Three.js: correctly handle browser zoom.
Before this commit, controls went wild on zoom ratios other than 1:1, and the rendering wasn't too good either.
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@ -859,6 +859,8 @@ void SolveSpaceUI::ExportMeshAsThreeJsTo(FILE *f, const std::string &filename,
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<script>
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</script>
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<script>
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window.devicePixelRatio = window.devicePixelRatio || 1;
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SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset) {
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THREE.Camera.call(this);
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@ -1014,13 +1016,13 @@ SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset)
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switch (event.button) {
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case 0:
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_rotateCur.set(event.screenX, event.screenY);
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_rotateCur.set(event.screenX/window.devicePixelRatio, event.screenY/window.devicePixelRatio);
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_rotatePrev.copy(_rotateCur);
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document.addEventListener('mousemove', mousemove, false);
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document.addEventListener('mouseup', mouseup, false);
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break;
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case 2:
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_offsetCur.set(event.screenX, event.screenY);
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_offsetCur.set(event.screenX/window.devicePixelRatio, event.screenY/window.devicePixelRatio);
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_offsetPrev.copy(_offsetCur);
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document.addEventListener('mousemove', mousemove, false);
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document.addEventListener('mouseup', mouseup, false);
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@ -1043,7 +1045,7 @@ SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset)
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function mousemove(event) {
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switch (event.button) {
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case 0:
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_rotateCur.set(event.screenX, event.screenY);
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_rotateCur.set(event.screenX/window.devicePixelRatio, event.screenY/window.devicePixelRatio);
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var diff = new THREE.Vector2().subVectors(_rotateCur, _rotatePrev)
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.multiplyScalar(1 / object.zoomScale);
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object.rotate(-0.3 * Math.PI / 180 * diff.x * object.zoomScale,
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@ -1053,7 +1055,7 @@ SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset)
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break;
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case 2:
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_mouseMoved = true;
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_offsetCur.set(event.screenX, event.screenY);
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_offsetCur.set(event.screenX/window.devicePixelRatio, event.screenY/window.devicePixelRatio);
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var diff = new THREE.Vector2().subVectors(_offsetCur, _offsetPrev)
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.multiplyScalar(1 / object.zoomScale);
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object.offsetProj(diff.x, -diff.y);
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@ -1197,6 +1199,9 @@ SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset)
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height = params.height;
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}
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width *= window.devicePixelRatio;
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height *= window.devicePixelRatio;
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domElement = init();
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render();
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return domElement;
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@ -1206,8 +1211,8 @@ SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset)
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scene = new THREE.Scene();
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edgeScene = new THREE.Scene();
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camera = new SolvespaceCamera(width,
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height, 5, new THREE.Vector3(0, 1, 0),
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camera = new SolvespaceCamera(width/window.devicePixelRatio,
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height/window.devicePixelRatio, 5, new THREE.Vector3(0, 1, 0),
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new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0));
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mesh = createMesh(obj);
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@ -1232,6 +1237,7 @@ SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset)
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renderer = new THREE.WebGLRenderer({ antialias: true});
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renderer.setSize(width, height);
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renderer.autoClear = false;
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renderer.domElement.style = "width:"+width/window.devicePixelRatio+"px;height:"+height/window.devicePixelRatio+"px;";
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controls = new SolvespaceControls(camera, renderer.domElement);
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controls.addEventListener("change", render);
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