Finally fixed that f*****g bug with arrows

Javascript is probably the only language in which you can modify the
super-method... the ACTUAL F*****G SUPER-METHOD without any error or
warning... Thanks for the 2-days debugging 🖕
This commit is contained in:
Thomas FORGIONE 2015-07-09 10:57:07 +02:00
parent 69fb0db1eb
commit 9158ec36bc
4 changed files with 30 additions and 28 deletions

View File

@ -4,7 +4,6 @@ block title
title #{title} - Prototype
block extrajs
script(src="/static/js/l3d.min.js")
script(src="/static/js/l3dp.min.js")
block configjs
block mainjs

View File

@ -97,7 +97,8 @@ function initCanvases() {
function initModels() {
// Init recommendations
recommendations = initMainScene(camera1, scene, coins, clickableObjects);
// recommendations = initMainScene(camera1, scene, coins, clickableObjects);
recommendations = L3D.initWhomp(camera1, scene, coins, clickableObjects);
// init clickable objects
var i;

View File

@ -90,6 +90,9 @@ L3D.BaseRecommendation.prototype.check = function() {
* Initialize the extremity of the arrow
*/
L3D.BaseRecommendation.prototype.initExtremity = function() {
console.log("Init");
var geometry = new THREE.Geometry();
var direction = this.camera.target.clone();
@ -105,15 +108,17 @@ L3D.BaseRecommendation.prototype.initExtremity = function() {
left = L3D.Tools.mul(left, this.size);
other = L3D.Tools.mul(other, this.size);
geometry.vertices.push(L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
geometry.vertices.push(
L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left),
L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other),
L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left),
L3D.Tools.sum(this.camera.position, direction)
);
geometry.faces.push(new THREE.Face3(0,2,1), // new THREE.Face3(0,2,1),
new THREE.Face3(0,3,2), // new THREE.Face3(0,3,2)
geometry.faces.push(
new THREE.Face3(0,2,1),
new THREE.Face3(0,3,2),
new THREE.Face3(4,1,2),
new THREE.Face3(4,0,1),
new THREE.Face3(4,3,0),
@ -137,8 +142,9 @@ L3D.BaseRecommendation.prototype.initExtremity = function() {
* Updates the extremity of the arrow
*/
L3D.BaseRecommendation.prototype.updateExtremity = function() {
var direction = this.camera.target.clone();
direction.sub(this.camera.position);
direction.sub(this.camera.position.clone());
direction.normalize();
var left = L3D.Tools.cross(direction, this.up);
@ -149,13 +155,11 @@ L3D.BaseRecommendation.prototype.updateExtremity = function() {
left = L3D.Tools.mul(left, this.size);
other = L3D.Tools.mul(other, this.size);
this.mesh.geometry.vertices = [
L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left),
L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other),
L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left),
L3D.Tools.sum(this.camera.position, direction)
];
this.mesh.geometry.vertices[0] = L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other);
this.mesh.geometry.vertices[1] = L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left);
this.mesh.geometry.vertices[2] = L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other);
this.mesh.geometry.vertices[3] = L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left);
this.mesh.geometry.vertices[4] = L3D.Tools.sum(this.camera.position, direction);
this.mesh.geometry.computeFaceNormals();
this.mesh.geometry.verticesNeedUpdate = true;
@ -189,11 +193,9 @@ L3D.BaseRecommendation.prototype.update = function(mainCamera) {
if (dist < low_bound) {
new_value = 0;
}
else if (dist > high_bound) {
} else if (dist > high_bound) {
new_value = 1;
}
else {
} else {
new_value = (dist - low_bound)/(high_bound - low_bound);
}

View File

@ -164,7 +164,7 @@ L3D.ReverseRecommendation.prototype.regenerateArrow = function(mainCamera) {
};
L3D.BaseRecommendation.prototype.updateExtremity = function() {
L3D.ReverseRecommendation.prototype.updateExtremity = function() {
var direction = this.camera.target.clone();
direction.sub(this.camera.position);
direction.normalize();