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Three.js Fly Controls

MapillaryJS comes with two different camera controls, Street and Earth. Street mode is for navigating at the street level while Earth mode works more like a map. When using MapillaryJS, you may want to interact with the visualized content in another way. You can do that by extending MapillaryJS with custom camera controls. Custom camera controls allow you to freely move the viewer's camera and define the camera projection used.

You will learn
  • How to use the Three.js fly controls to define the camera behavior
  • How to implement the ICustomCameraControls interface
  • How to attach your camera controls to the Viewer
  • How to activate your camera controls

Creating the Camera Controls#

In the data provider and custom render examples we worked with both geodetic and local topocentric coordinates and converted between them. For camera controls, we mainly operate in the local topocentric space, but will also do some coordiante conversions.

To create our fly controls, we will implement the ICustomCameraControls interface. Let us go through the interface implementation member by member.

constructor#

We can use the constructor to assign some readonly visualization options for our controls.

class FlyCameraControls {  constructor() {    this.fov = options.fov;    this.movementSpeed = options.movementSpeed;    this.rollSpeed = options.rollSpeed;  }  // ...}

onAttach#

ICustomCameraControls.onAttach is called when the controls have been attached to the Viewer with the Viewer.attachCustomCameraControls method. onAttach provides two important callback parameters, viewMatrixCallback and projectionMatrixCallback. You should invoke these callbacks to modify the pose and projection of the Viewer's camera whenever the controls causes an update.

Custom camera controls trigger rerendering automatically when the camera pose or projection is changed through the viewMatrixCallback or projectionMatrixCallback. Invoking the callbacks has no effect if custom camera controls has not been activated.

In our controls onAttach implementation, we assign the callback parameters to instance properties to be able to invoke them later.

tip

If you want to learn more about view, and projection matrices, take a look at the WebGL model view projection article on MDN.

class FlyCameraControls {  // ...  onAttach(viewer, viewMatrixCallback, projectionMatrixCallback) {    this.viewMatrixCallback = viewMatrixCallback;    this.projectionMatrixCallback = projectionMatrixCallback;  }}

onActivate#

When our controls are activated, they take responsibility for moving the Viewer's camera and defining it's projection. The ICustomCameraControls.onActivate method gives the camera controls a chance to initialize resources, perform any transitions, and determine initial state.

onActivate provides four parameters that we can use for initialization. Let's go through the matrix parameters in detail.

viewMatrix#

The viewMatrix array contains the Viewer view matrix entries for the moment our controls were activated. We can use the entries of the viewMatrix, and particularly the viewMatrix inverse, to determine initial properties such as eye, forward, and up vectors. We can also use them to transition smoothly so another position.

projectionMatrix#

Simpilar to the viewMatrix, the projectionMatrix array contains the Viewer projection matrix entries for the moment our controls were activated. We can use the projection matrix entries to determine the initial projection if we want a smooth transition.

Implementation#

Our onActivate implementation consist of the following steps.

  1. We save the geodetic reference for the future in case it changes.
  2. We use the Viewer.getContainer method to get the container for determining the viewer aspect and create a PerspectiveCamera. We want up to correspond to the Z-axis initially so we rotate the camera 90 degrees.
  3. We create the fly controls, providing the camera and the container for attaching event handlers (which happens in the Three.js FlyControls constructor).
  4. We use the viewMatrix inverse to set the initial camera position to the current Viewer position.
  5. We create an event listener invoking the viewMatrixCallback whenever the controls emits a change.
  6. Finally, we invoke the callbacks to update the Viewer camera with our initialized view and projection matrices. Note that we make sure to update both matrices properly before invoking the callbacks.
class FlyCameraControls {  // ...  onActivate(viewer, viewMatrix, projectionMatrix, reference) {    this.reference = reference;
    const {fov, movementSpeed, rollSpeed} = this;
    // Create camera    const container = viewer.getContainer();    const aspect = calcAspect(container);    const camera = new PerspectiveCamera(fov, aspect, 0.1, 10000);    camera.rotateX(Math.PI / 2);
    // Create controls    this.controls = new FlyControls(camera, container);    this.controls.movementSpeed = movementSpeed;    this.controls.rollSpeed = rollSpeed;
    // Set camera position    const viewMatrixInverse = new Matrix4().fromArray(viewMatrix).invert();    const me = viewMatrixInverse.elements;    const translation = [me[12], me[13], me[14]];    this.controls.object.position.fromArray(translation);
    // Listen to control changes    this.onControlsChange = () => {      this.controls.object.updateMatrixWorld(true);      this.viewMatrixCallback(        this.controls.object.matrixWorldInverse.toArray(),      );    };    this.controls.addEventListener('change', this.onControlsChange);
    // Update pose and projection    this.clock = new Clock();    const delta = this.clock.getDelta();    this.controls.update(delta);
    camera.updateProjectionMatrix();    this.projectionMatrixCallback(camera.projectionMatrix.toArray());  }}

onAnimationFrame#

Custom camera controls can choose to make updates on each animation frame or based on input events only. Updating on each animation frame is more resource intensive. We will make a call to update the fly controls on each animation frame. The controls will notify our change event listener whenever its pose has changed.

class FlyCameraControls {  // ...  onAnimationFrame(_viewer, _frameId) {    const delta = this.clock.getDelta();    this.controls.update(delta);  }}

onReference#

Like custom renderers, we need to handle updates to the MapillaryJS geodetic reference. We do that in the onReference method by first calculating the camera's geodetic coordinates using the previous reference. Then we calculate the new local topocentric east, north, up position using the current reference. We make sure that the camera matrices are updated and the current reference is saved.

class FlyCameraControls {  // ...  onReference(viewer, reference) {    const oldReference = this.reference;
    const enu = this.controls.object.position;    const [lng, lat, alt] = enuToGeodetic(      enu.x,      enu.y,      enu.z,      oldReference.lng,      oldReference.lat,      oldReference.alt,    );    const [e, n, u] = geodeticToEnu(      lng,      lat,      alt,      reference.lng,      reference.lat,      reference.alt,    );
    this.controls.object.position.set(e, n, u);    this.controls.object.updateMatrixWorld(true);
    this.reference = reference;  }}

onResize#

Whenever the Viewer detects that it is resized, either through browser resize tracking or through you informing it with the Viewer.(resize)[/api/classes/viewer.Viewer#resize] method, it will notify our camera controls. This gives us a chance to recalculate the aspect and update the projection matrix.

class FlyCameraControls {  // ...  onResize(_viewer) {    const camera = this.controls.object;    camera.aspect = calcAspect(this.controls.domElement);    camera.updateProjectionMatrix();    this.projectionMatrixCallback(camera.projectionMatrix.toArray());  }}

onDeactivate#

The onDeactivate method is called when other camera controls are activated with the Viewer.setCameraControls method. We use the onDeactivate method to dispose the fly controls and remove our event listener. Note that our controls are still attached to the Viewer and may be activated again in the future.

class FlyCameraControls {  // ...  onDeactivate(_viewer) {    if (this.controls) {      this.controls.removeEventListener('change', this.onControlsChange);      this.controls.dispose();      this.controls = null;    }  }}

onDetach#

The onDetach method is called when the camera controls have been detached from the viewer by calling Viewer.detachCameraControls. This gives use a chance to remove the matrix callbacks.

class FlyCameraControls {  // ...  onDetach(_viewer) {    this.projectionMatrixCallback = null;    this.viewMatrixCallback = null;  }}

Attaching and Detaching#

Only a single custom camera control instance can be attached to the Viewer at any given time. A controls instance is attached with the Viewer.attachCustomCameraControls method. Although only a single control instance can be attached at any given time, multiple different controls can be used during the Viewer lifespan. By detaching a controls instance with the Viewer.detachCustomCameraControls method, another controls instance can be attached.

Activating and Deactivating#

You can activate an attached controls instance in two ways.

  1. Use the the ViewerOptions.cameraControls option to specify the CameraControls.Custom mode upon initialization.
  2. Set the Custom mode with the Viewer.setCameraControls method at any time during the Viewer lifespan.

Deactivating the custom controls is done by calling the Viewer.setCameraControls method with any oother [CameraControls] mode.

Putting the Controls to Use#

Now that we have implemented our custom cube renderer, we just need to add it to the Viewer through the Viewer.addCustomRenderer method.

tip

Press the left button to fly forward and the right button to fly backward or use the fly key commands for specific motion.

Try to initialize the Viewer with Street or Earth controls and change to the Custom controls by calling Viewer.setCameraControls. Try changing the fly options to see how they affect the viewport and camera behavior.

Live Editor
Result
SyntaxError: Unexpected token (1:8)
1 : return ()
            ^

Recap#

  • To add custom camera controls to MapillaryJS, implement the ICustomCameraControls interface
  • Setup your controls in the onActivate method
  • Invoke the viewMatrix and projectionMatrix callbacks whenever your camera pose or projection is updated
  • Make use of any of the Three.js controls if they cover your use case
  • Attach your custom camera controls to the Viewer and activate Custom mode to put them to use
info

You can view the complete code in the Fly Controls example.

For another example of custom camera controls leveraging Three.js, you can take a look at the OpenSfM orbit camera controls.