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 🖕
325 lines
9.5 KiB
JavaScript
325 lines
9.5 KiB
JavaScript
/**
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* @memberof L3D
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* @description The base class for recommendation
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* @extends THREE.Object3D
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* @constructor
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* @abstract
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*/
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L3D.BaseRecommendation = function(arg1, arg2, arg3, arg4, position, target) {
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THREE.Object3D.apply(this);
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/**
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* @type {L3D.FixedCamera}
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* @description Camera corresponding to the suggested point of view
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*/
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this.camera = new L3D.FixedCamera(arg1, arg2, arg3, arg4, position, target);
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this.add(this.camera);
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var direction = target.clone();
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direction.sub(this.camera.position);
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direction.normalize();
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/**
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* @type {THREE.Vector3}
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* @description Center of the square at the base of the arrow
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*/
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this.center = this.camera.position.clone();
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this.center.sub(direction);
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/**
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* @type {THREE.Mesh}
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* @description Body of the arrow
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*/
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this.arrow = new THREE.Mesh(new THREE.Geometry(), new THREE.MeshLambertMaterial({color: 0x0000ff, side:THREE.BackSide}));
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this.add(this.arrow);
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/**
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* @type {Number}
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* @description Size of the meshes
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*/
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this.size = 0.4;
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/**
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* @type {THREE.Object3D}
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* @description A container for the displayable objects in the Recommendation
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*/
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this.object3D = new THREE.Object3D();
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var tmp = this.initExtremity();
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if (tmp !== undefined)
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this.object3D.add(tmp);
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this.object3D.add(this.arrow);
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this.add(this.object3D);
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this.fullArrow = false;
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};
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L3D.BaseRecommendation.prototype = Object.create(THREE.Object3D.prototype);
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L3D.BaseRecommendation.prototype.constructor = L3D.BaseRecommendation;
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L3D.BaseRecommendation.prototype.raycast = function(raycaster, intersects) {
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var intersectsThis = [];
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this.object3D.traverse(function(elt) {elt.raycast(raycaster, intersectsThis);});
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// Add closest object
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if (intersectsThis[0] !== undefined) {
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intersectsThis[0].object = this;
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intersects.push(intersectsThis[0]);
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}
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}
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/**
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* Changes the color of the meshes like a HTML link
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*/
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L3D.BaseRecommendation.prototype.check = function() {
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this.traverse(function(obj) {
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if (obj instanceof THREE.Mesh)
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obj.material.color.setHex(0x663366);
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});
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};
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/**
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* Initialize the extremity of the arrow
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*/
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L3D.BaseRecommendation.prototype.initExtremity = function() {
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console.log("Init");
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var geometry = new THREE.Geometry();
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var direction = this.camera.target.clone();
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direction.sub(this.camera.position);
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direction.normalize();
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var left = L3D.Tools.cross(direction, this.up);
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var other = L3D.Tools.cross(direction, left);
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left.normalize();
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other.normalize();
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left = L3D.Tools.mul(left, this.size);
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other = L3D.Tools.mul(other, this.size);
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geometry.vertices.push(
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L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other),
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L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left),
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L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other),
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L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left),
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L3D.Tools.sum(this.camera.position, direction)
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);
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geometry.faces.push(
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new THREE.Face3(0,2,1),
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new THREE.Face3(0,3,2),
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new THREE.Face3(4,1,2),
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new THREE.Face3(4,0,1),
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new THREE.Face3(4,3,0),
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new THREE.Face3(4,2,3)
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);
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geometry.computeFaceNormals();
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var material = new THREE.MeshLambertMaterial({
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color : 0x0000ff,
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transparent : true,
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opacity : 0.5,
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side: THREE.FrontSide
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});
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this.mesh = new THREE.Mesh(geometry, material);
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return this.mesh;
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};
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/**
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* Updates the extremity of the arrow
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*/
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L3D.BaseRecommendation.prototype.updateExtremity = function() {
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var direction = this.camera.target.clone();
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direction.sub(this.camera.position.clone());
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direction.normalize();
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var left = L3D.Tools.cross(direction, this.up);
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var other = L3D.Tools.cross(direction, left);
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left.normalize();
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other.normalize();
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left = L3D.Tools.mul(left, this.size);
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other = L3D.Tools.mul(other, this.size);
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this.mesh.geometry.vertices[0] = L3D.Tools.sum( L3D.Tools.sum( this.camera.position, left), other);
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this.mesh.geometry.vertices[1] = L3D.Tools.diff(L3D.Tools.sum( this.camera.position, other), left);
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this.mesh.geometry.vertices[2] = L3D.Tools.diff(L3D.Tools.diff(this.camera.position, left), other);
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this.mesh.geometry.vertices[3] = L3D.Tools.sum( L3D.Tools.diff(this.camera.position, other), left);
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this.mesh.geometry.vertices[4] = L3D.Tools.sum(this.camera.position, direction);
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this.mesh.geometry.computeFaceNormals();
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this.mesh.geometry.verticesNeedUpdate = true;
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this.mesh.geometry.normalsNeedUpdate = true;
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};
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/**
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* Changes the size of the element
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* @param size {Number} new size
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* @deprecated this function doesn't work since there are lots of things to
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* keep in mind (length of the arrow, width, size of the body, size of the
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* extremity...)
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*/
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L3D.BaseRecommendation.prototype.setSize = function(size) {
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this.size = size;
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this.updateExtremity();
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};
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/**
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* Updates the arrow. The arrow is moving according to the position of the camera
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* @param {Object} a camera containing two THREE.Vector3 (position, and target)
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*/
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L3D.BaseRecommendation.prototype.update = function(mainCamera) {
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// Compute distance between center of camera and position
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dist = L3D.Tools.norm2(L3D.Tools.diff(mainCamera.position, this.center));
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var low_bound = 1;
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var high_bound = 5;
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var new_value;
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if (dist < low_bound) {
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new_value = 0;
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} else if (dist > high_bound) {
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new_value = 1;
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} else {
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new_value = (dist - low_bound)/(high_bound - low_bound);
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}
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// Update opacity
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var self = this;
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this.object3D.traverse(function(elt) {
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if (elt instanceof THREE.Mesh) {
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elt.material.transparent = new_value < 0.9;
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elt.material.opacity = new_value;
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if (new_value < 0.1)
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self.raycastable = elt.raycastable = elt.material.transparent = elt.visible = false;
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}
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});
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this.regenerateArrow(mainCamera);
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};
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/**
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* Regenerates the arrow according to the position of the camera
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* @param {Object} a camera containing two THREE.Vector3 (position, and target)
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*/
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L3D.BaseRecommendation.prototype.regenerateArrow = function(mainCamera) {
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var i;
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var vertices = [];
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// First point of curve
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var f0 = mainCamera.position.clone();
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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));
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// Last point of curve
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var f1 = this.camera.position.clone();
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// Last derivative of curve
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var fp1 = L3D.Tools.diff(this.camera.target, this.camera.position);
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fp1.normalize();
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fp1.multiplyScalar(2);
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// Camera direction
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var dir = L3D.Tools.diff(this.camera.position, mainCamera.position);
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dir.normalize();
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if (fp1.dot(dir) < -0.5) {
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// Regen polynom with better stuff
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if (mainCamera.position.y > this.camera.position.y) {
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f0.add(new THREE.Vector3(0,2,0));
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} else {
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f0.add(new THREE.Vector3(0,-2,0));
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}
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}
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fp1.multiplyScalar(4);
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var hermite = new L3D.Hermite.special.Polynom(f0, f1, fp1);
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var up = this.up.clone();
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var point;
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var deriv;
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var limit = this.fullArrow ? 0.1 : 0.3;
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for (i = 1; i > limit; i -= 0.1) {
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point = hermite.eval(i);
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deriv = hermite.prime(i);
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up.cross(deriv);
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up.cross(deriv);
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up.multiplyScalar(-1);
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up.normalize();
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var coeff = this.size / 2;
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var left = L3D.Tools.cross(up, deriv); left.normalize(); left.multiplyScalar(coeff);
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var other = L3D.Tools.cross(deriv, left); other.normalize(); other.multiplyScalar(coeff);
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vertices.push(
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L3D.Tools.sum(L3D.Tools.sum(point, left), other),
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L3D.Tools.sum(L3D.Tools.diff(point, left), other),
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L3D.Tools.diff(point, L3D.Tools.sum(other,left)),
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L3D.Tools.sum(L3D.Tools.diff(point, other), left)
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);
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}
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this.arrow.geometry.vertices = vertices;
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if (this.arrow.geometry.faces.length === 0) {
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var faces = [];
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for (i = 0; i < vertices.length - 4; i+= 4) {
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faces.push(new THREE.Face3(i,i+1,i+5),new THREE.Face3(i,i+5,i+4),
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new THREE.Face3(i+1,i+2,i+6),new THREE.Face3(i+1,i+6,i+5),
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new THREE.Face3(i+2,i+3,i+7),new THREE.Face3(i+2,i+7,i+6),
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new THREE.Face3(i,i+7,i+3), new THREE.Face3(i,i+4,i+7));
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}
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var len = vertices.length;
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faces.push(new THREE.Face3(len-4,len-3,len-2), new THREE.Face3(len-4,len-2,len-1));
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// Faces changed, update them
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this.arrow.geometry.faces = faces;
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this.arrow.geometry.groupsNeedUpdate = true;
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this.arrow.geometry.elementsNeedUpdate = true;
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}
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this.arrow.geometry.computeFaceNormals();
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this.arrow.geometry.computeBoundingSphere();
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// Vertices and normals changed, update them
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this.arrow.geometry.dynamic = true;
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this.arrow.geometry.verticesNeedUpdate = true;
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this.arrow.geometry.normalsNeedUpdate = true;
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};
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/**
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* Look at function. Just like OpenGL gluLookAt (from position to target)
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*/
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L3D.BaseRecommendation.prototype.look = function() {
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this.camera.look();
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};
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/**
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* Add the camera and its mesh representation to the scene
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* @param scene {THREE.Scene} scene to add the camera to
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*/
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L3D.BaseRecommendation.prototype.addToScene = function(scene) {
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scene.add(this);
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};
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