Huge News!Announcing our $40M Series B led by Abstract Ventures.Learn More
Socket
Sign inDemoInstall
Socket

3d-view-controls

Package Overview
Dependencies
Maintainers
2
Versions
9
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

3d-view-controls

A 3D camera with hooks for input handling

  • 2.2.2
  • latest
  • Source
  • npm
  • Socket score

Version published
Maintainers
2
Created
Source

3d-view-controls

An easy to use 3D camera with input binding.

Default controls:

ButtonInteraction
Left mouseRotate
Shift + left mouse or scroll horizontallyRoll
Right mousePan
Middle mouse or scroll verticallyZoom

Example

Here is a complete working example of how to use this module in an application:

var createCamera = require('3d-view-controls')
var bunny = require('bunny')
var perspective = require('gl-mat4/perspective')
var createMesh = require('gl-simplicial-complex')

var canvas = document.createElement('canvas')
document.body.appendChild(canvas)
window.addEventListener('resize', require('canvas-fit')(canvas))

var gl = canvas.getContext('webgl')

var camera = createCamera(canvas, {
  eye:    [50,0,0],
  center: [0,0,0],
  zoomMax: 500
})

var mesh = createMesh(gl, {
  cells:      bunny.cells,
  positions:  bunny.positions,
  colormap:   'jet'
})

function render() {
  requestAnimationFrame(render)
  if(camera.tick()) {
    gl.viewport(0, 0, canvas.width, canvas.height)
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
    gl.enable(gl.DEPTH_TEST)
    mesh.draw({
      projection: perspective([], Math.PI/4, canvas.width/canvas.height, 0.01, 1000),
      view: camera.matrix
    })
  }
}
render()

You can try it out in your browser right now.

Install

npm i 3d-view-controls

API

Constructor

var camera = require('3d-view-controls')(element[, options])

Creates a new camera object.

  • element is a DOM node onto which this
  • options is an object with the following optional properties:
    • eye - the position of the camera in world coordinates (Default [0,0,10])
    • center - the target of the camera in world coordinates (Default [0,0,0])
    • up - the up vector of the camera (Default [0,1,0])
    • mode - the interaction mode for the camera (Default 'orbit')
    • delay - amount to delay interactions by for interpolation in ms (Default 16)
    • rotateSpeed - rotation scaling factor (Default 1)
    • zoomSpeed - zoom scaling factor (Default 1)
    • translateSpeed - translation/panning scale factor (Default 1)
    • flipX - flip X axis for rotations (Default false)
    • flipY - flip Y axis for rotations (Default false)
    • zoomMin - minimum zoom distance (Default 0.01)
    • zoomMax - maximum zoom distance (Default Infinity)

Geometric properties

Note that you can update any property by assigning to it. For example:

camera.eye = [100, 100, 100]

camera.matrix = [
  1, 0, 0, 0,
  0, 1, 0, 0,
  0, 0, 1, 0,
  0, 0, 0, 1]
camera.matrix

A 4x4 matrix encoded as a length 16 array representing the homogeneous transformation from world coordinates to view (camera) coordinates.

camera.mode

The current interaction mode for the camera. Possible values include:

  • orbit - free orbiting mode
  • turntable - behaves like a turntable/gimbal
  • matrix - manual matrix control
camera.eye

The position of the camera in world coordinates

camera.up

A vector pointing up in world coordinates

camera.center

The target of the camera in world coordinates

camera.distance

Euclidean distance from eye to center

Methods

camera.tick()

Updates the camera state. Call this before each frame is rendered to compute the current state of the camera.

Returns true if the state of the camera has changed since the last call to tick

camera.lookAt(center, eye, up)

Sets the camera center/eye/up vector to look at a fixed target

  • center is the new center/target for the camera
  • eye is the position of the camera in world coordinates
  • up is a vector pointing up
camera.rotate(yaw, pitch, roll)

Applies an incremental rotation to the camera

  • yaw is the amount to rotate about the y-axis (in xz plane of camera)
  • pitch is the amount to rotate about the x-axis (in yz plane of camera)
  • roll is the amount to rotate about the forward axis (in xy plane of camera)
camera.pan(dx, dy, dz)

Applies a relative motion to the camera, moving in view coordinates

  • dx,dy,dz are the components of the camera motion vector
camera.translate(dx, dy, dz)

Translates the camera in world coordinates

  • dx,dy,dz are the components of the translation vector

Tuning parameters

camera.distanceLimits

A 2D array representing the [lo,hi] bounds on the zoom distance. Note that 0 < lo < hi.

camera.flipX

A flag controlling whether the camera rotation is flipped along the x-axis

camera.flipY

A flag controlling whether the camera rotation is flipped along the y-axis

camera.delay

The amount of delay on the interpolation of the camera state in ms

camera.rotateSpeed

Camera rotation speed scaling factor

camera.zoomSpeed

Camera zoom speed scaling factor

camera.translateSpeed

Camera translation speed scaling factor

camera.element

The DOM element the camera is attached to

Future

Expand to support more input types:

  • Touch
  • Keyboard
  • GamePad
  • VR?

License

(c) 2015 Mikola Lysenko. MIT License

Keywords

FAQs

Package last updated on 30 Jan 2018

Did you know?

Socket

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Install

Related posts

SocketSocket SOC 2 Logo

Product

  • Package Alerts
  • Integrations
  • Docs
  • Pricing
  • FAQ
  • Roadmap
  • Changelog

Packages

npm

Stay in touch

Get open source security insights delivered straight into your inbox.


  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc