// Initialization // class camera extends THREE.PerspectiveCamera var FixedCamera = function(arg1, arg2, arg3, arg4, position, target) { THREE.PerspectiveCamera.apply(this, arguments); // Set Position if (position === undefined) { this.position = new THREE.Vector3(0,0,5); } else { this.position.x = position.x; this.position.y = position.y; this.position.z = position.z; } if (target === undefined) target = new THREE.Vector3(0,0,0); var direction = target.clone(); direction.sub(this.position); direction.normalize(); this.target = this.position.clone(); this.target.add(Tools.mul(direction,20)); // this.up = new THREE.Vector3(0,0,1); // Compute corners // Create the mesh to draw var geometry = new THREE.Geometry(); var position = this.position.clone(); var left = Tools.cross(direction, this.up); var other = Tools.cross(direction, left); position.sub(direction); left.normalize(); other.normalize(); left = Tools.mul(left, 0.2); other = Tools.mul(other, 0.2); geometry.vertices.push(Tools.sum( Tools.sum( position, left), other), Tools.diff(Tools.sum( position, other), left), Tools.diff(Tools.diff(position, left), other), Tools.sum( Tools.diff(position, other), left), Tools.sum(position, direction) ); geometry.faces.push(new THREE.Face3(0,1,2), // new THREE.Face3(0,2,1), new THREE.Face3(0,2,3), // new THREE.Face3(0,3,2) new THREE.Face3(4,1,2), new THREE.Face3(4,0,1), new THREE.Face3(4,3,0), new THREE.Face3(4,2,3) ); geometry.computeFaceNormals(); (function(self, direction, left, other, position) { var material = new THREE.LineBasicMaterial({ color: '0x000000', transparent: true}); var geometry = new THREE.Geometry(); // var direction = Tools.mul(direction, 1); var target = Tools.sum(position, direction); // geometry.vertices.push(position, target); geometry.vertices.push( Tools.sum(Tools.sum(position, left), other), Tools.diff(Tools.sum(position, other),left), Tools.diff(Tools.diff(position, left),other), Tools.sum(Tools.diff(position, other), left), Tools.sum(Tools.sum(position, left), other), Tools.sum(Tools.diff(position, other), left), Tools.sum(position, direction), Tools.sum(Tools.sum(position, left), other), Tools.sum(position, direction), Tools.diff(Tools.sum(position, other),left), Tools.sum(position, direction), Tools.diff(Tools.diff(position, left),other), Tools.sum(position, direction), Tools.sum(Tools.diff(position, other), left) ); self.border = new THREE.Line(geometry, material); })(this, direction, left, other, position); var material = new THREE.MeshLambertMaterial({ color : 0xff0000, transparent : true, opacity : 0.5, side: THREE.DoubleSide }); this.mesh = new THREE.Mesh(geometry, material); } FixedCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype); FixedCamera.prototype.constructor = FixedCamera; // Update function FixedCamera.prototype.update = function(position) { // Compute distance between center of camera and position dist = Tools.norm2(Tools.diff(position, this.position)); var low_bound = 1; var high_bound = 5; var new_value; if (dist < low_bound) { new_value = 0; } else if (dist > high_bound) { new_value = 1; } else { new_value = (dist - low_bound)/(high_bound - low_bound); } // Update opacity this.mesh.material.transparent = new_value < 0.9; this.border.material.transparent = new_value < 0.9; this.mesh.material.opacity = new_value; this.border.material.opacity = new_value; } // Look function FixedCamera.prototype.look = function() { this.lookAt(this.target); } FixedCamera.prototype.addToScene = function(scene) { scene.add(this); scene.add(this.mesh); scene.add(this.border); } FixedCamera.prototype.traverse = function(callback) { callback(this.mesh); callback(this.border); }