Added sum docs
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@ -165,16 +165,31 @@ L3D.Previewer.prototype.update = function(arg) {
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this.drawn = arg;
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};
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/**
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* @description Changes the camera used for the preview
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* @param {THREE.Camera} camera the new camera for preview
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*/
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L3D.Previewer.prototype.setCamera = function(camera) {
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this.camera = camera;
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}
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};
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/**
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* @description Sets the position of the preview (automatically moves the
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* preview if the mouse is in the border of the canvas)
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* @param {Number} x x coordinate of the mouse
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* @param {Number} y y coordinate of the mouse
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*/
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L3D.Previewer.prototype.setPosition = function(x, y) {
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this.mouse.x = x;
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this.mouse.y = y;
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}
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};
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/**
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* @description Resets the size of the canvas and clears it
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* @param width {Number} the new width
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* @param height {Number} the new height
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*/
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L3D.Previewer.prototype.setSize = function(width, height) {
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this.domElement.width = width;
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this.domElement.height = height;
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}
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};
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@ -83,4 +83,4 @@ L3D.StartCanvas.prototype.setSize = function(width, height) {
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if (this.shown)
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this.render(true);
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}
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};
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@ -203,10 +203,13 @@ var ProgressiveLoader = function(path, scene, camera, callback, log) {
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*/
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this.modulus = 150;
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/**
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* Log function : called each time with the number of elements currently
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* received and the number of elements in total as parameter
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* @type {function}
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*/
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this.log = log;
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r = this;
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};
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/**
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@ -61,6 +61,11 @@ L3D.BaseRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
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L3D.BaseRecommendation.prototype = Object.create(THREE.Object3D.prototype);
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L3D.BaseRecommendation.prototype.constructor = L3D.BaseRecommendation;
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/**
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* Computes the intersections with its mesh
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* @param raycaster {THREE.Raycaster} the raycaster considered
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* @param intersects {Object[]} collisions in which we will append the stuff
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*/
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L3D.BaseRecommendation.prototype.raycast = function(raycaster, intersects) {
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var intersectsThis = [];
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@ -1,148 +0,0 @@
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L3D.CameraSelecter = function(renderer, scene, camera, cameras, coins, buttonManager) {
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this.raycaster = new THREE.Raycaster();
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this.renderer = renderer;
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this.mouse = {};
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this.camera = camera;
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this.cameras = cameras;
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this.prev = {};
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this.buttonManager = buttonManager;
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this.scene = scene;
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this.coins = coins;
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};
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L3D.CameraSelecter.prototype.pointedCamera = function() {
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var returnCamera;
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var x = ( this.mouse.x / this.renderer.domElement.width ) * 2 - 1;
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var y = - (this.mouse.y / this.renderer.domElement.height) * 2 + 1;
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var camera = this.camera;
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if (camera.pointerLocked) {
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this.mouse.x = this.renderer.domElement.width/2 ;
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this.mouse.y = this.renderer.domElement.height/2 ;
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x = 0;
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y = 0;
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}
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var vector = new THREE.Vector3(x, y, 0.5);
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vector.unproject(camera);
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this.raycaster.set(camera.position, vector.sub(camera.position).normalize());
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var intersects = this.raycaster.intersectObjects(this.scene.children, true);
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if ( intersects.length > 0 ) {
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var minDistance;
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var bestIndex;
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// Looking for cameras
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for (var i in intersects) {
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if (intersects[i].object.raycastable) {
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if ( minDistance === undefined || intersects[i].distance < minDistance ) {
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if (intersects[i].object instanceof THREE.Mesh) {
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minDistance = intersects[i].distance;
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bestIndex = i;
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}
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}
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}
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}
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if (bestIndex !== undefined) {
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// if (this.cameras.getById(intersects[bestIndex].object.parent.id) !== undefined) {
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var obj = intersects[bestIndex].object;
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for (var coin in this.coins) {
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if (obj === this.coins[coin].mesh) {
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return this.coins[coin];
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}
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}
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if (intersects[bestIndex].object.parent.parent instanceof L3D.BaseRecommendation) {
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this.currentPointedCamera = intersects[bestIndex].object.parent.parent;
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return this.currentPointedCamera;
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}
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// }
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}
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}
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this.currentPointedCamera = null;
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};
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L3D.CameraSelecter.prototype.update = function(event, y) {
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var e;
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if (event !== undefined) {
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this.mouse.x = event.offsetX === undefined ? event.layerX : event.offsetX;
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this.mouse.y = event.offsetY === undefined ? event.layerY : event.offsetY;
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}
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if (y !== undefined) {
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this.mouse.x = this.renderer.domElement.width/2;
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this.mouse.y = this.renderer.domElement.height/2;
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}
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var previousCamera = this.currentPointedCamera;
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var hovered = this.pointedCamera();
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if (hovered !== undefined && !(hovered instanceof Coin)) {
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if (hovered !== previousCamera) {
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// log it
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e = new L3D.BD.Event.Hovered();
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e.start = true;
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e.arrow_id = this.cameras.indexOf(this.currentPointedCamera);
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e.send();
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this.prev.x = this.mouse.x;
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this.prev.y = this.mouse.y;
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}
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this.prev.camera = hovered;
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this.prev.go = true;
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} else {
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if (this.prev.go) {
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// Log if previous was not null
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e = new L3D.BD.Event.Hovered();
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e.start = false;
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e.arrow_id = null;
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e.send();
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}
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this.prev.go = false;
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}
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document.getElementById('container').style.cursor = hovered ? "pointer" : "auto";
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if (this.camera.pointerLocked)
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this.camera.mousePointer.render(hovered ? L3D.MousePointer.RED : L3D.MousePointer.BLACK);
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};
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L3D.CameraSelecter.prototype.click = function(event) {
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var e;
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var newCamera = this.pointedCamera();
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if (newCamera !== undefined && !(newCamera instanceof Coin)) {
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e = new L3D.BD.Event.ArrowClicked();
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e.arrow_id = this.cameras.indexOf(newCamera);
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e.send();
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newCamera.check();
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this.camera.moveHermite(newCamera);
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buttonManager.updateElements();
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} else if (newCamera instanceof Coin) {
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// Coin found, notify server
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e = new L3D.BD.Event.CoinClicked();
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e.coin_id = this.coins.indexOf(newCamera);
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e.send();
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newCamera.get();
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}
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};
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@ -64,6 +64,7 @@ List.prototype.push = function(element) {
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/**
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* Sorts the list by creating an array, sorting it, and recopying it to the list
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* @param comparator {function} comparator between objects
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* Complexity O(size() * log (size()))
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*/
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List.prototype.sort = function(comparator) {
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@ -4,23 +4,84 @@ function pointerCheck(camera) {
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return (camera instanceof L3D.PointerCamera && camera.pointerLocked);
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}
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/**
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* Class to allow easy object clicking
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* @constructor
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* @memberof L3D
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* @param renderer {THREE.Renderer} the renderer
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* @param camera {THREE.Camera} the camera to use
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* @param objects {Object[]} the objects on which the collision is possible
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* @param onHover {function} callback called when the mouse hovers an object
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* @param onClick {function} callback called when the user clicks an object
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* @param [domElement=document] {Element} element to which ObjectClicker listens to
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*/
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var ObjectClicker = function(renderer, camera, objects, onHover, onClick, domElement) {
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/**
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* Renderer used
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* @type {THREE.Renderer}
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*/
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this.renderer = renderer;
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/**
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* Objects on which the collision is possible
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* @type {Object[]}
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*/
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this.objects = objects;
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/**
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* Function called when the mouse hovers an object
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* @type {function}
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*/
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this.onHover = onHover;
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/**
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* Function called when the user clicks on an object
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* @type {function}
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*/
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this.onClick = onClick;
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/**
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* Camera used for ray casting
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* @type {THREE.Camera}
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*/
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this.camera = camera;
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/**
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* Position of the mouse
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* @type {Object}
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*/
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this.mouse = {x: null, y: null};
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/**
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* Element on which we will listen
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* @type {Element}
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*/
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this.domElement = domElement || document;
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/**
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* Element currently hovered
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* @type {Object}
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*/
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this.hoveredElement = null;
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/**
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* Raycaster used for finding the objects
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* @private
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* @type {THREE.Raycaster}
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*/
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this.raycaster = new THREE.Raycaster();
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/**
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* Currently pointed object
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* @type {Object}
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*/
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this.currentPointedObject = null;
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/**
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* Previously pointed object
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* @type {Object}
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*/
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this.previousPointedObject = null;
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// Add event listeners
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};
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/**
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* Returns the object pointed by the mouse
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*/
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ObjectClicker.prototype.getPointedObject = function() {
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// Compute x and y for unprojection
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};
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/**
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* Updates the position of the mouse and the hovered object and calls onHover
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* @param event {Event} the event received by 'mousemove'
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*/
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ObjectClicker.prototype.update = function(event) {
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// Set mouse position
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@ -87,6 +155,9 @@ ObjectClicker.prototype.update = function(event) {
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};
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/**
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* Calls onClick on the current pointed element
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*/
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ObjectClicker.prototype.click = function() {
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this.onClick(this.currentPointedObject, this.mouse.x, this.mouse.y);
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