3d-interface/js/l3d/src/recommendations/BaseRecommendation.js
Thomas FORGIONE 9158ec36bc Finally fixed that f*****g bug with arrows
Javascript is probably the only language in which you can modify the
super-method... the ACTUAL F*****G SUPER-METHOD without any error or
warning... Thanks for the 2-days debugging 🖕
2015-07-09 10:57:07 +02:00

325 lines
9.5 KiB
JavaScript

/**
* @memberof L3D
* @description The base class for recommendation
* @extends THREE.Object3D
* @constructor
* @abstract
*/
L3D.BaseRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
THREE.Object3D.apply(this);
/**
* @type {L3D.FixedCamera}
* @description Camera corresponding to the suggested point of view
*/
this.camera = new L3D.FixedCamera(arg1, arg2, arg3, arg4, position, target);
this.add(this.camera);
var direction = target.clone();
direction.sub(this.camera.position);
direction.normalize();
/**
* @type {THREE.Vector3}
* @description Center of the square at the base of the arrow
*/
this.center = this.camera.position.clone();
this.center.sub(direction);
/**
* @type {THREE.Mesh}
* @description Body of the arrow
*/
this.arrow = new THREE.Mesh(new THREE.Geometry(), new THREE.MeshLambertMaterial({color: 0x0000ff, side:THREE.BackSide}));
this.add(this.arrow);
/**
* @type {Number}
* @description Size of the meshes
*/
this.size = 0.4;
/**
* @type {THREE.Object3D}
* @description A container for the displayable objects in the Recommendation
*/
this.object3D = new THREE.Object3D();
var tmp = this.initExtremity();
if (tmp !== undefined)
this.object3D.add(tmp);
this.object3D.add(this.arrow);
this.add(this.object3D);
this.fullArrow = false;
};
L3D.BaseRecommendation.prototype = Object.create(THREE.Object3D.prototype);
L3D.BaseRecommendation.prototype.constructor = L3D.BaseRecommendation;
L3D.BaseRecommendation.prototype.raycast = function(raycaster, intersects) {
var intersectsThis = [];
this.object3D.traverse(function(elt) {elt.raycast(raycaster, intersectsThis);});
// Add closest object
if (intersectsThis[0] !== undefined) {
intersectsThis[0].object = this;
intersects.push(intersectsThis[0]);
}
}
/**
* Changes the color of the meshes like a HTML link
*/
L3D.BaseRecommendation.prototype.check = function() {
this.traverse(function(obj) {
if (obj instanceof THREE.Mesh)
obj.material.color.setHex(0x663366);
});
};
/**
* Initialize the extremity of the arrow
*/
L3D.BaseRecommendation.prototype.initExtremity = function() {
console.log("Init");
var geometry = new THREE.Geometry();
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, this.size);
other = L3D.Tools.mul(other, this.size);
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),
L3D.Tools.sum(this.camera.position, direction)
);
geometry.faces.push(
new THREE.Face3(0,2,1),
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();
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;
};
/**
* Updates the extremity of the arrow
*/
L3D.BaseRecommendation.prototype.updateExtremity = function() {
var direction = this.camera.target.clone();
direction.sub(this.camera.position.clone());
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, this.size);
other = L3D.Tools.mul(other, this.size);
this.mesh.geometry.vertices[0] = L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other);
this.mesh.geometry.vertices[1] = L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left);
this.mesh.geometry.vertices[2] = L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other);
this.mesh.geometry.vertices[3] = L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left);
this.mesh.geometry.vertices[4] = L3D.Tools.sum(this.camera.position, direction);
this.mesh.geometry.computeFaceNormals();
this.mesh.geometry.verticesNeedUpdate = true;
this.mesh.geometry.normalsNeedUpdate = true;
};
/**
* Changes the size of the element
* @param size {Number} new size
* @deprecated this function doesn't work since there are lots of things to
* keep in mind (length of the arrow, width, size of the body, size of the
* extremity...)
*/
L3D.BaseRecommendation.prototype.setSize = function(size) {
this.size = size;
this.updateExtremity();
};
/**
* Updates the arrow. The arrow is moving according to the position of the camera
* @param {Object} a camera containing two THREE.Vector3 (position, and target)
*/
L3D.BaseRecommendation.prototype.update = function(mainCamera) {
// Compute distance between center of camera and position
dist = L3D.Tools.norm2(L3D.Tools.diff(mainCamera.position, this.center));
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
var self = this;
this.object3D.traverse(function(elt) {
if (elt instanceof THREE.Mesh) {
elt.material.transparent = new_value < 0.9;
elt.material.opacity = new_value;
if (new_value < 0.1)
self.raycastable = elt.raycastable = elt.material.transparent = elt.visible = false;
}
});
this.regenerateArrow(mainCamera);
};
/**
* Regenerates the arrow according to the position of the camera
* @param {Object} a camera containing two THREE.Vector3 (position, and target)
*/
L3D.BaseRecommendation.prototype.regenerateArrow = function(mainCamera) {
var i;
var vertices = [];
// First point of curve
var f0 = mainCamera.position.clone();
f0.add(L3D.Tools.mul(L3D.Tools.sum(new THREE.Vector3(0,-0.5,0), L3D.Tools.diff(this.camera.target, this.camera.position).normalize()),2));
// Last point of curve
var f1 = this.camera.position.clone();
// Last derivative of curve
var fp1 = L3D.Tools.diff(this.camera.target, this.camera.position);
fp1.normalize();
fp1.multiplyScalar(2);
// Camera direction
var dir = L3D.Tools.diff(this.camera.position, mainCamera.position);
dir.normalize();
if (fp1.dot(dir) < -0.5) {
// Regen polynom with better stuff
if (mainCamera.position.y > this.camera.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 L3D.Hermite.special.Polynom(f0, f1, fp1);
var up = this.up.clone();
var point;
var deriv;
var limit = this.fullArrow ? 0.1 : 0.3;
for (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 = this.size / 2;
var left = L3D.Tools.cross(up, deriv); left.normalize(); left.multiplyScalar(coeff);
var other = L3D.Tools.cross(deriv, left); other.normalize(); other.multiplyScalar(coeff);
vertices.push(
L3D.Tools.sum(L3D.Tools.sum(point, left), other),
L3D.Tools.sum(L3D.Tools.diff(point, left), other),
L3D.Tools.diff(point, L3D.Tools.sum(other,left)),
L3D.Tools.sum(L3D.Tools.diff(point, other), left)
);
}
this.arrow.geometry.vertices = vertices;
if (this.arrow.geometry.faces.length === 0) {
var faces = [];
for (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));
// Faces changed, update them
this.arrow.geometry.faces = faces;
this.arrow.geometry.groupsNeedUpdate = true;
this.arrow.geometry.elementsNeedUpdate = true;
}
this.arrow.geometry.computeFaceNormals();
this.arrow.geometry.computeBoundingSphere();
// Vertices and normals changed, update them
this.arrow.geometry.dynamic = true;
this.arrow.geometry.verticesNeedUpdate = true;
this.arrow.geometry.normalsNeedUpdate = true;
};
/**
* Look at function. Just like OpenGL gluLookAt (from position to target)
*/
L3D.BaseRecommendation.prototype.look = function() {
this.camera.look();
};
/**
* Add the camera and its mesh representation to the scene
* @param scene {THREE.Scene} scene to add the camera to
*/
L3D.BaseRecommendation.prototype.addToScene = function(scene) {
scene.add(this);
};