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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / js / controls / DeviceOrientationControls.js
diff --git a/webglFramework/Thirdparty/three.js-master/examples/js/controls/DeviceOrientationControls.js b/webglFramework/Thirdparty/three.js-master/examples/js/controls/DeviceOrientationControls.js
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+/**
+ * @author richt / http://richt.me
+ * @author WestLangley / http://github.com/WestLangley
+ *
+ * W3C Device Orientation control (http://w3c.github.io/deviceorientation/spec-source-orientation.html)
+ */
+
+THREE.DeviceOrientationControls = function( object ) {
+
+       var scope = this;
+
+       this.object = object;
+       this.object.rotation.reorder( "YXZ" );
+
+       this.enabled = true;
+
+       this.deviceOrientation = {};
+       this.screenOrientation = 0;
+
+       this.alpha = 0;
+       this.alphaOffsetAngle = 0;
+
+
+       var onDeviceOrientationChangeEvent = function( event ) {
+
+               scope.deviceOrientation = event;
+
+       };
+
+       var onScreenOrientationChangeEvent = function() {
+
+               scope.screenOrientation = window.orientation || 0;
+
+       };
+
+       // The angles alpha, beta and gamma form a set of intrinsic Tait-Bryan angles of type Z-X'-Y''
+
+       var setObjectQuaternion = function() {
+
+               var zee = new THREE.Vector3( 0, 0, 1 );
+
+               var euler = new THREE.Euler();
+
+               var q0 = new THREE.Quaternion();
+
+               var q1 = new THREE.Quaternion( - Math.sqrt( 0.5 ), 0, 0, Math.sqrt( 0.5 ) ); // - PI/2 around the x-axis
+
+               return function( quaternion, alpha, beta, gamma, orient ) {
+
+                       euler.set( beta, alpha, - gamma, 'YXZ' ); // 'ZXY' for the device, but 'YXZ' for us
+
+                       quaternion.setFromEuler( euler ); // orient the device
+
+                       quaternion.multiply( q1 ); // camera looks out the back of the device, not the top
+
+                       quaternion.multiply( q0.setFromAxisAngle( zee, - orient ) ); // adjust for screen orientation
+
+               }
+
+       }();
+
+       this.connect = function() {
+
+               onScreenOrientationChangeEvent(); // run once on load
+
+               window.addEventListener( 'orientationchange', onScreenOrientationChangeEvent, false );
+               window.addEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false );
+
+               scope.enabled = true;
+
+       };
+
+       this.disconnect = function() {
+
+               window.removeEventListener( 'orientationchange', onScreenOrientationChangeEvent, false );
+               window.removeEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false );
+
+               scope.enabled = false;
+
+       };
+
+       this.update = function() {
+
+               if ( scope.enabled === false ) return;
+
+               var alpha = scope.deviceOrientation.alpha ? THREE.Math.degToRad( scope.deviceOrientation.alpha ) + this.alphaOffsetAngle : 0; // Z
+               var beta = scope.deviceOrientation.beta ? THREE.Math.degToRad( scope.deviceOrientation.beta ) : 0; // X'
+               var gamma = scope.deviceOrientation.gamma ? THREE.Math.degToRad( scope.deviceOrientation.gamma ) : 0; // Y''
+               var orient = scope.screenOrientation ? THREE.Math.degToRad( scope.screenOrientation ) : 0; // O
+
+               setObjectQuaternion( scope.object.quaternion, alpha, beta, gamma, orient );
+               this.alpha = alpha;
+
+       };
+
+       this.updateAlphaOffsetAngle = function( angle ) {
+
+               this.alphaOffsetAngle = angle;
+               this.update();
+
+       };
+
+       this.dispose = function() {
+
+               this.disconnect();
+
+       };
+
+       this.connect();
+
+};