Added arrows instead of cameras
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@ -30,22 +30,22 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
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var geometry = new THREE.Geometry();
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var position = this.position.clone();
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this.center = this.position.clone();
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var left = Tools.cross(direction, this.up);
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var other = Tools.cross(direction, left);
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position.sub(direction);
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this.center.sub(direction);
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left.normalize();
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other.normalize();
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left = Tools.mul(left, 0.2);
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other = Tools.mul(other, 0.2);
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geometry.vertices.push(Tools.sum( Tools.sum( position, left), other),
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Tools.diff(Tools.sum( position, other), left),
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Tools.diff(Tools.diff(position, left), other),
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Tools.sum( Tools.diff(position, other), left),
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Tools.sum(position, direction)
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geometry.vertices.push(Tools.sum( Tools.sum( this.position, left), other),
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Tools.diff(Tools.sum( this.position, other), left),
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Tools.diff(Tools.diff(this.position, left), other),
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Tools.sum( Tools.diff(this.position, other), left),
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Tools.sum(this.position, direction)
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);
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geometry.faces.push(new THREE.Face3(0,1,2), // new THREE.Face3(0,2,1),
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@ -97,14 +97,20 @@ var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) {
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});
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this.mesh = new THREE.Mesh(geometry, material);
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this.arrow = new THREE.Line(new THREE.Geometry(), new THREE.LineBasicMaterial({color: 0xff0000}), THREE.LinePieces);
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this.arrow.material.linewidth=10;
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this.arrow.geometry.vertices.push(new THREE.Vector3());
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this.arrow.geometry.vertices.push(new THREE.Vector3());
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this.arrow.geometry.vertices[0] = new THREE.Vector3();// mainCamera.position.clone();
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this.arrow.geometry.vertices[1] = this.position.clone();
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}
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FixedCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
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FixedCamera.prototype.constructor = FixedCamera;
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// Update function
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FixedCamera.prototype.update = function(position) {
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FixedCamera.prototype.update = function(mainCamera) {
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// Compute distance between center of camera and position
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dist = Tools.norm2(Tools.diff(position, this.position));
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dist = Tools.norm2(Tools.diff(mainCamera.position, this.center));
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var low_bound = 1;
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var high_bound = 5;
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@ -123,8 +129,38 @@ FixedCamera.prototype.update = function(position) {
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// Update opacity
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this.mesh.material.transparent = new_value < 0.9;
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this.border.material.transparent = new_value < 0.9;
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this.arrow.material.transparent = new_value < 0.9;
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this.mesh.material.opacity = new_value;
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this.border.material.opacity = new_value;
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this.arrow.material.opacity = new_value;
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this.regenerateArrow(mainCamera);
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}
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FixedCamera.prototype.regenerateArrow = function(mainCamera) {
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var vertices = new Array();
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var t = [0,1];
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var f = [mainCamera.position.clone(), this.position.clone()];
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var fp = [Tools.diff(mainCamera.target, mainCamera.position), Tools.diff(this.target, this.position)];
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var hermite = new Hermite.Polynom(t,f,fp);
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vertices.push(hermite.eval(0.5));
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for (var i = 0.5; i <= 1.001; i += 0.05) {
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var point = hermite.eval(i);
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vertices.push(point, point);
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}
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this.arrow.geometry.vertices = vertices;
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// this.arrow.geometry.vertices[0] = new THREE.Vector3(); // mainCamera.position.clone();
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// this.arrow.geometry.vertices[1] = this.position.clone();
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this.arrow.geometry.dynamic = true;
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this.arrow.geometry.verticesNeedUpdate = true;
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this.arrow.geometry.elementsNeedUpdate = true;
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this.arrow.geometry.groupsNeedUpdate = true;
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this.arrow.geometry.normalsNeedUpdate = true;
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}
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// Look function
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@ -136,6 +172,7 @@ FixedCamera.prototype.addToScene = function(scene) {
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scene.add(this);
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scene.add(this.mesh);
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scene.add(this.border);
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scene.add(this.arrow);
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}
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FixedCamera.prototype.traverse = function(callback) {
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@ -142,10 +142,12 @@ PointerCamera.prototype.update = function() {
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left.normalize();
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left.multiplyScalar(400.0 * delta);
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if (this.moveForward) this.position.add(Tools.mul(forward, this.speed));
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if (this.moveBackward) this.position.sub(Tools.mul(forward, this.speed));
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if (this.moveLeft) this.position.add(Tools.mul(left, this.speed));
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if (this.moveRight) this.position.sub(Tools.mul(left, this.speed));
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var speed = this.speed;
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if (this.boost) speed *= 10;
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if (this.moveForward) this.position.add(Tools.mul(forward, speed));
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if (this.moveBackward) this.position.sub(Tools.mul(forward, speed));
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if (this.moveLeft) this.position.add(Tools.mul(left, speed));
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if (this.moveRight) this.position.sub(Tools.mul(left, speed));
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this.target = this.position.clone();
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this.target.add(forward);
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@ -181,6 +183,7 @@ PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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case 37: case 81: this.moveLeft = toSet; break; // left / q
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case 40: case 83: this.moveBackward = toSet; break; // down / s
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case 39: case 68: this.moveRight = toSet; break; // right / d
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case 32: this.boost = toSet; break;
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// Qwerty keyboards
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// case 38: case 87: this.moveForward = toSet; break; // up / w
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@ -40,12 +40,12 @@ function init() {
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container.appendChild(renderer.domElement);
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// init light
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var directional_light = new THREE.DirectionalLight(0xaaaaaa);
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var directional_light = new THREE.DirectionalLight(0x777777);
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directional_light.position.set(1, 0.5, 1).normalize();
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directional_light.castShadow = true;
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scene.add(directional_light);
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var ambient_light = new THREE.AmbientLight(0x666666);
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var ambient_light = new THREE.AmbientLight(0x777777);
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scene.add(ambient_light);
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// on initialise la camera que l’on place ensuite sur la scène
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@ -114,6 +114,27 @@ function init() {
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});
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}, onProgress, onError );
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// loader.load( '/data/bobomb/bobomb battlefeild.obj',
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// '/data/bobomb/bobomb battlefeild.mtl',
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// function ( object ) {
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// // object.position.z -= 10.9;
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// // object.position.y += 0.555;
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// // object.position.x += 3.23;
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// var theta = 0.27;
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// object.rotation.y = Math.PI - theta;
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// object.up = new THREE.Vector3(0,0,1);
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// scene.add(object);
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// object.traverse(function (object) {
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// if (object instanceof THREE.Mesh) {
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// object.material.side = THREE.DoubleSide;
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// console.log(object.geometry.vertices.length);
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// object.geometry.mergeVertices();
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// object.geometry.computeVertexNormals();
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// }
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// });
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// }, onProgress, onError );
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createCamera(
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new THREE.Vector3(-3.349895207953063, 5.148106346852601, 0.3365943929701533),
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@ -179,7 +200,7 @@ function animate() {
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requestAnimationFrame(animate);
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stats.begin();
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cameras.update(cameras.mainCamera().position);
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cameras.update(cameras.mainCamera());
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cameras.look();
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renderer.render(scene, cameras.mainCamera());
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