Cleaning
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@@ -210,13 +210,11 @@ L3D.PointerCamera.prototype.lockPointer = function() {
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* @returns true if the pointer is locked, false otherwise
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*/
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L3D.PointerCamera.prototype.isLocked = function() {
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var toto =
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return
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document.pointerLockElement === this.renderer.domElement ||
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document.mozPointerLockElement === this.renderer.domElement ||
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document.webkitPointerLockElement === this.renderer.domElement;
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return toto;
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};
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/**
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@@ -741,6 +739,14 @@ L3D.PointerCamera.prototype.redoable = function() {
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return this.history.redoable();
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};
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/**
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* Creates a list containing all the elements to send to the server to stream visible part
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* @return {Array} A list containing <ol start="0">
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* <li>the position of the camera</li>
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* <li>the target of the camera</li>
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* <li>and planes defining the frustum of the camera (a,b,c, and d from ax+by+cz+d=0)</li>
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* </ol>
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*/
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L3D.PointerCamera.prototype.toList = function() {
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this.updateMatrix();
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this.updateMatrixWorld();
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@@ -10,6 +10,7 @@ Math.clamp = Math.clamp || function(number, min, max) {
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* @description Displays a small preview of a camera
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*/
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L3D.Previewer = function(renderer, scene) {
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/**
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* @type {element}
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* @description The document element to add on top of the renderer
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@@ -60,13 +61,6 @@ L3D.Previewer = function(renderer, scene) {
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/**
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* Renders the preview
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* @param {Object} pref an object containing :
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* <ul>
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* <li><code>go</code> : a boolean if the rendering should be done</li>
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* <li><code>x</code> : the x coordinate of the mouse</li>
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* <li><code>y</code> : the y coordinate of the mouse</li>
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* <li><code>camera</code> : the camera to use for the preview</li>
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* </ul>
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* @param {Number} container_width width of the container
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* @param {Number} container_height height of the container
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*/
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@@ -2,6 +2,7 @@ L3D.ProgressiveLoader = (function() {
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/**
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* Parse a list as it is sent by the server and gives a slightly more comprehensible result
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* @param Array array corresponding to the line of the mesh file
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* @private
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*/
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var _parseList = function(arr) {
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@@ -117,12 +118,6 @@ var ProgressiveLoader = function(path, scene, camera, callback, log) {
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*/
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this.callback = callback;
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/**
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* Counter (not used)
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* @private
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*/
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this.counter = 0;
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/**
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* Group where the sub-objects will be added
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* @type {THREE.Object3D}
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@@ -48,7 +48,7 @@ L3D.Hermite.Polynom = function(t, f, fp) {
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* @type {Object}
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* @description an object containing
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* <ul>
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* <li><code>whatType</code> : a string being <code>THREE.Vector3</code> or <code>number</code></li>
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* <li><code>whatType</code> : a string being <code>THREE.Vector3</code> or <code>Number</code></li>
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* <li><code>tools</code> : an object containg sum and mul, functions of the correct type</li>
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* </ul>
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*/
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@@ -58,7 +58,7 @@ L3D.Hermite.Polynom = function(t, f, fp) {
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this.tools.sum = L3D.Tools.sum;
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this.tools.prod = L3D.Tools.mul;
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} else {
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this.tools.whatType = 'number';
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this.tools.whatType = 'Number';
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this.tools.sum = function(a, b) { return a + b; };
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this.tools.prod = function(a, b) { return a * b; };
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}
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@@ -266,7 +266,7 @@ L3D.Hermite.special.Polynom = function(P0, P1, PP1) {
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* @type {Object}
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* @description an object containing
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* <ul>
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* <li><code>whatType</code> : a string being <code>THREE.Vector3</code> or <code>number</code></li>
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* <li><code>whatType</code> : a string being <code>THREE.Vector3</code> or <code>Number</code></li>
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* <li><code>tools</code> : an object containg sum and mul, functions of the correct type</li>
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* </ul>
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*/
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@@ -1,3 +1,9 @@
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/**
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* @memberof L3D
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* @extends BaseRecommendation
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* @description Represents a recommendation not shown and not clickable (for hiding recommendations)
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* @constructor
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*/
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L3D.EmptyRecommendation = function() {
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L3D.BaseRecommendation.apply(this, arguments);
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this.target = new THREE.Vector3();
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@@ -1,23 +1,3 @@
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// http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array#answer-2450976
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L3D.shuffle = function(array) {
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var currentIndex = array.length, temporaryValue, randomIndex ;
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// While there remain elements to shuffle...
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while (0 !== currentIndex) {
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// Pick a remaining element...
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randomIndex = Math.floor(Math.random() * currentIndex);
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currentIndex -= 1;
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// And swap it with the current element.
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temporaryValue = array[currentIndex];
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array[currentIndex] = array[randomIndex];
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array[randomIndex] = temporaryValue;
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}
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return array;
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};
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L3D.LogFunction = function(a,b) {
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var val = 100*a/b;
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$('.progress-bar').css('width', val+'%').attr('aria-valuenow', val);
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@@ -218,19 +198,27 @@ L3D.resetBobombElements = function() {
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L3D.generateCoins = function(totalCoins, coin_ids) {
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var i = 0;
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var tmp = [];
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if (coin_ids === undefined) {
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var tmp = [];
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// Use global variable coinsId
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tmp = [];
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// Use global variable coinsId set by server
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for (i = 0; i < totalCoins.length; i++) {
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tmp.push(totalCoins[i]);
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}
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totalCoins.length = 0;
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for (var i = 0; i < 8; i++) {
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for (i = 0; i < 8; i++) {
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totalCoins.push(tmp[coinsId[i]]);
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}
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} else if (coin_ids === null) {
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return [];
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} else {
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for (i = 0; i < coin_ids.length; i++) {
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@@ -240,7 +228,7 @@ L3D.generateCoins = function(totalCoins, coin_ids) {
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if (coin_ids[i] === totalCoins[j].id) {
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// Swap i and j
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var tmp = totalCoins[i];
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tmp = totalCoins[i];
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totalCoins[i] = totalCoins[j];
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totalCoins[j] = tmp;
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