Cleaning
This commit is contained in:
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0f6d22251a
commit
27dad08861
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@ -26,10 +26,9 @@ L3D:
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--js l3d/src/canvases/Previewer.js \
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--js l3d/src/loaders/ProgressiveLoader.js \
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--js l3d/src/recommendations/BaseRecommendation.js \
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--js l3d/src/recommendations/ViewportRecommendation.js \
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--js l3d/src/recommendations/ArrowRecommendation.js \
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--js l3d/src/recommendations/ViewportRecommendation.js \
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--js l3d/src/recommendations/ReverseRecommendation.js \
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--js l3d/src/recommendations/EmptyRecommendation.js \
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--js l3d/src/cameras/ReplayCamera.js \
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--js l3d/src/cameras/Camera.js \
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--js l3d/src/cameras/FixedCamera.js \
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@ -507,8 +507,8 @@ TutoCamera.prototype.onMouseMove = function(event) {
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this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
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this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
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this.mouseMove.x = this.mouse.x - mouse.x;
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this.mouseMove.y = this.mouse.y - mouse.y;
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this.mouseMove.x = (this.mouse.x - mouse.x ) * 3;
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this.mouseMove.y = (this.mouse.y - mouse.y ) * 3;
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this.mouseMoved = true;
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if (this.tutorial.nextAction() === 'rotate-mouse') {
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@ -630,8 +630,8 @@ L3D.PointerCamera.prototype.onMouseMove = function(event) {
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this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
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this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
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this.mouseMove.x = (this.mouse.x - mouse.x) * 4;
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this.mouseMove.y = (this.mouse.y - mouse.y) * 4;
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this.mouseMove.x = (this.mouse.x - mouse.x) * 3;
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this.mouseMove.y = (this.mouse.y - mouse.y) * 3;
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this.mouseMoved = true;
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}
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@ -1,10 +1,327 @@
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/**
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* @description Represents a reccomendation displayed as an arrow
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* @constructor
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* @memberof L3D
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* @description A recommendation that is represented by an arrow
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* @extends L3D.BaseRecommendation
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* @constructor
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* @abstract
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*/
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L3D.ArrowRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
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L3D.BaseRecommendation.apply(this, arguments);
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L3D.BaseRecommendation.apply(this);
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/**
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* @type {L3D.FixedCamera}
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* @description Camera corresponding to the suggested point of view
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*/
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this.camera = new L3D.FixedCamera(arg1, arg2, arg3, arg4, position, target);
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this.add(this.camera);
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var direction = target.clone();
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direction.sub(this.camera.position);
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direction.normalize();
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/**
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* @type {THREE.Vector3}
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* @description Center of the square at the base of the arrow
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*/
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this.center = this.camera.position.clone();
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this.center.sub(direction);
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/**
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* @type {THREE.Mesh}
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* @description Body of the arrow
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*/
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this.arrow = new THREE.Mesh(new THREE.Geometry(), new THREE.MeshLambertMaterial({color: 0x0000ff, side:THREE.BackSide}));
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this.add(this.arrow);
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/**
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* @type {Number}
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* @description Size of the meshes
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*/
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this.size = 0.4;
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/**
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* @type {THREE.Object3D}
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* @description A container for the displayable objects in the Recommendation
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*/
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this.object3D = new THREE.Object3D();
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var tmp = this.initExtremity();
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if (tmp !== undefined)
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this.object3D.add(tmp);
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this.object3D.add(this.arrow);
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this.add(this.object3D);
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this.fullArrow = false;
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};
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L3D.ArrowRecommendation.prototype = Object.create(L3D.BaseRecommendation.prototype);
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L3D.ArrowRecommendation.prototype.constructor = L3D.ArrowRecommendation;
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/**
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* Computes the intersections with its mesh
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* @param raycaster {THREE.Raycaster} the raycaster considered
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* @param intersects {Object[]} collisions in which we will append the stuff
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*/
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L3D.ArrowRecommendation.prototype.raycast = function(raycaster, intersects) {
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var intersectsThis = [];
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this.object3D.traverse(function(elt) {elt.raycast(raycaster, intersectsThis);});
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// Add closest object
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if (intersectsThis[0] !== undefined) {
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intersectsThis[0].object = this;
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intersects.push(intersectsThis[0]);
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}
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};
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/**
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* Changes the color of the meshes like a HTML link
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*/
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L3D.ArrowRecommendation.prototype.check = function() {
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this.traverse(function(obj) {
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if (obj instanceof THREE.Mesh)
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obj.material.color.setHex(0x663366);
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});
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};
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/**
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* Initialize the extremity of the arrow
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*/
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L3D.ArrowRecommendation.prototype.initExtremity = function() {
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var geometry = new THREE.Geometry();
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var direction = this.camera.target.clone();
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direction.sub(this.camera.position);
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direction.normalize();
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var left = L3D.Tools.cross(direction, this.up);
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var other = L3D.Tools.cross(direction, left);
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left.normalize();
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other.normalize();
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left = L3D.Tools.mul(left, this.size);
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other = L3D.Tools.mul(other, this.size);
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geometry.vertices.push(
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L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
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L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left),
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L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other),
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L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left),
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L3D.Tools.sum(this.camera.position, direction)
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);
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geometry.faces.push(
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new THREE.Face3(0,2,1),
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new THREE.Face3(0,3,2),
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new THREE.Face3(4,1,2),
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new THREE.Face3(4,0,1),
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new THREE.Face3(4,3,0),
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new THREE.Face3(4,2,3)
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);
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geometry.computeFaceNormals();
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var material = new THREE.MeshLambertMaterial({
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color : 0x0000ff,
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transparent : true,
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opacity : 0.5,
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side: THREE.FrontSide
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});
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this.mesh = new THREE.Mesh(geometry, material);
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return this.mesh;
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};
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/**
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* Updates the extremity of the arrow
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*/
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L3D.ArrowRecommendation.prototype.updateExtremity = function() {
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var direction = this.camera.target.clone();
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direction.sub(this.camera.position.clone());
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direction.normalize();
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var left = L3D.Tools.cross(direction, this.up);
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var other = L3D.Tools.cross(direction, left);
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left.normalize();
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other.normalize();
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left = L3D.Tools.mul(left, this.size);
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other = L3D.Tools.mul(other, this.size);
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this.mesh.geometry.vertices[0] = L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other);
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this.mesh.geometry.vertices[1] = L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left);
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this.mesh.geometry.vertices[2] = L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other);
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this.mesh.geometry.vertices[3] = L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left);
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this.mesh.geometry.vertices[4] = L3D.Tools.sum(this.camera.position, direction);
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this.mesh.geometry.computeFaceNormals();
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this.mesh.geometry.verticesNeedUpdate = true;
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this.mesh.geometry.normalsNeedUpdate = true;
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};
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/**
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* Changes the size of the element
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* @param size {Number} new size
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* @deprecated this function doesn't work since there are lots of things to
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* keep in mind (length of the arrow, width, size of the body, size of the
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* extremity...)
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*/
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L3D.ArrowRecommendation.prototype.setSize = function(size) {
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this.size = size;
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this.updateExtremity();
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};
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/**
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* Updates the arrow. The arrow is moving according to the position of the camera
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* @param {Object} a camera containing two THREE.Vector3 (position, and target)
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*/
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L3D.ArrowRecommendation.prototype.update = function(mainCamera) {
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// Compute distance between center of camera and position
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dist = L3D.Tools.norm2(L3D.Tools.diff(mainCamera.position, this.center));
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var lowBound = 1;
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var highBound = 5;
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var newValue;
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if (dist < lowBound) {
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newValue = 0;
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} else if (dist > highBound) {
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newValue = 1;
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} else {
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newValue = (dist - lowBound)/(highBound - lowBound);
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}
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// Update opacity
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var self = this;
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this.object3D.traverse(function(elt) {
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if (elt instanceof THREE.Mesh) {
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elt.material.transparent = newValue < 0.9;
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elt.material.opacity = newValue;
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if (newValue < 0.1)
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self.raycastable = elt.raycastable = elt.material.transparent = elt.visible = false;
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}
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});
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this.regenerateArrow(mainCamera);
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};
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/**
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* Regenerates the arrow according to the position of the camera
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* @param {Object} a camera containing two THREE.Vector3 (position, and target)
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*/
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L3D.ArrowRecommendation.prototype.regenerateArrow = function(mainCamera) {
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var i;
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var vertices = [];
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// First point of curve
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var f0 = mainCamera.position.clone();
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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));
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// Last point of curve
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var f1 = this.camera.position.clone();
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// Last derivative of curve
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var fp1 = L3D.Tools.diff(this.camera.target, this.camera.position);
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fp1.normalize();
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fp1.multiplyScalar(2);
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// Camera direction
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var dir = L3D.Tools.diff(this.camera.position, mainCamera.position);
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dir.normalize();
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if (fp1.dot(dir) < -0.5) {
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// Regen polynom with better stuff
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if (mainCamera.position.y > this.camera.position.y) {
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f0.add(new THREE.Vector3(0,2,0));
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} else {
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f0.add(new THREE.Vector3(0,-2,0));
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}
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}
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fp1.multiplyScalar(4);
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var hermite = new L3D.Hermite.special.Polynom(f0, f1, fp1);
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var up = this.up.clone();
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var point;
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var deriv;
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var limit = this.fullArrow ? 0.1 : 0.3;
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for (i = 1; i > limit; i -= 0.1) {
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point = hermite.eval(i);
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deriv = hermite.prime(i);
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up.cross(deriv);
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up.cross(deriv);
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up.multiplyScalar(-1);
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up.normalize();
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var coeff = this.size / 2;
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var left = L3D.Tools.cross(up, deriv); left.normalize(); left.multiplyScalar(coeff);
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var other = L3D.Tools.cross(deriv, left); other.normalize(); other.multiplyScalar(coeff);
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vertices.push(
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L3D.Tools.sum(L3D.Tools.sum(point, left), other),
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L3D.Tools.sum(L3D.Tools.diff(point, left), other),
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L3D.Tools.diff(point, L3D.Tools.sum(other,left)),
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L3D.Tools.sum(L3D.Tools.diff(point, other), left)
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);
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}
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this.arrow.geometry.vertices = vertices;
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if (this.arrow.geometry.faces.length === 0) {
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var faces = [];
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for (i = 0; i < vertices.length - 4; i+= 4) {
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faces.push(new THREE.Face3(i,i+1,i+5),new THREE.Face3(i,i+5,i+4),
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new THREE.Face3(i+1,i+2,i+6),new THREE.Face3(i+1,i+6,i+5),
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new THREE.Face3(i+2,i+3,i+7),new THREE.Face3(i+2,i+7,i+6),
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new THREE.Face3(i,i+7,i+3), new THREE.Face3(i,i+4,i+7));
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}
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var len = vertices.length;
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faces.push(new THREE.Face3(len-4,len-3,len-2), new THREE.Face3(len-4,len-2,len-1));
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// Faces changed, update them
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this.arrow.geometry.faces = faces;
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this.arrow.geometry.groupsNeedUpdate = true;
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this.arrow.geometry.elementsNeedUpdate = true;
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}
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this.arrow.geometry.computeFaceNormals();
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this.arrow.geometry.computeBoundingSphere();
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// Vertices and normals changed, update them
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this.arrow.geometry.dynamic = true;
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this.arrow.geometry.verticesNeedUpdate = true;
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this.arrow.geometry.normalsNeedUpdate = true;
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};
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/**
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* Look at function. Just like OpenGL gluLookAt (from position to target)
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*/
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L3D.ArrowRecommendation.prototype.look = function() {
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this.camera.look();
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};
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/**
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* Add the camera and its mesh representation to the scene
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* @param scene {THREE.Scene} scene to add the camera to
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*/
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L3D.ArrowRecommendation.prototype.addToScene = function(scene) {
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scene.add(this);
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};
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@ -1,327 +1,26 @@
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/**
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* @memberof L3D
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* @description The base class for recommendation
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* @extends THREE.Object3D
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* @description Represents a reccomendation that does nothing
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* @constructor
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* @abstract
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* @extends THREE.Object3D
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*/
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L3D.BaseRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
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L3D.BaseRecommendation = function() {
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THREE.Object3D.apply(this);
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/**
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* @type {L3D.FixedCamera}
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* @description Camera corresponding to the suggested point of view
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*/
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this.camera = new L3D.FixedCamera(arg1, arg2, arg3, arg4, position, target);
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this.add(this.camera);
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var direction = target.clone();
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direction.sub(this.camera.position);
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direction.normalize();
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/**
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* @type {THREE.Vector3}
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* @description Center of the square at the base of the arrow
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*/
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this.center = this.camera.position.clone();
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this.center.sub(direction);
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/**
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* @type {THREE.Mesh}
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* @description Body of the arrow
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*/
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this.arrow = new THREE.Mesh(new THREE.Geometry(), new THREE.MeshLambertMaterial({color: 0x0000ff, side:THREE.BackSide}));
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this.add(this.arrow);
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/**
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* @type {Number}
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* @description Size of the meshes
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*/
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this.size = 0.4;
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/**
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* @type {THREE.Object3D}
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* @description A container for the displayable objects in the Recommendation
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*/
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this.object3D = new THREE.Object3D();
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var tmp = this.initExtremity();
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if (tmp !== undefined)
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this.object3D.add(tmp);
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this.object3D.add(this.arrow);
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this.add(this.object3D);
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this.fullArrow = false;
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this.camera = new THREE.PerspectiveCamera();
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};
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L3D.BaseRecommendation.prototype = Object.create(THREE.Object3D.prototype);
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L3D.BaseRecommendation.prototype.constructor = L3D.BaseRecommendation;
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/**
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* Computes the intersections with its mesh
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* @param raycaster {THREE.Raycaster} the raycaster considered
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* @param intersects {Object[]} collisions in which we will append the stuff
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*/
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L3D.BaseRecommendation.prototype.raycast = function(raycaster, intersects) {
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var intersectsThis = [];
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this.object3D.traverse(function(elt) {elt.raycast(raycaster, intersectsThis);});
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// Add closest object
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if (intersectsThis[0] !== undefined) {
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intersectsThis[0].object = this;
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intersects.push(intersectsThis[0]);
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}
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};
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/**
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* Changes the color of the meshes like a HTML link
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*/
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L3D.BaseRecommendation.prototype.check = function() {
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this.traverse(function(obj) {
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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() {};
|
||||
|
|
|
@ -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() {};
|
||||
|
||||
|
|
@ -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
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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');
|
||||
|
||||
|
|
Loading…
Reference in New Issue