Improved camera movement
Added scale factor to the distance between `FixedCamera.center` and `FixedCamera.target` so the movement of `PointerCamera` does the rotation earlier in its movement. Changed threshold to consider the movement finished so the movement doesn't block the user for long.
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@ -13,7 +13,6 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
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this.position.z = position.z;
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this.position.z = position.z;
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}
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}
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if (target === undefined)
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if (target === undefined)
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target = new THREE.Vector3(0,0,0);
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target = new THREE.Vector3(0,0,0);
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@ -22,7 +21,7 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
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direction.normalize();
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direction.normalize();
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this.target = this.position.clone();
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this.target = this.position.clone();
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this.target.add(direction);
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this.target.add(Tools.mul(direction,10));
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this.up = new THREE.Vector3(0,0,1);
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this.up = new THREE.Vector3(0,0,1);
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// Compute corners
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// Compute corners
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@ -56,8 +56,8 @@ PointerCamera.prototype.update = function() {
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this.position.add(Tools.mul(position_direction, 0.05));
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this.position.add(Tools.mul(position_direction, 0.05));
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this.target.add(Tools.mul(target_direction, 0.05));
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this.target.add(Tools.mul(target_direction, 0.05));
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if (Tools.norm2(Tools.diff(this.position, this.new_position)) < 0.01 &&
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if (Tools.norm2(Tools.diff(this.position, this.new_position)) < 0.1 &&
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Tools.norm2(Tools.diff(this.target, this.new_target)) < 0.01) {
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Tools.norm2(Tools.diff(this.target, this.new_target)) < 0.1) {
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// this.position = this.new_position.clone();
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// this.position = this.new_position.clone();
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// this.target = this.new_target.clone();
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// this.target = this.new_target.clone();
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this.moving = false;
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this.moving = false;
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