This commit is contained in:
Thomas FORGIONE 2015-10-01 17:36:19 +02:00
parent 0f6d22251a
commit 27dad08861
9 changed files with 345 additions and 356 deletions

View File

@ -26,10 +26,9 @@ L3D:
--js l3d/src/canvases/Previewer.js \
--js l3d/src/loaders/ProgressiveLoader.js \
--js l3d/src/recommendations/BaseRecommendation.js \
--js l3d/src/recommendations/ViewportRecommendation.js \
--js l3d/src/recommendations/ArrowRecommendation.js \
--js l3d/src/recommendations/ViewportRecommendation.js \
--js l3d/src/recommendations/ReverseRecommendation.js \
--js l3d/src/recommendations/EmptyRecommendation.js \
--js l3d/src/cameras/ReplayCamera.js \
--js l3d/src/cameras/Camera.js \
--js l3d/src/cameras/FixedCamera.js \

View File

@ -507,8 +507,8 @@ TutoCamera.prototype.onMouseMove = function(event) {
this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
this.mouseMove.x = this.mouse.x - mouse.x;
this.mouseMove.y = this.mouse.y - mouse.y;
this.mouseMove.x = (this.mouse.x - mouse.x ) * 3;
this.mouseMove.y = (this.mouse.y - mouse.y ) * 3;
this.mouseMoved = true;
if (this.tutorial.nextAction() === 'rotate-mouse') {

View File

@ -630,8 +630,8 @@ L3D.PointerCamera.prototype.onMouseMove = function(event) {
this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
this.mouseMove.x = (this.mouse.x - mouse.x) * 4;
this.mouseMove.y = (this.mouse.y - mouse.y) * 4;
this.mouseMove.x = (this.mouse.x - mouse.x) * 3;
this.mouseMove.y = (this.mouse.y - mouse.y) * 3;
this.mouseMoved = true;
}

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@ -1,10 +1,327 @@
/**
* @description Represents a reccomendation displayed as an arrow
* @constructor
* @memberof L3D
* @description A recommendation that is represented by an arrow
* @extends L3D.BaseRecommendation
* @constructor
* @abstract
*/
L3D.ArrowRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
L3D.BaseRecommendation.apply(this, arguments);
L3D.BaseRecommendation.apply(this);
/**
* @type {L3D.FixedCamera}
* @description Camera corresponding to the suggested point of view
*/
this.camera = new L3D.FixedCamera(arg1, arg2, arg3, arg4, position, target);
this.add(this.camera);
var direction = target.clone();
direction.sub(this.camera.position);
direction.normalize();
/**
* @type {THREE.Vector3}
* @description Center of the square at the base of the arrow
*/
this.center = this.camera.position.clone();
this.center.sub(direction);
/**
* @type {THREE.Mesh}
* @description Body of the arrow
*/
this.arrow = new THREE.Mesh(new THREE.Geometry(), new THREE.MeshLambertMaterial({color: 0x0000ff, side:THREE.BackSide}));
this.add(this.arrow);
/**
* @type {Number}
* @description Size of the meshes
*/
this.size = 0.4;
/**
* @type {THREE.Object3D}
* @description A container for the displayable objects in the Recommendation
*/
this.object3D = new THREE.Object3D();
var tmp = this.initExtremity();
if (tmp !== undefined)
this.object3D.add(tmp);
this.object3D.add(this.arrow);
this.add(this.object3D);
this.fullArrow = false;
};
L3D.ArrowRecommendation.prototype = Object.create(L3D.BaseRecommendation.prototype);
L3D.ArrowRecommendation.prototype.constructor = L3D.ArrowRecommendation;
/**
* Computes the intersections with its mesh
* @param raycaster {THREE.Raycaster} the raycaster considered
* @param intersects {Object[]} collisions in which we will append the stuff
*/
L3D.ArrowRecommendation.prototype.raycast = function(raycaster, intersects) {
var intersectsThis = [];
this.object3D.traverse(function(elt) {elt.raycast(raycaster, intersectsThis);});
// Add closest object
if (intersectsThis[0] !== undefined) {
intersectsThis[0].object = this;
intersects.push(intersectsThis[0]);
}
};
/**
* Changes the color of the meshes like a HTML link
*/
L3D.ArrowRecommendation.prototype.check = function() {
this.traverse(function(obj) {
if (obj instanceof THREE.Mesh)
obj.material.color.setHex(0x663366);
});
};
/**
* Initialize the extremity of the arrow
*/
L3D.ArrowRecommendation.prototype.initExtremity = function() {
var geometry = new THREE.Geometry();
var direction = this.camera.target.clone();
direction.sub(this.camera.position);
direction.normalize();
var left = L3D.Tools.cross(direction, this.up);
var other = L3D.Tools.cross(direction, left);
left.normalize();
other.normalize();
left = L3D.Tools.mul(left, this.size);
other = L3D.Tools.mul(other, this.size);
geometry.vertices.push(
L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left),
L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other),
L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left),
L3D.Tools.sum(this.camera.position, direction)
);
geometry.faces.push(
new THREE.Face3(0,2,1),
new THREE.Face3(0,3,2),
new THREE.Face3(4,1,2),
new THREE.Face3(4,0,1),
new THREE.Face3(4,3,0),
new THREE.Face3(4,2,3)
);
geometry.computeFaceNormals();
var material = new THREE.MeshLambertMaterial({
color : 0x0000ff,
transparent : true,
opacity : 0.5,
side: THREE.FrontSide
});
this.mesh = new THREE.Mesh(geometry, material);
return this.mesh;
};
/**
* Updates the extremity of the arrow
*/
L3D.ArrowRecommendation.prototype.updateExtremity = function() {
var direction = this.camera.target.clone();
direction.sub(this.camera.position.clone());
direction.normalize();
var left = L3D.Tools.cross(direction, this.up);
var other = L3D.Tools.cross(direction, left);
left.normalize();
other.normalize();
left = L3D.Tools.mul(left, this.size);
other = L3D.Tools.mul(other, this.size);
this.mesh.geometry.vertices[0] = L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other);
this.mesh.geometry.vertices[1] = L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left);
this.mesh.geometry.vertices[2] = L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other);
this.mesh.geometry.vertices[3] = L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left);
this.mesh.geometry.vertices[4] = L3D.Tools.sum(this.camera.position, direction);
this.mesh.geometry.computeFaceNormals();
this.mesh.geometry.verticesNeedUpdate = true;
this.mesh.geometry.normalsNeedUpdate = true;
};
/**
* Changes the size of the element
* @param size {Number} new size
* @deprecated this function doesn't work since there are lots of things to
* keep in mind (length of the arrow, width, size of the body, size of the
* extremity...)
*/
L3D.ArrowRecommendation.prototype.setSize = function(size) {
this.size = size;
this.updateExtremity();
};
/**
* Updates the arrow. The arrow is moving according to the position of the camera
* @param {Object} a camera containing two THREE.Vector3 (position, and target)
*/
L3D.ArrowRecommendation.prototype.update = function(mainCamera) {
// Compute distance between center of camera and position
dist = L3D.Tools.norm2(L3D.Tools.diff(mainCamera.position, this.center));
var lowBound = 1;
var highBound = 5;
var newValue;
if (dist < lowBound) {
newValue = 0;
} else if (dist > highBound) {
newValue = 1;
} else {
newValue = (dist - lowBound)/(highBound - lowBound);
}
// Update opacity
var self = this;
this.object3D.traverse(function(elt) {
if (elt instanceof THREE.Mesh) {
elt.material.transparent = newValue < 0.9;
elt.material.opacity = newValue;
if (newValue < 0.1)
self.raycastable = elt.raycastable = elt.material.transparent = elt.visible = false;
}
});
this.regenerateArrow(mainCamera);
};
/**
* Regenerates the arrow according to the position of the camera
* @param {Object} a camera containing two THREE.Vector3 (position, and target)
*/
L3D.ArrowRecommendation.prototype.regenerateArrow = function(mainCamera) {
var i;
var vertices = [];
// First point of curve
var f0 = mainCamera.position.clone();
f0.add(L3D.Tools.mul(L3D.Tools.sum(new THREE.Vector3(0,-0.5,0), L3D.Tools.diff(this.camera.target, this.camera.position).normalize()),2));
// Last point of curve
var f1 = this.camera.position.clone();
// Last derivative of curve
var fp1 = L3D.Tools.diff(this.camera.target, this.camera.position);
fp1.normalize();
fp1.multiplyScalar(2);
// Camera direction
var dir = L3D.Tools.diff(this.camera.position, mainCamera.position);
dir.normalize();
if (fp1.dot(dir) < -0.5) {
// Regen polynom with better stuff
if (mainCamera.position.y > this.camera.position.y) {
f0.add(new THREE.Vector3(0,2,0));
} else {
f0.add(new THREE.Vector3(0,-2,0));
}
}
fp1.multiplyScalar(4);
var hermite = new L3D.Hermite.special.Polynom(f0, f1, fp1);
var up = this.up.clone();
var point;
var deriv;
var limit = this.fullArrow ? 0.1 : 0.3;
for (i = 1; i > limit; i -= 0.1) {
point = hermite.eval(i);
deriv = hermite.prime(i);
up.cross(deriv);
up.cross(deriv);
up.multiplyScalar(-1);
up.normalize();
var coeff = this.size / 2;
var left = L3D.Tools.cross(up, deriv); left.normalize(); left.multiplyScalar(coeff);
var other = L3D.Tools.cross(deriv, left); other.normalize(); other.multiplyScalar(coeff);
vertices.push(
L3D.Tools.sum(L3D.Tools.sum(point, left), other),
L3D.Tools.sum(L3D.Tools.diff(point, left), other),
L3D.Tools.diff(point, L3D.Tools.sum(other,left)),
L3D.Tools.sum(L3D.Tools.diff(point, other), left)
);
}
this.arrow.geometry.vertices = vertices;
if (this.arrow.geometry.faces.length === 0) {
var faces = [];
for (i = 0; i < vertices.length - 4; i+= 4) {
faces.push(new THREE.Face3(i,i+1,i+5),new THREE.Face3(i,i+5,i+4),
new THREE.Face3(i+1,i+2,i+6),new THREE.Face3(i+1,i+6,i+5),
new THREE.Face3(i+2,i+3,i+7),new THREE.Face3(i+2,i+7,i+6),
new THREE.Face3(i,i+7,i+3), new THREE.Face3(i,i+4,i+7));
}
var len = vertices.length;
faces.push(new THREE.Face3(len-4,len-3,len-2), new THREE.Face3(len-4,len-2,len-1));
// Faces changed, update them
this.arrow.geometry.faces = faces;
this.arrow.geometry.groupsNeedUpdate = true;
this.arrow.geometry.elementsNeedUpdate = true;
}
this.arrow.geometry.computeFaceNormals();
this.arrow.geometry.computeBoundingSphere();
// Vertices and normals changed, update them
this.arrow.geometry.dynamic = true;
this.arrow.geometry.verticesNeedUpdate = true;
this.arrow.geometry.normalsNeedUpdate = true;
};
/**
* Look at function. Just like OpenGL gluLookAt (from position to target)
*/
L3D.ArrowRecommendation.prototype.look = function() {
this.camera.look();
};
/**
* Add the camera and its mesh representation to the scene
* @param scene {THREE.Scene} scene to add the camera to
*/
L3D.ArrowRecommendation.prototype.addToScene = function(scene) {
scene.add(this);
};

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@ -1,327 +1,26 @@
/**
* @memberof L3D
* @description The base class for recommendation
* @extends THREE.Object3D
* @description Represents a reccomendation that does nothing
* @constructor
* @abstract
* @extends THREE.Object3D
*/
L3D.BaseRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
L3D.BaseRecommendation = function() {
THREE.Object3D.apply(this);
/**
* @type {L3D.FixedCamera}
* @description Camera corresponding to the suggested point of view
*/
this.camera = new L3D.FixedCamera(arg1, arg2, arg3, arg4, position, target);
this.add(this.camera);
var direction = target.clone();
direction.sub(this.camera.position);
direction.normalize();
/**
* @type {THREE.Vector3}
* @description Center of the square at the base of the arrow
*/
this.center = this.camera.position.clone();
this.center.sub(direction);
/**
* @type {THREE.Mesh}
* @description Body of the arrow
*/
this.arrow = new THREE.Mesh(new THREE.Geometry(), new THREE.MeshLambertMaterial({color: 0x0000ff, side:THREE.BackSide}));
this.add(this.arrow);
/**
* @type {Number}
* @description Size of the meshes
*/
this.size = 0.4;
/**
* @type {THREE.Object3D}
* @description A container for the displayable objects in the Recommendation
*/
this.object3D = new THREE.Object3D();
var tmp = this.initExtremity();
if (tmp !== undefined)
this.object3D.add(tmp);
this.object3D.add(this.arrow);
this.add(this.object3D);
this.fullArrow = false;
this.camera = new THREE.PerspectiveCamera();
};
L3D.BaseRecommendation.prototype = Object.create(THREE.Object3D.prototype);
L3D.BaseRecommendation.prototype.constructor = L3D.BaseRecommendation;
/**
* Computes the intersections with its mesh
* @param raycaster {THREE.Raycaster} the raycaster considered
* @param intersects {Object[]} collisions in which we will append the stuff
*/
L3D.BaseRecommendation.prototype.raycast = function(raycaster, intersects) {
var intersectsThis = [];
this.object3D.traverse(function(elt) {elt.raycast(raycaster, intersectsThis);});
// Add closest object
if (intersectsThis[0] !== undefined) {
intersectsThis[0].object = this;
intersects.push(intersectsThis[0]);
}
};
/**
* Changes the color of the meshes like a HTML link
*/
L3D.BaseRecommendation.prototype.check = function() {
this.traverse(function(obj) {
if (obj instanceof THREE.Mesh)
obj.material.color.setHex(0x663366);
});
};
/**
* Initialize the extremity of the arrow
*/
L3D.BaseRecommendation.prototype.initExtremity = function() {
var geometry = new THREE.Geometry();
var direction = this.camera.target.clone();
direction.sub(this.camera.position);
direction.normalize();
var left = L3D.Tools.cross(direction, this.up);
var other = L3D.Tools.cross(direction, left);
left.normalize();
other.normalize();
left = L3D.Tools.mul(left, this.size);
other = L3D.Tools.mul(other, this.size);
geometry.vertices.push(
L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left),
L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other),
L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left),
L3D.Tools.sum(this.camera.position, direction)
);
geometry.faces.push(
new THREE.Face3(0,2,1),
new THREE.Face3(0,3,2),
new THREE.Face3(4,1,2),
new THREE.Face3(4,0,1),
new THREE.Face3(4,3,0),
new THREE.Face3(4,2,3)
);
geometry.computeFaceNormals();
var material = new THREE.MeshLambertMaterial({
color : 0x0000ff,
transparent : true,
opacity : 0.5,
side: THREE.FrontSide
});
this.mesh = new THREE.Mesh(geometry, material);
return this.mesh;
};
/**
* Updates the extremity of the arrow
*/
L3D.BaseRecommendation.prototype.updateExtremity = function() {
var direction = this.camera.target.clone();
direction.sub(this.camera.position.clone());
direction.normalize();
var left = L3D.Tools.cross(direction, this.up);
var other = L3D.Tools.cross(direction, left);
left.normalize();
other.normalize();
left = L3D.Tools.mul(left, this.size);
other = L3D.Tools.mul(other, this.size);
this.mesh.geometry.vertices[0] = L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other);
this.mesh.geometry.vertices[1] = L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left);
this.mesh.geometry.vertices[2] = L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other);
this.mesh.geometry.vertices[3] = L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left);
this.mesh.geometry.vertices[4] = L3D.Tools.sum(this.camera.position, direction);
this.mesh.geometry.computeFaceNormals();
this.mesh.geometry.verticesNeedUpdate = true;
this.mesh.geometry.normalsNeedUpdate = true;
};
/**
* Changes the size of the element
* @param size {Number} new size
* @deprecated this function doesn't work since there are lots of things to
* keep in mind (length of the arrow, width, size of the body, size of the
* extremity...)
*/
L3D.BaseRecommendation.prototype.setSize = function(size) {
this.size = size;
this.updateExtremity();
};
/**
* Updates the arrow. The arrow is moving according to the position of the camera
* @param {Object} a camera containing two THREE.Vector3 (position, and target)
*/
L3D.BaseRecommendation.prototype.update = function(mainCamera) {
// Compute distance between center of camera and position
dist = L3D.Tools.norm2(L3D.Tools.diff(mainCamera.position, this.center));
var lowBound = 1;
var highBound = 5;
var newValue;
if (dist < lowBound) {
newValue = 0;
} else if (dist > highBound) {
newValue = 1;
} else {
newValue = (dist - lowBound)/(highBound - lowBound);
}
// Update opacity
var self = this;
this.object3D.traverse(function(elt) {
if (elt instanceof THREE.Mesh) {
elt.material.transparent = newValue < 0.9;
elt.material.opacity = newValue;
if (newValue < 0.1)
self.raycastable = elt.raycastable = elt.material.transparent = elt.visible = false;
}
});
this.regenerateArrow(mainCamera);
};
/**
* Regenerates the arrow according to the position of the camera
* @param {Object} a camera containing two THREE.Vector3 (position, and target)
*/
L3D.BaseRecommendation.prototype.regenerateArrow = function(mainCamera) {
var i;
var vertices = [];
// First point of curve
var f0 = mainCamera.position.clone();
f0.add(L3D.Tools.mul(L3D.Tools.sum(new THREE.Vector3(0,-0.5,0), L3D.Tools.diff(this.camera.target, this.camera.position).normalize()),2));
// Last point of curve
var f1 = this.camera.position.clone();
// Last derivative of curve
var fp1 = L3D.Tools.diff(this.camera.target, this.camera.position);
fp1.normalize();
fp1.multiplyScalar(2);
// Camera direction
var dir = L3D.Tools.diff(this.camera.position, mainCamera.position);
dir.normalize();
if (fp1.dot(dir) < -0.5) {
// Regen polynom with better stuff
if (mainCamera.position.y > this.camera.position.y) {
f0.add(new THREE.Vector3(0,2,0));
} else {
f0.add(new THREE.Vector3(0,-2,0));
}
}
fp1.multiplyScalar(4);
var hermite = new L3D.Hermite.special.Polynom(f0, f1, fp1);
var up = this.up.clone();
var point;
var deriv;
var limit = this.fullArrow ? 0.1 : 0.3;
for (i = 1; i > limit; i -= 0.1) {
point = hermite.eval(i);
deriv = hermite.prime(i);
up.cross(deriv);
up.cross(deriv);
up.multiplyScalar(-1);
up.normalize();
var coeff = this.size / 2;
var left = L3D.Tools.cross(up, deriv); left.normalize(); left.multiplyScalar(coeff);
var other = L3D.Tools.cross(deriv, left); other.normalize(); other.multiplyScalar(coeff);
vertices.push(
L3D.Tools.sum(L3D.Tools.sum(point, left), other),
L3D.Tools.sum(L3D.Tools.diff(point, left), other),
L3D.Tools.diff(point, L3D.Tools.sum(other,left)),
L3D.Tools.sum(L3D.Tools.diff(point, other), left)
);
}
this.arrow.geometry.vertices = vertices;
if (this.arrow.geometry.faces.length === 0) {
var faces = [];
for (i = 0; i < vertices.length - 4; i+= 4) {
faces.push(new THREE.Face3(i,i+1,i+5),new THREE.Face3(i,i+5,i+4),
new THREE.Face3(i+1,i+2,i+6),new THREE.Face3(i+1,i+6,i+5),
new THREE.Face3(i+2,i+3,i+7),new THREE.Face3(i+2,i+7,i+6),
new THREE.Face3(i,i+7,i+3), new THREE.Face3(i,i+4,i+7));
}
var len = vertices.length;
faces.push(new THREE.Face3(len-4,len-3,len-2), new THREE.Face3(len-4,len-2,len-1));
// Faces changed, update them
this.arrow.geometry.faces = faces;
this.arrow.geometry.groupsNeedUpdate = true;
this.arrow.geometry.elementsNeedUpdate = true;
}
this.arrow.geometry.computeFaceNormals();
this.arrow.geometry.computeBoundingSphere();
// Vertices and normals changed, update them
this.arrow.geometry.dynamic = true;
this.arrow.geometry.verticesNeedUpdate = true;
this.arrow.geometry.normalsNeedUpdate = true;
};
/**
* Look at function. Just like OpenGL gluLookAt (from position to target)
*/
L3D.BaseRecommendation.prototype.look = function() {
this.camera.look();
};
/**
* Add the camera and its mesh representation to the scene
* @param scene {THREE.Scene} scene to add the camera to
*/
L3D.BaseRecommendation.prototype.addToScene = function(scene) {
scene.add(this);
};
// Base recommendation behaves like no recommendation : all its methods do nothing
L3D.BaseRecommendation.prototype.raycast = function() {};
L3D.BaseRecommendation.prototype.check = function() {};
L3D.BaseRecommendation.prototype.initExtremity = function() {};
L3D.BaseRecommendation.prototype.updateExtremity = function() {};
L3D.BaseRecommendation.prototype.setSize = function() {};
L3D.BaseRecommendation.prototype.update = function() {};
L3D.BaseRecommendation.prototype.regenerateArrow = function() {};
L3D.BaseRecommendation.prototype.look = function() {};
L3D.BaseRecommendation.prototype.addToScene = function() {};

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@ -1,26 +0,0 @@
/**
* @memberof L3D
* @extends BaseRecommendation
* @description Represents a recommendation not shown and not clickable (for hiding recommendations)
* @constructor
*/
L3D.EmptyRecommendation = function() {
L3D.BaseRecommendation.apply(this, arguments);
this.target = new THREE.Vector3();
};
L3D.EmptyRecommendation.prototype = Object.create(L3D.BaseRecommendation.prototype);
L3D.EmptyRecommendation.prototype.constructor = L3D.EmptyRecommendation;
L3D.EmptyRecommendation.prototype.raycast = function() {};
L3D.EmptyRecommendation.prototype.check = function() {};
L3D.EmptyRecommendation.prototype.initExtremity = function() {};
L3D.EmptyRecommendation.prototype.updateExtremity = function() {};
L3D.EmptyRecommendation.prototype.setSize = function() {};
L3D.EmptyRecommendation.prototype.update = function() {};
L3D.EmptyRecommendation.prototype.regenerateArrow = function() {};
L3D.EmptyRecommendation.prototype.look = function() {};
L3D.EmptyRecommendation.prototype.addToScene = function() {};

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@ -5,9 +5,9 @@
* @extends L3D.BaseRecommendation
*/
L3D.ReverseRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
L3D.BaseRecommendation.apply(this, arguments);
L3D.ArrowRecommendation.apply(this, arguments);
};
L3D.ReverseRecommendation.prototype = Object.create(L3D.BaseRecommendation.prototype);
L3D.ReverseRecommendation.prototype = Object.create(L3D.ArrowRecommendation.prototype);
L3D.ReverseRecommendation.prototype.constructor = L3D.ReverseRecommendation;
// Overload init

View File

@ -5,7 +5,7 @@
* @constructor
*/
L3D.ViewportRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
L3D.BaseRecommendation.apply(this, arguments);
L3D.ArrowRecommendation.apply(this, arguments);
if (target === undefined)
target = new THREE.Vector3(0,0,0);
@ -115,7 +115,7 @@ L3D.ViewportRecommendation = function(arg1, arg2, arg3, arg4, position, target)
this.add(this.object3D);
};
L3D.ViewportRecommendation.prototype = Object.create(L3D.BaseRecommendation.prototype);
L3D.ViewportRecommendation.prototype = Object.create(L3D.ArrowRecommendation.prototype);
L3D.ViewportRecommendation.prototype.constructor = L3D.ViewportRecommendation;
L3D.ViewportRecommendation.prototype.raycast = function(raycaster, intersects) {

View File

@ -83,7 +83,7 @@ INSERT INTO Scene(name, coin_number) VALUES ('bobomb' , 44);
INSERT INTO Scene(name, coin_number) VALUES ('coolcoolmountain', 66);
INSERT INTO Scene(name, coin_number) VALUES ('whomp' , 50);
INSERT INTO RecommendationStyle(name) VALUES('L3D.EmptyRecommendation');
INSERT INTO RecommendationStyle(name) VALUES('L3D.BaseRecommendation');
INSERT INTO RecommendationStyle(name) VALUES('L3D.ArrowRecommendation');
INSERT INTO RecommendationStyle(name) VALUES('L3D.ViewportRecommendation');