在我的程序中,缩放越远,平移越慢。所以,我想根据缩放级别增加平移速度。我尝试过.panSpeed,但这不起作用,而且.panSpeed似乎不再存在于OrbitControls.js中。我可以使用其他功能吗?
以下是我为Three.js OrbitControls查看的文档: https://github.com/mrdoob/three.js/blob/master/examples/js/controls/OrbitControls.js
答案 0 :(得分:0)
如果您查看刚刚链接的文档,请查看
// Set to false to disable panning
this.enablePan = true;
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
也许.keyPanSpeed就是你要找的。 p>
更新1: 在OrbitControls.js中,您可以使用以下函数来处理pan:
function pan( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
constraint.pan( deltaX, deltaY, element.clientWidth, element.clientHeight );
}
因此,如果您将deltaX和deltaY乘以10,您会看到平移速度提高10倍:
constraint.pan( deltaX * 10, deltaY * 10, element.clientWidth, element.clientHeight );
尝试在此处根据缩放插入计算,它应该有效。
更新2: 实际上我使用的是旧版本的OrbitControls,它与当前版本略有不同。这是:
/**
* @author qiao / https://github.com/qiao
* @author mrdoob / http://mrdoob.com
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author erich666 / http://erichaines.com
*/
/*global THREE, console */
( function () {
function OrbitConstraint ( object ) {
this.object = object;
// "target" sets the location of focus, where the object orbits around
// and where it pans with respect to.
this.target = new THREE.Vector3();
// Limits to how far you can dolly in and out ( PerspectiveCamera only )
this.minDistance = 0;
this.maxDistance = Infinity;
// Limits to how far you can zoom in and out ( OrthographicCamera only )
this.minZoom = 0;
this.maxZoom = Infinity;
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians
// How far you can orbit horizontally, upper and lower limits.
// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
this.minAzimuthAngle = - Infinity; // radians
this.maxAzimuthAngle = Infinity; // radians
// Set to true to enable damping (inertia)
// If damping is enabled, you must call controls.update() in your animation loop
this.enableDamping = false;
this.dampingFactor = 0.25;
////////////
// internals
var scope = this;
var EPS = 0.000001;
// Current position in spherical coordinate system.
var theta;
var phi;
// Pending changes
var phiDelta = 0;
var thetaDelta = 0;
var scale = 1;
var panOffset = new THREE.Vector3();
var zoomChanged = false;
// API
this.getPolarAngle = function () {
return phi;
};
this.getAzimuthalAngle = function () {
return theta;
};
this.rotateLeft = function ( angle ) {
thetaDelta -= angle;
};
this.rotateUp = function ( angle ) {
phiDelta -= angle;
};
// pass in distance in world space to move left
this.panLeft = function() {
var v = new THREE.Vector3();
return function panLeft ( distance ) {
var te = this.object.matrix.elements;
// get X column of matrix
v.set( te[ 0 ], te[ 1 ], te[ 2 ] );
v.multiplyScalar( - distance );
panOffset.add( v );
};
}();
// pass in distance in world space to move up
this.panUp = function() {
var v = new THREE.Vector3();
return function panUp ( distance ) {
var te = this.object.matrix.elements;
// get Y column of matrix
v.set( te[ 4 ], te[ 5 ], te[ 6 ] );
v.multiplyScalar( distance );
panOffset.add( v );
};
}();
// pass in x,y of change desired in pixel space,
// right and down are positive
this.pan = function ( deltaX, deltaY, screenWidth, screenHeight ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
// perspective
var position = scope.object.position;
var offset = position.clone().sub( scope.target );
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
// we actually don't use screenWidth, since perspective camera is fixed to screen height
scope.panLeft( 2 * deltaX * targetDistance / screenHeight );
scope.panUp( 2 * deltaY * targetDistance / screenHeight );
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
// orthographic
scope.panLeft( deltaX * ( scope.object.right - scope.object.left ) / screenWidth );
scope.panUp( deltaY * ( scope.object.top - scope.object.bottom ) / screenHeight );
} else {
// camera neither orthographic or perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
}
};
this.dollyIn = function ( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale /= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
}
};
this.dollyOut = function ( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale *= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
}
};
this.update = function() {
var offset = new THREE.Vector3();
// so camera.up is the orbit axis
var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
var quatInverse = quat.clone().inverse();
var lastPosition = new THREE.Vector3();
var lastQuaternion = new THREE.Quaternion();
return function () {
var position = this.object.position;
offset.copy( position ).sub( this.target );
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion( quat );
// angle from z-axis around y-axis
theta = Math.atan2( offset.x, offset.z );
// angle from y-axis
phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
theta += thetaDelta;
phi += phiDelta;
// restrict theta to be between desired limits
theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );
// restrict phi to be between desired limits
phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
// restrict phi to be betwee EPS and PI-EPS
phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
var radius = offset.length() * scale;
// restrict radius to be between desired limits
radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
// move target to panned location
this.target.add( panOffset );
offset.x = radius * Math.sin( phi ) * Math.sin( theta );
offset.y = radius * Math.cos( phi );
offset.z = radius * Math.sin( phi ) * Math.cos( theta );
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );
position.copy( this.target ).add( offset );
this.object.lookAt( this.target );
if ( this.enableDamping === true ) {
thetaDelta *= ( 1 - this.dampingFactor );
phiDelta *= ( 1 - this.dampingFactor );
} else {
thetaDelta = 0;
phiDelta = 0;
}
scale = 1;
panOffset.set( 0, 0, 0 );
// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if ( zoomChanged ||
lastPosition.distanceToSquared( this.object.position ) > EPS ||
8 * ( 1 - lastQuaternion.dot( this.object.quaternion ) ) > EPS ) {
lastPosition.copy( this.object.position );
lastQuaternion.copy( this.object.quaternion );
zoomChanged = false;
return true;
}
return false;
};
}();
};
// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
// supported.
//
// Orbit - left mouse / touch: one finger move
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
// Pan - right mouse, or arrow keys / touch: three finter swipe
THREE.OrbitControls = function ( object, domElement ) {
var constraint = new OrbitConstraint( object );
this.domElement = ( domElement !== undefined ) ? domElement : document;
// API
Object.defineProperty( this, 'constraint', {
get: function() {
return constraint;
}
} );
this.getPolarAngle = function () {
return constraint.getPolarAngle();
};
this.getAzimuthalAngle = function () {
return constraint.getAzimuthalAngle();
};
// Set to false to disable this control
this.enabled = true;
// center is old, deprecated; use "target" instead
this.center = this.target;
// This option actually enables dollying in and out; left as "zoom" for
// backwards compatibility.
// Set to false to disable zooming
this.enableZoom = true;
this.zoomSpeed = 1.0;
// Set to false to disable rotating
this.enableRotate = true;
this.rotateSpeed = 1.0;
// Set to false to disable panning
this.enablePan = true;
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
// Set to true to automatically rotate around the target
// If auto-rotate is enabled, you must call controls.update() in your animation loop
this.autoRotate = false;
this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
// Set to false to disable use of the keys
this.enableKeys = true;
// The four arrow keys
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
// Mouse buttons
this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
////////////
// internals
var scope = this;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
var STATE = { NONE : - 1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
var state = STATE.NONE;
// for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
this.zoom0 = this.object.zoom;
// events
var changeEvent = { type: 'change' };
var startEvent = { type: 'start' };
var endEvent = { type: 'end' };
// pass in x,y of change desired in pixel space,
// right and down are positive
function pan( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
constraint.pan( deltaX, deltaY, element.clientWidth, element.clientHeight );
}
this.update = function () {
if ( this.autoRotate && state === STATE.NONE ) {
constraint.rotateLeft( getAutoRotationAngle() );
}
if ( constraint.update() === true ) {
this.dispatchEvent( changeEvent );
}
};
this.reset = function () {
state = STATE.NONE;
this.target.copy( this.target0 );
this.object.position.copy( this.position0 );
this.object.zoom = this.zoom0;
this.object.updateProjectionMatrix();
this.dispatchEvent( changeEvent );
this.update();
};
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( event.button === scope.mouseButtons.ORBIT ) {
if ( scope.enableRotate === false ) return;
state = STATE.ROTATE;
rotateStart.set( event.clientX, event.clientY );
} else if ( event.button === scope.mouseButtons.ZOOM ) {
if ( scope.enableZoom === false ) return;
state = STATE.DOLLY;
dollyStart.set( event.clientX, event.clientY );
} else if ( event.button === scope.mouseButtons.PAN ) {
if ( scope.enablePan === false ) return;
state = STATE.PAN;
panStart.set( event.clientX, event.clientY );
}
if ( state !== STATE.NONE ) {
document.addEventListener( 'mousemove', onMouseMove, false );
document.addEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( startEvent );
}
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( state === STATE.ROTATE ) {
if ( scope.enableRotate === false ) return;
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
constraint.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
constraint.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
} else if ( state === STATE.DOLLY ) {
if ( scope.enableZoom === false ) return;
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
constraint.dollyIn( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
constraint.dollyOut( getZoomScale() );
}
dollyStart.copy( dollyEnd );
} else if ( state === STATE.PAN ) {
if ( scope.enablePan === false ) return;
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
}
if ( state !== STATE.NONE ) scope.update();
}
function onMouseUp( /* event */ ) {
if ( scope.enabled === false ) return;
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;
event.preventDefault();
event.stopPropagation();
var delta = 0;
if ( event.wheelDelta !== undefined ) {
// WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if ( event.detail !== undefined ) {
// Firefox
delta = - event.detail;
}
if ( delta > 0 ) {
constraint.dollyOut( getZoomScale() );
} else if ( delta < 0 ) {
constraint.dollyIn( getZoomScale() );
}
scope.update();
scope.dispatchEvent( startEvent );
scope.dispatchEvent( endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
switch ( event.keyCode ) {
case scope.keys.UP:
pan( 0, scope.keyPanSpeed );
scope.update();
break;
case scope.keys.BOTTOM:
pan( 0, - scope.keyPanSpeed );
scope.update();
break;
case scope.keys.LEFT:
pan( scope.keyPanSpeed, 0 );
scope.update();
break;
case scope.keys.RIGHT:
pan( - scope.keyPanSpeed, 0 );
scope.update();
break;
}
}
function touchstart( event ) {
if ( scope.enabled === false ) return;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
state = STATE.TOUCH_ROTATE;
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
case 2: // two-fingered touch: dolly
if ( scope.enableZoom === false ) return;
state = STATE.TOUCH_DOLLY;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
break;
case 3: // three-fingered touch: pan
if ( scope.enablePan === false ) return;
state = STATE.TOUCH_PAN;
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) scope.dispatchEvent( startEvent );
}
function touchmove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
event.stopPropagation();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
if ( state !== STATE.TOUCH_ROTATE ) return;
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
constraint.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
constraint.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
break;
case 2: // two-fingered touch: dolly
if ( scope.enableZoom === false ) return;
if ( state !== STATE.TOUCH_DOLLY ) return;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
constraint.dollyOut( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
constraint.dollyIn( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
break;
case 3: // three-fingered touch: pan
if ( scope.enablePan === false ) return;
if ( state !== STATE.TOUCH_PAN ) return;
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
panDelta.subVectors( panEnd, panStart );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
break;
default:
state = STATE.NONE;
}
}
function touchend( /* event */ ) {
if ( scope.enabled === false ) return;
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function contextmenu( event ) {
event.preventDefault();
}
this.dispose = function() {
this.domElement.removeEventListener( 'contextmenu', contextmenu, false );
this.domElement.removeEventListener( 'mousedown', onMouseDown, false );
this.domElement.removeEventListener( 'mousewheel', onMouseWheel, false );
this.domElement.removeEventListener( 'MozMousePixelScroll', onMouseWheel, false ); // firefox
this.domElement.removeEventListener( 'touchstart', touchstart, false );
this.domElement.removeEventListener( 'touchend', touchend, false );
this.domElement.removeEventListener( 'touchmove', touchmove, false );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
window.removeEventListener( 'keydown', onKeyDown, false );
}
this.domElement.addEventListener( 'contextmenu', contextmenu, false );
this.domElement.addEventListener( 'mousedown', onMouseDown, false );
this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
this.domElement.addEventListener( 'MozMousePixelScroll', onMouseWheel, false ); // firefox
this.domElement.addEventListener( 'touchstart', touchstart, false );
this.domElement.addEventListener( 'touchend', touchend, false );
this.domElement.addEventListener( 'touchmove', touchmove, false );
window.addEventListener( 'keydown', onKeyDown, false );
// force an update at start
this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
Object.defineProperties( THREE.OrbitControls.prototype, {
object: {
get: function () {
return this.constraint.object;
}
},
target: {
get: function () {
return this.constraint.target;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: target is now immutable. Use target.set() instead.' );
this.constraint.target.copy( value );
}
},
minDistance : {
get: function () {
return this.constraint.minDistance;
},
set: function ( value ) {
this.constraint.minDistance = value;
}
},
maxDistance : {
get: function () {
return this.constraint.maxDistance;
},
set: function ( value ) {
this.constraint.maxDistance = value;
}
},
minZoom : {
get: function () {
return this.constraint.minZoom;
},
set: function ( value ) {
this.constraint.minZoom = value;
}
},
maxZoom : {
get: function () {
return this.constraint.maxZoom;
},
set: function ( value ) {
this.constraint.maxZoom = value;
}
},
minPolarAngle : {
get: function () {
return this.constraint.minPolarAngle;
},
set: function ( value ) {
this.constraint.minPolarAngle = value;
}
},
maxPolarAngle : {
get: function () {
return this.constraint.maxPolarAngle;
},
set: function ( value ) {
this.constraint.maxPolarAngle = value;
}
},
minAzimuthAngle : {
get: function () {
return this.constraint.minAzimuthAngle;
},
set: function ( value ) {
this.constraint.minAzimuthAngle = value;
}
},
maxAzimuthAngle : {
get: function () {
return this.constraint.maxAzimuthAngle;
},
set: function ( value ) {
this.constraint.maxAzimuthAngle = value;
}
},
enableDamping : {
get: function () {
return this.constraint.enableDamping;
},
set: function ( value ) {
this.constraint.enableDamping = value;
}
},
dampingFactor : {
get: function () {
return this.constraint.dampingFactor;
},
set: function ( value ) {
this.constraint.dampingFactor = value;
}
},
// backward compatibility
noZoom: {
get: function () {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
return ! this.enableZoom;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
this.enableZoom = ! value;
}
},
noRotate: {
get: function () {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
return ! this.enableRotate;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
this.enableRotate = ! value;
}
},
noPan: {
get: function () {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
return ! this.enablePan;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
this.enablePan = ! value;
}
},
noKeys: {
get: function () {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
return ! this.enableKeys;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
this.enableKeys = ! value;
}
},
staticMoving : {
get: function () {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
return ! this.constraint.enableDamping;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
this.constraint.enableDamping = ! value;
}
},
dynamicDampingFactor : {
get: function () {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
return this.constraint.dampingFactor;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
this.constraint.dampingFactor = value;
}
}
} );
}() );