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| import {	GridHelper,	EllipseCurve,	BufferGeometry,	Line,	LineBasicMaterial,	Raycaster,	Group,	Box3,	Sphere,	Quaternion,	Vector2,	Vector3,	Matrix4,	MathUtils,	EventDispatcher} from '../../../build/three.module.js';//trackball stateconst STATE = {	IDLE: Symbol(),	ROTATE: Symbol(),	PAN: Symbol(),	SCALE: Symbol(),	FOV: Symbol(),	FOCUS: Symbol(),	ZROTATE: Symbol(),	TOUCH_MULTI: Symbol(),	ANIMATION_FOCUS: Symbol(),	ANIMATION_ROTATE: Symbol()};const INPUT = {	NONE: Symbol(),	ONE_FINGER: Symbol(),	ONE_FINGER_SWITCHED: Symbol(),	TWO_FINGER: Symbol(),	MULT_FINGER: Symbol(),	CURSOR: Symbol()};//cursor center coordinatesconst _center = {	x: 0,	y: 0};//transformation matrices for gizmos and cameraconst _transformation = {	camera: new Matrix4(),	gizmos: new Matrix4()};//eventsconst _changeEvent = { type: 'change' };const _startEvent = { type: 'start' };const _endEvent = { type: 'end' };const _raycaster = new Raycaster();const _offset = new Vector3();/** * * @param {Camera} camera Virtual camera used in the scene * @param {HTMLElement} domElement Renderer's dom element * @param {Scene} scene The scene to be rendered */class ArcballControls extends EventDispatcher {	constructor( camera, domElement, scene = null ) {		super();		this.camera = null;		this.domElement = domElement;		this.scene = scene;		this.target = new Vector3( 0, 0, 0 );		this.radiusFactor = 0.67;		this.mouseActions = [];		this._mouseOp = null;		//global vectors and matrices that are used in some operations to avoid creating new objects every time (e.g. every time cursor moves)		this._v2_1 = new Vector2();		this._v3_1 = new Vector3();		this._v3_2 = new Vector3();		this._m4_1 = new Matrix4();		this._m4_2 = new Matrix4();		this._quat = new Quaternion();		//transformation matrices		this._translationMatrix = new Matrix4(); //matrix for translation operation		this._rotationMatrix = new Matrix4(); //matrix for rotation operation		this._scaleMatrix = new Matrix4(); //matrix for scaling operation		this._rotationAxis = new Vector3(); //axis for rotate operation		//camera state		this._cameraMatrixState = new Matrix4();		this._cameraProjectionState = new Matrix4();		this._fovState = 1;		this._upState = new Vector3();		this._zoomState = 1;		this._nearPos = 0;		this._farPos = 0;		this._gizmoMatrixState = new Matrix4();		//initial values		this._up0 = new Vector3();		this._zoom0 = 1;		this._fov0 = 0;		this._initialNear = 0;		this._nearPos0 = 0;		this._initialFar = 0;		this._farPos0 = 0;		this._cameraMatrixState0 = new Matrix4();		this._gizmoMatrixState0 = new Matrix4();		//pointers array		this._button = - 1;		this._touchStart = [];		this._touchCurrent = [];		this._input = INPUT.NONE;		//two fingers touch interaction		this._switchSensibility = 32;	//minimum movement to be performed to fire single pan start after the second finger has been released		this._startFingerDistance = 0; //distance between two fingers		this._currentFingerDistance = 0;		this._startFingerRotation = 0; //amount of rotation performed with two fingers		this._currentFingerRotation = 0;		//double tap		this._devPxRatio = 0;		this._downValid = true;		this._nclicks = 0;		this._downEvents = [];		this._downStart = 0;	//pointerDown time		this._clickStart = 0;	//first click time		this._maxDownTime = 250;		this._maxInterval = 300;		this._posThreshold = 24;		this._movementThreshold = 24;		//cursor positions		this._currentCursorPosition = new Vector3();		this._startCursorPosition = new Vector3();		//grid		this._grid = null; //grid to be visualized during pan operation		this._gridPosition = new Vector3();		//gizmos		this._gizmos = new Group();		this._curvePts = 128;		//animations		this._timeStart = - 1; //initial time		this._animationId = - 1;		//focus animation		this.focusAnimationTime = 500; //duration of focus animation in ms		//rotate animation		this._timePrev = 0; //time at which previous rotate operation has been detected		this._timeCurrent = 0; //time at which current rotate operation has been detected		this._anglePrev = 0; //angle of previous rotation		this._angleCurrent = 0; //angle of current rotation		this._cursorPosPrev = new Vector3();	//cursor position when previous rotate operation has been detected		this._cursorPosCurr = new Vector3();//cursor position when current rotate operation has been detected		this._wPrev = 0; //angular velocity of the previous rotate operation		this._wCurr = 0; //angular velocity of the current rotate operation		//parameters		this.adjustNearFar = false;		this.scaleFactor = 1.1;	//zoom/distance multiplier		this.dampingFactor = 25;		this.wMax = 20;	//maximum angular velocity allowed		this.enableAnimations = true; //if animations should be performed		this.enableGrid = false; //if grid should be showed during pan operation		this.cursorZoom = false;	//if wheel zoom should be cursor centered		this.minFov = 5;		this.maxFov = 90;		this.enabled = true;		this.enablePan = true;		this.enableRotate = true;		this.enableZoom = true;		this.enableGizmos = true;		this.minDistance = 0;		this.maxDistance = Infinity;		this.minZoom = 0;		this.maxZoom = Infinity;		//trackball parameters		this._tbRadius = 1;		//FSA		this._state = STATE.IDLE;		this.setCamera( camera );		if ( this.scene != null ) {			this.scene.add( this._gizmos );		}		this.domElement.style.touchAction = 'none';		this._devPxRatio = window.devicePixelRatio;		this.initializeMouseActions();		this.domElement.addEventListener( 'contextmenu', this.onContextMenu );		this.domElement.addEventListener( 'wheel', this.onWheel );		this.domElement.addEventListener( 'pointerdown', this.onPointerDown );		this.domElement.addEventListener( 'pointercancel', this.onPointerCancel );		window.addEventListener( 'keydown', this.onKeyDown );		window.addEventListener( 'resize', this.onWindowResize );	}	//listeners	onWindowResize = () => {		const scale = ( this._gizmos.scale.x + this._gizmos.scale.y + this._gizmos.scale.z ) / 3;		this._tbRadius = this.calculateTbRadius( this.camera );		const newRadius = this._tbRadius / scale;		const curve = new EllipseCurve( 0, 0, newRadius, newRadius );		const points = curve.getPoints( this._curvePts );		const curveGeometry = new BufferGeometry().setFromPoints( points );		for ( const gizmo in this._gizmos.children ) {			this._gizmos.children[ gizmo ].geometry = curveGeometry;		}		this.dispatchEvent( _changeEvent );	};	onContextMenu = ( event ) => {		if ( ! this.enabled ) {			return;		}		for ( let i = 0; i < this.mouseActions.length; i ++ ) {			if ( this.mouseActions[ i ].mouse == 2 ) {				//prevent only if button 2 is actually used				event.preventDefault();				break;			}		}	};	onPointerCancel = () => {		this._touchStart.splice( 0, this._touchStart.length );		this._touchCurrent.splice( 0, this._touchCurrent.length );		this._input = INPUT.NONE;	};	onPointerDown = ( event ) => {		if ( event.button == 0 && event.isPrimary ) {			this._downValid = true;			this._downEvents.push( event );			this._downStart = performance.now();		} else {			this._downValid = false;		}		if ( event.pointerType == 'touch' && this._input != INPUT.CURSOR ) {			this._touchStart.push( event );			this._touchCurrent.push( event );			switch ( this._input ) {				case INPUT.NONE:					//singleStart					this._input = INPUT.ONE_FINGER;					this.onSinglePanStart( event, 'ROTATE' );					window.addEventListener( 'pointermove', this.onPointerMove );					window.addEventListener( 'pointerup', this.onPointerUp );					break;				case INPUT.ONE_FINGER:				case INPUT.ONE_FINGER_SWITCHED:					//doubleStart					this._input = INPUT.TWO_FINGER;					this.onRotateStart();					this.onPinchStart();					this.onDoublePanStart();					break;				case INPUT.TWO_FINGER:					//multipleStart					this._input = INPUT.MULT_FINGER;					this.onTriplePanStart( event );					break;			}		} else if ( event.pointerType != 'touch' && this._input == INPUT.NONE ) {			let modifier = null;			if ( event.ctrlKey || event.metaKey ) {				modifier = 'CTRL';			} else if ( event.shiftKey ) {				modifier = 'SHIFT';			}			this._mouseOp = this.getOpFromAction( event.button, modifier );			if ( this._mouseOp != null ) {				window.addEventListener( 'pointermove', this.onPointerMove );				window.addEventListener( 'pointerup', this.onPointerUp );				//singleStart				this._input = INPUT.CURSOR;				this._button = event.button;				this.onSinglePanStart( event, this._mouseOp );			}		}	};	onPointerMove = ( event ) => {		if ( event.pointerType == 'touch' && this._input != INPUT.CURSOR ) {			switch ( this._input ) {				case INPUT.ONE_FINGER:					//singleMove					this.updateTouchEvent( event );					this.onSinglePanMove( event, STATE.ROTATE );					break;				case INPUT.ONE_FINGER_SWITCHED:					const movement = this.calculatePointersDistance( this._touchCurrent[ 0 ], event ) * this._devPxRatio;					if ( movement >= this._switchSensibility ) {						//singleMove						this._input = INPUT.ONE_FINGER;						this.updateTouchEvent( event );						this.onSinglePanStart( event, 'ROTATE' );						break;					}					break;				case INPUT.TWO_FINGER:					//rotate/pan/pinchMove					this.updateTouchEvent( event );					this.onRotateMove();					this.onPinchMove();					this.onDoublePanMove();					break;				case INPUT.MULT_FINGER:					//multMove					this.updateTouchEvent( event );					this.onTriplePanMove( event );					break;			}		} else if ( event.pointerType != 'touch' && this._input == INPUT.CURSOR ) {			let modifier = null;			if ( event.ctrlKey || event.metaKey ) {				modifier = 'CTRL';			} else if ( event.shiftKey ) {				modifier = 'SHIFT';			}			const mouseOpState = this.getOpStateFromAction( this._button, modifier );			if ( mouseOpState != null ) {				this.onSinglePanMove( event, mouseOpState );			}		}		//checkDistance		if ( this._downValid ) {			const movement = this.calculatePointersDistance( this._downEvents[ this._downEvents.length - 1 ], event ) * this._devPxRatio;			if ( movement > this._movementThreshold ) {				this._downValid = false;			}		}	};	onPointerUp = ( event ) => {		if ( event.pointerType == 'touch' && this._input != INPUT.CURSOR ) {			const nTouch = this._touchCurrent.length;			for ( let i = 0; i < nTouch; i ++ ) {				if ( this._touchCurrent[ i ].pointerId == event.pointerId ) {					this._touchCurrent.splice( i, 1 );					this._touchStart.splice( i, 1 );					break;				}			}			switch ( this._input ) {				case INPUT.ONE_FINGER:				case INPUT.ONE_FINGER_SWITCHED:					//singleEnd					window.removeEventListener( 'pointermove', this.onPointerMove );					window.removeEventListener( 'pointerup', this.onPointerUp );					this._input = INPUT.NONE;					this.onSinglePanEnd();					break;				case INPUT.TWO_FINGER:					//doubleEnd					this.onDoublePanEnd( event );					this.onPinchEnd( event );					this.onRotateEnd( event );					//switching to singleStart					this._input = INPUT.ONE_FINGER_SWITCHED;					break;				case INPUT.MULT_FINGER:					if ( this._touchCurrent.length == 0 ) {						window.removeEventListener( 'pointermove', this.onPointerMove );						window.removeEventListener( 'pointerup', this.onPointerUp );						//multCancel						this._input = INPUT.NONE;						this.onTriplePanEnd();					}					break;			}		} else if ( event.pointerType != 'touch' && this._input == INPUT.CURSOR ) {			window.removeEventListener( 'pointermove', this.onPointerMove );			window.removeEventListener( 'pointerup', this.onPointerUp );			this._input = INPUT.NONE;			this.onSinglePanEnd();			this._button = - 1;		}		if ( event.isPrimary ) {			if ( this._downValid ) {				const downTime = event.timeStamp - this._downEvents[ this._downEvents.length - 1 ].timeStamp;				if ( downTime <= this._maxDownTime ) {					if ( this._nclicks == 0 ) {						//first valid click detected						this._nclicks = 1;						this._clickStart = performance.now();					} else {						const clickInterval = event.timeStamp - this._clickStart;						const movement = this.calculatePointersDistance( this._downEvents[ 1 ], this._downEvents[ 0 ] ) * this._devPxRatio;						if ( clickInterval <= this._maxInterval && movement <= this._posThreshold ) {							//second valid click detected							//fire double tap and reset values							this._nclicks = 0;							this._downEvents.splice( 0, this._downEvents.length );							this.onDoubleTap( event );						} else {							//new 'first click'							this._nclicks = 1;							this._downEvents.shift();							this._clickStart = performance.now();						}					}				} else {					this._downValid = false;					this._nclicks = 0;					this._downEvents.splice( 0, this._downEvents.length );				}			} else {				this._nclicks = 0;				this._downEvents.splice( 0, this._downEvents.length );			}		}	};	onWheel = ( event ) => {		if ( this.enabled && this.enableZoom ) {			let modifier = null;			if ( event.ctrlKey || event.metaKey ) {				modifier = 'CTRL';			} else if ( event.shiftKey ) {				modifier = 'SHIFT';			}			const mouseOp = this.getOpFromAction( 'WHEEL', modifier );			if ( mouseOp != null ) {				event.preventDefault();				this.dispatchEvent( _startEvent );				const notchDeltaY = 125; //distance of one notch of mouse wheel				let sgn = event.deltaY / notchDeltaY;				let size = 1;				if ( sgn > 0 ) {					size = 1 / this.scaleFactor;				} else if ( sgn < 0 ) {					size = this.scaleFactor;				}				switch ( mouseOp ) {					case 'ZOOM':						this.updateTbState( STATE.SCALE, true );						if ( sgn > 0 ) {							size = 1 / ( Math.pow( this.scaleFactor, sgn ) );						} else if ( sgn < 0 ) {							size = Math.pow( this.scaleFactor, - sgn );						}						if ( this.cursorZoom && this.enablePan ) {							let scalePoint;							if ( this.camera.isOrthographicCamera ) {								scalePoint = this.unprojectOnTbPlane( this.camera, event.clientX, event.clientY, this.domElement ).applyQuaternion( this.camera.quaternion ).multiplyScalar( 1 / this.camera.zoom ).add( this._gizmos.position );							} else if ( this.camera.isPerspectiveCamera ) {								scalePoint = this.unprojectOnTbPlane( this.camera, event.clientX, event.clientY, this.domElement ).applyQuaternion( this.camera.quaternion ).add( this._gizmos.position );							}							this.applyTransformMatrix( this.scale( size, scalePoint ) );						} else {							this.applyTransformMatrix( this.scale( size, this._gizmos.position ) );						}						if ( this._grid != null ) {							this.disposeGrid();							this.drawGrid();						}						this.updateTbState( STATE.IDLE, false );						this.dispatchEvent( _changeEvent );						this.dispatchEvent( _endEvent );						break;					case 'FOV':						if ( this.camera.isPerspectiveCamera ) {							this.updateTbState( STATE.FOV, true );							//Vertigo effect							//	  fov / 2							//		|\							//		| \							//		|  \							//	x	|	\							//		| 	 \							//		| 	  \							//		| _ _ _\							//			y							//check for iOs shift shortcut							if ( event.deltaX != 0 ) {								sgn = event.deltaX / notchDeltaY;								size = 1;								if ( sgn > 0 ) {									size = 1 / ( Math.pow( this.scaleFactor, sgn ) );								} else if ( sgn < 0 ) {									size = Math.pow( this.scaleFactor, - sgn );								}							}							this._v3_1.setFromMatrixPosition( this._cameraMatrixState );							const x = this._v3_1.distanceTo( this._gizmos.position );							let xNew = x / size;	//distance between camera and gizmos if scale(size, scalepoint) would be performed							//check min and max distance							xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance );							const y = x * Math.tan( MathUtils.DEG2RAD * this.camera.fov * 0.5 );							//calculate new fov							let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 );							//check min and max fov							if ( newFov > this.maxFov ) {								newFov = this.maxFov;							} else if ( newFov < this.minFov ) {								newFov = this.minFov;							}							const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) );							size = x / newDistance;							this.setFov( newFov );							this.applyTransformMatrix( this.scale( size, this._gizmos.position, false ) );						}						if ( this._grid != null ) {							this.disposeGrid();							this.drawGrid();						}						this.updateTbState( STATE.IDLE, false );						this.dispatchEvent( _changeEvent );						this.dispatchEvent( _endEvent );						break;				}			}		}	};	onKeyDown = ( event ) => {		if ( event.key == 'c' ) {			if ( event.ctrlKey || event.metaKey ) {				this.copyState();			}		} else if ( event.key == 'v' ) {			if ( event.ctrlKey || event.metaKey ) {				this.pasteState();			}		}	};	onSinglePanStart = ( event, operation ) => {		if ( this.enabled ) {			this.dispatchEvent( _startEvent );			this.setCenter( event.clientX, event.clientY );			switch ( operation ) {				case 'PAN':					if ( ! this.enablePan ) {						return;					}					if ( this._animationId != - 1 ) {						cancelAnimationFrame( this._animationId );						this._animationId = - 1;						this._timeStart = - 1;						this.activateGizmos( false );						this.dispatchEvent( _changeEvent );					}					this.updateTbState( STATE.PAN, true );					this._startCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ) );					if ( this.enableGrid ) {						this.drawGrid();						this.dispatchEvent( _changeEvent );					}					break;				case 'ROTATE':					if ( ! this.enableRotate ) {						return;					}					if ( this._animationId != - 1 ) {						cancelAnimationFrame( this._animationId );						this._animationId = - 1;						this._timeStart = - 1;					}					this.updateTbState( STATE.ROTATE, true );					this._startCursorPosition.copy( this.unprojectOnTbSurface( this.camera, _center.x, _center.y, this.domElement, this._tbRadius ) );					this.activateGizmos( true );					if ( this.enableAnimations ) {						this._timePrev = this._timeCurrent = performance.now();						this._angleCurrent = this._anglePrev = 0;						this._cursorPosPrev.copy( this._startCursorPosition );						this._cursorPosCurr.copy( this._cursorPosPrev );						this._wCurr = 0;						this._wPrev = this._wCurr;					}					this.dispatchEvent( _changeEvent );					break;				case 'FOV':					if ( ! this.camera.isPerspectiveCamera || ! this.enableZoom ) {						return;					}					if ( this._animationId != - 1 ) {						cancelAnimationFrame( this._animationId );						this._animationId = - 1;						this._timeStart = - 1;						this.activateGizmos( false );						this.dispatchEvent( _changeEvent );					}					this.updateTbState( STATE.FOV, true );					this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );					this._currentCursorPosition.copy( this._startCursorPosition );					break;				case 'ZOOM':					if ( ! this.enableZoom ) {						return;					}					if ( this._animationId != - 1 ) {						cancelAnimationFrame( this._animationId );						this._animationId = - 1;						this._timeStart = - 1;						this.activateGizmos( false );						this.dispatchEvent( _changeEvent );					}					this.updateTbState( STATE.SCALE, true );					this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );					this._currentCursorPosition.copy( this._startCursorPosition );					break;			}		}	};	onSinglePanMove = ( event, opState ) => {		if ( this.enabled ) {			const restart = opState != this._state;			this.setCenter( event.clientX, event.clientY );			switch ( opState ) {				case STATE.PAN:					if ( this.enablePan ) {						if ( restart ) {							//switch to pan operation							this.dispatchEvent( _endEvent );							this.dispatchEvent( _startEvent );							this.updateTbState( opState, true );							this._startCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ) );							if ( this.enableGrid ) {								this.drawGrid();							}							this.activateGizmos( false );						} else {							//continue with pan operation							this._currentCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ) );							this.applyTransformMatrix( this.pan( this._startCursorPosition, this._currentCursorPosition ) );						}					}					break;				case STATE.ROTATE:					if ( this.enableRotate ) {						if ( restart ) {							//switch to rotate operation							this.dispatchEvent( _endEvent );							this.dispatchEvent( _startEvent );							this.updateTbState( opState, true );							this._startCursorPosition.copy( this.unprojectOnTbSurface( this.camera, _center.x, _center.y, this.domElement, this._tbRadius ) );							if ( this.enableGrid ) {								this.disposeGrid();							}							this.activateGizmos( true );						} else {							//continue with rotate operation							this._currentCursorPosition.copy( this.unprojectOnTbSurface( this.camera, _center.x, _center.y, this.domElement, this._tbRadius ) );							const distance = this._startCursorPosition.distanceTo( this._currentCursorPosition );							const angle = this._startCursorPosition.angleTo( this._currentCursorPosition );							const amount = Math.max( distance / this._tbRadius, angle ); //effective rotation angle							this.applyTransformMatrix( this.rotate( this.calculateRotationAxis( this._startCursorPosition, this._currentCursorPosition ), amount ) );							if ( this.enableAnimations ) {								this._timePrev = this._timeCurrent;								this._timeCurrent = performance.now();								this._anglePrev = this._angleCurrent;								this._angleCurrent = amount;								this._cursorPosPrev.copy( this._cursorPosCurr );								this._cursorPosCurr.copy( this._currentCursorPosition );								this._wPrev = this._wCurr;								this._wCurr = this.calculateAngularSpeed( this._anglePrev, this._angleCurrent, this._timePrev, this._timeCurrent );							}						}					}					break;				case STATE.SCALE:					if ( this.enableZoom ) {						if ( restart ) {							//switch to zoom operation							this.dispatchEvent( _endEvent );							this.dispatchEvent( _startEvent );							this.updateTbState( opState, true );							this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );							this._currentCursorPosition.copy( this._startCursorPosition );							if ( this.enableGrid ) {								this.disposeGrid();							}							this.activateGizmos( false );						} else {							//continue with zoom operation							const screenNotches = 8;	//how many wheel notches corresponds to a full screen pan							this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );							const movement = this._currentCursorPosition.y - this._startCursorPosition.y;							let size = 1;							if ( movement < 0 ) {								size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) );							} else if ( movement > 0 ) {								size = Math.pow( this.scaleFactor, movement * screenNotches );							}							this.applyTransformMatrix( this.scale( size, this._gizmos.position ) );						}					}					break;				case STATE.FOV:					if ( this.enableZoom && this.camera.isPerspectiveCamera ) {						if ( restart ) {							//switch to fov operation							this.dispatchEvent( _endEvent );							this.dispatchEvent( _startEvent );							this.updateTbState( opState, true );							this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );							this._currentCursorPosition.copy( this._startCursorPosition );							if ( this.enableGrid ) {								this.disposeGrid();							}							this.activateGizmos( false );						} else {							//continue with fov operation							const screenNotches = 8;	//how many wheel notches corresponds to a full screen pan							this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );							const movement = this._currentCursorPosition.y - this._startCursorPosition.y;							let size = 1;							if ( movement < 0 ) {								size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) );							} else if ( movement > 0 ) {								size = Math.pow( this.scaleFactor, movement * screenNotches );							}							this._v3_1.setFromMatrixPosition( this._cameraMatrixState );							const x = this._v3_1.distanceTo( this._gizmos.position );							let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed							//check min and max distance							xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance );							const y = x * Math.tan( MathUtils.DEG2RAD * this._fovState * 0.5 );							//calculate new fov							let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 );							//check min and max fov							newFov = MathUtils.clamp( newFov, this.minFov, this.maxFov );							const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) );							size = x / newDistance;							this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );							this.setFov( newFov );							this.applyTransformMatrix( this.scale( size, this._v3_2, false ) );							//adjusting distance							_offset.copy( this._gizmos.position ).sub( this.camera.position ).normalize().multiplyScalar( newDistance / x );							this._m4_1.makeTranslation( _offset.x, _offset.y, _offset.z );						}					}					break;			}			this.dispatchEvent( _changeEvent );		}	};	onSinglePanEnd = () => {		if ( this._state == STATE.ROTATE ) {			if ( ! this.enableRotate ) {				return;			}			if ( this.enableAnimations ) {				//perform rotation animation				const deltaTime = ( performance.now() - this._timeCurrent );				if ( deltaTime < 120 ) {					const w = Math.abs( ( this._wPrev + this._wCurr ) / 2 );					const self = this;					this._animationId = window.requestAnimationFrame( function ( t ) {						self.updateTbState( STATE.ANIMATION_ROTATE, true );						const rotationAxis = self.calculateRotationAxis( self._cursorPosPrev, self._cursorPosCurr );						self.onRotationAnim( t, rotationAxis, Math.min( w, self.wMax ) );					} );				} else {					//cursor has been standing still for over 120 ms since last movement					this.updateTbState( STATE.IDLE, false );					this.activateGizmos( false );					this.dispatchEvent( _changeEvent );				}			} else {				this.updateTbState( STATE.IDLE, false );				this.activateGizmos( false );				this.dispatchEvent( _changeEvent );			}		} else if ( this._state == STATE.PAN || this._state == STATE.IDLE ) {			this.updateTbState( STATE.IDLE, false );			if ( this.enableGrid ) {				this.disposeGrid();			}			this.activateGizmos( false );			this.dispatchEvent( _changeEvent );		}		this.dispatchEvent( _endEvent );	};	onDoubleTap = ( event ) => {		if ( this.enabled && this.enablePan && this.scene != null ) {			this.dispatchEvent( _startEvent );			this.setCenter( event.clientX, event.clientY );			const hitP = this.unprojectOnObj( this.getCursorNDC( _center.x, _center.y, this.domElement ), this.camera );			if ( hitP != null && this.enableAnimations ) {				const self = this;				if ( this._animationId != - 1 ) {					window.cancelAnimationFrame( this._animationId );				}				this._timeStart = - 1;				this._animationId = window.requestAnimationFrame( function ( t ) {					self.updateTbState( STATE.ANIMATION_FOCUS, true );					self.onFocusAnim( t, hitP, self._cameraMatrixState, self._gizmoMatrixState );				} );			} else if ( hitP != null && ! this.enableAnimations ) {				this.updateTbState( STATE.FOCUS, true );				this.focus( hitP, this.scaleFactor );				this.updateTbState( STATE.IDLE, false );				this.dispatchEvent( _changeEvent );			}		}		this.dispatchEvent( _endEvent );	};	onDoublePanStart = () => {		if ( this.enabled && this.enablePan ) {			this.dispatchEvent( _startEvent );			this.updateTbState( STATE.PAN, true );			this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );			this._startCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement, true ) );			this._currentCursorPosition.copy( this._startCursorPosition );			this.activateGizmos( false );		}	};	onDoublePanMove = () => {		if ( this.enabled && this.enablePan ) {			this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );			if ( this._state != STATE.PAN ) {				this.updateTbState( STATE.PAN, true );				this._startCursorPosition.copy( this._currentCursorPosition );			}			this._currentCursorPosition.copy( this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement, true ) );			this.applyTransformMatrix( this.pan( this._startCursorPosition, this._currentCursorPosition, true ) );			this.dispatchEvent( _changeEvent );		}	};	onDoublePanEnd = () => {		this.updateTbState( STATE.IDLE, false );		this.dispatchEvent( _endEvent );	};	onRotateStart = () => {		if ( this.enabled && this.enableRotate ) {			this.dispatchEvent( _startEvent );			this.updateTbState( STATE.ZROTATE, true );			//this._startFingerRotation = event.rotation;			this._startFingerRotation = this.getAngle( this._touchCurrent[ 1 ], this._touchCurrent[ 0 ] ) + this.getAngle( this._touchStart[ 1 ], this._touchStart[ 0 ] );			this._currentFingerRotation = this._startFingerRotation;			this.camera.getWorldDirection( this._rotationAxis ); //rotation axis			if ( ! this.enablePan && ! this.enableZoom ) {				this.activateGizmos( true );			}		}	};	onRotateMove = () => {		if ( this.enabled && this.enableRotate ) {			this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );			let rotationPoint;			if ( this._state != STATE.ZROTATE ) {				this.updateTbState( STATE.ZROTATE, true );				this._startFingerRotation = this._currentFingerRotation;			}			//this._currentFingerRotation = event.rotation;			this._currentFingerRotation = this.getAngle( this._touchCurrent[ 1 ], this._touchCurrent[ 0 ] ) + this.getAngle( this._touchStart[ 1 ], this._touchStart[ 0 ] );			if ( ! this.enablePan ) {				rotationPoint = new Vector3().setFromMatrixPosition( this._gizmoMatrixState );			} else {				this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );				rotationPoint = this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement ).applyQuaternion( this.camera.quaternion ).multiplyScalar( 1 / this.camera.zoom ).add( this._v3_2 );			}			const amount = MathUtils.DEG2RAD * ( this._startFingerRotation - this._currentFingerRotation );			this.applyTransformMatrix( this.zRotate( rotationPoint, amount ) );			this.dispatchEvent( _changeEvent );		}	};	onRotateEnd = () => {		this.updateTbState( STATE.IDLE, false );		this.activateGizmos( false );		this.dispatchEvent( _endEvent );	};	onPinchStart = () => {		if ( this.enabled && this.enableZoom ) {			this.dispatchEvent( _startEvent );			this.updateTbState( STATE.SCALE, true );			this._startFingerDistance = this.calculatePointersDistance( this._touchCurrent[ 0 ], this._touchCurrent[ 1 ] );			this._currentFingerDistance = this._startFingerDistance;			this.activateGizmos( false );		}	};	onPinchMove = () => {		if ( this.enabled && this.enableZoom ) {			this.setCenter( ( this._touchCurrent[ 0 ].clientX + this._touchCurrent[ 1 ].clientX ) / 2, ( this._touchCurrent[ 0 ].clientY + this._touchCurrent[ 1 ].clientY ) / 2 );			const minDistance = 12; //minimum distance between fingers (in css pixels)			if ( this._state != STATE.SCALE ) {				this._startFingerDistance = this._currentFingerDistance;				this.updateTbState( STATE.SCALE, true );			}			this._currentFingerDistance = Math.max( this.calculatePointersDistance( this._touchCurrent[ 0 ], this._touchCurrent[ 1 ] ), minDistance * this._devPxRatio );			const amount = this._currentFingerDistance / this._startFingerDistance;			let scalePoint;			if ( ! this.enablePan ) {				scalePoint = this._gizmos.position;			} else {				if ( this.camera.isOrthographicCamera ) {					scalePoint = this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement )						.applyQuaternion( this.camera.quaternion )						.multiplyScalar( 1 / this.camera.zoom )						.add( this._gizmos.position );				} else if ( this.camera.isPerspectiveCamera ) {					scalePoint = this.unprojectOnTbPlane( this.camera, _center.x, _center.y, this.domElement )						.applyQuaternion( this.camera.quaternion )						.add( this._gizmos.position );				}			}			this.applyTransformMatrix( this.scale( amount, scalePoint ) );			this.dispatchEvent( _changeEvent );		}	};	onPinchEnd = () => {		this.updateTbState( STATE.IDLE, false );		this.dispatchEvent( _endEvent );	};	onTriplePanStart = () => {		if ( this.enabled && this.enableZoom ) {			this.dispatchEvent( _startEvent );			this.updateTbState( STATE.SCALE, true );			//const center = event.center;			let clientX = 0;			let clientY = 0;			const nFingers = this._touchCurrent.length;			for ( let i = 0; i < nFingers; i ++ ) {				clientX += this._touchCurrent[ i ].clientX;				clientY += this._touchCurrent[ i ].clientY;			}			this.setCenter( clientX / nFingers, clientY / nFingers );			this._startCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );			this._currentCursorPosition.copy( this._startCursorPosition );		}	};	onTriplePanMove = () => {		if ( this.enabled && this.enableZoom ) {			//	  fov / 2			//		|\			//		| \			//		|  \			//	x	|	\			//		| 	 \			//		| 	  \			//		| _ _ _\			//			y			//const center = event.center;			let clientX = 0;			let clientY = 0;			const nFingers = this._touchCurrent.length;			for ( let i = 0; i < nFingers; i ++ ) {				clientX += this._touchCurrent[ i ].clientX;				clientY += this._touchCurrent[ i ].clientY;			}			this.setCenter( clientX / nFingers, clientY / nFingers );			const screenNotches = 8;	//how many wheel notches corresponds to a full screen pan			this._currentCursorPosition.setY( this.getCursorNDC( _center.x, _center.y, this.domElement ).y * 0.5 );			const movement = this._currentCursorPosition.y - this._startCursorPosition.y;			let size = 1;			if ( movement < 0 ) {				size = 1 / ( Math.pow( this.scaleFactor, - movement * screenNotches ) );			} else if ( movement > 0 ) {				size = Math.pow( this.scaleFactor, movement * screenNotches );			}			this._v3_1.setFromMatrixPosition( this._cameraMatrixState );			const x = this._v3_1.distanceTo( this._gizmos.position );			let xNew = x / size; //distance between camera and gizmos if scale(size, scalepoint) would be performed			//check min and max distance			xNew = MathUtils.clamp( xNew, this.minDistance, this.maxDistance );			const y = x * Math.tan( MathUtils.DEG2RAD * this._fovState * 0.5 );			//calculate new fov			let newFov = MathUtils.RAD2DEG * ( Math.atan( y / xNew ) * 2 );			//check min and max fov			newFov = MathUtils.clamp( newFov, this.minFov, this.maxFov );			const newDistance = y / Math.tan( MathUtils.DEG2RAD * ( newFov / 2 ) );			size = x / newDistance;			this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );			this.setFov( newFov );			this.applyTransformMatrix( this.scale( size, this._v3_2, false ) );			//adjusting distance			_offset.copy( this._gizmos.position ).sub( this.camera.position ).normalize().multiplyScalar( newDistance / x );			this._m4_1.makeTranslation( _offset.x, _offset.y, _offset.z );			this.dispatchEvent( _changeEvent );		}	};	onTriplePanEnd = () => {		this.updateTbState( STATE.IDLE, false );		this.dispatchEvent( _endEvent );		//this.dispatchEvent( _changeEvent );	};	/**	 * Set _center's x/y coordinates	 * @param {Number} clientX	 * @param {Number} clientY	 */	setCenter = ( clientX, clientY ) => {		_center.x = clientX;		_center.y = clientY;	};	/**	 * Set default mouse actions	 */	initializeMouseActions = () => {		this.setMouseAction( 'PAN', 0, 'CTRL' );		this.setMouseAction( 'PAN', 2 );		this.setMouseAction( 'ROTATE', 0 );		this.setMouseAction( 'ZOOM', 'WHEEL' );		this.setMouseAction( 'ZOOM', 1 );		this.setMouseAction( 'FOV', 'WHEEL', 'SHIFT' );		this.setMouseAction( 'FOV', 1, 'SHIFT' );	};	/**	 * Compare two mouse actions	 * @param {Object} action1	 * @param {Object} action2	 * @returns {Boolean} True if action1 and action 2 are the same mouse action, false otherwise	 */	compareMouseAction = ( action1, action2 ) => {		if ( action1.operation == action2.operation ) {			if ( action1.mouse == action2.mouse && action1.key == action2.key ) {				return true;			} else {				return false;			}		} else {			return false;		}	};	/**	 * Set a new mouse action by specifying the operation to be performed and a mouse/key combination. In case of conflict, replaces the existing one	 * @param {String} operation The operation to be performed ('PAN', 'ROTATE', 'ZOOM', 'FOV)	 * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches	 * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed	 * @returns {Boolean} True if the mouse action has been successfully added, false otherwise	 */	setMouseAction = ( operation, mouse, key = null ) => {		const operationInput = [ 'PAN', 'ROTATE', 'ZOOM', 'FOV' ];		const mouseInput = [ 0, 1, 2, 'WHEEL' ];		const keyInput = [ 'CTRL', 'SHIFT', null ];		let state;		if ( ! operationInput.includes( operation ) || ! mouseInput.includes( mouse ) || ! keyInput.includes( key ) ) {			//invalid parameters			return false;		}		if ( mouse == 'WHEEL' ) {			if ( operation != 'ZOOM' && operation != 'FOV' ) {				//cannot associate 2D operation to 1D input				return false;			}		}		switch ( operation ) {			case 'PAN':				state = STATE.PAN;				break;			case 'ROTATE':				state = STATE.ROTATE;				break;			case 'ZOOM':				state = STATE.SCALE;				break;			case 'FOV':				state = STATE.FOV;				break;		}		const action = {			operation: operation,			mouse: mouse,			key: key,			state: state		};		for ( let i = 0; i < this.mouseActions.length; i ++ ) {			if ( this.mouseActions[ i ].mouse == action.mouse && this.mouseActions[ i ].key == action.key ) {				this.mouseActions.splice( i, 1, action );				return true;			}		}		this.mouseActions.push( action );		return true;	};	/**	 * Remove a mouse action by specifying its mouse/key combination	 * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches	 * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed	 * @returns {Boolean} True if the operation has been succesfully removed, false otherwise	 */	unsetMouseAction = ( mouse, key = null ) => {		for ( let i = 0; i < this.mouseActions.length; i ++ ) {			if ( this.mouseActions[ i ].mouse == mouse && this.mouseActions[ i ].key == key ) {				this.mouseActions.splice( i, 1 );				return true;			}		}		return false;	};	/**	 * Return the operation associated to a mouse/keyboard combination	 * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches	 * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed	 * @returns The operation if it has been found, null otherwise	 */	getOpFromAction = ( mouse, key ) => {		let action;		for ( let i = 0; i < this.mouseActions.length; i ++ ) {			action = this.mouseActions[ i ];			if ( action.mouse == mouse && action.key == key ) {				return action.operation;			}		}		if ( key != null ) {			for ( let i = 0; i < this.mouseActions.length; i ++ ) {				action = this.mouseActions[ i ];				if ( action.mouse == mouse && action.key == null ) {					return action.operation;				}			}		}		return null;	};	/**	 * Get the operation associated to mouse and key combination and returns the corresponding FSA state	 * @param {Number} mouse Mouse button	 * @param {String} key Keyboard modifier	 * @returns The FSA state obtained from the operation associated to mouse/keyboard combination	 */	getOpStateFromAction = ( mouse, key ) => {		let action;		for ( let i = 0; i < this.mouseActions.length; i ++ ) {			action = this.mouseActions[ i ];			if ( action.mouse == mouse && action.key == key ) {				return action.state;			}		}		if ( key != null ) {			for ( let i = 0; i < this.mouseActions.length; i ++ ) {				action = this.mouseActions[ i ];				if ( action.mouse == mouse && action.key == null ) {					return action.state;				}			}		}		return null;	};	/**	 * Calculate the angle between two pointers	 * @param {PointerEvent} p1	 * @param {PointerEvent} p2	 * @returns {Number} The angle between two pointers in degrees	 */	getAngle = ( p1, p2 ) => {		return Math.atan2( p2.clientY - p1.clientY, p2.clientX - p1.clientX ) * 180 / Math.PI;	};	/**	 * Update a PointerEvent inside current pointerevents array	 * @param {PointerEvent} event	 */	updateTouchEvent = ( event ) => {		for ( let i = 0; i < this._touchCurrent.length; i ++ ) {			if ( this._touchCurrent[ i ].pointerId == event.pointerId ) {				this._touchCurrent.splice( i, 1, event );				break;			}		}	};	/**	 * Apply a transformation matrix, to the camera and gizmos	 * @param {Object} transformation Object containing matrices to apply to camera and gizmos	 */	applyTransformMatrix( transformation ) {		if ( transformation.camera != null ) {			this._m4_1.copy( this._cameraMatrixState ).premultiply( transformation.camera );			this._m4_1.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );			this.camera.updateMatrix();			//update camera up vector			if ( this._state == STATE.ROTATE || this._state == STATE.ZROTATE || this._state == STATE.ANIMATION_ROTATE ) {				this.camera.up.copy( this._upState ).applyQuaternion( this.camera.quaternion );			}		}		if ( transformation.gizmos != null ) {			this._m4_1.copy( this._gizmoMatrixState ).premultiply( transformation.gizmos );			this._m4_1.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );			this._gizmos.updateMatrix();		}		if ( this._state == STATE.SCALE || this._state == STATE.FOCUS || this._state == STATE.ANIMATION_FOCUS ) {			this._tbRadius = this.calculateTbRadius( this.camera );			if ( this.adjustNearFar ) {				const cameraDistance = this.camera.position.distanceTo( this._gizmos.position );				const bb = new Box3();				bb.setFromObject( this._gizmos );				const sphere = new Sphere();				bb.getBoundingSphere( sphere );				const adjustedNearPosition = Math.max( this._nearPos0, sphere.radius + sphere.center.length() );				const regularNearPosition = cameraDistance - this._initialNear;				const minNearPos = Math.min( adjustedNearPosition, regularNearPosition );				this.camera.near = cameraDistance - minNearPos;				const adjustedFarPosition = Math.min( this._farPos0, - sphere.radius + sphere.center.length() );				const regularFarPosition = cameraDistance - this._initialFar;				const minFarPos = Math.min( adjustedFarPosition, regularFarPosition );				this.camera.far = cameraDistance - minFarPos;				this.camera.updateProjectionMatrix();			} else {				let update = false;				if ( this.camera.near != this._initialNear ) {					this.camera.near = this._initialNear;					update = true;				}				if ( this.camera.far != this._initialFar ) {					this.camera.far = this._initialFar;					update = true;				}				if ( update ) {					this.camera.updateProjectionMatrix();				}			}		}	}	/**	 * Calculate the angular speed	 * @param {Number} p0 Position at t0	 * @param {Number} p1 Position at t1	 * @param {Number} t0 Initial time in milliseconds	 * @param {Number} t1 Ending time in milliseconds	 */	calculateAngularSpeed = ( p0, p1, t0, t1 ) => {		const s = p1 - p0;		const t = ( t1 - t0 ) / 1000;		if ( t == 0 ) {			return 0;		}		return s / t;	};	/**	 * Calculate the distance between two pointers	 * @param {PointerEvent} p0 The first pointer	 * @param {PointerEvent} p1 The second pointer	 * @returns {number} The distance between the two pointers	 */	calculatePointersDistance = ( p0, p1 ) => {		return Math.sqrt( Math.pow( p1.clientX - p0.clientX, 2 ) + Math.pow( p1.clientY - p0.clientY, 2 ) );	};	/**	 * Calculate the rotation axis as the vector perpendicular between two vectors	 * @param {Vector3} vec1 The first vector	 * @param {Vector3} vec2 The second vector	 * @returns {Vector3} The normalized rotation axis	 */	calculateRotationAxis = ( vec1, vec2 ) => {		this._rotationMatrix.extractRotation( this._cameraMatrixState );		this._quat.setFromRotationMatrix( this._rotationMatrix );		this._rotationAxis.crossVectors( vec1, vec2 ).applyQuaternion( this._quat );		return this._rotationAxis.normalize().clone();	};	/**	 * Calculate the trackball radius so that gizmo's diamater will be 2/3 of the minimum side of the camera frustum	 * @param {Camera} camera	 * @returns {Number} The trackball radius	 */	calculateTbRadius = ( camera ) => {		const distance = camera.position.distanceTo( this._gizmos.position );		if ( camera.type == 'PerspectiveCamera' ) {			const halfFovV = MathUtils.DEG2RAD * camera.fov * 0.5; //vertical fov/2 in radians			const halfFovH = Math.atan( ( camera.aspect ) * Math.tan( halfFovV ) ); //horizontal fov/2 in radians			return Math.tan( Math.min( halfFovV, halfFovH ) ) * distance * this.radiusFactor;		} else if ( camera.type == 'OrthographicCamera' ) {			return Math.min( camera.top, camera.right ) * this.radiusFactor;		}	};	/**	 * Focus operation consist of positioning the point of interest in front of the camera and a slightly zoom in	 * @param {Vector3} point The point of interest	 * @param {Number} size Scale factor	 * @param {Number} amount Amount of operation to be completed (used for focus animations, default is complete full operation)	 */	focus = ( point, size, amount = 1 ) => {		//move center of camera (along with gizmos) towards point of interest		_offset.copy( point ).sub( this._gizmos.position ).multiplyScalar( amount );		this._translationMatrix.makeTranslation( _offset.x, _offset.y, _offset.z );		const gizmoStateTemp = this._gizmoMatrixState.clone();		this._gizmoMatrixState.premultiply( this._translationMatrix );		this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );		const cameraStateTemp = this._cameraMatrixState.clone();		this._cameraMatrixState.premultiply( this._translationMatrix );		this._cameraMatrixState.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );		//apply zoom		if ( this.enableZoom ) {			this.applyTransformMatrix( this.scale( size, this._gizmos.position ) );		}		this._gizmoMatrixState.copy( gizmoStateTemp );		this._cameraMatrixState.copy( cameraStateTemp );	};	/**	 * Draw a grid and add it to the scene	 */	drawGrid = () => {		if ( this.scene != null ) {			const color = 0x888888;			const multiplier = 3;			let size, divisions, maxLength, tick;			if ( this.camera.isOrthographicCamera ) {				const width = this.camera.right - this.camera.left;				const height = this.camera.bottom - this.camera.top;				maxLength = Math.max( width, height );				tick = maxLength / 20;				size = maxLength / this.camera.zoom * multiplier;				divisions = size / tick * this.camera.zoom;			} else if ( this.camera.isPerspectiveCamera ) {				const distance = this.camera.position.distanceTo( this._gizmos.position );				const halfFovV = MathUtils.DEG2RAD * this.camera.fov * 0.5;				const halfFovH = Math.atan( ( this.camera.aspect ) * Math.tan( halfFovV ) );				maxLength = Math.tan( Math.max( halfFovV, halfFovH ) ) * distance * 2;				tick = maxLength / 20;				size = maxLength * multiplier;				divisions = size / tick;			}			if ( this._grid == null ) {				this._grid = new GridHelper( size, divisions, color, color );				this._grid.position.copy( this._gizmos.position );				this._gridPosition.copy( this._grid.position );				this._grid.quaternion.copy( this.camera.quaternion );				this._grid.rotateX( Math.PI * 0.5 );				this.scene.add( this._grid );			}		}	};	/**	 * Remove all listeners, stop animations and clean scene	 */	dispose = () => {		if ( this._animationId != - 1 ) {			window.cancelAnimationFrame( this._animationId );		}		this.domElement.removeEventListener( 'pointerdown', this.onPointerDown );		this.domElement.removeEventListener( 'pointercancel', this.onPointerCancel );		this.domElement.removeEventListener( 'wheel', this.onWheel );		this.domElement.removeEventListener( 'contextmenu', this.onContextMenu );		window.removeEventListener( 'pointermove', this.onPointerMove );		window.removeEventListener( 'pointerup', this.onPointerUp );		window.removeEventListener( 'resize', this.onWindowResize );		window.removeEventListener( 'keydown', this.onKeyDown );		if ( this.scene !== null ) this.scene.remove( this._gizmos );		this.disposeGrid();	};	/**	 * remove the grid from the scene	 */	disposeGrid = () => {		if ( this._grid != null && this.scene != null ) {			this.scene.remove( this._grid );			this._grid = null;		}	};	/**	 * Compute the easing out cubic function for ease out effect in animation	 * @param {Number} t The absolute progress of the animation in the bound of 0 (beginning of the) and 1 (ending of animation)	 * @returns {Number} Result of easing out cubic at time t	 */	easeOutCubic = ( t ) => {		return 1 - Math.pow( 1 - t, 3 );	};	/**	 * Make rotation gizmos more or less visible	 * @param {Boolean} isActive If true, make gizmos more visible	 */	activateGizmos = ( isActive ) => {		const gizmoX = this._gizmos.children[ 0 ];		const gizmoY = this._gizmos.children[ 1 ];		const gizmoZ = this._gizmos.children[ 2 ];		if ( isActive ) {			gizmoX.material.setValues( { opacity: 1 } );			gizmoY.material.setValues( { opacity: 1 } );			gizmoZ.material.setValues( { opacity: 1 } );		} else {			gizmoX.material.setValues( { opacity: 0.6 } );			gizmoY.material.setValues( { opacity: 0.6 } );			gizmoZ.material.setValues( { opacity: 0.6 } );		}	};	/**	 * Calculate the cursor position in NDC	 * @param {number} x Cursor horizontal coordinate within the canvas	 * @param {number} y Cursor vertical coordinate within the canvas	 * @param {HTMLElement} canvas The canvas where the renderer draws its output	 * @returns {Vector2} Cursor normalized position inside the canvas	 */	getCursorNDC = ( cursorX, cursorY, canvas ) => {		const canvasRect = canvas.getBoundingClientRect();		this._v2_1.setX( ( ( cursorX - canvasRect.left ) / canvasRect.width ) * 2 - 1 );		this._v2_1.setY( ( ( canvasRect.bottom - cursorY ) / canvasRect.height ) * 2 - 1 );		return this._v2_1.clone();	};	/**	 * Calculate the cursor position inside the canvas x/y coordinates with the origin being in the center of the canvas	 * @param {Number} x Cursor horizontal coordinate within the canvas	 * @param {Number} y Cursor vertical coordinate within the canvas	 * @param {HTMLElement} canvas The canvas where the renderer draws its output	 * @returns {Vector2} Cursor position inside the canvas	 */	getCursorPosition = ( cursorX, cursorY, canvas ) => {		this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) );		this._v2_1.x *= ( this.camera.right - this.camera.left ) * 0.5;		this._v2_1.y *= ( this.camera.top - this.camera.bottom ) * 0.5;		return this._v2_1.clone();	};	/**	 * Set the camera to be controlled	 * @param {Camera} camera The virtual camera to be controlled	 */	setCamera = ( camera ) => {		camera.lookAt( this.target );		camera.updateMatrix();		//setting state		if ( camera.type == 'PerspectiveCamera' ) {			this._fov0 = camera.fov;			this._fovState = camera.fov;		}		this._cameraMatrixState0.copy( camera.matrix );		this._cameraMatrixState.copy( this._cameraMatrixState0 );		this._cameraProjectionState.copy( camera.projectionMatrix );		this._zoom0 = camera.zoom;		this._zoomState = this._zoom0;		this._initialNear = camera.near;		this._nearPos0 = camera.position.distanceTo( this.target ) - camera.near;		this._nearPos = this._initialNear;		this._initialFar = camera.far;		this._farPos0 = camera.position.distanceTo( this.target ) - camera.far;		this._farPos = this._initialFar;		this._up0.copy( camera.up );		this._upState.copy( camera.up );		this.camera = camera;		this.camera.updateProjectionMatrix();		//making gizmos		this._tbRadius = this.calculateTbRadius( camera );		this.makeGizmos( this.target, this._tbRadius );	};	/**	 * Set gizmos visibility	 * @param {Boolean} value Value of gizmos visibility	 */	setGizmosVisible( value ) {		this._gizmos.visible = value;		this.dispatchEvent( _changeEvent );	}	/**	 * Set gizmos radius factor and redraws gizmos	 * @param {Float} value Value of radius factor	 */	setTbRadius( value ) {		this.radiusFactor = value;		this._tbRadius = this.calculateTbRadius( this.camera );		const curve = new EllipseCurve( 0, 0, this._tbRadius, this._tbRadius );		const points = curve.getPoints( this._curvePts );		const curveGeometry = new BufferGeometry().setFromPoints( points );		for ( const gizmo in this._gizmos.children ) {			this._gizmos.children[ gizmo ].geometry = curveGeometry;		}		this.dispatchEvent( _changeEvent );	}	/**	 * Creates the rotation gizmos matching trackball center and radius	 * @param {Vector3} tbCenter The trackball center	 * @param {number} tbRadius The trackball radius	 */	makeGizmos = ( tbCenter, tbRadius ) => {		const curve = new EllipseCurve( 0, 0, tbRadius, tbRadius );		const points = curve.getPoints( this._curvePts );		//geometry		const curveGeometry = new BufferGeometry().setFromPoints( points );		//material		const curveMaterialX = new LineBasicMaterial( { color: 0xff8080, fog: false, transparent: true, opacity: 0.6 } );		const curveMaterialY = new LineBasicMaterial( { color: 0x80ff80, fog: false, transparent: true, opacity: 0.6 } );		const curveMaterialZ = new LineBasicMaterial( { color: 0x8080ff, fog: false, transparent: true, opacity: 0.6 } );		//line		const gizmoX = new Line( curveGeometry, curveMaterialX );		const gizmoY = new Line( curveGeometry, curveMaterialY );		const gizmoZ = new Line( curveGeometry, curveMaterialZ );		const rotation = Math.PI * 0.5;		gizmoX.rotation.x = rotation;		gizmoY.rotation.y = rotation;		//setting state		this._gizmoMatrixState0.identity().setPosition( tbCenter );		this._gizmoMatrixState.copy( this._gizmoMatrixState0 );		if ( this.camera.zoom != 1 ) {			//adapt gizmos size to camera zoom			const size = 1 / this.camera.zoom;			this._scaleMatrix.makeScale( size, size, size );			this._translationMatrix.makeTranslation( - tbCenter.x, - tbCenter.y, - tbCenter.z );			this._gizmoMatrixState.premultiply( this._translationMatrix ).premultiply( this._scaleMatrix );			this._translationMatrix.makeTranslation( tbCenter.x, tbCenter.y, tbCenter.z );			this._gizmoMatrixState.premultiply( this._translationMatrix );		}		this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );		this._gizmos.clear();		this._gizmos.add( gizmoX );		this._gizmos.add( gizmoY );		this._gizmos.add( gizmoZ );	};	/**	 * Perform animation for focus operation	 * @param {Number} time Instant in which this function is called as performance.now()	 * @param {Vector3} point Point of interest for focus operation	 * @param {Matrix4} cameraMatrix Camera matrix	 * @param {Matrix4} gizmoMatrix Gizmos matrix	 */	onFocusAnim = ( time, point, cameraMatrix, gizmoMatrix ) => {		if ( this._timeStart == - 1 ) {			//animation start			this._timeStart = time;		}		if ( this._state == STATE.ANIMATION_FOCUS ) {			const deltaTime = time - this._timeStart;			const animTime = deltaTime / this.focusAnimationTime;			this._gizmoMatrixState.copy( gizmoMatrix );			if ( animTime >= 1 ) {				//animation end				this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );				this.focus( point, this.scaleFactor );				this._timeStart = - 1;				this.updateTbState( STATE.IDLE, false );				this.activateGizmos( false );				this.dispatchEvent( _changeEvent );			} else {				const amount = this.easeOutCubic( animTime );				const size = ( ( 1 - amount ) + ( this.scaleFactor * amount ) );				this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );				this.focus( point, size, amount );				this.dispatchEvent( _changeEvent );				const self = this;				this._animationId = window.requestAnimationFrame( function ( t ) {					self.onFocusAnim( t, point, cameraMatrix, gizmoMatrix.clone() );				} );			}		} else {			//interrupt animation			this._animationId = - 1;			this._timeStart = - 1;		}	};	/**	 * Perform animation for rotation operation	 * @param {Number} time Instant in which this function is called as performance.now()	 * @param {Vector3} rotationAxis Rotation axis	 * @param {number} w0 Initial angular velocity	 */	onRotationAnim = ( time, rotationAxis, w0 ) => {		if ( this._timeStart == - 1 ) {			//animation start			this._anglePrev = 0;			this._angleCurrent = 0;			this._timeStart = time;		}		if ( this._state == STATE.ANIMATION_ROTATE ) {			//w = w0 + alpha * t			const deltaTime = ( time - this._timeStart ) / 1000;			const w = w0 + ( ( - this.dampingFactor ) * deltaTime );			if ( w > 0 ) {				//tetha = 0.5 * alpha * t^2 + w0 * t + tetha0				this._angleCurrent = 0.5 * ( - this.dampingFactor ) * Math.pow( deltaTime, 2 ) + w0 * deltaTime + 0;				this.applyTransformMatrix( this.rotate( rotationAxis, this._angleCurrent ) );				this.dispatchEvent( _changeEvent );				const self = this;				this._animationId = window.requestAnimationFrame( function ( t ) {					self.onRotationAnim( t, rotationAxis, w0 );				} );			} else {				this._animationId = - 1;				this._timeStart = - 1;				this.updateTbState( STATE.IDLE, false );				this.activateGizmos( false );				this.dispatchEvent( _changeEvent );			}		} else {			//interrupt animation			this._animationId = - 1;			this._timeStart = - 1;			if ( this._state != STATE.ROTATE ) {				this.activateGizmos( false );				this.dispatchEvent( _changeEvent );			}		}	};	/**	 * Perform pan operation moving camera between two points	 * @param {Vector3} p0 Initial point	 * @param {Vector3} p1 Ending point	 * @param {Boolean} adjust If movement should be adjusted considering camera distance (Perspective only)	 */	pan = ( p0, p1, adjust = false ) => {		const movement = p0.clone().sub( p1 );		if ( this.camera.isOrthographicCamera ) {			//adjust movement amount			movement.multiplyScalar( 1 / this.camera.zoom );		} else if ( this.camera.isPerspectiveCamera && adjust ) {			//adjust movement amount			this._v3_1.setFromMatrixPosition( this._cameraMatrixState0 );	//camera's initial position			this._v3_2.setFromMatrixPosition( this._gizmoMatrixState0 );	//gizmo's initial position			const distanceFactor = this._v3_1.distanceTo( this._v3_2 ) / this.camera.position.distanceTo( this._gizmos.position );			movement.multiplyScalar( 1 / distanceFactor );		}		this._v3_1.set( movement.x, movement.y, 0 ).applyQuaternion( this.camera.quaternion );		this._m4_1.makeTranslation( this._v3_1.x, this._v3_1.y, this._v3_1.z );		this.setTransformationMatrices( this._m4_1, this._m4_1 );		return _transformation;	};	/**	 * Reset trackball	 */	reset = () => {		this.camera.zoom = this._zoom0;		if ( this.camera.isPerspectiveCamera ) {			this.camera.fov = this._fov0;		}		this.camera.near = this._nearPos;		this.camera.far = this._farPos;		this._cameraMatrixState.copy( this._cameraMatrixState0 );		this._cameraMatrixState.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );		this.camera.up.copy( this._up0 );		this.camera.updateMatrix();		this.camera.updateProjectionMatrix();		this._gizmoMatrixState.copy( this._gizmoMatrixState0 );		this._gizmoMatrixState0.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );		this._gizmos.updateMatrix();		this._tbRadius = this.calculateTbRadius( this.camera );		this.makeGizmos( this._gizmos.position, this._tbRadius );		this.camera.lookAt( this._gizmos.position );		this.updateTbState( STATE.IDLE, false );		this.dispatchEvent( _changeEvent );	};	/**	 * Rotate the camera around an axis passing by trackball's center	 * @param {Vector3} axis Rotation axis	 * @param {number} angle Angle in radians	 * @returns {Object} Object with 'camera' field containing transformation matrix resulting from the operation to be applied to the camera	 */	rotate = ( axis, angle ) => {		const point = this._gizmos.position; //rotation center		this._translationMatrix.makeTranslation( - point.x, - point.y, - point.z );		this._rotationMatrix.makeRotationAxis( axis, - angle );		//rotate camera		this._m4_1.makeTranslation( point.x, point.y, point.z );		this._m4_1.multiply( this._rotationMatrix );		this._m4_1.multiply( this._translationMatrix );		this.setTransformationMatrices( this._m4_1 );		return _transformation;	};	copyState = () => {		let state;		if ( this.camera.isOrthographicCamera ) {			state = JSON.stringify( { arcballState: {				cameraFar: this.camera.far,				cameraMatrix: this.camera.matrix,				cameraNear: this.camera.near,				cameraUp: this.camera.up,				cameraZoom: this.camera.zoom,				gizmoMatrix: this._gizmos.matrix			} } );		} else if ( this.camera.isPerspectiveCamera ) {			state = JSON.stringify( { arcballState: {				cameraFar: this.camera.far,				cameraFov: this.camera.fov,				cameraMatrix: this.camera.matrix,				cameraNear: this.camera.near,				cameraUp: this.camera.up,				cameraZoom: this.camera.zoom,				gizmoMatrix: this._gizmos.matrix			} } );		}		navigator.clipboard.writeText( state );	};	pasteState = () => {		const self = this;		navigator.clipboard.readText().then( function resolved( value ) {			self.setStateFromJSON( value );		} );	};	/**	 * Save the current state of the control. This can later be recover with .reset	 */	saveState = () => {		this._cameraMatrixState0.copy( this.camera.matrix );		this._gizmoMatrixState0.copy( this._gizmos.matrix );		this._nearPos = this.camera.near;		this._farPos = this.camera.far;		this._zoom0 = this.camera.zoom;		this._up0.copy( this.camera.up );		if ( this.camera.isPerspectiveCamera ) {			this._fov0 = this.camera.fov;		}	};	/**	 * Perform uniform scale operation around a given point	 * @param {Number} size Scale factor	 * @param {Vector3} point Point around which scale	 * @param {Boolean} scaleGizmos If gizmos should be scaled (Perspective only)	 * @returns {Object} Object with 'camera' and 'gizmo' fields containing transformation matrices resulting from the operation to be applied to the camera and gizmos	 */	scale = ( size, point, scaleGizmos = true ) => {		const scalePoint = point.clone();		let sizeInverse = 1 / size;		if ( this.camera.isOrthographicCamera ) {			//camera zoom			this.camera.zoom = this._zoomState;			this.camera.zoom *= size;			//check min and max zoom			if ( this.camera.zoom > this.maxZoom ) {				this.camera.zoom = this.maxZoom;				sizeInverse = this._zoomState / this.maxZoom;			} else if ( this.camera.zoom < this.minZoom ) {				this.camera.zoom = this.minZoom;				sizeInverse = this._zoomState / this.minZoom;			}			this.camera.updateProjectionMatrix();			this._v3_1.setFromMatrixPosition( this._gizmoMatrixState );	//gizmos position			//scale gizmos so they appear in the same spot having the same dimension			this._scaleMatrix.makeScale( sizeInverse, sizeInverse, sizeInverse );			this._translationMatrix.makeTranslation( - this._v3_1.x, - this._v3_1.y, - this._v3_1.z );			this._m4_2.makeTranslation( this._v3_1.x, this._v3_1.y, this._v3_1.z ).multiply( this._scaleMatrix );			this._m4_2.multiply( this._translationMatrix );			//move camera and gizmos to obtain pinch effect			scalePoint.sub( this._v3_1 );			const amount = scalePoint.clone().multiplyScalar( sizeInverse );			scalePoint.sub( amount );			this._m4_1.makeTranslation( scalePoint.x, scalePoint.y, scalePoint.z );			this._m4_2.premultiply( this._m4_1 );			this.setTransformationMatrices( this._m4_1, this._m4_2 );			return _transformation;		} else if ( this.camera.isPerspectiveCamera ) {			this._v3_1.setFromMatrixPosition( this._cameraMatrixState );			this._v3_2.setFromMatrixPosition( this._gizmoMatrixState );			//move camera			let distance = this._v3_1.distanceTo( scalePoint );			let amount = distance - ( distance * sizeInverse );			//check min and max distance			const newDistance = distance - amount;			if ( newDistance < this.minDistance ) {				sizeInverse = this.minDistance / distance;				amount = distance - ( distance * sizeInverse );			} else if ( newDistance > this.maxDistance ) {				sizeInverse = this.maxDistance / distance;				amount = distance - ( distance * sizeInverse );			}			_offset.copy( scalePoint ).sub( this._v3_1 ).normalize().multiplyScalar( amount );			this._m4_1.makeTranslation( _offset.x, _offset.y, _offset.z );			if ( scaleGizmos ) {				//scale gizmos so they appear in the same spot having the same dimension				const pos = this._v3_2;				distance = pos.distanceTo( scalePoint );				amount = distance - ( distance * sizeInverse );				_offset.copy( scalePoint ).sub( this._v3_2 ).normalize().multiplyScalar( amount );				this._translationMatrix.makeTranslation( pos.x, pos.y, pos.z );				this._scaleMatrix.makeScale( sizeInverse, sizeInverse, sizeInverse );				this._m4_2.makeTranslation( _offset.x, _offset.y, _offset.z ).multiply( this._translationMatrix );				this._m4_2.multiply( this._scaleMatrix );				this._translationMatrix.makeTranslation( - pos.x, - pos.y, - pos.z );				this._m4_2.multiply( this._translationMatrix );				this.setTransformationMatrices( this._m4_1, this._m4_2 );			} else {				this.setTransformationMatrices( this._m4_1 );			}			return _transformation;		}	};	/**	 * Set camera fov	 * @param {Number} value fov to be setted	 */	setFov = ( value ) => {		if ( this.camera.isPerspectiveCamera ) {			this.camera.fov = MathUtils.clamp( value, this.minFov, this.maxFov );			this.camera.updateProjectionMatrix();		}	};	/**	 * Set the trackball's center point	 * @param {Number} x X coordinate	 * @param {Number} y Y coordinate	 * @param {Number} z Z coordinate	 */	setTarget = ( x, y, z ) => {		this.target.set( x, y, z );		this._gizmos.position.set( x, y, z );	//for correct radius calculation		this._tbRadius = this.calculateTbRadius( this.camera );		this.makeGizmos( this.target, this._tbRadius );		this.camera.lookAt( this.target );	};	/**	 * Set values in transformation object	 * @param {Matrix4} camera Transformation to be applied to the camera	 * @param {Matrix4} gizmos Transformation to be applied to gizmos	 */	 setTransformationMatrices( camera = null, gizmos = null ) {		if ( camera != null ) {			if ( _transformation.camera != null ) {				_transformation.camera.copy( camera );			} else {				_transformation.camera = camera.clone();			}		} else {			_transformation.camera = null;		}		if ( gizmos != null ) {			if ( _transformation.gizmos != null ) {				_transformation.gizmos.copy( gizmos );			} else {				_transformation.gizmos = gizmos.clone();			}		} else {			_transformation.gizmos = null;		}	}	/**	 * Rotate camera around its direction axis passing by a given point by a given angle	 * @param {Vector3} point The point where the rotation axis is passing trough	 * @param {Number} angle Angle in radians	 * @returns The computed transormation matix	 */	zRotate = ( point, angle ) => {		this._rotationMatrix.makeRotationAxis( this._rotationAxis, angle );		this._translationMatrix.makeTranslation( - point.x, - point.y, - point.z );		this._m4_1.makeTranslation( point.x, point.y, point.z );		this._m4_1.multiply( this._rotationMatrix );		this._m4_1.multiply( this._translationMatrix );		this._v3_1.setFromMatrixPosition( this._gizmoMatrixState ).sub( point );	//vector from rotation center to gizmos position		this._v3_2.copy( this._v3_1 ).applyAxisAngle( this._rotationAxis, angle );	//apply rotation		this._v3_2.sub( this._v3_1 );		this._m4_2.makeTranslation( this._v3_2.x, this._v3_2.y, this._v3_2.z );		this.setTransformationMatrices( this._m4_1, this._m4_2 );		return _transformation;	};	getRaycaster() {		return _raycaster;	}	/**	 * Unproject the cursor on the 3D object surface	 * @param {Vector2} cursor Cursor coordinates in NDC	 * @param {Camera} camera Virtual camera	 * @returns {Vector3} The point of intersection with the model, if exist, null otherwise	 */	unprojectOnObj = ( cursor, camera ) => {		const raycaster = this.getRaycaster();		raycaster.near = camera.near;		raycaster.far = camera.far;		raycaster.setFromCamera( cursor, camera );		const intersect = raycaster.intersectObjects( this.scene.children, true );		for ( let i = 0; i < intersect.length; i ++ ) {			if ( intersect[ i ].object.uuid != this._gizmos.uuid && intersect[ i ].face != null ) {				return intersect[ i ].point.clone();			}		}		return null;	};	/**	 * Unproject the cursor on the trackball surface	 * @param {Camera} camera The virtual camera	 * @param {Number} cursorX Cursor horizontal coordinate on screen	 * @param {Number} cursorY Cursor vertical coordinate on screen	 * @param {HTMLElement} canvas The canvas where the renderer draws its output	 * @param {number} tbRadius The trackball radius	 * @returns {Vector3} The unprojected point on the trackball surface	 */	unprojectOnTbSurface = ( camera, cursorX, cursorY, canvas, tbRadius ) => {		if ( camera.type == 'OrthographicCamera' ) {			this._v2_1.copy( this.getCursorPosition( cursorX, cursorY, canvas ) );			this._v3_1.set( this._v2_1.x, this._v2_1.y, 0 );			const x2 = Math.pow( this._v2_1.x, 2 );			const y2 = Math.pow( this._v2_1.y, 2 );			const r2 = Math.pow( this._tbRadius, 2 );			if ( x2 + y2 <= r2 * 0.5 ) {				//intersection with sphere				this._v3_1.setZ( Math.sqrt( r2 - ( x2 + y2 ) ) );			} else {				//intersection with hyperboloid				this._v3_1.setZ( ( r2 * 0.5 ) / ( Math.sqrt( x2 + y2 ) ) );			}			return this._v3_1;		} else if ( camera.type == 'PerspectiveCamera' ) {			//unproject cursor on the near plane			this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) );			this._v3_1.set( this._v2_1.x, this._v2_1.y, - 1 );			this._v3_1.applyMatrix4( camera.projectionMatrixInverse );			const rayDir = this._v3_1.clone().normalize(); //unprojected ray direction			const cameraGizmoDistance = camera.position.distanceTo( this._gizmos.position );			const radius2 = Math.pow( tbRadius, 2 );			//	  camera			//		|\			//		| \			//		|  \			//	h	|	\			//		| 	 \			//		| 	  \			//	_ _ | _ _ _\ _ _  near plane			//			l			const h = this._v3_1.z;			const l = Math.sqrt( Math.pow( this._v3_1.x, 2 ) + Math.pow( this._v3_1.y, 2 ) );			if ( l == 0 ) {				//ray aligned with camera				rayDir.set( this._v3_1.x, this._v3_1.y, tbRadius );				return rayDir;			}			const m = h / l;			const q = cameraGizmoDistance;			/*			 * calculate intersection point between unprojected ray and trackball surface			 *|y = m * x + q			 *|x^2 + y^2 = r^2			 *			 * (m^2 + 1) * x^2 + (2 * m * q) * x + q^2 - r^2 = 0			 */			let a = Math.pow( m, 2 ) + 1;			let b = 2 * m * q;			let c = Math.pow( q, 2 ) - radius2;			let delta = Math.pow( b, 2 ) - ( 4 * a * c );			if ( delta >= 0 ) {				//intersection with sphere				this._v2_1.setX( ( - b - Math.sqrt( delta ) ) / ( 2 * a ) );				this._v2_1.setY( m * this._v2_1.x + q );				const angle = MathUtils.RAD2DEG * this._v2_1.angle();				if ( angle >= 45 ) {					//if angle between intersection point and X' axis is >= 45°, return that point					//otherwise, calculate intersection point with hyperboloid					const rayLength = Math.sqrt( Math.pow( this._v2_1.x, 2 ) + Math.pow( ( cameraGizmoDistance - this._v2_1.y ), 2 ) );					rayDir.multiplyScalar( rayLength );					rayDir.z += cameraGizmoDistance;					return rayDir;				}			}			//intersection with hyperboloid			/*			 *|y = m * x + q			 *|y = (1 / x) * (r^2 / 2)			 *			 * m * x^2 + q * x - r^2 / 2 = 0			 */			a = m;			b = q;			c = - radius2 * 0.5;			delta = Math.pow( b, 2 ) - ( 4 * a * c );			this._v2_1.setX( ( - b - Math.sqrt( delta ) ) / ( 2 * a ) );			this._v2_1.setY( m * this._v2_1.x + q );			const rayLength = Math.sqrt( Math.pow( this._v2_1.x, 2 ) + Math.pow( ( cameraGizmoDistance - this._v2_1.y ), 2 ) );			rayDir.multiplyScalar( rayLength );			rayDir.z += cameraGizmoDistance;			return rayDir;		}	};	/**	 * Unproject the cursor on the plane passing through the center of the trackball orthogonal to the camera	 * @param {Camera} camera The virtual camera	 * @param {Number} cursorX Cursor horizontal coordinate on screen	 * @param {Number} cursorY Cursor vertical coordinate on screen	 * @param {HTMLElement} canvas The canvas where the renderer draws its output	 * @param {Boolean} initialDistance If initial distance between camera and gizmos should be used for calculations instead of current (Perspective only)	 * @returns {Vector3} The unprojected point on the trackball plane	 */	unprojectOnTbPlane = ( camera, cursorX, cursorY, canvas, initialDistance = false ) => {		if ( camera.type == 'OrthographicCamera' ) {			this._v2_1.copy( this.getCursorPosition( cursorX, cursorY, canvas ) );			this._v3_1.set( this._v2_1.x, this._v2_1.y, 0 );			return this._v3_1.clone();		} else if ( camera.type == 'PerspectiveCamera' ) {			this._v2_1.copy( this.getCursorNDC( cursorX, cursorY, canvas ) );			//unproject cursor on the near plane			this._v3_1.set( this._v2_1.x, this._v2_1.y, - 1 );			this._v3_1.applyMatrix4( camera.projectionMatrixInverse );			const rayDir = this._v3_1.clone().normalize(); //unprojected ray direction			//	  camera			//		|\			//		| \			//		|  \			//	h	|	\			//		| 	 \			//		| 	  \			//	_ _ | _ _ _\ _ _  near plane			//			l			const h = this._v3_1.z;			const l = Math.sqrt( Math.pow( this._v3_1.x, 2 ) + Math.pow( this._v3_1.y, 2 ) );			let cameraGizmoDistance;			if ( initialDistance ) {				cameraGizmoDistance = this._v3_1.setFromMatrixPosition( this._cameraMatrixState0 ).distanceTo( this._v3_2.setFromMatrixPosition( this._gizmoMatrixState0 ) );			} else {				cameraGizmoDistance = camera.position.distanceTo( this._gizmos.position );			}			/*			 * calculate intersection point between unprojected ray and the plane			 *|y = mx + q			 *|y = 0			 *			 * x = -q/m			*/			if ( l == 0 ) {				//ray aligned with camera				rayDir.set( 0, 0, 0 );				return rayDir;			}			const m = h / l;			const q = cameraGizmoDistance;			const x = - q / m;			const rayLength = Math.sqrt( Math.pow( q, 2 ) + Math.pow( x, 2 ) );			rayDir.multiplyScalar( rayLength );			rayDir.z = 0;			return rayDir;		}	};	/**	 * Update camera and gizmos state	 */	updateMatrixState = () => {		//update camera and gizmos state		this._cameraMatrixState.copy( this.camera.matrix );		this._gizmoMatrixState.copy( this._gizmos.matrix );		if ( this.camera.isOrthographicCamera ) {			this._cameraProjectionState.copy( this.camera.projectionMatrix );			this.camera.updateProjectionMatrix();			this._zoomState = this.camera.zoom;		} else if ( this.camera.isPerspectiveCamera ) {			this._fovState = this.camera.fov;		}	};	/**	 * Update the trackball FSA	 * @param {STATE} newState New state of the FSA	 * @param {Boolean} updateMatrices If matriices state should be updated	 */	updateTbState = ( newState, updateMatrices ) => {		this._state = newState;		if ( updateMatrices ) {			this.updateMatrixState();		}	};	update = () => {		const EPS = 0.000001;		//check min/max parameters		if ( this.camera.isOrthographicCamera ) {			//check zoom			if ( this.camera.zoom > this.maxZoom || this.camera.zoom < this.minZoom ) {				const newZoom = MathUtils.clamp( this.camera.zoom, this.minZoom, this.maxZoom );				this.applyTransformMatrix( this.scale( newZoom / this.camera.zoom, this._gizmos.position, true ) );			}		} else if ( this.camera.isPerspectiveCamera ) {			//check distance			const distance = this.camera.position.distanceTo( this._gizmos.position );			if ( distance > this.maxDistance + EPS || distance < this.minDistance - EPS ) {				const newDistance = MathUtils.clamp( distance, this.minDistance, this.maxDistance );				this.applyTransformMatrix( this.scale( newDistance / distance, this._gizmos.position ) );				this.updateMatrixState();			 }			//check fov			if ( this.camera.fov < this.minFov || this.camera.fov > this.maxFov ) {				this.camera.fov = MathUtils.clamp( this.camera.fov, this.minFov, this.maxFov );				this.camera.updateProjectionMatrix();			}			const oldRadius = this._tbRadius;			this._tbRadius = this.calculateTbRadius( this.camera );			if ( oldRadius < this._tbRadius - EPS || oldRadius > this._tbRadius + EPS ) {				const scale = ( this._gizmos.scale.x + this._gizmos.scale.y + this._gizmos.scale.z ) / 3;				const newRadius = this._tbRadius / scale;				const curve = new EllipseCurve( 0, 0, newRadius, newRadius );				const points = curve.getPoints( this._curvePts );				const curveGeometry = new BufferGeometry().setFromPoints( points );				for ( const gizmo in this._gizmos.children ) {					this._gizmos.children[ gizmo ].geometry = curveGeometry;				}			}		}		this.camera.lookAt( this._gizmos.position );	};	setStateFromJSON = ( json ) => {		const state = JSON.parse( json );		if ( state.arcballState != undefined ) {			this._cameraMatrixState.fromArray( state.arcballState.cameraMatrix.elements );			this._cameraMatrixState.decompose( this.camera.position, this.camera.quaternion, this.camera.scale );			this.camera.up.copy( state.arcballState.cameraUp );			this.camera.near = state.arcballState.cameraNear;			this.camera.far = state.arcballState.cameraFar;			this.camera.zoom = state.arcballState.cameraZoom;			if ( this.camera.isPerspectiveCamera ) {				this.camera.fov = state.arcballState.cameraFov;			}			this._gizmoMatrixState.fromArray( state.arcballState.gizmoMatrix.elements );			this._gizmoMatrixState.decompose( this._gizmos.position, this._gizmos.quaternion, this._gizmos.scale );			this.camera.updateMatrix();			this.camera.updateProjectionMatrix();			this._gizmos.updateMatrix();			this._tbRadius = this.calculateTbRadius( this.camera );			const gizmoTmp = new Matrix4().copy( this._gizmoMatrixState0 );			this.makeGizmos( this._gizmos.position, this._tbRadius );			this._gizmoMatrixState0.copy( gizmoTmp );			this.camera.lookAt( this._gizmos.position );			this.updateTbState( STATE.IDLE, false );			this.dispatchEvent( _changeEvent );		}	};}export { ArcballControls };
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