Added namespaces
This commit is contained in:
@@ -1,31 +1,30 @@
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// class camera extends THREE.PerspectiveCamera
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var Camera = function() {
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L3D.Camera = function() {
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THREE.PerspectiveCamera.apply(this, arguments);
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this.theta = 0;
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this.position.x = Camera.DISTANCE_X;
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this.position.z = Camera.DISTANCE_Z;
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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.up = new THREE.Vector3(0,0,1);
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this.target = new THREE.Vector3();
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};
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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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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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time = 20;
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}
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this.theta += 0.01 * time / 20;
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this.position.x = Camera.DISTANCE_X*Math.cos(this.theta);
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this.position.y = Camera.DISTANCE_X*Math.sin(this.theta);
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this.position.x = L3D.Camera.DISTANCE_X*Math.cos(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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// Look function
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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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};
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// Static members
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Camera.DISTANCE_X = 1000;
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Camera.DISTANCE_Z = 300;
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L3D.Camera.DISTANCE_X = 1000;
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L3D.Camera.DISTANCE_Z = 300;
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@@ -1,4 +1,4 @@
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var CameraContainer = function (pointerCamera, cameras) {
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L3D.CameraContainer = function (pointerCamera, cameras) {
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if (cameras !== undefined) {
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this.cameras = cameras;
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} else {
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@@ -10,7 +10,7 @@ var CameraContainer = function (pointerCamera, cameras) {
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}
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};
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CameraContainer.prototype.mainCamera = function(id) {
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L3D.CameraContainer.prototype.mainCamera = function(id) {
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if (id === undefined) {
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return this.pointerCamera;
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}
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@@ -22,35 +22,35 @@ CameraContainer.prototype.mainCamera = function(id) {
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this.current_camera = id;
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};
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CameraContainer.prototype.forEach = function(callback) {
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L3D.CameraContainer.prototype.forEach = function(callback) {
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callback(this.pointerCamera);
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this.cameras.forEach(callback);
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};
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CameraContainer.prototype.look = function() {
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L3D.CameraContainer.prototype.look = function() {
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this.mainCamera().look();
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};
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CameraContainer.prototype.updateMainCamera = function(time) {
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L3D.CameraContainer.prototype.updateMainCamera = function(time) {
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this.pointerCamera.update(time);
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};
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CameraContainer.prototype.update = function(position) {
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L3D.CameraContainer.prototype.update = function(position) {
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this.cameras.map(function (elt) { elt.update(position); });
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};
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CameraContainer.prototype.push = function(camera) {
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L3D.CameraContainer.prototype.push = function(camera) {
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this.pointerCamera = camera;
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this.push = function(camera) {
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this.cameras.push(camera);
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};
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};
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CameraContainer.prototype.get = function(i) {
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L3D.CameraContainer.prototype.get = function(i) {
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return this.cameras[i];
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};
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CameraContainer.prototype.getByObject = function(object) {
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L3D.CameraContainer.prototype.getByObject = function(object) {
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for (var i in this.cameras) {
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if (this.cameras[i].containsObject(object)) {
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return this.get(i);
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@@ -58,20 +58,20 @@ CameraContainer.prototype.getByObject = function(object) {
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}
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};
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CameraContainer.prototype.setById = function(id) {
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L3D.CameraContainer.prototype.setById = function(id) {
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var i = this.getById(id);
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if (i !== -1)
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this.current_camera = i;
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};
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CameraContainer.prototype.nextCamera = function() {
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L3D.CameraContainer.prototype.nextCamera = function() {
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if (this.cameras.length !== 0) {
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this.current_camera++;
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this.current_camera%=this.cameras.length;
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}
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};
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CameraContainer.prototype.map = function(callback) {
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L3D.CameraContainer.prototype.map = function(callback) {
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this.cameras.map(callback);
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};
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@@ -3,7 +3,7 @@
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* @constructor
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* @augments THREE.PerspectiveCamera
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*/
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var PointerCamera = function() {
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L3D.PointerCamera = function() {
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THREE.PerspectiveCamera.apply(this, arguments);
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/**
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@@ -115,9 +115,9 @@ var PointerCamera = function() {
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/**
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* History of the moves of the camera
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* @type {History}
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* @type {L3D.History}
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*/
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this.history = new History();
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this.history = new L3D.History();
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/**
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* Option to enable or disable the pointer lock
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@@ -176,16 +176,16 @@ var PointerCamera = function() {
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* The camera we will move to when we'll reset the camera
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* @param {Object}
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*/
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this.resetElements = resetBobombElements();
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this.resetElements = {position: new THREE.Vector3(0,1,1), target: new THREE.Vector3()};
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};
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PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
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PointerCamera.prototype.constructor = PointerCamera;
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L3D.PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
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L3D.PointerCamera.prototype.constructor = L3D.PointerCamera;
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/**
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* Locks the pointer inside the canvas, and displays a gun sight at the middle of the renderer
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* This method works only if the browser supports requestPointerLock
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*/
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PointerCamera.prototype.lockPointer = function() {
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L3D.PointerCamera.prototype.lockPointer = function() {
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if (this.shouldLock) {
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this.renderer.domElement.requestPointerLock =
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@@ -207,7 +207,7 @@ PointerCamera.prototype.lockPointer = function() {
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* Check that the pointer is locked or not, and updated locked attribute
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* @returns true if the pointer is locked, false otherwise
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*/
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PointerCamera.prototype.isLocked = function() {
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L3D.PointerCamera.prototype.isLocked = function() {
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var toto =
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document.pointerLockElement === this.renderer.domElement ||
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document.mozPointerLockElement === this.renderer.domElement ||
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@@ -220,7 +220,7 @@ PointerCamera.prototype.isLocked = function() {
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/**
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* Update the camera when the pointer lock changes state
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*/
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PointerCamera.prototype.onPointerLockChange = function() {
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L3D.PointerCamera.prototype.onPointerLockChange = function() {
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if (this.isLocked()) {
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@@ -259,7 +259,7 @@ PointerCamera.prototype.onPointerLockChange = function() {
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* Update the position of the camera
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.update = function(time) {
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L3D.PointerCamera.prototype.update = function(time) {
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if (this.moving) {
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this.linearMotion(time);
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} else if (this.movingHermite) {
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@@ -273,15 +273,15 @@ PointerCamera.prototype.update = function(time) {
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* Update the camera according to its linear motion
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.linearMotion = function(time) {
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var position_direction = Tools.diff(this.new_position, this.position);
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var target_direction = Tools.diff(this.new_target, this.target);
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L3D.PointerCamera.prototype.linearMotion = function(time) {
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var position_direction = L3D.Tools.diff(this.new_position, this.position);
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var target_direction = L3D.Tools.diff(this.new_target, this.target);
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this.position.add(Tools.mul(position_direction, 0.05 * time / 20));
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this.target.add(Tools.mul(target_direction, 0.05 * time / 20));
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this.position.add(L3D.Tools.mul(position_direction, 0.05 * time / 20));
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this.target.add(L3D.Tools.mul(target_direction, 0.05 * time / 20));
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if (Tools.norm2(Tools.diff(this.position, this.new_position)) < 0.01 &&
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Tools.norm2(Tools.diff(this.target, this.new_target)) < 0.01) {
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if (L3D.Tools.norm2(L3D.Tools.diff(this.position, this.new_position)) < 0.01 &&
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L3D.Tools.norm2(L3D.Tools.diff(this.target, this.new_target)) < 0.01) {
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this.moving = false;
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this.anglesFromVectors();
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}
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@@ -291,13 +291,13 @@ PointerCamera.prototype.linearMotion = function(time) {
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* Update the camera according to its hermite motion
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.hermiteMotion = function(time) {
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L3D.PointerCamera.prototype.hermiteMotion = function(time) {
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var e = this.hermitePosition.eval(this.t);
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this.position.x = e.x;
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this.position.y = e.y;
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this.position.z = e.z;
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this.target = Tools.sum(this.position, this.hermiteAngles.eval(this.t));
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this.target = L3D.Tools.sum(this.position, this.hermiteAngles.eval(this.t));
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this.t += 0.01 * time / 20;
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@@ -311,7 +311,7 @@ PointerCamera.prototype.hermiteMotion = function(time) {
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* Update the camera according to the user's input
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.normalMotion = function(time) {
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L3D.PointerCamera.prototype.normalMotion = function(time) {
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// Update angles
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if (this.motion.increasePhi) {this.phi += this.sensitivity * time / 20; this.changed = true; }
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@@ -340,7 +340,7 @@ PointerCamera.prototype.normalMotion = function(time) {
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self.shouldLogCameraAngles = true;
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}, 100);
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var event = new BD.Event.KeyboardEvent();
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var event = new L3D.BD.Event.KeyboardEvent();
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event.camera = this;
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}
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@@ -367,10 +367,10 @@ PointerCamera.prototype.normalMotion = function(time) {
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var direction = new THREE.Vector3();
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if (this.motion.boost) speed *= 10;
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if (this.motion.moveForward) {direction.add(Tools.mul(forward, speed)); this.changed = true;}
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if (this.motion.moveBackward) {direction.sub(Tools.mul(forward, speed)); this.changed = true;}
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if (this.motion.moveLeft) {direction.add(Tools.mul(left, speed)); this.changed = true;}
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if (this.motion.moveRight) {direction.sub(Tools.mul(left, speed)); this.changed = true;}
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if (this.motion.moveForward) {direction.add(L3D.Tools.mul(forward, speed)); this.changed = true;}
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if (this.motion.moveBackward) {direction.sub(L3D.Tools.mul(forward, speed)); this.changed = true;}
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if (this.motion.moveLeft) {direction.add(L3D.Tools.mul(left, speed)); this.changed = true;}
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if (this.motion.moveRight) {direction.sub(L3D.Tools.mul(left, speed)); this.changed = true;}
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if (!this.collisions || !this.isColliding(direction)) {
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this.position.add(direction);
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@@ -384,17 +384,17 @@ PointerCamera.prototype.normalMotion = function(time) {
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/**
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* Reset the camera to its resetElements, and finishes any motion
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*/
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PointerCamera.prototype.reset = function() {
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L3D.PointerCamera.prototype.reset = function() {
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this.resetPosition();
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this.moving = false;
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this.movingHermite = false;
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(new BD.Event.ResetClicked()).send();
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(new L3D.BD.Event.ResetClicked()).send();
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};
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/**
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* Reset the position of th camera
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*/
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PointerCamera.prototype.resetPosition = function() {
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L3D.PointerCamera.prototype.resetPosition = function() {
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this.position.copy(this.resetElements.position);
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this.target.copy(this.resetElements.target);
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this.anglesFromVectors();
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@@ -403,7 +403,7 @@ PointerCamera.prototype.resetPosition = function() {
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/**
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* Computes the vectors (forward, left, ...) according to theta and phi
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*/
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PointerCamera.prototype.vectorsFromAngles = function() {
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L3D.PointerCamera.prototype.vectorsFromAngles = function() {
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// Update direction
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this.forward.y = Math.sin(this.phi);
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@@ -417,8 +417,8 @@ PointerCamera.prototype.vectorsFromAngles = function() {
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/**
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* Computes theta and phi according to the vectors (forward, left, ...)
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*/
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PointerCamera.prototype.anglesFromVectors = function() {
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var forward = Tools.diff(this.target, this.position);
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L3D.PointerCamera.prototype.anglesFromVectors = function() {
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var forward = L3D.Tools.diff(this.target, this.position);
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forward.normalize();
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this.phi = Math.asin(forward.y);
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@@ -433,7 +433,7 @@ PointerCamera.prototype.anglesFromVectors = function() {
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* @param {Camera} camera Camera to move to
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* @param {Boolean} [toSave=true] true if you want to save the current state of the camera
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*/
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PointerCamera.prototype.move = function(otherCamera, toSave) {
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L3D.PointerCamera.prototype.move = function(otherCamera, toSave) {
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if (toSave === undefined)
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toSave = true;
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@@ -442,8 +442,8 @@ PointerCamera.prototype.move = function(otherCamera, toSave) {
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this.new_position = otherCamera.position.clone();
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var t = [0,1];
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var f = [this.position.clone(), this.new_position];
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var fp = [Tools.diff(this.target, this.position), Tools.diff(this.new_target, this.new_position)];
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this.hermite = new Hermite.Polynom(t,f,fp);
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var fp = [L3D.Tools.diff(this.target, this.position), L3D.Tools.diff(this.new_target, this.new_position)];
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this.hermite = new L3D.Hermite.Polynom(t,f,fp);
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this.t = 0;
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if (toSave) {
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@@ -460,22 +460,22 @@ PointerCamera.prototype.move = function(otherCamera, toSave) {
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* @param {Camera} camera Camera to move to
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* @param {Boolean} [toSave=true] true if you want to save the current state of the camera
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*/
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PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
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L3D.PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
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if (toSave === undefined)
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toSave = true;
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this.movingHermite = true;
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this.t = 0;
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this.hermitePosition = new Hermite.special.Polynom(
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this.hermitePosition = new L3D.Hermite.special.Polynom(
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this.position.clone(),
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otherCamera.position.clone(),
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Tools.mul(Tools.diff(otherCamera.target, otherCamera.position).normalize(),4)
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L3D.Tools.mul(L3D.Tools.diff(otherCamera.target, otherCamera.position).normalize(),4)
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);
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this.hermiteAngles = new Hermite.special.Polynom(
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Tools.diff(this.target, this.position),
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Tools.diff(otherCamera.target, otherCamera.position),
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this.hermiteAngles = new L3D.Hermite.special.Polynom(
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L3D.Tools.diff(this.target, this.position),
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L3D.Tools.diff(otherCamera.target, otherCamera.position),
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new THREE.Vector3()
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);
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@@ -493,12 +493,12 @@ PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
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* @param {THREE.Vector3} direction the direction of the camera
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* @returns {Boolean} true if there is a collision, false otherwise
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*/
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PointerCamera.prototype.isColliding = function(direction) {
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L3D.PointerCamera.prototype.isColliding = function(direction) {
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this.raycaster.set(this.position, direction.clone().normalize());
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var intersects = this.raycaster.intersectObjects(this.collidableObjects, true);
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for (var i in intersects) {
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if (intersects[i].distance < Tools.norm(direction) + this.speed * 300 &&
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if (intersects[i].distance < L3D.Tools.norm(direction) + this.speed * 300 &&
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intersects[i].object.raycastable) {
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return true;
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}
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@@ -510,14 +510,14 @@ PointerCamera.prototype.isColliding = function(direction) {
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/**
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* Look method. Equivalent to gluLookAt for the current camera
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*/
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PointerCamera.prototype.look = function() {
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L3D.PointerCamera.prototype.look = function() {
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this.lookAt(this.target);
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};
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/**
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* Adds the camera to the scene
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*/
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PointerCamera.prototype.addToScene = function(scene) {
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L3D.PointerCamera.prototype.addToScene = function(scene) {
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scene.add(this);
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};
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@@ -526,7 +526,7 @@ PointerCamera.prototype.addToScene = function(scene) {
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* @param {event} event the event that happened
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* @param {Booelean} toSet true if the key was pressed, false if released
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*/
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PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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L3D.PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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// Create copy of state
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var motionJsonCopy = JSON.stringify(this.motion);
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@@ -553,7 +553,7 @@ PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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}
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if (motionJsonCopy != JSON.stringify(this.motion)) {
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// Log any change
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var e = new BD.Event.KeyboardEvent();
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var e = new L3D.BD.Event.KeyboardEvent();
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e.camera = this;
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e.send();
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}
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@@ -563,7 +563,7 @@ PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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* Manages the key pressed events
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* @param {event} event the event to manage
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*/
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PointerCamera.prototype.onKeyDown = function(event) {
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L3D.PointerCamera.prototype.onKeyDown = function(event) {
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this.onKeyEvent(event, true);
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};
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@@ -571,7 +571,7 @@ PointerCamera.prototype.onKeyDown = function(event) {
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* Manages the key released events
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* @param {event} event the event to manage
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*/
|
||||
PointerCamera.prototype.onKeyUp = function(event) {
|
||||
L3D.PointerCamera.prototype.onKeyUp = function(event) {
|
||||
this.onKeyEvent(event, false);
|
||||
};
|
||||
|
||||
@@ -579,7 +579,7 @@ PointerCamera.prototype.onKeyUp = function(event) {
|
||||
* Manages the mouse down events. Start drag'n'dropping if the options are set to drag'n'drop
|
||||
* @param {event} event the event to manage
|
||||
*/
|
||||
PointerCamera.prototype.onMouseDown = function(event) {
|
||||
L3D.PointerCamera.prototype.onMouseDown = function(event) {
|
||||
|
||||
if (!this.shouldLock) {
|
||||
|
||||
@@ -595,7 +595,7 @@ PointerCamera.prototype.onMouseDown = function(event) {
|
||||
* Manages the mouse move events. Modifies the target of the camera according to the drag'n'drop motion
|
||||
* @param {event} event the event to manage
|
||||
*/
|
||||
PointerCamera.prototype.onMouseMove = function(event) {
|
||||
L3D.PointerCamera.prototype.onMouseMove = function(event) {
|
||||
|
||||
if (!this.shouldLock && this.dragging) {
|
||||
var mouse = {x: this.mouse.x, y: this.mouse.y};
|
||||
@@ -613,7 +613,7 @@ PointerCamera.prototype.onMouseMove = function(event) {
|
||||
* Manages the mouse move envent in case of pointer lock
|
||||
* @param {event} event the event to manage
|
||||
*/
|
||||
PointerCamera.prototype.onMouseMovePointer = function(e) {
|
||||
L3D.PointerCamera.prototype.onMouseMovePointer = function(e) {
|
||||
|
||||
if (this.isLocked()) {
|
||||
|
||||
@@ -637,12 +637,12 @@ PointerCamera.prototype.onMouseMovePointer = function(e) {
|
||||
* Manages the mouse up event. Stops the dragging
|
||||
* @param {event} event the event to manage
|
||||
*/
|
||||
PointerCamera.prototype.onMouseUp = function(event) {
|
||||
L3D.PointerCamera.prototype.onMouseUp = function(event) {
|
||||
this.onMouseMove(event);
|
||||
|
||||
// Send log to DB
|
||||
if (this.dragging && this.mouseMoved && !this.moving && !this.movingHermite) {
|
||||
var e = new BD.Event.KeyboardEvent();
|
||||
var e = new L3D.BD.Event.KeyboardEvent();
|
||||
e.camera = this;
|
||||
e.send();
|
||||
}
|
||||
@@ -653,7 +653,7 @@ PointerCamera.prototype.onMouseUp = function(event) {
|
||||
/**
|
||||
* Logs the camera to the terminal (pratical to create recommended views)
|
||||
*/
|
||||
PointerCamera.prototype.log = function() {
|
||||
L3D.PointerCamera.prototype.log = function() {
|
||||
console.log("createCamera(\nnew THREE.Vector3(" + this.position.x + "," + this.position.y + ',' + this.position.z + '),\n' +
|
||||
"new THREE.Vector3(" + this.target.x + "," + this.target.y + ',' + this.target.z + ')\n)');
|
||||
};
|
||||
@@ -661,7 +661,7 @@ PointerCamera.prototype.log = function() {
|
||||
/**
|
||||
* Save the current state of the camera in the history
|
||||
*/
|
||||
PointerCamera.prototype.save = function() {
|
||||
L3D.PointerCamera.prototype.save = function() {
|
||||
var backup = {};
|
||||
backup.position = this.position.clone();
|
||||
backup.target = this.target.clone();
|
||||
@@ -671,10 +671,10 @@ PointerCamera.prototype.save = function() {
|
||||
/**
|
||||
* Undo last motion according to the history
|
||||
*/
|
||||
PointerCamera.prototype.undo = function() {
|
||||
L3D.PointerCamera.prototype.undo = function() {
|
||||
var move = this.history.undo();
|
||||
if (move !== undefined) {
|
||||
var event = new BD.Event.PreviousNextClicked();
|
||||
var event = new L3D.BD.Event.PreviousNextClicked();
|
||||
event.previous = true;
|
||||
event.camera = move;
|
||||
event.send();
|
||||
@@ -686,10 +686,10 @@ PointerCamera.prototype.undo = function() {
|
||||
/**
|
||||
* Redo last motion according to the history
|
||||
*/
|
||||
PointerCamera.prototype.redo = function() {
|
||||
L3D.PointerCamera.prototype.redo = function() {
|
||||
var move = this.history.redo();
|
||||
if (move !== undefined) {
|
||||
var event = new BD.Event.PreviousNextClicked();
|
||||
var event = new L3D.BD.Event.PreviousNextClicked();
|
||||
event.previous = false;
|
||||
event.camera = move;
|
||||
event.send();
|
||||
@@ -702,7 +702,7 @@ PointerCamera.prototype.redo = function() {
|
||||
* Checks if there is a undo possibility in the history
|
||||
* @returns {Boolean} true if undo is possible, false otherwise
|
||||
*/
|
||||
PointerCamera.prototype.undoable = function() {
|
||||
L3D.PointerCamera.prototype.undoable = function() {
|
||||
return this.history.undoable();
|
||||
};
|
||||
|
||||
@@ -710,11 +710,11 @@ PointerCamera.prototype.undoable = function() {
|
||||
* Checks if there is a redo possibility in the history
|
||||
* @returns {Boolean} true if redo is possible, false otherwise
|
||||
*/
|
||||
PointerCamera.prototype.redoable = function() {
|
||||
L3D.PointerCamera.prototype.redoable = function() {
|
||||
return this.history.redoable();
|
||||
};
|
||||
|
||||
PointerCamera.prototype.toList = function() {
|
||||
L3D.PointerCamera.prototype.toList = function() {
|
||||
this.updateMatrix();
|
||||
this.updateMatrixWorld();
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
// class camera extends THREE.PerspectiveCamera
|
||||
var ReplayCamera = function() {
|
||||
L3D.ReplayCamera = function() {
|
||||
THREE.PerspectiveCamera.apply(this, arguments);
|
||||
|
||||
this.coins = arguments[4];
|
||||
@@ -31,18 +31,16 @@ var ReplayCamera = function() {
|
||||
this.theta = Math.PI;
|
||||
this.phi = Math.PI;
|
||||
|
||||
this.resetElements = resetBobombElements();
|
||||
|
||||
};
|
||||
ReplayCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
|
||||
ReplayCamera.prototype.constructor = ReplayCamera;
|
||||
L3D.ReplayCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
|
||||
L3D.ReplayCamera.prototype.constructor = L3D.ReplayCamera;
|
||||
|
||||
ReplayCamera.prototype.look = function() {
|
||||
L3D.ReplayCamera.prototype.look = function() {
|
||||
this.lookAt(this.target);
|
||||
};
|
||||
|
||||
// Update function
|
||||
ReplayCamera.prototype.update = function(time) {
|
||||
L3D.ReplayCamera.prototype.update = function(time) {
|
||||
if (this.started) {
|
||||
if (this.event.type == 'camera') {
|
||||
this.cameraMotion(time);
|
||||
@@ -59,8 +57,8 @@ ReplayCamera.prototype.update = function(time) {
|
||||
}
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.linearMotion = function(time) {
|
||||
var tmp = Tools.sum(Tools.mul(this.old_position, 1-this.t), Tools.mul(this.new_position, this.t));
|
||||
L3D.ReplayCamera.prototype.linearMotion = function(time) {
|
||||
var tmp = L3D.Tools.sum(L3D.Tools.mul(this.old_position, 1-this.t), L3D.Tools.mul(this.new_position, this.t));
|
||||
this.position.x = tmp.x;
|
||||
this.position.y = tmp.y;
|
||||
this.position.z = tmp.z;
|
||||
@@ -71,13 +69,13 @@ ReplayCamera.prototype.linearMotion = function(time) {
|
||||
}
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.cameraMotion = function(time) {
|
||||
L3D.ReplayCamera.prototype.cameraMotion = function(time) {
|
||||
|
||||
var tmp = Tools.sum(Tools.mul(this.old_position, 1-this.t), Tools.mul(this.new_position, this.t));
|
||||
var tmp = L3D.Tools.sum(L3D.Tools.mul(this.old_position, 1-this.t), L3D.Tools.mul(this.new_position, this.t));
|
||||
this.position.x = tmp.x;
|
||||
this.position.y = tmp.y;
|
||||
this.position.z = tmp.z;
|
||||
this.target = Tools.sum(Tools.mul(this.old_target, 1-this.t), Tools.mul(this.new_target, this.t));
|
||||
this.target = L3D.Tools.sum(L3D.Tools.mul(this.old_target, 1-this.t), L3D.Tools.mul(this.new_target, this.t));
|
||||
this.t += 1 / (((new Date(this.path[this.counter].time)).getTime() - (new Date(this.path[this.counter-1].time)).getTime()) / 20);
|
||||
|
||||
if (this.t > 1) {
|
||||
@@ -85,13 +83,13 @@ ReplayCamera.prototype.cameraMotion = function(time) {
|
||||
}
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.hermiteMotion = function(time) {
|
||||
L3D.ReplayCamera.prototype.hermiteMotion = function(time) {
|
||||
var e = this.hermitePosition.eval(this.t);
|
||||
this.position.x = e.x;
|
||||
this.position.y = e.y;
|
||||
this.position.z = e.z;
|
||||
|
||||
this.target = Tools.sum(this.position, this.hermiteAngles.eval(this.t));
|
||||
this.target = L3D.Tools.sum(this.position, this.hermiteAngles.eval(this.t));
|
||||
|
||||
this.t += 0.01 * time / 20;
|
||||
|
||||
@@ -100,7 +98,7 @@ ReplayCamera.prototype.hermiteMotion = function(time) {
|
||||
}
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.nextEvent = function() {
|
||||
L3D.ReplayCamera.prototype.nextEvent = function() {
|
||||
this.counter++;
|
||||
|
||||
// Finished
|
||||
@@ -137,19 +135,19 @@ ReplayCamera.prototype.nextEvent = function() {
|
||||
}
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.reset = function() {
|
||||
L3D.ReplayCamera.prototype.reset = function() {
|
||||
this.resetPosition();
|
||||
this.moving = false;
|
||||
this.movingHermite = false;
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.resetPosition = function() {
|
||||
L3D.ReplayCamera.prototype.resetPosition = function() {
|
||||
this.position.copy(this.resetElements.position);
|
||||
this.target.copy(this.resetElements.target);
|
||||
this.anglesFromVectors();
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.vectorsFromAngles = function() {
|
||||
L3D.ReplayCamera.prototype.vectorsFromAngles = function() {
|
||||
// Update direction
|
||||
this.forward.y = Math.sin(this.phi);
|
||||
|
||||
@@ -160,9 +158,9 @@ ReplayCamera.prototype.vectorsFromAngles = function() {
|
||||
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.anglesFromVectors = function() {
|
||||
L3D.ReplayCamera.prototype.anglesFromVectors = function() {
|
||||
// Update phi and theta so that return to reality does not hurt
|
||||
var forward = Tools.diff(this.target, this.position);
|
||||
var forward = L3D.Tools.diff(this.target, this.position);
|
||||
forward.normalize();
|
||||
|
||||
this.phi = Math.asin(forward.y);
|
||||
@@ -172,7 +170,7 @@ ReplayCamera.prototype.anglesFromVectors = function() {
|
||||
this.theta = Math.atan2(forward.x, forward.z);
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.move = function(otherCamera) {
|
||||
L3D.ReplayCamera.prototype.move = function(otherCamera) {
|
||||
this.moving = true;
|
||||
this.old_target = this.target.clone();
|
||||
this.old_position = this.position.clone();
|
||||
@@ -182,21 +180,21 @@ ReplayCamera.prototype.move = function(otherCamera) {
|
||||
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.moveHermite = function(otherCamera) {
|
||||
L3D.ReplayCamera.prototype.moveHermite = function(otherCamera) {
|
||||
this.movingHermite = true;
|
||||
this.t = 0;
|
||||
|
||||
this.hermitePosition = new Hermite.special.Polynom(
|
||||
this.hermitePosition = new L3D.Hermite.special.Polynom(
|
||||
this.position.clone(),
|
||||
otherCamera.position.clone(),
|
||||
Tools.mul(Tools.diff(otherCamera.target, otherCamera.position).normalize(),4)
|
||||
L3D.Tools.mul(L3D.Tools.diff(otherCamera.target, otherCamera.position).normalize(),4)
|
||||
);
|
||||
|
||||
this.hermiteAngles = new Hermite.special.Polynom(
|
||||
Tools.diff(this.target, this.position),
|
||||
Tools.diff(otherCamera.target, otherCamera.position),
|
||||
this.hermiteAngles = new L3D.Hermite.special.Polynom(
|
||||
L3D.Tools.diff(this.target, this.position),
|
||||
L3D.Tools.diff(otherCamera.target, otherCamera.position),
|
||||
new THREE.Vector3()
|
||||
);
|
||||
};
|
||||
|
||||
ReplayCamera.prototype.save = function() {};
|
||||
L3D.ReplayCamera.prototype.save = function() {};
|
||||
|
||||
Reference in New Issue
Block a user