--- /dev/null
+/**
+ * @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();
+
+};