function EditorOrbitControls()
{
	EditorControls.call(this);

	/**
	 * Distance to the center of the orbit.
	 *
	 * @property distance
	 * @type {number}
	 */
	this.distance = 10;

	/**
	 * Central point of the orbit.
	 *
	 * @property center
	 * @type {Vector3}
	 */
	this.center = new Vector3();

	/**
	 * Orientation of the camera.
	 *
	 * X is the horizontal orientation and Y the vertical orientation.
	 *
	 * @property orientation
	 * @type {Vector2}
	 */	 
	this.orientation = new Vector2();

	/**
	 * Maximum Distance allowed.
	 *
	 * @property maxDistance
	 * @type {number}
	 */
	this.maxDistance = Number.MAX_SAFE_INTEGER;

	/**
	 * Minimum distance allowed.
	 *
	 * @property minDistance
	 * @type {number}
	 */
	this.minDistance = 1e-10;
	
	/**
	 * Maximum angle allowed in the y (vertical) orientation.
	 *
	 * @property limitUp
	 * @type {number}
	 */
	this.limitUp = 1.57;

	/**
	 * Minimum angle allowed in the y (vertical) orientation.
	 *
	 * @property limitDown
	 * @type {number}
	 */
	this.limitDown = -1.57;
	
	/**
	 * Indicates if the orbit controls needed an update on the last update.
	 *
	 * The variable is reset on each update call.
	 *
	 * @property needsUpdate
	 * @type {boolean}
	 */
	this.needsUpdate = false;

	/**
	 * Enables smooth orbit movement.
	 *
	 * @property smooth
	 * @type {boolean}
	 */	
	this.smooth = false;

	/**
	 * Orbit speed friction, higher value allow the orbit to retain more speed.
	 *
	 * Only used when smooth is set true.
	 *
	 * @property friction
	 * @type {number}
	 */	
	this.friction = 0.8;

	/**
	 * Obit movement speed.
	 *
	 * Only used when smooth is set true.
	 *
	 * @property speed
	 * @type {number}
	 */	
	this.speed = 0.3;
	this.speedDistance = 0;
	this.speedCenter = new Vector3(0, 0, 0);
	this.speedOrientation = new Vector2(0, 0);

	this.tempVector = new Vector3(0, 0, 0);
	this.tempMatrix = new Matrix4();

	this.reset();
	this.updateControls();
}
Orbit controls can be used to navigate the world using a imaginary central point as reference.

The camera orbits around that central point always looking towards it, and the distance to the point can be changes.

@class EditorOrbitControls
@extends {EditorControls}