Cleaning BouncingCube and increase FixedCamera arrow resolution
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@ -1,7 +1,3 @@
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DT = new THREE.Vector3(0.1,0.1,0.1);
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FRICTION = new THREE.Vector3(1, 1, 1);
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G = new THREE.Vector3(0,0,-10);
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var BouncingCube = function(size, style) {
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var BouncingCube = function(size, style) {
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Cube.call(this, size, style);
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Cube.call(this, size, style);
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@ -16,21 +12,25 @@ BouncingCube.prototype.constructor = BouncingCube;
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BouncingCube.prototype.update = function() {
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BouncingCube.prototype.update = function() {
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// Compute new center
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// Compute new center
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var speed_clone = this.speed.clone();
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var speed_clone = this.speed.clone();
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speed_clone.multiply(DT);
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speed_clone.multiply(BouncingCube.DT);
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this.speed.add(G);
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this.speed.add(BouncingCube.G);
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if (this.speed.dot(this.speed) > 100) {
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if (this.speed.dot(this.speed) > 100) {
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this.center.add(speed_clone);
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this.center.add(speed_clone);
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}
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}
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if (this.center.z < 0) {
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if (this.center.z < 0) {
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this.speed.multiply(new THREE.Vector3(1,1,-0.5));
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this.speed.multiply(BouncingCube.FRICTION);
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this.center.z = 0;
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this.center.z = 0;
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}
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}
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// Update the mesh
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// Update the mesh
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this.mesh.position.set(this.center.x, this.center.y, this.center.z);
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this.mesh.position.set(this.center.x, this.center.y, this.center.z);
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// console.log(this.center.x, this.center.y, this.center.z);
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}
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}
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// Static variables
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BouncingCube.DT = new THREE.Vector3(0.1,0.1,0.1);
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BouncingCube.FRICTION = new THREE.Vector3(1, 1, -0.5);
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BouncingCube.G = new THREE.Vector3(0,0,-10);
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@ -162,7 +162,7 @@ FixedCamera.prototype.regenerateArrow = function(mainCamera) {
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var limit = this.fullArrow ? 0.1 : 0.3;
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var limit = this.fullArrow ? 0.1 : 0.3;
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// for (var i = this.fullArrow ? 0 : 0.5; i <= 1.001; i += 0.05) {
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// for (var i = this.fullArrow ? 0 : 0.5; i <= 1.001; i += 0.05) {
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for (var i = 1; i > limit; i -= 0.05) {
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for (var i = 1; i > limit; i -= 0.025) {
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point = hermite.eval(i);
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point = hermite.eval(i);
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deriv = hermite.prime(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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