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Trackball.js - 3D Trackballs for your Website

NPM Package MIT license

Trackball.js is a small JavaScript library on top of Quaternion.js that enables natural, free 3D rotation of DOM elements via CSS transforms. The library does not style your DOM – it just handles user input and gives you a quaternion that you apply to your object.

If you are interested in the math behind this library or want to see a demo, take a look at the derivation of the trackball.

Example

The usage of Trackball.js is pretty straightforward. Create a scene that should handle the input and put a object with 3D transforms in it:

<div id="scene">
  <div id="object">
    <div class="side"></div>
    <!-- ... -->
  </div>
</div>

Basic styles:

<style>
#scene {
  width: 400px;
  height: 400px;
  touch-action: none; /* important for touch */
  perspective: 500px;
  position: relative;
}

#object {
  width: 200px;
  height: 200px;
  margin: 100px;
  transform-style: preserve-3d;
  box-sizing: border-box;
}

.side {
  width: 200px;
  height: 200px;
  position: absolute;
  pointer-events: none;
  box-sizing: border-box;
}
</style>

Usage:

<script src="/path/to/quaternion.min.js"></script>
<script src="/path/to/trackball.min.js"></script>
<script>
  const obj = document.getElementById('object');

  const tb = new Trackball({
    scene: '#scene',
    q: new Quaternion(),             // initial rotation
    inertia: true,                   // enable inertia (defaults shown below)
    limitAxis: null,                 // 'x' | 'y' | null
    onDraw(q) {
      // apply q (Quaternion) to your view matrix / object here
      // e.g., shader uniform from q.toMatrix4() if your lib supports it
      obj.style.transform = q.toCSSTransform();
    }
  });
</script>

Limit interaction to a bounding box inside the scene:

const bbox = document.getElementById('object');
const tb = new Trackball({
  scene: '#scene',
  activeArea: () => bbox.getBoundingClientRect(),
  areaPolicy: 'start-inside', // start inside, keep rotating if pointer leaves
  inertia: { damping: 0.93 },
  onDraw(q) { obj.style.transform = q.toCSSTransform(); }
});

Programmatic rotation (when idle):

const tick = () => {
  if (!tb.inertiaID && !tb.drag) {
    tb.rotate(Quaternion.fromAxisAngle([0,1,0], Math.PI/180));
  }
  requestAnimationFrame(tick);
};
requestAnimationFrame(tick);

Installation

You can install Trackball.js via npm:

npm install trackball

Or with yarn:

yarn add trackball

Alternatively, download or clone the repository:

git clone https://github.com/rawify/Trackball.js

Usage

Include the trackball.min.js file in your project:

<script src="path/to/trackball.min.js"></script>
<script>
  const cm = new Trackball();
  ...
</script>

Or in a Node.js project:

const Trackball = require('trackball');

or

import Trackball from "trackball";

API

new Trackball(options)

Required

  • scene: HTMLElement | string – host element or CSS selector that receives interaction.

Common

  • q: Quaternion (default: Quaternion.ONE) – initial orientation.
  • onDraw(q) – called every time orientation changes.
  • onStart(q) – called when a drag/press starts.
  • onEnd(q) – called on release, or when inertia finishes.
  • enabled: boolean (default: true) – enable/disable interaction.
  • limitAxis: 'x'|'y'|null (default: null) – lock one axis if desired.
  • invertX: boolean (default: false) – invert X motion.
  • invertY: boolean (default: false) – invert Y motion.
  • speed: number (default: 1) – motion multiplier.
  • ballsize: number (default: 0.75)relative ball radius (fraction of the active rect’s larger side).
  • border: number (default: 0.5) – rounded-arcball rim amount (0 = pure sphere, 0.5 = pleasant rim).

Active area

  • activeArea: HTMLElement | string | DOMRect | () => DOMRect | {left,top,width,height} (default: null) – restricts interaction.
  • areaPolicy: 'inside-only'|'start-inside'|'always' (default: 'inside-only') – update rules vs. the active box.

Pointer options

  • usePointerCapture: boolean (default: true) – improves robustness while dragging.
  • passiveMove: boolean (default: true) – passive pointermove listener.

Inertia

  • inertia: boolean | { damping?: number, maxStep?: number, minVelocity?: number, timeDiv?: number }

    • If true, uses defaults below.
    • Defaults: { damping: 0.93, maxStep: 0.2, minVelocity: 1e-3, timeDiv: 50 }

Methods

  • rotate(by: Quaternion) – multiply current orientation by by (only when not dragging and no inertia).
  • setQuaternion(q: Quaternion) – replace orientation immediately.
  • setActiveArea(area) – change the active area at runtime.
  • setEnabled(boolean) – enable/disable interaction.
  • dispose() – remove listeners and stop inertia.

Notes

  • Trackball.js only computes the quaternion. Apply it to your object any way you like, e.g. q.toCSSTransform().
  • To restrict to a sub-rect of the scene, provide activeArea (element, selector, rect, or function).

Coding Style

As every library I publish, Trackball.js is also built to be as small as possible after compressing it with Google Closure Compiler in advanced mode. Thus the coding style orientates a little on maxing-out the compression rate. Please make sure you keep this style if you plan to extend the library.

Building the library

After cloning the Git repository run:

npm install
npm run build

Run a test

Testing the source against the shipped test suite is as easy as

npm run test

Copyright and Licensing

Copyright (c) 2025, Robert Eisele Licensed under the MIT license.

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