// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
// Orbit - left mouse / touch: one-finger move
// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move
varOrbitControls=function (object,domElement){
if (domElement===undefined)console.warn('THREE.OrbitControls: The second parameter "domElement" is now mandatory.');
if (domElement===document)console.error('THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.');
this.object=object;
this.domElement=domElement;
// Set to false to disable this control
this.enabled=true;
// "target" sets the location of focus, where the object orbits around
this.target=newVector3();
// How far you can dolly in and out ( PerspectiveCamera only )
this.minDistance=0;
this.maxDistance=Infinity;
// 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, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 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=0.05;
// 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.panSpeed=1.0;
this.screenSpacePanning=true;// if false, pan orthogonal to world-space direction camera.up
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