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