What is the origin of TrackballControls?

Seeking to enhance camera control within a threejs environment.

After examining this specific demo, it appears that the functionality is largely achieved through the following lines of code:

controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;

These lines make use of THREE.TrackballControls, which is sourced from js/controls/TrackballControls.js

The query at hand is: What exactly does TrackballControls.js entail? It does not seem to be included in the standard threejs download. Is it an external plugin? Where can one obtain it? (Aside from directly extracting it from the mentioned example's file)

Answer ā„–1

TrackballControls.js can be found within the jsm/controls sub-folder of the examples directory.

https://github.com/mrdoob/three.js/tree/master/examples/jsm/controls

It is included in the examples section, not the main library. You will need to specifically add it to your project. Feel free to customize it as needed.

If your scene has a clear "up" direction, you might also want to explore using OrbitControls.

version three.js r.147

Answer ā„–2

Upon my observation, the TrackballControls provided by @WestLangley appears to be significantly slower compared to an earlier version utilized in this particular example.

Feel free to experiment with the new code here: https://jsfiddle.net/vt8n6dcs/1/

And here's the old code for comparison: https://jsfiddle.net/vt8n6dcs/

My testing was done using Firefox 41.0.2. Although no official benchmarks were conducted, the performance decline is noticeable, especially when initiating mouse rotations, causing occasional lag in image updates. This issue exists with the old version as well, albeit less frequently. Surprisingly, the performance seems consistent in Chrome 48.0.2564.82.

Additionally, the mouse sensitivity is notably reduced. It requires extensive movement to observe a substantial impact on the image, regardless of whether on Firefox or Chrome.

The sole drawback I encountered with the old version is the constant adjustment of the command center to the page center. This can be rectified by integrating the updated version's code for the handleResize() function:

this.handleResize = function () {

    if ( this.domElement === document ) {

        this.screen.offsetLeft = 0;
        this.screen.offsetTop = 0;
        this.screen.width = window.innerWidth;
        this.screen.height = window.innerHeight;

    } else {

        var box = this.domElement.getBoundingClientRect();
        // adjustments come from similar code in the jquery offset() function
        var d = this.domElement.ownerDocument.documentElement;
        this.screen.offsetLeft = box.left + window.pageXOffset - d.clientLeft;
        this.screen.offsetTop = box.top + window.pageYOffset - d.clientTop;
        this.screen.width = box.width;
        this.screen.height = box.height;

    }

    this.radius = ( this.screen.width + this.screen.height ) / 4;

};

Answer ā„–3

If you want to use it in your project, simply include the following line in your HTML file's <head>:

<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>

Check out this demo.

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