import '../patch/EventDispatcher';
import '../patch/Object3D';
import { EventDispatcher, Raycaster } from 'three';
import InteractionData from './InteractionData';
import InteractionEvent from './InteractionEvent';
import InteractionTrackingData from './InteractionTrackingData';
const MOUSE_POINTER_ID = 'MOUSE';
// helpers for hitTest() - only used inside hitTest()
const hitTestEvent = {
target: null,
data: {
global: null,
},
};
/**
* The interaction manager deals with mouse, touch and pointer events. Any DisplayObject can be interactive
* if its interactive parameter is set to true
* This manager also supports multitouch.
*
* reference to [pixi.js](http://www.pixijs.com/) impl
*
* @private
* @class
* @extends EventDispatcher
*/
class InteractionManager extends EventDispatcher {
/**
* @param {WebGLRenderer} renderer - A reference to the current renderer
* @param {Scene} scene - A reference to the current scene
* @param {Camera} camera - A reference to the current camera
* @param {Object} [options] - The options for the manager.
* @param {Boolean} [options.autoPreventDefault=false] - Should the manager automatically prevent default browser actions.
* @param {Boolean} [options.autoAttach=true] - Should the manager automatically attach target element.
* @param {Number} [options.interactionFrequency=10] - Frequency increases the interaction events will be checked.
*/
constructor(renderer, scene, camera, options) {
super();
options = options || {};
/**
* The renderer this interaction manager works for.
*
* @member {WebGLRenderer}
*/
this.renderer = renderer;
/**
* The renderer this interaction manager works for.
*
* @member {Scene}
*/
this.scene = scene;
/**
* The renderer this interaction manager works for.
*
* @member {Camera}
*/
this.camera = camera;
/**
* Should default browser actions automatically be prevented.
* Does not apply to pointer events for backwards compatibility
* preventDefault on pointer events stops mouse events from firing
* Thus, for every pointer event, there will always be either a mouse of touch event alongside it.
*
* @member {boolean}
* @default false
*/
this.autoPreventDefault = options.autoPreventDefault || false;
/**
* Frequency in milliseconds that the mousemove, moveover & mouseout interaction events will be checked.
*
* @member {number}
* @default 10
*/
this.interactionFrequency = options.interactionFrequency || 10;
/**
* The mouse data
*
* @member {InteractionData}
*/
this.mouse = new InteractionData();
this.mouse.identifier = MOUSE_POINTER_ID;
// setting the mouse to start off far off screen will mean that mouse over does
// not get called before we even move the mouse.
this.mouse.global.set(-999999);
/**
* Actively tracked InteractionData
*
* @private
* @member {Object.<number,InteractionData>}
*/
this.activeInteractionData = {};
this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;
/**
* Pool of unused InteractionData
*
* @private
* @member {InteractionData[]}
*/
this.interactionDataPool = [];
/**
* An event data object to handle all the event tracking/dispatching
*
* @member {object}
*/
this.eventData = new InteractionEvent();
/**
* The DOM element to bind to.
*
* @private
* @member {HTMLElement}
*/
this.interactionDOMElement = null;
/**
* This property determines if mousemove and touchmove events are fired only when the cursor
* is over the object.
* Setting to true will make things work more in line with how the DOM verison works.
* Setting to false can make things easier for things like dragging
* It is currently set to false as this is how three.js used to work.
*
* @member {boolean}
* @default true
*/
this.moveWhenInside = true;
/**
* Have events been attached to the dom element?
*
* @private
* @member {boolean}
*/
this.eventsAdded = false;
/**
* Is the mouse hovering over the renderer?
*
* @private
* @member {boolean}
*/
this.mouseOverRenderer = false;
/**
* Does the device support touch events
* https://www.w3.org/TR/touch-events/
*
* @readonly
* @member {boolean}
*/
this.supportsTouchEvents = 'ontouchstart' in window;
/**
* Does the device support pointer events
* https://www.w3.org/Submission/pointer-events/
*
* @readonly
* @member {boolean}
*/
this.supportsPointerEvents = !!window.PointerEvent;
// this will make it so that you don't have to call bind all the time
/**
* @private
* @member {Function}
*/
this.onClick = this.onClick.bind(this);
this.processClick = this.processClick.bind(this);
/**
* @private
* @member {Function}
*/
this.onPointerUp = this.onPointerUp.bind(this);
this.processPointerUp = this.processPointerUp.bind(this);
/**
* @private
* @member {Function}
*/
this.onPointerCancel = this.onPointerCancel.bind(this);
this.processPointerCancel = this.processPointerCancel.bind(this);
/**
* @private
* @member {Function}
*/
this.onPointerDown = this.onPointerDown.bind(this);
this.processPointerDown = this.processPointerDown.bind(this);
/**
* @private
* @member {Function}
*/
this.onPointerMove = this.onPointerMove.bind(this);
this.processPointerMove = this.processPointerMove.bind(this);
/**
* @private
* @member {Function}
*/
this.onPointerOut = this.onPointerOut.bind(this);
this.processPointerOverOut = this.processPointerOverOut.bind(this);
/**
* @private
* @member {Function}
*/
this.onPointerOver = this.onPointerOver.bind(this);
/**
* Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor
* values, objects are handled as dictionaries of CSS values for interactionDOMElement,
* and functions are called instead of changing the CSS.
* Default CSS cursor values are provided for 'default' and 'pointer' modes.
* @member {Object.<string, (string|Function|Object.<string, string>)>}
*/
this.cursorStyles = {
default: 'inherit',
pointer: 'pointer',
};
/**
* The mode of the cursor that is being used.
* The value of this is a key from the cursorStyles dictionary.
*
* @member {string}
*/
this.currentCursorMode = null;
/**
* Internal cached let.
*
* @private
* @member {string}
*/
this.cursor = null;
/**
* ray caster, for survey intersects from 3d-scene
*
* @private
* @member {Raycaster}
*/
this.raycaster = new Raycaster();
/**
* snippet time
*
* @private
* @member {Number}
*/
this._deltaTime = 0;
this.setTargetElement(this.renderer.domElement);
/**
* Fired when a pointer device button (usually a mouse left-button) is pressed on the display
* object.
*
* @event InteractionManager#mousedown
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is pressed
* on the display object.
*
* @event InteractionManager#rightdown
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is released over the display
* object.
*
* @event InteractionManager#mouseup
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is released
* over the display object.
*
* @event InteractionManager#rightup
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is pressed and released on
* the display object.
*
* @event InteractionManager#click
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is pressed
* and released on the display object.
*
* @event InteractionManager#rightclick
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is released outside the
* display object that initially registered a
* [mousedown]{@link InteractionManager#event:mousedown}.
*
* @event InteractionManager#mouseupoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is released
* outside the display object that initially registered a
* [rightdown]{@link InteractionManager#event:rightdown}.
*
* @event InteractionManager#rightupoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device (usually a mouse) is moved while over the display object
*
* @event InteractionManager#mousemove
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device (usually a mouse) is moved onto the display object
*
* @event InteractionManager#mouseover
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device (usually a mouse) is moved off the display object
*
* @event InteractionManager#mouseout
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is pressed on the display object.
*
* @event InteractionManager#pointerdown
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is released over the display object.
*
* @event InteractionManager#pointerup
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when the operating system cancels a pointer event
*
* @event InteractionManager#pointercancel
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is pressed and released on the display object.
*
* @event InteractionManager#pointertap
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is released outside the display object that initially
* registered a [pointerdown]{@link InteractionManager#event:pointerdown}.
*
* @event InteractionManager#pointerupoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device is moved while over the display object
*
* @event InteractionManager#pointermove
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device is moved onto the display object
*
* @event InteractionManager#pointerover
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device is moved off the display object
*
* @event InteractionManager#pointerout
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is placed on the display object.
*
* @event InteractionManager#touchstart
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is removed from the display object.
*
* @event InteractionManager#touchend
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when the operating system cancels a touch
*
* @event InteractionManager#touchcancel
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is placed and removed from the display object.
*
* @event InteractionManager#tap
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is removed outside of the display object that initially
* registered a [touchstart]{@link InteractionManager#event:touchstart}.
*
* @event InteractionManager#touchendoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is moved along the display object.
*
* @event InteractionManager#touchmove
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is pressed on the display.
* object. DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#mousedown
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is pressed
* on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#rightdown
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is released over the display
* object. DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#mouseup
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is released
* over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#rightup
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is pressed and released on
* the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#click
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is pressed
* and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#rightclick
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button (usually a mouse left-button) is released outside the
* display object that initially registered a
* [mousedown]{@link Object3D#event:mousedown}.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#mouseupoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is released
* outside the display object that initially registered a
* [rightdown]{@link Object3D#event:rightdown}.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#rightupoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device (usually a mouse) is moved while over the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#mousemove
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device (usually a mouse) is moved onto the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#mouseover
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device (usually a mouse) is moved off the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#mouseout
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is pressed on the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointerdown
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is released over the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointerup
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when the operating system cancels a pointer event.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointercancel
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is pressed and released on the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointertap
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device button is released outside the display object that initially
* registered a [pointerdown]{@link Object3D#event:pointerdown}.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointerupoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device is moved while over the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointermove
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device is moved onto the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointerover
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a pointer device is moved off the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#pointerout
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is placed on the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#touchstart
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is removed from the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#touchend
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when the operating system cancels a touch.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#touchcancel
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is placed and removed from the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#tap
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is removed outside of the display object that initially
* registered a [touchstart]{@link Object3D#event:touchstart}.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#touchendoutside
* @param {InteractionEvent} event - Interaction event
*/
/**
* Fired when a touch point is moved along the display object.
* DisplayObject's `interactive` property must be set to `true` to fire event.
*
* @event Object3D#touchmove
* @param {InteractionEvent} event - Interaction event
*/
}
/**
* Hit tests a point against the display tree, returning the first interactive object that is hit.
*
* @param {Point} globalPoint - A point to hit test with, in global space.
* @param {Object3D} [root] - The root display object to start from. If omitted, defaults
* to the last rendered root of the associated renderer.
* @return {Object3D} The hit display object, if any.
*/
hitTest(globalPoint, root) {
// clear the target for our hit test
hitTestEvent.target = null;
// assign the global point
hitTestEvent.data.global = globalPoint;
// ensure safety of the root
if (!root) {
root = this.scene;
}
// run the hit test
this.processInteractive(hitTestEvent, root, null, true);
// return our found object - it'll be null if we didn't hit anything
return hitTestEvent.target;
}
/**
* Sets the DOM element which will receive mouse/touch events. This is useful for when you have
* other DOM elements on top of the renderers Canvas element. With this you'll be bale to deletegate
* another DOM element to receive those events.
*
* @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events.
*/
setTargetElement(element) {
this.removeEvents();
this.interactionDOMElement = element;
this.addEvents();
}
/**
* Registers all the DOM events
*
* @private
*/
addEvents() {
if (!this.interactionDOMElement || this.eventsAdded) {
return;
}
this.emit('addevents');
this.interactionDOMElement.addEventListener('click', this.onClick, true);
if (window.navigator.msPointerEnabled) {
this.interactionDOMElement.style['-ms-content-zooming'] = 'none';
this.interactionDOMElement.style['-ms-touch-action'] = 'none';
} else if (this.supportsPointerEvents) {
this.interactionDOMElement.style['touch-action'] = 'none';
}
/**
* These events are added first, so that if pointer events are normalised, they are fired
* in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd
*/
if (this.supportsPointerEvents) {
window.document.addEventListener('pointermove', this.onPointerMove, true);
this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);
// pointerout is fired in addition to pointerup (for touch events) and pointercancel
// we already handle those, so for the purposes of what we do in onPointerOut, we only
// care about the pointerleave event
this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true);
this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);
window.addEventListener('pointercancel', this.onPointerCancel, true);
window.addEventListener('pointerup', this.onPointerUp, true);
} else {
window.document.addEventListener('mousemove', this.onPointerMove, true);
this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);
this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);
this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);
window.addEventListener('mouseup', this.onPointerUp, true);
}
// always look directly for touch events so that we can provide original data
// In a future version we should change this to being just a fallback and rely solely on
// PointerEvents whenever available
if (this.supportsTouchEvents) {
this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true);
this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);
this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);
this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);
}
this.eventsAdded = true;
}
/**
* Removes all the DOM events that were previously registered
*
* @private
*/
removeEvents() {
if (!this.interactionDOMElement) {
return;
}
this.emit('removeevents');
this.interactionDOMElement.removeEventListener('click', this.onClick, true);
if (window.navigator.msPointerEnabled) {
this.interactionDOMElement.style['-ms-content-zooming'] = '';
this.interactionDOMElement.style['-ms-touch-action'] = '';
} else if (this.supportsPointerEvents) {
this.interactionDOMElement.style['touch-action'] = '';
}
if (this.supportsPointerEvents) {
window.document.removeEventListener('pointermove', this.onPointerMove, true);
this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);
this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);
this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);
window.removeEventListener('pointercancel', this.onPointerCancel, true);
window.removeEventListener('pointerup', this.onPointerUp, true);
} else {
window.document.removeEventListener('mousemove', this.onPointerMove, true);
this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);
this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);
this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);
window.removeEventListener('mouseup', this.onPointerUp, true);
}
if (this.supportsTouchEvents) {
this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);
this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);
this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);
this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);
}
this.interactionDOMElement = null;
this.eventsAdded = false;
}
/**
* Updates the state of interactive objects.
* Invoked by a throttled ticker.
*
* @param {number} deltaTime - time delta since last tick
*/
update({ snippet }) {
this._deltaTime += snippet;
if (this._deltaTime < this.interactionFrequency) {
return;
}
this._deltaTime = 0;
if (!this.interactionDOMElement) {
return;
}
// if the user move the mouse this check has already been done using the mouse move!
if (this.didMove) {
this.didMove = false;
return;
}
this.cursor = null;
// Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,
// but there was a scenario of a display object moving under a static mouse cursor.
// In this case, mouseover and mouseevents would not pass the flag test in triggerEvent function
for (const k in this.activeInteractionData) {
// eslint-disable-next-line no-prototype-builtins
if (this.activeInteractionData.hasOwnProperty(k)) {
const interactionData = this.activeInteractionData[k];
if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {
const interactionEvent = this.configureInteractionEventForDOMEvent(
this.eventData,
interactionData.originalEvent,
interactionData
);
this.processInteractive(
interactionEvent,
this.scene,
this.processPointerOverOut,
true
);
}
}
}
this.setCursorMode(this.cursor);
// TODO
}
/**
* Sets the current cursor mode, handling any callbacks or CSS style changes.
*
* @param {string} mode - cursor mode, a key from the cursorStyles dictionary
*/
setCursorMode(mode) {
mode = mode || 'default';
// if the mode didn't actually change, bail early
if (this.currentCursorMode === mode) {
return;
}
this.currentCursorMode = mode;
const style = this.cursorStyles[mode];
// only do things if there is a cursor style for it
if (style) {
switch (typeof style) {
case 'string':
// string styles are handled as cursor CSS
this.interactionDOMElement.style.cursor = style;
break;
case 'function':
// functions are just called, and passed the cursor mode
style(mode);
break;
case 'object':
// if it is an object, assume that it is a dictionary of CSS styles,
// apply it to the interactionDOMElement
Object.assign(this.interactionDOMElement.style, style);
break;
default:
break;
}
} else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {
// if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry
// for the mode, then assume that the dev wants it to be CSS for the cursor.
this.interactionDOMElement.style.cursor = mode;
}
}
/**
* Dispatches an event on the display object that was interacted with
*
* @param {Object3D} displayObject - the display object in question
* @param {string} eventString - the name of the event (e.g, mousedown)
* @param {object} eventData - the event data object
* @private
*/
triggerEvent(displayObject, eventString, eventData) {
if (!eventData.stopped) {
eventData.currentTarget = displayObject;
eventData.type = eventString;
displayObject.emit(eventString, eventData);
if (displayObject[eventString]) {
displayObject[eventString](eventData);
}
}
}
/**
* This function is provides a neat way of crawling through the scene graph and running a
* specified function on all interactive objects it finds. It will also take care of hit
* testing the interactive objects and passes the hit across in the function.
*
* @private
* @param {InteractionEvent} interactionEvent - event containing the point that
* is tested for collision
* @param {Object3D} displayObject - the displayObject
* that will be hit test (recursively crawls its children)
* @param {Function} [func] - the function that will be called on each interactive object. The
* interactionEvent, displayObject and hit will be passed to the function
* @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point
* @param {boolean} [interactive] - Whether the displayObject is interactive
* @return {boolean} returns true if the displayObject hit the point
*/
processInteractive(interactionEvent, displayObject, func, hitTest, interactive) {
if (!displayObject || !displayObject.visible) {
return false;
}
// Took a little while to rework this function correctly! But now it is done and nice and optimised. ^_^
//
// This function will now loop through all objects and then only hit test the objects it HAS
// to, not all of them. MUCH faster..
// An object will be hit test if the following is true:
//
// 1: It is interactive.
// 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.
//
// As another little optimisation once an interactive object has been hit we can carry on
// through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests
// A final optimisation is that an object is not hit test directly if a child has already been hit.
interactive = displayObject.interactive || interactive;
let hit = false;
let interactiveParent = interactive;
if (displayObject.interactiveChildren && displayObject.children) {
const children = displayObject.children;
for (let i = children.length - 1; i >= 0; i--) {
const child = children[i];
// time to get recursive.. if this function will return if something is hit..
const childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent);
if (childHit) {
// its a good idea to check if a child has lost its parent.
// this means it has been removed whilst looping so its best
if (!child.parent) {
continue;
}
// we no longer need to hit test any more objects in this container as we we
// now know the parent has been hit
interactiveParent = false;
// If the child is interactive , that means that the object hit was actually
// interactive and not just the child of an interactive object.
// This means we no longer need to hit test anything else. We still need to run
// through all objects, but we don't need to perform any hit tests.
if (childHit) {
if (interactionEvent.target) {
hitTest = false;
}
hit = true;
}
}
}
}
// no point running this if the item is not interactive or does not have an interactive parent.
if (interactive) {
// if we are hit testing (as in we have no hit any objects yet)
// We also don't need to worry about hit testing if once of the displayObjects children
// has already been hit - but only if it was interactive, otherwise we need to keep
// looking for an interactive child, just in case we hit one
if (hitTest && !interactionEvent.target) {
if (interactionEvent.intersects[0] && interactionEvent.intersects[0].object === displayObject) {
hit = true;
}
}
if (displayObject.interactive) {
if (hit && !interactionEvent.target) {
interactionEvent.data.target = interactionEvent.target = displayObject;
}
if (func) {
func(interactionEvent, displayObject, !!hit);
}
}
}
return hit;
}
/**
* Is called when the click is pressed down on the renderer element
*
* @private
* @param {MouseEvent} originalEvent - The DOM event of a click being pressed down
*/
onClick(originalEvent) {
if (originalEvent.type !== 'click') return;
const events = this.normalizeToPointerData(originalEvent);
if (this.autoPreventDefault && events[0].isNormalized) {
originalEvent.preventDefault();
}
const interactionData = this.getInteractionDataForPointerId(events[0]);
const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, events[0], interactionData);
interactionEvent.data.originalEvent = originalEvent;
this.processInteractive(interactionEvent, this.scene, this.processClick, true);
this.emit('click', interactionEvent);
}
/**
* Processes the result of the click check and dispatches the event if need be
*
* @private
* @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
* @param {Object3D} displayObject - The display object that was tested
* @param {boolean} hit - the result of the hit test on the display object
*/
processClick(interactionEvent, displayObject, hit) {
if (hit) {
this.triggerEvent(displayObject, 'click', interactionEvent);
}
}
/**
* Is called when the pointer button is pressed down on the renderer element
*
* @private
* @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down
*/
onPointerDown(originalEvent) {
// if we support touch events, then only use those for touch events, not pointer events
if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return;
const events = this.normalizeToPointerData(originalEvent);
/**
* No need to prevent default on natural pointer events, as there are no side effects
* Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,
* so still need to be prevented.
*/
// Guaranteed that there will be at least one event in events, and all events must have the same pointer type
if (this.autoPreventDefault && events[0].isNormalized) {
originalEvent.preventDefault();
}
const eventLen = events.length;
for (let i = 0; i < eventLen; i++) {
const event = events[i];
const interactionData = this.getInteractionDataForPointerId(event);
const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
interactionEvent.data.originalEvent = originalEvent;
this.processInteractive(interactionEvent, this.scene, this.processPointerDown, true);
this.emit('pointerdown', interactionEvent);
if (event.pointerType === 'touch') {
this.emit('touchstart', interactionEvent);
} else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
const isRightButton = event.button === 2;
this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);
}
}
}
/**
* Processes the result of the pointer down check and dispatches the event if need be
*
* @private
* @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
* @param {Object3D} displayObject - The display object that was tested
* @param {boolean} hit - the result of the hit test on the display object
*/
processPointerDown(interactionEvent, displayObject, hit) {
const data = interactionEvent.data;
const id = interactionEvent.data.identifier;
if (hit) {
if (!displayObject.trackedPointers[id]) {
displayObject.trackedPointers[id] = new InteractionTrackingData(id);
}
this.triggerEvent(displayObject, 'pointerdown', interactionEvent);
if (data.pointerType === 'touch') {
displayObject.started = true;
this.triggerEvent(displayObject, 'touchstart', interactionEvent);
} else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {
const isRightButton = data.button === 2;
if (isRightButton) {
displayObject.trackedPointers[id].rightDown = true;
} else {
displayObject.trackedPointers[id].leftDown = true;
}
this.triggerEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);
}
}
}
/**
* Is called when the pointer button is released on the renderer element
*
* @private
* @param {PointerEvent} originalEvent - The DOM event of a pointer button being released
* @param {boolean} cancelled - true if the pointer is cancelled
* @param {Function} func - Function passed to {@link processInteractive}
*/
onPointerComplete(originalEvent, cancelled, func) {
const events = this.normalizeToPointerData(originalEvent);
const eventLen = events.length;
// if the event wasn't targeting our canvas, then consider it to be pointerupoutside
// in all cases (unless it was a pointercancel)
const eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';
for (let i = 0; i < eventLen; i++) {
const event = events[i];
const interactionData = this.getInteractionDataForPointerId(event);
const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
interactionEvent.data.originalEvent = originalEvent;
// perform hit testing for events targeting our canvas or cancel events
this.processInteractive(interactionEvent, this.scene, func, cancelled || !eventAppend);
this.emit(cancelled ? 'pointercancel' : `pointerup${eventAppend}`, interactionEvent);
if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
const isRightButton = event.button === 2;
this.emit(isRightButton ? `rightup${eventAppend}` : `mouseup${eventAppend}`, interactionEvent);
} else if (event.pointerType === 'touch') {
this.emit(cancelled ? 'touchcancel' : `touchend${eventAppend}`, interactionEvent);
this.releaseInteractionDataForPointerId(event.pointerId, interactionData);
}
}
}
/**
* Is called when the pointer button is cancelled
*
* @private
* @param {PointerEvent} event - The DOM event of a pointer button being released
*/
onPointerCancel(event) {
// if we support touch events, then only use those for touch events, not pointer events
if (this.supportsTouchEvents && event.pointerType === 'touch') return;
this.onPointerComplete(event, true, this.processPointerCancel);
}
/**
* Processes the result of the pointer cancel check and dispatches the event if need be
*
* @private
* @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
* @param {Object3D} displayObject - The display object that was tested
*/
processPointerCancel(interactionEvent, displayObject) {
const data = interactionEvent.data;
const id = interactionEvent.data.identifier;
if (displayObject.trackedPointers[id] !== undefined) {
delete displayObject.trackedPointers[id];
this.triggerEvent(displayObject, 'pointercancel', interactionEvent);
if (data.pointerType === 'touch') {
this.triggerEvent(displayObject, 'touchcancel', interactionEvent);
}
}
}
/**
* Is called when the pointer button is released on the renderer element
*
* @private
* @param {PointerEvent} event - The DOM event of a pointer button being released
*/
onPointerUp(event) {
// if we support touch events, then only use those for touch events, not pointer events
if (this.supportsTouchEvents && event.pointerType === 'touch') return;
this.onPointerComplete(event, false, this.processPointerUp);
}
/**
* Processes the result of the pointer up check and dispatches the event if need be
*
* @private
* @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
* @param {Object3D} displayObject - The display object that was tested
* @param {boolean} hit - the result of the hit test on the display object
*/
processPointerUp(interactionEvent, displayObject, hit) {
const data = interactionEvent.data;
const id = interactionEvent.data.identifier;
const trackingData = displayObject.trackedPointers[id];
const isTouch = data.pointerType === 'touch';
const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');
// Mouse only
if (isMouse) {
const isRightButton = data.button === 2;
const flags = InteractionTrackingData.FLAGS;
const test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;
const isDown = trackingData !== undefined && (trackingData.flags & test);
if (hit) {
this.triggerEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);
if (isDown) {
this.triggerEvent(displayObject, isRightButton ? 'rightclick' : 'leftclick', interactionEvent);
}
} else if (isDown) {
this.triggerEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);
}
// update the down state of the tracking data
if (trackingData) {
if (isRightButton) {
trackingData.rightDown = false;
} else {
trackingData.leftDown = false;
}
}
}
// Pointers and Touches, and Mouse
if (isTouch && displayObject.started) {
displayObject.started = false;
this.triggerEvent(displayObject, 'touchend', interactionEvent);
}
if (hit) {
this.triggerEvent(displayObject, 'pointerup', interactionEvent);
if (trackingData) {
this.triggerEvent(displayObject, 'pointertap', interactionEvent);
if (isTouch) {
this.triggerEvent(displayObject, 'tap', interactionEvent);
// touches are no longer over (if they ever were) when we get the touchend
// so we should ensure that we don't keep pretending that they are
trackingData.over = false;
}
}
} else if (trackingData) {
this.triggerEvent(displayObject, 'pointerupoutside', interactionEvent);
if (isTouch) this.triggerEvent(displayObject, 'touchendoutside', interactionEvent);
}
// Only remove the tracking data if there is no over/down state still associated with it
if (trackingData && trackingData.none) {
delete displayObject.trackedPointers[id];
}
}
/**
* Is called when the pointer moves across the renderer element
*
* @private
* @param {PointerEvent} originalEvent - The DOM event of a pointer moving
*/
onPointerMove(originalEvent) {
// if we support touch events, then only use those for touch events, not pointer events
if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return;
const events = this.normalizeToPointerData(originalEvent);
if (events[0].pointerType === 'mouse') {
this.didMove = true;
this.cursor = null;
}
const eventLen = events.length;
for (let i = 0; i < eventLen; i++) {
const event = events[i];
const interactionData = this.getInteractionDataForPointerId(event);
const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
interactionEvent.data.originalEvent = originalEvent;
const interactive = event.pointerType === 'touch' ? this.moveWhenInside : true;
this.processInteractive(
interactionEvent,
this.scene,
this.processPointerMove,
interactive
);
this.emit('pointermove', interactionEvent);
if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent);
if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent);
}
if (events[0].pointerType === 'mouse') {
this.setCursorMode(this.cursor);
// TODO BUG for parents interactive object (border order issue)
}
}
/**
* Processes the result of the pointer move check and dispatches the event if need be
*
* @private
* @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
* @param {Object3D} displayObject - The display object that was tested
* @param {boolean} hit - the result of the hit test on the display object
*/
processPointerMove(interactionEvent, displayObject, hit) {
const data = interactionEvent.data;
const isTouch = data.pointerType === 'touch';
const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');
if (isMouse) {
this.processPointerOverOut(interactionEvent, displayObject, hit);
}
if (isTouch && displayObject.started) this.triggerEvent(displayObject, 'touchmove', interactionEvent);
if (!this.moveWhenInside || hit) {
this.triggerEvent(displayObject, 'pointermove', interactionEvent);
if (isMouse) this.triggerEvent(displayObject, 'mousemove', interactionEvent);
}
}
/**
* Is called when the pointer is moved out of the renderer element
*
* @private
* @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out
*/
onPointerOut(originalEvent) {
// if we support touch events, then only use those for touch events, not pointer events
if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return;
const events = this.normalizeToPointerData(originalEvent);
// Only mouse and pointer can call onPointerOut, so events will always be length 1
const event = events[0];
if (event.pointerType === 'mouse') {
this.mouseOverRenderer = false;
this.setCursorMode(null);
}
const interactionData = this.getInteractionDataForPointerId(event);
const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
interactionEvent.data.originalEvent = event;
this.processInteractive(interactionEvent, this.scene, this.processPointerOverOut, false);
this.emit('pointerout', interactionEvent);
if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
this.emit('mouseout', interactionEvent);
} else {
// we can get touchleave events after touchend, so we want to make sure we don't
// introduce memory leaks
this.releaseInteractionDataForPointerId(interactionData.identifier);
}
}
/**
* Processes the result of the pointer over/out check and dispatches the event if need be
*
* @private
* @param {InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
* @param {Object3D} displayObject - The display object that was tested
* @param {boolean} hit - the result of the hit test on the display object
*/
processPointerOverOut(interactionEvent, displayObject, hit) {
const data = interactionEvent.data;
const id = interactionEvent.data.identifier;
const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');
let trackingData = displayObject.trackedPointers[id];
// if we just moused over the display object, then we need to track that state
if (hit && !trackingData) {
trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);
}
if (trackingData === undefined) return;
if (hit && this.mouseOverRenderer) {
if (!trackingData.over) {
trackingData.over = true;
this.triggerEvent(displayObject, 'pointerover', interactionEvent);
if (isMouse) {
this.triggerEvent(displayObject, 'mouseover', interactionEvent);
}
}
// only change the cursor if it has not already been changed (by something deeper in the
// display tree)
if (isMouse && this.cursor === null) {
this.cursor = displayObject.cursor;
}
} else if (trackingData.over) {
trackingData.over = false;
this.triggerEvent(displayObject, 'pointerout', this.eventData);
if (isMouse) {
this.triggerEvent(displayObject, 'mouseout', interactionEvent);
}
// if there is no mouse down information for the pointer, then it is safe to delete
if (trackingData.none) {
delete displayObject.trackedPointers[id];
}
}
}
/**
* Is called when the pointer is moved into the renderer element
*
* @private
* @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view
*/
onPointerOver(originalEvent) {
const events = this.normalizeToPointerData(originalEvent);
// Only mouse and pointer can call onPointerOver, so events will always be length 1
const event = events[0];
const interactionData = this.getInteractionDataForPointerId(event);
const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
interactionEvent.data.originalEvent = event;
if (event.pointerType === 'mouse') {
this.mouseOverRenderer = true;
}
this.emit('pointerover', interactionEvent);
if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
this.emit('mouseover', interactionEvent);
}
}
/**
* Get InteractionData for a given pointerId. Store that data as well
*
* @private
* @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData
* @return {InteractionData} - Interaction data for the given pointer identifier
*/
getInteractionDataForPointerId(event) {
const pointerId = event.pointerId;
let interactionData;
if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {
interactionData = this.mouse;
} else if (this.activeInteractionData[pointerId]) {
interactionData = this.activeInteractionData[pointerId];
} else {
interactionData = this.interactionDataPool.pop() || new InteractionData();
interactionData.identifier = pointerId;
this.activeInteractionData[pointerId] = interactionData;
}
// copy properties from the event, so that we can make sure that touch/pointer specific
// data is available
interactionData._copyEvent(event);
return interactionData;
}
/**
* Return unused InteractionData to the pool, for a given pointerId
*
* @private
* @param {number} pointerId - Identifier from a pointer event
*/
releaseInteractionDataForPointerId(pointerId) {
const interactionData = this.activeInteractionData[pointerId];
if (interactionData) {
delete this.activeInteractionData[pointerId];
interactionData._reset();
this.interactionDataPool.push(interactionData);
}
}
/**
* Maps x and y coords from a DOM object and maps them correctly to the three.js view. The
* resulting value is stored in the point. This takes into account the fact that the DOM
* element could be scaled and positioned anywhere on the screen.
*
* @param {Vector2} point - the point that the result will be stored in
* @param {number} x - the x coord of the position to map
* @param {number} y - the y coord of the position to map
*/
mapPositionToPoint(point, x, y) {
let rect;
// IE 11 fix
if (!this.interactionDOMElement.parentElement) {
rect = {
x: 0,
y: 0,
left: 0,
top: 0,
width: 0,
height: 0,
};
} else {
rect = this.interactionDOMElement.getBoundingClientRect();
}
point.x = ((x - rect.left) / rect.width) * 2 - 1;
point.y = -((y - rect.top) / rect.height) * 2 + 1;
}
/**
* Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData
*
* @private
* @param {InteractionEvent} interactionEvent - The event to be configured
* @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent
* @param {InteractionData} interactionData - The InteractionData that will be paired
* with the InteractionEvent
* @return {InteractionEvent} the interaction event that was passed in
*/
configureInteractionEventForDOMEvent(interactionEvent, pointerEvent, interactionData) {
interactionEvent.data = interactionData;
this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);
this.raycaster.setFromCamera(interactionData.global, this.camera);
// Not really sure why this is happening, but it's how a previous version handled things TODO: there should be remove
if (pointerEvent.pointerType === 'touch') {
pointerEvent.globalX = interactionData.global.x;
pointerEvent.globalY = interactionData.global.y;
}
interactionData.originalEvent = pointerEvent;
interactionEvent._reset();
interactionEvent.intersects = this.raycaster.intersectObjects(this.scene.children, true);
return interactionEvent;
}
/**
* Ensures that the original event object contains all data that a regular pointer event would have
*
* @private
* @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event
* @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer
* or mouse event, or a multiple normalized pointer events if there are multiple changed touches
*/
normalizeToPointerData(event) {
const normalizedEvents = [];
if (this.supportsTouchEvents && event instanceof TouchEvent) {
for (let i = 0, li = event.changedTouches.length; i < li; i++) {
const touch = event.changedTouches[i];
if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0;
if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0;
if (typeof touch.isPrimary === 'undefined') {
touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';
}
if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1;
if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1;
if (typeof touch.tiltX === 'undefined') touch.tiltX = 0;
if (typeof touch.tiltY === 'undefined') touch.tiltY = 0;
if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch';
if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0;
if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5;
touch.twist = 0;
touch.tangentialPressure = 0;
// TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven
// support, and the fill ins are not quite the same
// offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top
// left is not 0,0 on the page
if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX;
if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY;
// mark the touch as normalized, just so that we know we did it
touch.isNormalized = true;
normalizedEvents.push(touch);
}
} else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) {
if (typeof event.isPrimary === 'undefined') event.isPrimary = true;
if (typeof event.width === 'undefined') event.width = 1;
if (typeof event.height === 'undefined') event.height = 1;
if (typeof event.tiltX === 'undefined') event.tiltX = 0;
if (typeof event.tiltY === 'undefined') event.tiltY = 0;
if (typeof event.pointerType === 'undefined') event.pointerType = 'mouse';
if (typeof event.pointerId === 'undefined') event.pointerId = MOUSE_POINTER_ID;
if (typeof event.pressure === 'undefined') event.pressure = 0.5;
event.twist = 0;
event.tangentialPressure = 0;
// mark the mouse event as normalized, just so that we know we did it
event.isNormalized = true;
normalizedEvents.push(event);
} else {
normalizedEvents.push(event);
}
return normalizedEvents;
}
/**
* Destroys the interaction manager
*
*/
destroy() {
this.removeEvents();
this.removeAllListeners();
this.renderer = null;
this.mouse = null;
this.eventData = null;
this.interactionDOMElement = null;
this.onPointerDown = null;
this.processPointerDown = null;
this.onPointerUp = null;
this.processPointerUp = null;
this.onPointerCancel = null;
this.processPointerCancel = null;
this.onPointerMove = null;
this.processPointerMove = null;
this.onPointerOut = null;
this.processPointerOverOut = null;
this.onPointerOver = null;
this._tempPoint = null;
}
}
export default InteractionManager;