Added reset button
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@@ -65,20 +65,8 @@ PointerCamera.prototype.update = function() {
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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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// this.position = this.new_position.clone();
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// this.target = this.new_target.clone();
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this.moving = false;
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// Update phi and theta so that return to reality does not hurt
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var forward = 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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// Don't know why this line works... But thanks Thierry-san and
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// Bastien because it seems to work...
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this.theta = Math.atan2(forward.x, forward.z);
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this.anglesFromVectors();
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}
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// Hermite polynom version
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@@ -124,17 +112,11 @@ PointerCamera.prototype.update = function() {
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this.phi = Math.min(Math.max(-(Math.PI/2-0.1),this.phi), Math.PI/2-0.1);
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this.theta = ((this.theta - Math.PI) % (2*Math.PI)) + Math.PI;
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// Compute vectors (position and target)
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this.vectorsFromAngles();
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// Update with events
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var delta = 0.1;
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// Update direction
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this.forward.y = Math.sin(this.phi);
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var cos = Math.cos(this.phi);
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this.forward.z = cos * Math.cos(this.theta);
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this.forward.x = cos * Math.sin(this.theta);
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this.forward.normalize();
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// Update
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var forward = this.forward.clone();
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forward.multiplyScalar(400.0 * delta);
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var left = this.up.clone();
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@@ -152,8 +134,35 @@ PointerCamera.prototype.update = function() {
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this.target = this.position.clone();
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this.target.add(forward);
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}
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}
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PointerCamera.prototype.reset = function() {
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this.position.copy(new THREE.Vector3(-8.849933489419644, 9.050627639459208, 0.6192960680432451));
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this.target.copy(new THREE.Vector3(17.945323228767702, -15.156828589982375, -16.585740412769756));
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this.anglesFromVectors();
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}
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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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var cos = Math.cos(this.phi);
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this.forward.z = cos * Math.cos(this.theta);
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this.forward.x = cos * Math.sin(this.theta);
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this.forward.normalize();
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}
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PointerCamera.prototype.anglesFromVectors = function() {
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// Update phi and theta so that return to reality does not hurt
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var forward = 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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// Don't know why this line works... But thanks Thierry-san and
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// Bastien because it seems to work...
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this.theta = Math.atan2(forward.x, forward.z);
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}
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PointerCamera.prototype.move = function(otherCamera) {
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