// Initialization // class camera extends THREE.PerspectiveCamera var ReverseCamera = function(arg1, arg2, arg3, arg4, position, target) { ArrowCamera.apply(this, arguments); } ReverseCamera.prototype = Object.create(ArrowCamera.prototype); ReverseCamera.prototype.constructor = ReverseCamera; // Overload init ReverseCamera.prototype.initExtremity = function() { var geometry = new THREE.Geometry(); var direction = this.target.clone(); direction.sub(this.position); direction.normalize(); var left = Tools.cross(direction, this.up); var other = Tools.cross(direction, left); left.normalize(); other.normalize(); left = Tools.mul(left, this.size / 2 ); other = Tools.mul(other, this.size / 2); var pyramidCenter = Tools.diff(this.position, Tools.mul(direction,0.25)) geometry.vertices.push( Tools.sum( Tools.sum( this.position, left), other), Tools.diff(Tools.sum( this.position, other), left), Tools.diff(Tools.diff(this.position, left), other), Tools.sum( Tools.diff(this.position, other), left), Tools.sum( Tools.sum( this.position, left), other), Tools.diff(Tools.sum( this.position, other), left), Tools.diff(Tools.diff(this.position, left), other), Tools.sum( Tools.diff(this.position, other), left) // Tools.diff(this.position, direction) ); var lambda = 0.6; for (var i = 0; i < 4; i++) geometry.vertices[i] = Tools.mul(Tools.diff(geometry.vertices[i], Tools.mul(pyramidCenter,lambda)), 1/(1-lambda)); geometry.faces.push(new THREE.Face3(2,0,1), // new THREE.Face3(0,2,1), new THREE.Face3(3,0,2), // new THREE.Face3(0,3,2) new THREE.Face3(1,0,4), new THREE.Face3(1,4,5), new THREE.Face3(2,1,5), new THREE.Face3(2,5,6), new THREE.Face3(7,2,6), new THREE.Face3(7,3,2), new THREE.Face3(3,7,4), new THREE.Face3(3,4,0) ); geometry.computeFaceNormals(); var material = new THREE.MeshLambertMaterial({ color : 0x0000ff, transparent : true, opacity : 0.5, side: THREE.FrontSide }); this.mesh = new THREE.Mesh(geometry, material); return this.mesh; } ReverseCamera.prototype.regenerateArrow = function(mainCamera) { var vertices = new Array(); // First point of curve var f0 = mainCamera.position.clone(); f0.add(Tools.mul(Tools.sum(new THREE.Vector3(0,-0.5,0), Tools.diff(this.target, this.position).normalize()),2)); // Last point of curve var f1 = this.position.clone(); // Last derivative of curve var fp1 = Tools.diff(this.target, this.position); fp1.normalize(); fp1.multiplyScalar(2); // Camera direction var dir = Tools.diff(this.position, mainCamera.position); dir.normalize(); if (fp1.dot(dir) < -0.5) { // Regen polynom with better stuff // var new_dir = Tools.cross(Tools.diff(this.position, mainCamera.position).normalize(), mainCamera.up); // new_dir.multiplyScalar(new_dir.dot(fp1) < 0 ? 1 : -1); // new_dir.add(dir); // new_dir.add(dir); // new_dir.multiplyScalar(2); // f0.add(new_dir); if (mainCamera.position.y > this.position.y) { f0.add(new THREE.Vector3(0,2,0)); } else { f0.add(new THREE.Vector3(0,-2,0)); } } fp1.multiplyScalar(4); var hermite = new Hermite.special.Polynom(f0, f1, fp1); var up = this.up.clone(); var point; var deriv; var limit = this.fullArrow ? 0.1 : 0.3; // for (var i = this.fullArrow ? 0 : 0.5; i <= 1.001; i += 0.05) { for (var i = 1; i > limit; i -= 0.1) { point = hermite.eval(i); deriv = hermite.prime(i); up.cross(deriv); up.cross(deriv); up.multiplyScalar(-1); up.normalize(); var coeff = i * i * this.size / 2; var left = Tools.cross(up, deriv); left.normalize(); left.multiplyScalar(coeff); var other = Tools.cross(deriv, left); other.normalize(); other.multiplyScalar(coeff); vertices.push( Tools.sum(Tools.sum(point, left), other), Tools.sum(Tools.diff(point, left), other), Tools.diff(point, Tools.sum(other,left)), Tools.sum(Tools.diff(point, other), left) ); } this.arrow.geometry.vertices = vertices; if (this.arrow.geometry.faces.length == 0) { var faces = new Array(); for (var i = 0; i < vertices.length - 4; i+= 4) { faces.push(new THREE.Face3(i,i+1,i+5),new THREE.Face3(i,i+5,i+4), new THREE.Face3(i+1,i+2,i+6),new THREE.Face3(i+1,i+6,i+5), new THREE.Face3(i+2,i+3,i+7),new THREE.Face3(i+2,i+7,i+6), new THREE.Face3(i,i+7,i+3), new THREE.Face3(i,i+4,i+7)); } var len = vertices.length; faces.push(new THREE.Face3(len-4,len-3,len-2), new THREE.Face3(len-4,len-2,len-1)); var max = 0; for (var i = 0; i < faces.length; i++) { max = Math.max(max, faces[i].a, faces[i].b, faces[i].c); } console.log(max + '/' + len); this.arrow.geometry.faces = faces; this.arrow.geometry.facesNeedUpdate = true; } // this.arrow.geometry.mergeVertices(); this.arrow.geometry.computeFaceNormals(); // this.arrow.geometry.computeVertexNormals(); this.arrow.geometry.computeBoundingSphere(); // 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; }