seo网站推广优化论文,各大网站rss地址,wordpress+漂亮的博客,番禺网站制作技术问题点
使用的point来渲染高度图点云#xff0c;大数据图片无效渲染点多#xff08;可以通过八叉树过滤掉无效点增加效率#xff0c;这个太复杂#xff09;#xff0c;但是胜在简单能用
效果图 code
代码可运行#xff0c;无需npm
!DOCTYPE html
html la…问题点
使用的point来渲染高度图点云大数据图片无效渲染点多可以通过八叉树过滤掉无效点增加效率这个太复杂但是胜在简单能用
效果图 code
代码可运行无需npm
!DOCTYPE html
html langen
headmeta charsetUTF-8meta nameviewport contentwidthdevice-width, initial-scale1.0titleThree.js Heightmap Visualization/titlestylebody { margin: 0; }canvas { display: block; }/style
/head
bodybutton idloadImageButtonLoad Image/button!-- 引入Three.js和OrbitControls --!-- script srchttps://cdn.jsdelivr.net/npm/threev0.149.0/build/three.module.js typemodule/script --script srchttps://seikichi.github.io/tiff.js/tiff.min.js/scriptscript srcorb.js/scriptscript typemoduleimport * as THREE from https://cdn.jsdelivr.net/npm/threev0.149.0/build/three.module.js;console.log(THREE)var {OrbitControls, MapControls} Orb(THREE.EventDispatcher,THREE.MOUSE,THREE.Quaternion,THREE.Spherical,THREE.TOUCH,THREE.Vector2,THREE.Vector3)// 设置基本的Three.js场景、相机和渲染器const scene new THREE.Scene();const camera new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);const renderer new THREE.WebGLRenderer();renderer.setSize(window.innerWidth, window.innerHeight);document.body.appendChild(renderer.domElement);// const OrbitControls threeTsorbitControls;// 创建 OrbitControls 控件并绑定到相机和渲染器const controls new OrbitControls(camera, renderer.domElement);controls.enableDamping true; // 启用阻尼感惯性效果controls.dampingFactor 0.25; // 阻尼系数controls.screenSpacePanning true; controls.maxPolarAngle Math.PI; camera.position.set(100, 100, 500); // 设置相机位置camera.lookAt(0, 0, 0);// 加载高度图// const textureLoader new THREE.TextureLoader();// textureLoader.load(https://threejsfundamentals.org/threejs/resources/images/heightmap-96x64.png, );const createGeometryFn (texture) {const img texture.image;const canvas document.createElement(canvas);canvas.width img.width;canvas.height img.height;const ctx canvas.getContext(2d);ctx.drawImage(img, 0, 0);const imgData ctx.getImageData(0, 0, img.width, img.height).data;const geometry new THREE.BufferGeometry();const positions [];const colors [];for (let y 0; y img.height; y) {for (let x 0; x img.width; x) {// 获取像素的灰度值作为高度const index (y * img.width x) * 4;const height imgData[index] / 255 * 50; // 0-255映射为高度范围// 设置每个点的位置 (x, y, height)positions.push(x - img.width / 2, y - img.height / 2, height);// 颜色映射越高越鲜艳const color new THREE.Color(hsl(${(height / 50) * 240}, 100%, 50%));colors.push(color.r, color.g, color.b);}}// 将位置和颜色数据添加到BufferGeometry中geometry.setAttribute(position, new THREE.Float32BufferAttribute(positions, 3));geometry.setAttribute(color, new THREE.Float32BufferAttribute(colors, 3));// 创建点材质启用顶点颜色const material new THREE.PointsMaterial({size: 1.5,vertexColors: true});// 创建点云对象const points new THREE.Points(geometry, material);scene.add(points);// 渲染循环function animate() {requestAnimationFrame(animate);// 更新OrbitControls状态controls.update();// 渲染场景renderer.render(scene, camera);}animate();}const createGeometryTiffFn (canvas) {const img texture.image;canvas.width img.width;canvas.height img.height;const ctx canvas.getContext(2d);const imgData ctx.getImageData(0, 0, img.width, img.height).data;const geometry new THREE.BufferGeometry();const positions [];const colors [];for (let y 0; y img.height; y) {for (let x 0; x img.width; x) {// 获取像素的灰度值作为高度const index (y * img.width x) * 4;const height imgData[index] / 255 * 50; // 0-255映射为高度范围// 设置每个点的位置 (x, y, height)positions.push(x - img.width / 2, y - img.height / 2, height);// 颜色映射越高越鲜艳const color new THREE.Color(hsl(${(height / 50) * 240}, 100%, 50%));colors.push(color.r, color.g, color.b);}}// 将位置和颜色数据添加到BufferGeometry中geometry.setAttribute(position, new THREE.Float32BufferAttribute(positions, 3));geometry.setAttribute(color, new THREE.Float32BufferAttribute(colors, 3));// 创建点材质启用顶点颜色const material new THREE.PointsMaterial({size: 1.5,vertexColors: true});// 创建点云对象const points new THREE.Points(geometry, material);scene.add(points);// 渲染循环function animate() {requestAnimationFrame(animate);// 更新OrbitControls状态controls.update();// 渲染场景renderer.render(scene, camera);}animate();}Tiff.initialize({TOTAL_MEMORY: 16777216 * 10});function loadFile(){const inputElement document.createElement(input);inputElement.type file;inputElement.accept image/*;inputElement.addEventListener(change, (event) {const file event.target.files[0];const reader new FileReader();console.log(file.name)reader.onload function(e) {let fname file.nameif(fname.includes(tif)){//todo 我这里没有调试成功const buffer new Uint8Array(e.target.result);var tiff new Tiff({buffer: buffer});console.log(tiff)var canvas tiff.toCanvas();createGeometryTiffFn(canvas)}else{const img new Image();img.src e.target.result;img.onload function() {console.log(图片加载成功);createGeometryFn({image:img})};}};reader.readAsDataURL(file);});inputElement.click();}document.getElementById(loadImageButton).addEventListener(click, loadFile);// 窗口大小调整时更新相机和渲染器window.addEventListener(resize, () {camera.aspect window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);});/script
/body
/html
orb.js function Orb(EventDispatcher,MOUSE,Quaternion,Spherical,TOUCH,Vector2,Vector3){
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the up direction object.up (Y by default).
//
// Orbit - left mouse / touch: one-finger move
// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
// Pan - right mouse, or left mouse ctrl/meta/shiftKey, or arrow keys / touch: two-finger moveconst _changeEvent { type: change };
const _startEvent { type: start };
const _endEvent { type: end };class OrbitControls extends EventDispatcher {constructor( object, domElement ) {super();this.object object;this.domElement domElement;this.domElement.style.touchAction none; // disable touch scroll// Set to false to disable this controlthis.enabled true;// target sets the location of focus, where the object orbits aroundthis.target new Vector3();// How far you can dolly in and out ( PerspectiveCamera only )this.minDistance 0;this.maxDistance Infinity;// How far you can zoom in and out ( OrthographicCamera only )this.minZoom 0;this.maxZoom Infinity;// How far you can orbit vertically, upper and lower limits.// Range is 0 to Math.PI radians.this.minPolarAngle 0; // radiansthis.maxPolarAngle Math.PI; // radians// How far you can orbit horizontally, upper and lower limits.// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min 2 PI )this.minAzimuthAngle - Infinity; // radiansthis.maxAzimuthAngle Infinity; // radians// Set to true to enable damping (inertia)// If damping is enabled, you must call controls.update() in your animation loopthis.enableDamping false;this.dampingFactor 0.05;// This option actually enables dollying in and out; left as zoom for backwards compatibility.// Set to false to disable zoomingthis.enableZoom true;this.zoomSpeed 1.0;// Set to false to disable rotatingthis.enableRotate true;this.rotateSpeed 1.0;// Set to false to disable panningthis.enablePan true;this.panSpeed 1.0;this.screenSpacePanning true; // if false, pan orthogonal to world-space direction camera.upthis.keyPanSpeed 7.0; // pixels moved per arrow key push// Set to true to automatically rotate around the target// If auto-rotate is enabled, you must call controls.update() in your animation loopthis.autoRotate false;this.autoRotateSpeed 2.0; // 30 seconds per orbit when fps is 60// The four arrow keysthis.keys { LEFT: ArrowLeft, UP: ArrowUp, RIGHT: ArrowRight, BOTTOM: ArrowDown };// Mouse buttonsthis.mouseButtons { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };// Touch fingersthis.touches { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };// for resetthis.target0 this.target.clone();this.position0 this.object.position.clone();this.zoom0 this.object.zoom;// the target DOM element for key eventsthis._domElementKeyEvents null;//// public methods//this.getPolarAngle function () {return spherical.phi;};this.getAzimuthalAngle function () {return spherical.theta;};this.getDistance function () {return this.object.position.distanceTo( this.target );};this.listenToKeyEvents function ( domElement ) {domElement.addEventListener( keydown, onKeyDown );this._domElementKeyEvents domElement;};this.saveState function () {scope.target0.copy( scope.target );scope.position0.copy( scope.object.position );scope.zoom0 scope.object.zoom;};this.reset function () {scope.target.copy( scope.target0 );scope.object.position.copy( scope.position0 );scope.object.zoom scope.zoom0;scope.object.updateProjectionMatrix();scope.dispatchEvent( _changeEvent );scope.update();state STATE.NONE;};// this method is exposed, but perhaps it would be better if we can make it private...this.update function () {const offset new Vector3();// so camera.up is the orbit axisconst quat new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );const quatInverse quat.clone().invert();const lastPosition new Vector3();const lastQuaternion new Quaternion();const twoPI 2 * Math.PI;return function update() {const position scope.object.position;offset.copy( position ).sub( scope.target );// rotate offset to y-axis-is-up spaceoffset.applyQuaternion( quat );// angle from z-axis around y-axisspherical.setFromVector3( offset );if ( scope.autoRotate state STATE.NONE ) {rotateLeft( getAutoRotationAngle() );}if ( scope.enableDamping ) {spherical.theta sphericalDelta.theta * scope.dampingFactor;spherical.phi sphericalDelta.phi * scope.dampingFactor;} else {spherical.theta sphericalDelta.theta;spherical.phi sphericalDelta.phi;}// restrict theta to be between desired limitslet min scope.minAzimuthAngle;let max scope.maxAzimuthAngle;if ( isFinite( min ) isFinite( max ) ) {if ( min - Math.PI ) min twoPI; else if ( min Math.PI ) min - twoPI;if ( max - Math.PI ) max twoPI; else if ( max Math.PI ) max - twoPI;if ( min max ) {spherical.theta Math.max( min, Math.min( max, spherical.theta ) );} else {spherical.theta ( spherical.theta ( min max ) / 2 ) ?Math.max( min, spherical.theta ) :Math.min( max, spherical.theta );}}// restrict phi to be between desired limitsspherical.phi Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );spherical.makeSafe();spherical.radius * scale;// restrict radius to be between desired limitsspherical.radius Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );// move target to panned locationif ( scope.enableDamping true ) {scope.target.addScaledVector( panOffset, scope.dampingFactor );} else {scope.target.add( panOffset );}offset.setFromSpherical( spherical );// rotate offset back to camera-up-vector-is-up spaceoffset.applyQuaternion( quatInverse );position.copy( scope.target ).add( offset );scope.object.lookAt( scope.target );if ( scope.enableDamping true ) {sphericalDelta.theta * ( 1 - scope.dampingFactor );sphericalDelta.phi * ( 1 - scope.dampingFactor );panOffset.multiplyScalar( 1 - scope.dampingFactor );} else {sphericalDelta.set( 0, 0, 0 );panOffset.set( 0, 0, 0 );}scale 1;// update condition is:// min(camera displacement, camera rotation in radians)^2 EPS// using small-angle approximation cos(x/2) 1 - x^2 / 8if ( zoomChanged ||lastPosition.distanceToSquared( scope.object.position ) EPS ||8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) EPS ) {scope.dispatchEvent( _changeEvent );lastPosition.copy( scope.object.position );lastQuaternion.copy( scope.object.quaternion );zoomChanged false;return true;}return false;};}();this.dispose function () {scope.domElement.removeEventListener( contextmenu, onContextMenu );scope.domElement.removeEventListener( pointerdown, onPointerDown );scope.domElement.removeEventListener( pointercancel, onPointerCancel );scope.domElement.removeEventListener( wheel, onMouseWheel );scope.domElement.removeEventListener( pointermove, onPointerMove );scope.domElement.removeEventListener( pointerup, onPointerUp );if ( scope._domElementKeyEvents ! null ) {scope._domElementKeyEvents.removeEventListener( keydown, onKeyDown );}//scope.dispatchEvent( { type: dispose } ); // should this be added here?};//// internals//const scope this;const STATE {NONE: - 1,ROTATE: 0,DOLLY: 1,PAN: 2,TOUCH_ROTATE: 3,TOUCH_PAN: 4,TOUCH_DOLLY_PAN: 5,TOUCH_DOLLY_ROTATE: 6};let state STATE.NONE;const EPS 0.000001;// current position in spherical coordinatesconst spherical new Spherical();const sphericalDelta new Spherical();let scale 1;const panOffset new Vector3();let zoomChanged false;const rotateStart new Vector2();const rotateEnd new Vector2();const rotateDelta new Vector2();const panStart new Vector2();const panEnd new Vector2();const panDelta new Vector2();const dollyStart new Vector2();const dollyEnd new Vector2();const dollyDelta new Vector2();const pointers [];const pointerPositions {};function getAutoRotationAngle() {return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;}function getZoomScale() {return Math.pow( 0.95, scope.zoomSpeed );}function rotateLeft( angle ) {sphericalDelta.theta - angle;}function rotateUp( angle ) {sphericalDelta.phi - angle;}const panLeft function () {const v new Vector3();return function panLeft( distance, objectMatrix ) {v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrixv.multiplyScalar( - distance );panOffset.add( v );};}();const panUp function () {const v new Vector3();return function panUp( distance, objectMatrix ) {if ( scope.screenSpacePanning true ) {v.setFromMatrixColumn( objectMatrix, 1 );} else {v.setFromMatrixColumn( objectMatrix, 0 );v.crossVectors( scope.object.up, v );}v.multiplyScalar( distance );panOffset.add( v );};}();// deltaX and deltaY are in pixels; right and down are positiveconst pan function () {const offset new Vector3();return function pan( deltaX, deltaY ) {const element scope.domElement;if ( scope.object.isPerspectiveCamera ) {// perspectiveconst position scope.object.position;offset.copy( position ).sub( scope.target );let targetDistance offset.length();// half of the fov is center to top of screentargetDistance * Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );// we use only clientHeight here so aspect ratio does not distort speedpanLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );} else if ( scope.object.isOrthographicCamera ) {// orthographicpanLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );} else {// camera neither orthographic nor perspectiveconsole.warn( WARNING: OrbitControls.js encountered an unknown camera type - pan disabled. );scope.enablePan false;}};}();function dollyOut( dollyScale ) {if ( scope.object.isPerspectiveCamera ) {scale / dollyScale;} else if ( scope.object.isOrthographicCamera ) {scope.object.zoom Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );scope.object.updateProjectionMatrix();zoomChanged true;} else {console.warn( WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled. );scope.enableZoom false;}}function dollyIn( dollyScale ) {if ( scope.object.isPerspectiveCamera ) {scale * dollyScale;} else if ( scope.object.isOrthographicCamera ) {scope.object.zoom Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );scope.object.updateProjectionMatrix();zoomChanged true;} else {console.warn( WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled. );scope.enableZoom false;}}//// event callbacks - update the object state//function handleMouseDownRotate( event ) {rotateStart.set( event.clientX, event.clientY );}function handleMouseDownDolly( event ) {dollyStart.set( event.clientX, event.clientY );}function handleMouseDownPan( event ) {panStart.set( event.clientX, event.clientY );}function handleMouseMoveRotate( event ) {rotateEnd.set( event.clientX, event.clientY );rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );const element scope.domElement;rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, heightrotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );rotateStart.copy( rotateEnd );scope.update();}function handleMouseMoveDolly( event ) {dollyEnd.set( event.clientX, event.clientY );dollyDelta.subVectors( dollyEnd, dollyStart );if ( dollyDelta.y 0 ) {dollyOut( getZoomScale() );} else if ( dollyDelta.y 0 ) {dollyIn( getZoomScale() );}dollyStart.copy( dollyEnd );scope.update();}function handleMouseMovePan( event ) {panEnd.set( event.clientX, event.clientY );panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );pan( panDelta.x, panDelta.y );panStart.copy( panEnd );scope.update();}function handleMouseWheel( event ) {if ( event.deltaY 0 ) {dollyIn( getZoomScale() );} else if ( event.deltaY 0 ) {dollyOut( getZoomScale() );}scope.update();}function handleKeyDown( event ) {let needsUpdate false;switch ( event.code ) {case scope.keys.UP:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( 0, scope.keyPanSpeed );}needsUpdate true;break;case scope.keys.BOTTOM:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( 0, - scope.keyPanSpeed );}needsUpdate true;break;case scope.keys.LEFT:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( scope.keyPanSpeed, 0 );}needsUpdate true;break;case scope.keys.RIGHT:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( - scope.keyPanSpeed, 0 );}needsUpdate true;break;}if ( needsUpdate ) {// prevent the browser from scrolling on cursor keysevent.preventDefault();scope.update();}}function handleTouchStartRotate() {if ( pointers.length 1 ) {rotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );} else {const x 0.5 * ( pointers[ 0 ].pageX pointers[ 1 ].pageX );const y 0.5 * ( pointers[ 0 ].pageY pointers[ 1 ].pageY );rotateStart.set( x, y );}}function handleTouchStartPan() {if ( pointers.length 1 ) {panStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );} else {const x 0.5 * ( pointers[ 0 ].pageX pointers[ 1 ].pageX );const y 0.5 * ( pointers[ 0 ].pageY pointers[ 1 ].pageY );panStart.set( x, y );}}function handleTouchStartDolly() {const dx pointers[ 0 ].pageX - pointers[ 1 ].pageX;const dy pointers[ 0 ].pageY - pointers[ 1 ].pageY;const distance Math.sqrt( dx * dx dy * dy );dollyStart.set( 0, distance );}function handleTouchStartDollyPan() {if ( scope.enableZoom ) handleTouchStartDolly();if ( scope.enablePan ) handleTouchStartPan();}function handleTouchStartDollyRotate() {if ( scope.enableZoom ) handleTouchStartDolly();if ( scope.enableRotate ) handleTouchStartRotate();}function handleTouchMoveRotate( event ) {if ( pointers.length 1 ) {rotateEnd.set( event.pageX, event.pageY );} else {const position getSecondPointerPosition( event );const x 0.5 * ( event.pageX position.x );const y 0.5 * ( event.pageY position.y );rotateEnd.set( x, y );}rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );const element scope.domElement;rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, heightrotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );rotateStart.copy( rotateEnd );}function handleTouchMovePan( event ) {if ( pointers.length 1 ) {panEnd.set( event.pageX, event.pageY );} else {const position getSecondPointerPosition( event );const x 0.5 * ( event.pageX position.x );const y 0.5 * ( event.pageY position.y );panEnd.set( x, y );}panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );pan( panDelta.x, panDelta.y );panStart.copy( panEnd );}function handleTouchMoveDolly( event ) {const position getSecondPointerPosition( event );const dx event.pageX - position.x;const dy event.pageY - position.y;const distance Math.sqrt( dx * dx dy * dy );dollyEnd.set( 0, distance );dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );dollyOut( dollyDelta.y );dollyStart.copy( dollyEnd );}function handleTouchMoveDollyPan( event ) {if ( scope.enableZoom ) handleTouchMoveDolly( event );if ( scope.enablePan ) handleTouchMovePan( event );}function handleTouchMoveDollyRotate( event ) {if ( scope.enableZoom ) handleTouchMoveDolly( event );if ( scope.enableRotate ) handleTouchMoveRotate( event );}//// event handlers - FSM: listen for events and reset state//function onPointerDown( event ) {if ( scope.enabled false ) return;if ( pointers.length 0 ) {scope.domElement.setPointerCapture( event.pointerId );scope.domElement.addEventListener( pointermove, onPointerMove );scope.domElement.addEventListener( pointerup, onPointerUp );}//addPointer( event );if ( event.pointerType touch ) {onTouchStart( event );} else {onMouseDown( event );}}function onPointerMove( event ) {if ( scope.enabled false ) return;if ( event.pointerType touch ) {onTouchMove( event );} else {onMouseMove( event );}}function onPointerUp( event ) {removePointer( event );if ( pointers.length 0 ) {scope.domElement.releasePointerCapture( event.pointerId );scope.domElement.removeEventListener( pointermove, onPointerMove );scope.domElement.removeEventListener( pointerup, onPointerUp );}scope.dispatchEvent( _endEvent );state STATE.NONE;}function onPointerCancel( event ) {removePointer( event );}function onMouseDown( event ) {let mouseAction;switch ( event.button ) {case 0:mouseAction scope.mouseButtons.LEFT;break;case 1:mouseAction scope.mouseButtons.MIDDLE;break;case 2:mouseAction scope.mouseButtons.RIGHT;break;default:mouseAction - 1;}switch ( mouseAction ) {case MOUSE.DOLLY:if ( scope.enableZoom false ) return;handleMouseDownDolly( event );state STATE.DOLLY;break;case MOUSE.ROTATE:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {if ( scope.enablePan false ) return;handleMouseDownPan( event );state STATE.PAN;} else {if ( scope.enableRotate false ) return;handleMouseDownRotate( event );state STATE.ROTATE;}break;case MOUSE.PAN:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {if ( scope.enableRotate false ) return;handleMouseDownRotate( event );state STATE.ROTATE;} else {if ( scope.enablePan false ) return;handleMouseDownPan( event );state STATE.PAN;}break;default:state STATE.NONE;}if ( state ! STATE.NONE ) {scope.dispatchEvent( _startEvent );}}function onMouseMove( event ) {switch ( state ) {case STATE.ROTATE:if ( scope.enableRotate false ) return;handleMouseMoveRotate( event );break;case STATE.DOLLY:if ( scope.enableZoom false ) return;handleMouseMoveDolly( event );break;case STATE.PAN:if ( scope.enablePan false ) return;handleMouseMovePan( event );break;}}function onMouseWheel( event ) {if ( scope.enabled false || scope.enableZoom false || state ! STATE.NONE ) return;event.preventDefault();scope.dispatchEvent( _startEvent );handleMouseWheel( event );scope.dispatchEvent( _endEvent );}function onKeyDown( event ) {if ( scope.enabled false || scope.enablePan false ) return;handleKeyDown( event );}function onTouchStart( event ) {trackPointer( event );switch ( pointers.length ) {case 1:switch ( scope.touches.ONE ) {case TOUCH.ROTATE:if ( scope.enableRotate false ) return;handleTouchStartRotate();state STATE.TOUCH_ROTATE;break;case TOUCH.PAN:if ( scope.enablePan false ) return;handleTouchStartPan();state STATE.TOUCH_PAN;break;default:state STATE.NONE;}break;case 2:switch ( scope.touches.TWO ) {case TOUCH.DOLLY_PAN:if ( scope.enableZoom false scope.enablePan false ) return;handleTouchStartDollyPan();state STATE.TOUCH_DOLLY_PAN;break;case TOUCH.DOLLY_ROTATE:if ( scope.enableZoom false scope.enableRotate false ) return;handleTouchStartDollyRotate();state STATE.TOUCH_DOLLY_ROTATE;break;default:state STATE.NONE;}break;default:state STATE.NONE;}if ( state ! STATE.NONE ) {scope.dispatchEvent( _startEvent );}}function onTouchMove( event ) {trackPointer( event );switch ( state ) {case STATE.TOUCH_ROTATE:if ( scope.enableRotate false ) return;handleTouchMoveRotate( event );scope.update();break;case STATE.TOUCH_PAN:if ( scope.enablePan false ) return;handleTouchMovePan( event );scope.update();break;case STATE.TOUCH_DOLLY_PAN:if ( scope.enableZoom false scope.enablePan false ) return;handleTouchMoveDollyPan( event );scope.update();break;case STATE.TOUCH_DOLLY_ROTATE:if ( scope.enableZoom false scope.enableRotate false ) return;handleTouchMoveDollyRotate( event );scope.update();break;default:state STATE.NONE;}}function onContextMenu( event ) {if ( scope.enabled false ) return;event.preventDefault();}function addPointer( event ) {pointers.push( event );}function removePointer( event ) {delete pointerPositions[ event.pointerId ];for ( let i 0; i pointers.length; i ) {if ( pointers[ i ].pointerId event.pointerId ) {pointers.splice( i, 1 );return;}}}function trackPointer( event ) {let position pointerPositions[ event.pointerId ];if ( position undefined ) {position new Vector2();pointerPositions[ event.pointerId ] position;}position.set( event.pageX, event.pageY );}function getSecondPointerPosition( event ) {const pointer ( event.pointerId pointers[ 0 ].pointerId ) ? pointers[ 1 ] : pointers[ 0 ];return pointerPositions[ pointer.pointerId ];}//scope.domElement.addEventListener( contextmenu, onContextMenu );scope.domElement.addEventListener( pointerdown, onPointerDown );scope.domElement.addEventListener( pointercancel, onPointerCancel );scope.domElement.addEventListener( wheel, onMouseWheel, { passive: false } );// force an update at startthis.update();}}// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the up direction object.up (Y by default).
// This is very similar to OrbitControls, another set of touch behavior
//
// Orbit - right mouse, or left mouse ctrl/meta/shiftKey / touch: two-finger rotate
// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
// Pan - left mouse, or arrow keys / touch: one-finger moveclass MapControls extends OrbitControls {constructor( object, domElement ) {super( object, domElement );this.screenSpacePanning false; // pan orthogonal to world-space direction camera.upthis.mouseButtons.LEFT MOUSE.PAN;this.mouseButtons.RIGHT MOUSE.ROTATE;this.touches.ONE TOUCH.PAN;this.touches.TWO TOUCH.DOLLY_ROTATE;}}
return { OrbitControls, MapControls };
}