threeleapcontrols
v1.0.1
Published
Camera and objects controls which you can use with your Leap Motion controller to rotate, zoom / scale and pan any camera or object in your 3D scene.
Downloads
2
Maintainers
Readme
threeleapcontrols
Introduction
Three.js provides several control classes in order to interact with your 3D world.
They are located under three.js/examples/js/controls
in your Three.js directory.
With threeleapcontrols you can use your leap motion controller to rotate, zoom/scale and pan
any camera or object in your 3D scene.
Requirements
- a leap motion controller
- leapjs (javascript sdk for leap motion controller)
- Three.js (javascript library for creating and displaying 3D computer graphics on a browser)
- a browser which supports WebGL, e.g. Google Chrome
Showcase
Check out the example file example.html
and/or see it in action here.
Usage
First, you load the necessary javascript files in your HTML document
<script src="three.min.js"></script>
<script src="leap.min.js"></script>
<script src="LeapCameraControls.js"></script>
You create a scene
, a camera
and a renderer
with Three.js.
Then connect your camera
of your scene
with leap camera controls by setting
cameraControls = new THREE.LeapCameraControls(camera);
In your Leap.loop
you need to call the update
method on frame
. After that it is necessary to render
again.
Leap.loop(function(frame){
// maybe some modifications to your scene
// ...
cameraControls.update(frame); // rotating, zooming & panning
renderer.render(scene, camera);
});
In order to rotate
, scale
and pan
an arbitrary object in your scene, load the leap object controls
<script src="LeapObjectControls.js"></script>
and then connect the camera
and your object, e.g. a cube
by
cubeControls = new THREE.LeapObjectControls(camera, cube);
The corresponding Leap.loop
looks like
Leap.loop(function(frame){
// maybe some modifications to your scene
// ...
cubeControls.update(frame); // rotating, scaling & panning
renderer.render(scene, camera);
});
Note: Rotating objects with LeapObjectControls
is work in progress and not yet finished!
Configuration
There are several options for your camera actions rotate
, zoom
and pan
available.
Here, we are setting the pan
options (you can set the same attributes for rotating and panning):
controls.panEnabled = true;
controls.panSpeed = 1.0;
controls.panHands = 2;
controls.panFingers = [6, 12];
controls.panRightHanded = true; // right-handed
controls.panHandPosition = true; // palm position used
controls.panStabilized = true; // stabilized palm position used
You can disable panning by setting panEnabled
to false
. Increase or decrease the speed of panning by adjusting
panSpeed
. You can set the number of hands with option panHands
, i.e. the gesture is only triggered if the number of hands over your leap is equal to
the specified panHands
. It is possible to use a range of numbers (array of length 2 with integers), e.g. if [1, 2]
is given, panning will be done, if one or two hands
are used. The same goes for panFingers
. If you set panHands
to 2, then you can specify via panRightHanded
, which hand will be used for controlling the camera. If you set panFingers
to 1 or [1, 1]
and panHandPosition
to false
, then the position of your finger tip will be used (instead of the position of your palm). If you set panStabilized
to true the stabilized palm or finger tip position is used.
By default vertical rotating is bounded to a range of π, meaning the angle between the camera-to-target vector and the y-axis is greater than 0 and less than π. You can modify the range by setting rotateMin
and rotateMax
. Horizontal rotating is not limited.
You can set the minimum and maximum distances for zooming with zoomMin
and zoomMax
.
The default values are
// rotation
this.rotateEnabled = true;
this.rotateSpeed = 1.0;
this.rotateHands = 1;
this.rotateFingers = [2, 3];
this.rotateRightHanded = true;
this.rotateHandPosition = true;
this.rotateStabilized = false;
this.rotateMin = 0;
this.rotateMax = Math.PI;
// zoom
this.zoomEnabled = true;
this.zoomSpeed = 1.0;
this.zoomHands = 1;
this.zoomFingers = [4, 5];
this.zoomRightHanded = true;
this.zoomHandPosition = true;
this.zoomStabilized = false;
this.zoomMin = _this.camera.near;
this.zoomMax = _this.camera.far;
// pan
this.panEnabled = true;
this.panSpeed = 1.0;
this.panHands = 2;
this.panFingers = [6, 12];
this.panRightHanded = true;
this.panHandPosition = true;
this.panStabilized = false;
In your leap object controls the zoom options are scale options, i.e. zoomEnabled
will be scaleEnabled
, etc..