\r
+                                               state = STATE.NONE;\r
+\r
+                               }\r
+\r
+                               break;\r
+\r
+                       default:\r
+\r
+                               state = STATE.NONE;\r
+\r
+               }\r
+\r
+               if ( state !== STATE.NONE ) {\r
+\r
+                       scope.dispatchEvent( startEvent );\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onTouchMove( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               event.preventDefault(); // prevent scrolling\r
+               event.stopPropagation();\r
+\r
+               switch ( state ) {\r
+\r
+                       case STATE.TOUCH_ROTATE:\r
+\r
+                               if ( scope.enableRotate === false ) return;\r
+\r
+                               handleTouchMoveRotate( event );\r
+\r
+                               scope.update();\r
+\r
+                               break;\r
+\r
+                       case STATE.TOUCH_PAN:\r
+\r
+                               if ( scope.enablePan === false ) return;\r
+\r
+                               handleTouchMovePan( event );\r
+\r
+                               scope.update();\r
+\r
+                               break;\r
+\r
+                       case STATE.TOUCH_DOLLY_PAN:\r
+\r
+                               if ( scope.enableZoom === false && scope.enablePan === false ) return;\r
+\r
+                               handleTouchMoveDollyPan( event );\r
+\r
+                               scope.update();\r
+\r
+                               break;\r
+\r
+                       case STATE.TOUCH_DOLLY_ROTATE:\r
+\r
+                               if ( scope.enableZoom === false && scope.enableRotate === false ) return;\r
+\r
+                               handleTouchMoveDollyRotate( event );\r
+\r
+                               scope.update();\r
+\r
+                               break;\r
+\r
+                       default:\r
+\r
+                               state = STATE.NONE;\r
+\r
+               }\r
+\r
+       }\r
+\r
+       function onTouchEnd( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               handleTouchEnd( event );\r
+\r
+               scope.dispatchEvent( endEvent );\r
+\r
+               state = STATE.NONE;\r
+\r
+       }\r
+\r
+       function onContextMenu( event ) {\r
+\r
+               if ( scope.enabled === false ) return;\r
+\r
+               event.preventDefault();\r
+\r
+       }\r
+\r
+       //\r
+\r
+       scope.domElement.addEventListener( 'contextmenu', onContextMenu );\r
+\r
+       scope.domElement.addEventListener( 'pointerdown', onPointerDown );\r
+       scope.domElement.addEventListener( 'wheel', onMouseWheel );\r
+\r
+       scope.domElement.addEventListener( 'touchstart', onTouchStart );\r
+       scope.domElement.addEventListener( 'touchend', onTouchEnd );\r
+       scope.domElement.addEventListener( 'touchmove', onTouchMove );\r
+\r
+       // force an update at start\r
+\r
+       this.update();\r
+\r
+};\r
+\r
+OrbitControls.prototype = Object.create( EventDispatcher.prototype );\r
+OrbitControls.prototype.constructor = OrbitControls;\r
+\r
+\r
+// This set of controls performs orbiting, dollying (zooming), and panning.\r
+// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).\r
+// This is very similar to OrbitControls, another set of touch behavior\r
+//\r
+//    Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\r
+//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\r
+//    Pan - left mouse, or arrow keys / touch: one-finger move\r
+\r
+var MapControls = function ( object, domElement ) {\r
+\r
+       OrbitControls.call( this, object, domElement );\r
+\r
+       this.screenSpacePanning = false; // pan orthogonal to world-space direction camera.up\r
+\r
+       this.mouseButtons.LEFT = MOUSE.PAN;\r
+       this.mouseButtons.RIGHT = MOUSE.ROTATE;\r
+\r
+       this.touches.ONE = TOUCH.PAN;\r
+       this.touches.TWO = TOUCH.DOLLY_ROTATE;\r
+\r
+};\r
+\r
+MapControls.prototype = Object.create( EventDispatcher.prototype );\r
+MapControls.prototype.constructor = MapControls;\r
+\r
+export { OrbitControls, MapControls };
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