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				| @ -1,16 +1,35 @@ | ||||
| /** | ||||
|  * Reprensents a simple rotating camera | ||||
|  * @constructor | ||||
|  * @memberof L3D | ||||
|  * @extends THREE.PerspectiveCamera | ||||
|  */ | ||||
| L3D.Camera = function() { | ||||
|     THREE.PerspectiveCamera.apply(this, arguments); | ||||
| 
 | ||||
|     /** | ||||
|      * @type {Number} | ||||
|      * @description angle of the camera | ||||
|      */ | ||||
|     this.theta = 0; | ||||
| 
 | ||||
|     this.position.x = L3D.Camera.DISTANCE_X; | ||||
|     this.position.z = L3D.Camera.DISTANCE_Z; | ||||
| 
 | ||||
|     this.up = new THREE.Vector3(0,0,1); | ||||
| 
 | ||||
|     /** | ||||
|      * @type {THREE.Vector3} | ||||
|      * @description Position where the camera is looking at | ||||
|      */ | ||||
|     this.target = new THREE.Vector3(); | ||||
| }; | ||||
| L3D.Camera.prototype = Object.create(THREE.PerspectiveCamera.prototype); | ||||
| 
 | ||||
| // Update function
 | ||||
| /** | ||||
|  * Updates the position of the camera | ||||
|  * @param time {Number} time elapsed since the last update in millisec | ||||
|  */ | ||||
| L3D.Camera.prototype.update = function(time) { | ||||
|     if (time === undefined) { | ||||
|         time = 20; | ||||
| @ -20,11 +39,23 @@ L3D.Camera.prototype.update = function(time) { | ||||
|     this.position.y = L3D.Camera.DISTANCE_X*Math.sin(this.theta); | ||||
| }; | ||||
| 
 | ||||
| // Look function
 | ||||
| /** | ||||
|  * look function. Just like OpenGL gluLookAt | ||||
|  */ | ||||
| L3D.Camera.prototype.look = function() { | ||||
|     this.lookAt(this.target); | ||||
| }; | ||||
| 
 | ||||
| // Static members
 | ||||
| /** | ||||
|  * @static | ||||
|  * @type {Number} | ||||
|  * @description radiusof the circle where the camera is rotating | ||||
|  */ | ||||
| L3D.Camera.DISTANCE_X = 1000; | ||||
| 
 | ||||
| /** | ||||
|  * @static | ||||
|  * @type {Number} | ||||
|  * @description Altitude of the camera | ||||
|  */ | ||||
| L3D.Camera.DISTANCE_Z = 300; | ||||
|  | ||||
| @ -1,3 +1,9 @@ | ||||
| /** | ||||
|  * Represents a fixed camera | ||||
|  * @constructor | ||||
|  * @extends THREE.PerspectiveCamera | ||||
|  * @memberof L3D | ||||
|  */ | ||||
| L3D.FixedCamera = function(arg1, arg2, arg3, arg4, position, target) { | ||||
|     THREE.PerspectiveCamera.apply(this, arguments); | ||||
| 
 | ||||
| @ -23,6 +29,9 @@ L3D.FixedCamera = function(arg1, arg2, arg3, arg4, position, target) { | ||||
| L3D.FixedCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype); | ||||
| L3D.FixedCamera.prototype.constructor = L3D.FixedCamera; | ||||
| 
 | ||||
| /** | ||||
|  * Look function. Just like OpenGL gluLookAt | ||||
|  */ | ||||
| L3D.FixedCamera.prototype.look = function() { | ||||
|     this.lookAt(this.target); | ||||
| }; | ||||
|  | ||||
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