Removed useless stuff

This commit is contained in:
Thomas FORGIONE 2015-04-29 10:08:57 +02:00
parent 6442a7bcb9
commit 5df1d17746
2 changed files with 1 additions and 62 deletions

View File

@ -22,11 +22,6 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
this.target = this.position.clone();
this.target.add(Tools.mul(direction,20));
// this.up = new THREE.Vector3(0,0,1);
// Compute corners
// Create the mesh to draw
var geometry = new THREE.Geometry();
@ -58,37 +53,6 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
geometry.computeFaceNormals();
(function(self, direction, left, other, position) {
var material = new THREE.LineBasicMaterial({ color: '0x000000', transparent: true});
var geometry = new THREE.Geometry();
// var direction = Tools.mul(direction, 1);
var target = Tools.sum(position, direction);
// geometry.vertices.push(position, target);
geometry.vertices.push(
Tools.sum(Tools.sum(position, left), other),
Tools.diff(Tools.sum(position, other),left),
Tools.diff(Tools.diff(position, left),other),
Tools.sum(Tools.diff(position, other), left),
Tools.sum(Tools.sum(position, left), other),
Tools.sum(Tools.diff(position, other), left),
Tools.sum(position, direction),
Tools.sum(Tools.sum(position, left), other),
Tools.sum(position, direction),
Tools.diff(Tools.sum(position, other),left),
Tools.sum(position, direction),
Tools.diff(Tools.diff(position, left),other),
Tools.sum(position, direction),
Tools.sum(Tools.diff(position, other), left)
);
self.border = new THREE.Line(geometry, material);
})(this, direction, left, other, position);
var material = new THREE.MeshLambertMaterial({
color : 0xff0000,
transparent : true,

View File

@ -23,7 +23,6 @@ var PointerCamera = function() {
this.position = new THREE.Vector3();
this.forward = new THREE.Vector3();
this.left = new THREE.Vector3();
// this.up = new THREE.Vector3(0,0,1);
this.target = new THREE.Vector3(0,1,0);
// Stuff for events
@ -62,7 +61,7 @@ PointerCamera.prototype.constructor = PointerCamera;
// Update function
PointerCamera.prototype.update = function() {
if (this.moving) {
// Linear version
// Linear motion
var position_direction = Tools.diff(this.new_position, this.position);
var target_direction = Tools.diff(this.new_target, this.target);
@ -75,30 +74,6 @@ PointerCamera.prototype.update = function() {
this.anglesFromVectors();
}
// Hermite polynom version
// var eval = this.hermite.eval(this.t);
// this.position.x = eval.x;
// this.position.y = eval.y;
// this.position.z = eval.z;
// this.target = Tools.sum(this.position, this.hermite.prime(this.t));
// this.t += 0.005;
// if (this.t > 1) {
// this.moving = false;
// // Update phi and theta so that return to reality does not hurt
// var forward = Tools.diff(this.target, this.position);
// forward.normalize();
// this.phi = Math.asin(forward.y);
// // Don't know why this line works... But thanks Thierry-san and
// // Bastien because it seems to work...
// this.theta = Math.atan2(forward.x, forward.z);
// }
} else {
// Update angles
if (this.increasePhi) this.phi += this.sensitivity;