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