/** * @memberof L3D * @extends L3D.BaseRecommendation * @description Reprensents a recommendation as a viewport (3D representation of a camera) * @constructor */ L3D.ViewportRecommendation = function(arg1, arg2, arg3, arg4, position, target) { L3D.ArrowRecommendation.apply(this, arguments); if (target === undefined) target = new THREE.Vector3(0,0,0); var direction = target.clone(); direction.sub(this.camera.position); direction.normalize(); // this.up = new THREE.Vector3(0,0,1); // Compute corners // Create the mesh to draw var geometry = new THREE.Geometry(); var left = L3D.Tools.cross(direction, this.up); var other = L3D.Tools.cross(direction, left); left.normalize(); other.normalize(); left = L3D.Tools.mul(left, 1); other = L3D.Tools.mul(other, 1); geometry.vertices.push(L3D.Tools.sum(L3D.Tools.sum(this.camera.position, left), other), L3D.Tools.diff(L3D.Tools.sum(this.camera.position, other),left), L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left),other), L3D.Tools.sum(L3D.Tools.diff(this.camera.position, other), left) ); 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) ); (function(self, direction, left, other) { var material = new THREE.LineBasicMaterial({ color: '0x000000', linewidth: 3}); var geometry = new THREE.Geometry(); var tmpDirection = L3D.Tools.mul(direction, -2); var target = L3D.Tools.sum(self.camera.position, tmpDirection); // geometry.vertices.push(self.camera.position, target); geometry.vertices.push( L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.diff(L3D.Tools.sum(self.camera.position, other),left), L3D.Tools.diff(L3D.Tools.diff(self.camera.position, left),other), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left), L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.diff(L3D.Tools.sum(self.camera.position, other),left), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.diff(L3D.Tools.diff(self.camera.position, left),other), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left) ); self.line = new THREE.Line(geometry, material); })(this, direction, left, other); (function(self, direction, left, other) { var material = new THREE.MeshBasicMaterial(); var geometry = new THREE.Geometry(); var tmpDirection = L3D.Tools.mul(direction, -2); geometry.vertices = [ L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.diff(L3D.Tools.sum(self.camera.position, other),left), L3D.Tools.diff(L3D.Tools.diff(self.camera.position, left),other), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left), L3D.Tools.sum(self.camera.position, tmpDirection) ]; geometry.faces = [ new THREE.Face3(0, 1, 2), new THREE.Face3(0, 2, 3), new THREE.Face3(0, 4, 1), new THREE.Face3(1, 4, 2), new THREE.Face3(4, 3, 2), new THREE.Face3(4, 0, 3) ]; self.collidingObject = new THREE.Mesh(geometry, material); })(this, direction, left, other); var material = new THREE.MeshBasicMaterial({ color : 0x0000ff, transparent : true, opacity : 1, side: THREE.DoubleSide }); this.mesh = new THREE.Mesh(geometry, material); this.object3D = new THREE.Object3D(); this.object3D.add(this.mesh); this.object3D.add(this.line); this.add(this.object3D); }; L3D.ViewportRecommendation.prototype = Object.create(L3D.ArrowRecommendation.prototype); L3D.ViewportRecommendation.prototype.constructor = L3D.ViewportRecommendation; L3D.ViewportRecommendation.prototype.raycast = function(raycaster, intersects) { var intersectsThis = []; this.collidingObject.raycast(raycaster, intersectsThis); if (intersectsThis[0] !== undefined) { intersectsThis[0].object = this; intersects.push(intersectsThis[0]); } }; L3D.ViewportRecommendation.prototype.check = function() { this.mesh.material.color.setHex(0x663366); }; L3D.ViewportRecommendation.prototype.initExtremity = function() { // Do nothing }; // Update function L3D.ViewportRecommendation.prototype.update = function(position) { // Compute distance between center of camera and position dist = L3D.Tools.norm2(L3D.Tools.diff(position.position, this.camera.position)); var lowBound = 0.5; var highBound = 5; var newValue; var maxValue = 0.5; if (dist < lowBound) newValue = 0; else if (dist > highBound) newValue = maxValue; else newValue = maxValue * (dist - lowBound)/(highBound - lowBound); this.mesh.material.transparent = newValue < 0.9; this.mesh.material.opacity = newValue; this.raycastable = this.line.visible = this.mesh.material.transparent = this.mesh.visible = newValue > 0.1; }; L3D.ViewportRecommendation.prototype.setSize = function(size) { var direction = this.camera.target.clone(); direction.sub(this.camera.position); direction.normalize(); var left = L3D.Tools.cross(direction, this.up); var other = L3D.Tools.cross(direction, left); left.normalize(); other.normalize(); left = L3D.Tools.mul(left, size); other = L3D.Tools.mul(other, size); this.mesh.geometry.vertices = [ L3D.Tools.sum(L3D.Tools.sum(this.camera.position, left), other), L3D.Tools.diff(L3D.Tools.sum(this.camera.position, other),left), L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left),other), L3D.Tools.sum(L3D.Tools.diff(this.camera.position, other), left) ]; this.mesh.geometry.verticesNeedUpdate = true; (function(self, direction, left, other, size) { var tmpDirection = L3D.Tools.mul(direction, -2 * size); var target = L3D.Tools.sum(self.camera.position, tmpDirection); var vertices = [ L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.diff(L3D.Tools.sum(self.camera.position, other),left), L3D.Tools.diff(L3D.Tools.diff(self.camera.position, left),other), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left), L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.diff(L3D.Tools.sum(self.camera.position, other),left), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.diff(L3D.Tools.diff(self.camera.position, left),other), L3D.Tools.sum(self.camera.position, tmpDirection), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left) ]; self.line.geometry.vertices = vertices; self.line.geometry.verticesNeedUpdate = true; })(this, direction, left, other, size); (function(self, direction, left, other) { var tmpDirection = L3D.Tools.mul(direction, -2 * size); self.collidingObject.geometry.vertices = [ L3D.Tools.sum(L3D.Tools.sum(self.camera.position, left), other), L3D.Tools.diff(L3D.Tools.sum(self.camera.position, other),left), L3D.Tools.diff(L3D.Tools.diff(self.camera.position, left),other), L3D.Tools.sum(L3D.Tools.diff(self.camera.position, other), left), L3D.Tools.sum(self.camera.position, tmpDirection) ]; })(this, direction, left, other, size); this.collidingObject.verticesNeedUpdate = true; };