Removed useless stuff
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				| @ -22,11 +22,6 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) { | |||||||
| 
 | 
 | ||||||
|     this.target = this.position.clone(); |     this.target = this.position.clone(); | ||||||
|     this.target.add(Tools.mul(direction,20)); |     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(); |     var geometry = new THREE.Geometry(); | ||||||
| 
 | 
 | ||||||
| @ -58,37 +53,6 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) { | |||||||
| 
 | 
 | ||||||
|     geometry.computeFaceNormals(); |     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({ |     var material = new THREE.MeshLambertMaterial({ | ||||||
|         color : 0xff0000, |         color : 0xff0000, | ||||||
|         transparent : true, |         transparent : true, | ||||||
|  | |||||||
| @ -23,7 +23,6 @@ var PointerCamera = function() { | |||||||
|     this.position = new THREE.Vector3(); |     this.position = new THREE.Vector3(); | ||||||
|     this.forward = new THREE.Vector3(); |     this.forward = new THREE.Vector3(); | ||||||
|     this.left = new THREE.Vector3(); |     this.left = new THREE.Vector3(); | ||||||
|     // this.up = new THREE.Vector3(0,0,1);
 |  | ||||||
|     this.target = new THREE.Vector3(0,1,0); |     this.target = new THREE.Vector3(0,1,0); | ||||||
| 
 | 
 | ||||||
|     // Stuff for events
 |     // Stuff for events
 | ||||||
| @ -62,7 +61,7 @@ PointerCamera.prototype.constructor = PointerCamera; | |||||||
| // Update function
 | // Update function
 | ||||||
| PointerCamera.prototype.update = function() { | PointerCamera.prototype.update = function() { | ||||||
|     if (this.moving) { |     if (this.moving) { | ||||||
|         // Linear version
 |         // Linear motion
 | ||||||
|         var position_direction = Tools.diff(this.new_position, this.position); |         var position_direction = Tools.diff(this.new_position, this.position); | ||||||
|         var target_direction = Tools.diff(this.new_target, this.target); |         var target_direction = Tools.diff(this.new_target, this.target); | ||||||
| 
 | 
 | ||||||
| @ -75,30 +74,6 @@ PointerCamera.prototype.update = function() { | |||||||
|             this.anglesFromVectors(); |             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 { |     } else { | ||||||
|         // Update angles
 |         // Update angles
 | ||||||
|         if (this.increasePhi)   this.phi   += this.sensitivity; |         if (this.increasePhi)   this.phi   += this.sensitivity; | ||||||
|  | |||||||
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