Added arrows instead of cameras

This commit is contained in:
Thomas FORGIONE 2015-04-17 10:14:48 +02:00
parent dd5ad7f45a
commit d15740ec3a
3 changed files with 78 additions and 17 deletions

View File

@ -30,22 +30,22 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
var geometry = new THREE.Geometry(); var geometry = new THREE.Geometry();
var position = this.position.clone(); this.center = this.position.clone();
var left = Tools.cross(direction, this.up); var left = Tools.cross(direction, this.up);
var other = Tools.cross(direction, left); var other = Tools.cross(direction, left);
position.sub(direction); this.center.sub(direction);
left.normalize(); left.normalize();
other.normalize(); other.normalize();
left = Tools.mul(left, 0.2); left = Tools.mul(left, 0.2);
other = Tools.mul(other, 0.2); other = Tools.mul(other, 0.2);
geometry.vertices.push(Tools.sum( Tools.sum( position, left), other), geometry.vertices.push(Tools.sum( Tools.sum( this.position, left), other),
Tools.diff(Tools.sum( position, other), left), Tools.diff(Tools.sum( this.position, other), left),
Tools.diff(Tools.diff(position, left), other), Tools.diff(Tools.diff(this.position, left), other),
Tools.sum( Tools.diff(position, other), left), Tools.sum( Tools.diff(this.position, other), left),
Tools.sum(position, direction) Tools.sum(this.position, direction)
); );
geometry.faces.push(new THREE.Face3(0,1,2), // new THREE.Face3(0,2,1), geometry.faces.push(new THREE.Face3(0,1,2), // new THREE.Face3(0,2,1),
@ -97,14 +97,20 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
}); });
this.mesh = new THREE.Mesh(geometry, material); this.mesh = new THREE.Mesh(geometry, material);
this.arrow = new THREE.Line(new THREE.Geometry(), new THREE.LineBasicMaterial({color: 0xff0000}), THREE.LinePieces);
this.arrow.material.linewidth=10;
this.arrow.geometry.vertices.push(new THREE.Vector3());
this.arrow.geometry.vertices.push(new THREE.Vector3());
this.arrow.geometry.vertices[0] = new THREE.Vector3();// mainCamera.position.clone();
this.arrow.geometry.vertices[1] = this.position.clone();
} }
FixedCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype); FixedCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
FixedCamera.prototype.constructor = FixedCamera; FixedCamera.prototype.constructor = FixedCamera;
// Update function // Update function
FixedCamera.prototype.update = function(position) { FixedCamera.prototype.update = function(mainCamera) {
// Compute distance between center of camera and position // Compute distance between center of camera and position
dist = Tools.norm2(Tools.diff(position, this.position)); dist = Tools.norm2(Tools.diff(mainCamera.position, this.center));
var low_bound = 1; var low_bound = 1;
var high_bound = 5; var high_bound = 5;
@ -123,8 +129,38 @@ FixedCamera.prototype.update = function(position) {
// Update opacity // Update opacity
this.mesh.material.transparent = new_value < 0.9; this.mesh.material.transparent = new_value < 0.9;
this.border.material.transparent = new_value < 0.9; this.border.material.transparent = new_value < 0.9;
this.arrow.material.transparent = new_value < 0.9;
this.mesh.material.opacity = new_value; this.mesh.material.opacity = new_value;
this.border.material.opacity = new_value; this.border.material.opacity = new_value;
this.arrow.material.opacity = new_value;
this.regenerateArrow(mainCamera);
}
FixedCamera.prototype.regenerateArrow = function(mainCamera) {
var vertices = new Array();
var t = [0,1];
var f = [mainCamera.position.clone(), this.position.clone()];
var fp = [Tools.diff(mainCamera.target, mainCamera.position), Tools.diff(this.target, this.position)];
var hermite = new Hermite.Polynom(t,f,fp);
vertices.push(hermite.eval(0.5));
for (var i = 0.5; i <= 1.001; i += 0.05) {
var point = hermite.eval(i);
vertices.push(point, point);
}
this.arrow.geometry.vertices = vertices;
// this.arrow.geometry.vertices[0] = new THREE.Vector3(); // mainCamera.position.clone();
// this.arrow.geometry.vertices[1] = this.position.clone();
this.arrow.geometry.dynamic = true;
this.arrow.geometry.verticesNeedUpdate = true;
this.arrow.geometry.elementsNeedUpdate = true;
this.arrow.geometry.groupsNeedUpdate = true;
this.arrow.geometry.normalsNeedUpdate = true;
} }
// Look function // Look function
@ -136,6 +172,7 @@ FixedCamera.prototype.addToScene = function(scene) {
scene.add(this); scene.add(this);
scene.add(this.mesh); scene.add(this.mesh);
scene.add(this.border); scene.add(this.border);
scene.add(this.arrow);
} }
FixedCamera.prototype.traverse = function(callback) { FixedCamera.prototype.traverse = function(callback) {

View File

@ -142,10 +142,12 @@ PointerCamera.prototype.update = function() {
left.normalize(); left.normalize();
left.multiplyScalar(400.0 * delta); left.multiplyScalar(400.0 * delta);
if (this.moveForward) this.position.add(Tools.mul(forward, this.speed)); var speed = this.speed;
if (this.moveBackward) this.position.sub(Tools.mul(forward, this.speed)); if (this.boost) speed *= 10;
if (this.moveLeft) this.position.add(Tools.mul(left, this.speed)); if (this.moveForward) this.position.add(Tools.mul(forward, speed));
if (this.moveRight) this.position.sub(Tools.mul(left, this.speed)); if (this.moveBackward) this.position.sub(Tools.mul(forward, speed));
if (this.moveLeft) this.position.add(Tools.mul(left, speed));
if (this.moveRight) this.position.sub(Tools.mul(left, speed));
this.target = this.position.clone(); this.target = this.position.clone();
this.target.add(forward); this.target.add(forward);
@ -181,6 +183,7 @@ PointerCamera.prototype.onKeyEvent = function(event, toSet) {
case 37: case 81: this.moveLeft = toSet; break; // left / q case 37: case 81: this.moveLeft = toSet; break; // left / q
case 40: case 83: this.moveBackward = toSet; break; // down / s case 40: case 83: this.moveBackward = toSet; break; // down / s
case 39: case 68: this.moveRight = toSet; break; // right / d case 39: case 68: this.moveRight = toSet; break; // right / d
case 32: this.boost = toSet; break;
// Qwerty keyboards // Qwerty keyboards
// case 38: case 87: this.moveForward = toSet; break; // up / w // case 38: case 87: this.moveForward = toSet; break; // up / w

27
prototype/js/main.js vendored
View File

@ -40,12 +40,12 @@ function init() {
container.appendChild(renderer.domElement); container.appendChild(renderer.domElement);
// init light // init light
var directional_light = new THREE.DirectionalLight(0xaaaaaa); var directional_light = new THREE.DirectionalLight(0x777777);
directional_light.position.set(1, 0.5, 1).normalize(); directional_light.position.set(1, 0.5, 1).normalize();
directional_light.castShadow = true; directional_light.castShadow = true;
scene.add(directional_light); scene.add(directional_light);
var ambient_light = new THREE.AmbientLight(0x666666); var ambient_light = new THREE.AmbientLight(0x777777);
scene.add(ambient_light); scene.add(ambient_light);
// on initialise la camera que lon place ensuite sur la scène // on initialise la camera que lon place ensuite sur la scène
@ -114,6 +114,27 @@ function init() {
}); });
}, onProgress, onError ); }, onProgress, onError );
// loader.load( '/data/bobomb/bobomb battlefeild.obj',
// '/data/bobomb/bobomb battlefeild.mtl',
// function ( object ) {
// // object.position.z -= 10.9;
// // object.position.y += 0.555;
// // object.position.x += 3.23;
// var theta = 0.27;
// object.rotation.y = Math.PI - theta;
// object.up = new THREE.Vector3(0,0,1);
// scene.add(object);
// object.traverse(function (object) {
// if (object instanceof THREE.Mesh) {
// object.material.side = THREE.DoubleSide;
// console.log(object.geometry.vertices.length);
// object.geometry.mergeVertices();
// object.geometry.computeVertexNormals();
// }
// });
// }, onProgress, onError );
createCamera( createCamera(
new THREE.Vector3(-3.349895207953063, 5.148106346852601, 0.3365943929701533), new THREE.Vector3(-3.349895207953063, 5.148106346852601, 0.3365943929701533),
@ -179,7 +200,7 @@ function animate() {
requestAnimationFrame(animate); requestAnimationFrame(animate);
stats.begin(); stats.begin();
cameras.update(cameras.mainCamera().position); cameras.update(cameras.mainCamera());
cameras.look(); cameras.look();
renderer.render(scene, cameras.mainCamera()); renderer.render(scene, cameras.mainCamera());