/** * @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(); // Math.cos(Math.PI / 4) = Math.sqrt(0.5) // 四元数中x=nx * Math.sin(Math.PI / 4) // 因为手机平放时候alpha/beta/gamma都是0;而在3d中相当于相机绕x轴旋转90度,所以这里需要做一个旋转 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 ) { // 同理因为上文中提到绕x轴旋转90度后角度对应轴关系变为: // alpha->y; // -gamma->z; // beta->x ///Euler对象的构造函数.用来创建一个欧拉角的对象.Euler对象的功能函数采用 ///定义构造的函数原型对象来实现. /// /// 用法: var euler = new Euler(5,3,2,'XYZ') /// 创建一个绕某轴旋转5度,绕y轴旋转某度,绕某轴旋转2度,旋转顺序为'XYZ'.有了旋转顺序才能确定每个x,y,z轴分别旋转多少度. /// NOTE: 参数x,y,z代表3个轴的旋转角度,具体哪个轴旋转多少度,需要后面的参数(order)旋转顺序来确定. /// NOTE: 参数(x,y,z,order)为可选参数,如果不指定参数(x,y,z,order),将创建一个坐标为(0,0,0,'XYZ')的Eular(欧拉角)对象. /// NOTE: 参数order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ] /// /// 通俗的讲,欧拉角就是用来描述一个物体在三维空间中方向的一种常用的方法.举例来说,一个物体在三维空间中,绕x轴转了多少度, /// y轴转了多少度,z轴转了多少度,来描述物体在三维空间中的方向. /// 有点类似香港电影里飞虎队队员之间说,"飞鹰,飞鹰,在你的正前方,5点钟方向,发现目标,准备聚集目标." 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(); };