717 lines
21 KiB
JavaScript
717 lines
21 KiB
JavaScript
/**
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* Represents a camera that can be used easily
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* @constructor
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* @augments THREE.PerspectiveCamera
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*/
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var PointerCamera = function() {
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THREE.PerspectiveCamera.apply(this, arguments);
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/**
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* A reference to the renderer
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* @type {THREE.Renderer}
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*/
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this.renderer = arguments[4];
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if (arguments[5] === undefined)
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listenerTarget = document;
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else
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listenerTarget = arguments[5];
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/**
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* Theta angle of the camera
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* @type {Number}
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*/
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this.theta = Math.PI;
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/**
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* Phi angle of the camera
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* @type {Number}
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*/
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this.phi = Math.PI;
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/**
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* Indicates if the camera is following a linear motion
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* @type {Boolean}
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*/
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this.moving = false;
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/**
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* Indicates if the user is dragging the camera
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* @type {Boolean}
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*/
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this.dragging = false;
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/**
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* Current position of the cursor
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* @type {Object}
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*/
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this.mouse = {x: 0, y: 0};
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/**
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* Current movement of the cursor
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* @type {Object}
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*/
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this.mouseMove = {x: 0, y: 0};
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/**
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* Current position of the camera (optical center)
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* @type {THREE.Vector}
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*/
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this.position = new THREE.Vector3();
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/**
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* Current direction of the camera
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* @type {THREE.Vector}
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*/
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this.forward = new THREE.Vector3();
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/**
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* Vector pointing to the left of the camera
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* @type {THREE.Vector}
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*/
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this.left = new THREE.Vector3();
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/**
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* Point that the camera is targeting
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* @type {THREE.Vector}
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*/
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this.target = new THREE.Vector3(0,1,0);
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/**
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* Indicates the different motions that the camera should have according to the keyboard events
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* @type {Object}
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* @description Contains the following booleans
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* <ul>
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* <li>increasePhi</li>
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* <li>decreasePhi</li>
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* <li>increaseTheta</li>
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* <li>decreaseTheta</li>
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* <li>boost</li>
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* <li>moveForward</li>
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* <li>moveBackward</li>
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* <li>moveLeft</li>
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* <li>moveRight</li>
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* </ul>
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*/
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this.motion = {};
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/**
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* Sentitivity of the mouse
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* @type {Number}
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*/
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this.sensitivity = 0.05;
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/**
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* Speed of the camera
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* @type {Number}
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*/
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this.speed = 1;
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/**
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* Raycaster used to compute collisions
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* @type {THREE.Raycaster}
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*/
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this.raycaster = new THREE.Raycaster();
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/**
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* History of the moves of the camera
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* @type {History}
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*/
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this.history = new History();
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/**
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* Option to enable or disable the pointer lock
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* @type {Boolean}
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*/
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this.shouldLock = true;
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/**
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* Current state of the pointer (locked or not)
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* @type {Boolean}
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*/
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this.pointerLocked = false;
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/**
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*
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*/
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this.listenerTarget = listenerTarget;
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// Set events from the document
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var self = this;
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var onKeyDown = function(event) {self.onKeyDown(event);};
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var onKeyUp = function(event) {self.onKeyUp(event);};
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var onMouseDown = function(event) {if (event.which === 1) self.onMouseDown(event); };
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var onMouseUp = function(event) {if (event.which === 1) self.onMouseUp(event); };
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var onMouseMove = function(event) {self.onMouseMove(event); };
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document.addEventListener('keydown', onKeyDown, false);
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document.addEventListener('keyup', onKeyUp, false);
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document.addEventListener('pointerlockchange', function(event) { self.onPointerLockChange(event); }, false);
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document.addEventListener('mozpointerlockchange', function(event) { self.onPointerLockChange(event); }, false);
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document.addEventListener('webkitpointerlockchange', function(event) { self.onPointerLockChange(event); }, false);
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document.addEventListener('mousemove', function(event) {self.onMouseMovePointer(event);}, false);
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listenerTarget.addEventListener('mousedown', function() {self.lockPointer();}, false);
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listenerTarget.addEventListener('mousedown', onMouseDown, false);
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listenerTarget.addEventListener('mousemove', onMouseMove, false);
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listenerTarget.addEventListener('mouseup', onMouseUp, false);
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listenerTarget.addEventListener('mouseout', onMouseUp, false);
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/**
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* Option to enable or disable the collisions
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* @type {Boolean}
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*/
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this.collisions = true;
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/**
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* Is true when we should log the camera angles. It will be set to false
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* once is done, and reset to true after a certain period of time
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* @param {Boolean}
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*/
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this.shouldLogCameraAngles = true;
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/**
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* The camera we will move to when we'll reset the camera
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* @param {Object}
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*/
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this.resetElements = resetBobombElements();
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}
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PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
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PointerCamera.prototype.constructor = PointerCamera;
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/**
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* Locks the pointer inside the canvas, and displays a gun sight at the middle of the renderer
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* This method works only if the browser supports requestPointerLock
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*/
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PointerCamera.prototype.lockPointer = function() {
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if (this.shouldLock) {
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this.renderer.domElement.requestPointerLock =
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this.renderer.domElement.requestPointerLock ||
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this.renderer.domElement.mozRequestPointerLock ||
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this.renderer.domElement.webkitRequestPointerLock;
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if (this.renderer.domElement.requestPointerLock) {
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this.renderer.domElement.requestPointerLock();
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}
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}
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}
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/**
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* Check that the pointer is locked or not, and updated locked attribute
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* @returns true if the pointer is locked, false otherwise
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*/
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PointerCamera.prototype.isLocked = function() {
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var toto =
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document.pointerLockElement === this.renderer.domElement ||
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document.mozPointerLockElement === this.renderer.domElement ||
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document.webkitPointerLockElement === this.renderer.domElement;
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return toto;
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}
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/**
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* Update the camera when the pointer lock changes state
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*/
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PointerCamera.prototype.onPointerLockChange = function() {
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if (this.isLocked()) {
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// The pointer is locked : adapt the state of the camera
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this.pointerLocked = true;
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this.mousePointer.render();
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this.mouse.x = this.renderer.domElement.width/2;
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this.mouse.y = this.renderer.domElement.height/2;
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// Remove start canvas
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this.startCanvas.clear();
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} else {
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this.pointerLocked = false;
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this.mousePointer.clear();
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this.theta = this.previousTheta;
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this.phi = this.previousPhi;
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this.mouseMove.x = 0;
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this.mouseMove.y = 0;
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// Draw start canvas only if should lock
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if (this.shouldLock)
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this.startCanvas.render();
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else
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this.startCanvas.clear();
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}
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}
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/**
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* Update the position of the camera
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.update = function(time) {
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if (this.moving) {
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this.linearMotion(time);
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} else if (this.movingHermite) {
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this.hermiteMotion(time);
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} else {
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this.normalMotion(time);
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}
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}
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/**
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* Update the camera according to its linear motion
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.linearMotion = function(time) {
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var position_direction = Tools.diff(this.new_position, this.position);
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var target_direction = Tools.diff(this.new_target, this.target);
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this.position.add(Tools.mul(position_direction, 0.05 * time / 20));
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this.target.add(Tools.mul(target_direction, 0.05 * time / 20));
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if (Tools.norm2(Tools.diff(this.position, this.new_position)) < 0.01 &&
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Tools.norm2(Tools.diff(this.target, this.new_target)) < 0.01) {
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this.moving = false;
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this.anglesFromVectors();
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}
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}
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/**
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* Update the camera according to its hermite motion
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.hermiteMotion = function(time) {
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var eval = this.hermitePosition.eval(this.t);
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this.position.x = eval.x;
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this.position.y = eval.y;
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this.position.z = eval.z;
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this.target = Tools.sum(this.position, this.hermiteAngles.eval(this.t));
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this.t += 0.01 * time / 20;
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if (this.t > 1) {
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this.movingHermite = false;
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this.anglesFromVectors();
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}
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}
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/**
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* Update the camera according to the user's input
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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PointerCamera.prototype.normalMotion = function(time) {
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// Update angles
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if (this.motion.increasePhi) {this.phi += this.sensitivity * time / 20; this.changed = true; }
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if (this.motion.decreasePhi) {this.phi -= this.sensitivity * time / 20; this.changed = true; }
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if (this.motion.increaseTheta) {this.theta += this.sensitivity * time / 20; this.changed = true; }
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if (this.motion.decreaseTheta) {this.theta -= this.sensitivity * time / 20; this.changed = true; }
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if ( this.isLocked() || this.dragging) {
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this.theta += (this.mouseMove.x * 20 / time);
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this.phi -= (this.mouseMove.y * 20 / time);
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this.mouseMove.x = 0;
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this.mouseMove.y = 0;
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this.vectorsFromAngles();
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this.changed = true;
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if (this.shouldLogCameraAngles) {
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this.shouldLogCameraAngles = false;
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var self = this;
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setTimeout(function() {
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self.shouldLogCameraAngles = true;
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}, 100);
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var event = new BD.Event.KeyboardEvent();
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event.camera = this;
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}
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}
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// Clamp phi and theta
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this.phi = Math.min(Math.max(-(Math.PI/2-0.1),this.phi), Math.PI/2-0.1);
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this.theta = ((this.theta - Math.PI) % (2*Math.PI)) + Math.PI;
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// Compute vectors (position and target)
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this.vectorsFromAngles();
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// Update with events
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var delta = 0.1;
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var forward = this.forward.clone();
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forward.multiplyScalar(400.0 * delta);
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var left = this.up.clone();
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left.cross(forward);
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left.normalize();
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left.multiplyScalar(400.0 * delta);
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// Move only if no collisions
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var speed = this.speed * time / 20;
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var direction = new THREE.Vector3();
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if (this.motion.boost) speed *= 10;
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if (this.motion.moveForward) {direction.add(Tools.mul(forward, speed)); this.changed = true;}
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if (this.motion.moveBackward) {direction.sub(Tools.mul(forward, speed)); this.changed = true;}
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if (this.motion.moveLeft) {direction.add(Tools.mul(left, speed)); this.changed = true;}
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if (this.motion.moveRight) {direction.sub(Tools.mul(left, speed)); this.changed = true;}
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if (!this.collisions || !this.isColliding(direction)) {
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this.position.add(direction);
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}
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// Update angle
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this.target = this.position.clone();
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this.target.add(forward);
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}
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/**
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* Reset the camera to its resetElements, and finishes any motion
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*/
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PointerCamera.prototype.reset = function() {
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this.resetPosition();
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this.moving = false;
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this.movingHermite = false;
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(new BD.Event.ResetClicked()).send();
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}
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/**
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* Reset the position of th camera
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*/
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PointerCamera.prototype.resetPosition = function() {
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this.position.copy(this.resetElements.position);
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this.target.copy(this.resetElements.target);
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this.anglesFromVectors();
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}
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/**
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* Computes the vectors (forward, left, ...) according to theta and phi
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*/
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PointerCamera.prototype.vectorsFromAngles = function() {
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// Update direction
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this.forward.y = Math.sin(this.phi);
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var cos = Math.cos(this.phi);
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this.forward.z = cos * Math.cos(this.theta);
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this.forward.x = cos * Math.sin(this.theta);
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this.forward.normalize();
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}
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/**
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* Computes theta and phi according to the vectors (forward, left, ...)
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*/
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PointerCamera.prototype.anglesFromVectors = function() {
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var forward = Tools.diff(this.target, this.position);
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forward.normalize();
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this.phi = Math.asin(forward.y);
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// Don't know why this line works... But thanks Thierry-san and
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// Bastien because it seems to work...
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this.theta = Math.atan2(forward.x, forward.z);
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}
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/**
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* Creates a linear motion to another camera
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* @param {Camera} camera Camera to move to
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* @param {Boolean} [toSave=true] true if you want to save the current state of the camera
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*/
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PointerCamera.prototype.move = function(otherCamera, toSave) {
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if (toSave === undefined)
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toSave = true;
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this.moving = true;
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this.new_target = otherCamera.target.clone();
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this.new_position = otherCamera.position.clone();
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var t = [0,1];
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var f = [this.position.clone(), this.new_position];
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var fp = [Tools.diff(this.target, this.position), Tools.diff(this.new_target, this.new_position)];
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this.hermite = new Hermite.Polynom(t,f,fp);
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this.t = 0;
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if (toSave) {
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if (this.changed) {
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this.save();
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this.changed = false;
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}
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this.history.addState({position: otherCamera.position.clone(), target: otherCamera.target.clone()});
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}
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}
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/**
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* Creates a hermite motion to another camera
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* @param {Camera} camera Camera to move to
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* @param {Boolean} [toSave=true] true if you want to save the current state of the camera
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*/
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PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
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if (toSave === undefined)
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toSave = true;
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this.movingHermite = true;
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this.t = 0;
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this.hermitePosition = new Hermite.special.Polynom(
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this.position.clone(),
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otherCamera.position.clone(),
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Tools.mul(Tools.diff(otherCamera.target, otherCamera.position).normalize(),4)
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);
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this.hermiteAngles = new Hermite.special.Polynom(
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Tools.diff(this.target, this.position),
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Tools.diff(otherCamera.target, otherCamera.position),
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new THREE.Vector3()
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);
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if (toSave) {
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if (this.changed) {
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this.save();
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this.changed = false;
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}
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this.history.addState({position: otherCamera.position.clone(), target: otherCamera.target.clone()});
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}
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}
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/**
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* Checks the collisions between the collidables objects and the camera
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* @param {THREE.Vector3} direction the direction of the camera
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* @returns {Boolean} true if there is a collision, false otherwise
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*/
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PointerCamera.prototype.isColliding = function(direction) {
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this.raycaster.set(this.position, direction.clone().normalize());
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var intersects = this.raycaster.intersectObjects(this.collidableObjects, true);
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for (var i in intersects) {
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if (intersects[i].distance < Tools.norm(direction) + this.speed * 300 &&
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intersects[i].object.raycastable) {
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return true;
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}
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}
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return false;
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}
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/**
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* Look method. Equivalent to gluLookAt for the current camera
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*/
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PointerCamera.prototype.look = function() {
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this.lookAt(this.target);
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}
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/**
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* Adds the camera to the scene
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*/
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PointerCamera.prototype.addToScene = function(scene) {
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scene.add(this);
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}
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/**
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* Manages keyboard events
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* @param {event} event the event that happened
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* @param {Booelean} toSet true if the key was pressed, false if released
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*/
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PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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// Create copy of state
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var motionJsonCopy = JSON.stringify(this.motion);
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switch ( event.keyCode ) {
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// Azerty keyboards
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case 38: case 90: this.motion.moveForward = toSet; break; // up / z
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case 37: case 81: this.motion.moveLeft = toSet; break; // left / q
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case 40: case 83: this.motion.moveBackward = toSet; break; // down / s
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case 39: case 68: this.motion.moveRight = toSet; break; // right / d
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case 32: this.motion.boost = toSet; break;
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// Qwerty keyboards
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case 38: case 87: this.motion.moveForward = toSet; break; // up / w
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case 37: case 65: this.motion.moveLeft = toSet; break; // left / a
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case 40: case 83: this.motion.moveBackward = toSet; break; // down / s
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case 39: case 68: this.motion.moveRight = toSet; break; // right / d
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case 73: case 104: this.motion.increasePhi = toSet; break; // 8 Up for angle
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case 75: case 98: this.motion.decreasePhi = toSet; break; // 2 Down for angle
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|
case 74: case 100: this.motion.increaseTheta = toSet; break; // 4 Left for angle
|
|
case 76: case 102: this.motion.decreaseTheta = toSet; break; // 6 Right for angle
|
|
|
|
case 13: if (toSet) this.log(); break;
|
|
}
|
|
if (motionJsonCopy != JSON.stringify(this.motion)) {
|
|
// Log any change
|
|
var event = new BD.Event.KeyboardEvent();
|
|
event.camera = this;
|
|
event.send();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Manages the key pressed events
|
|
* @param {event} event the event to manage
|
|
*/
|
|
PointerCamera.prototype.onKeyDown = function(event) {
|
|
this.onKeyEvent(event, true);
|
|
}
|
|
|
|
/**
|
|
* Manages the key released events
|
|
* @param {event} event the event to manage
|
|
*/
|
|
PointerCamera.prototype.onKeyUp = function(event) {
|
|
this.onKeyEvent(event, false);
|
|
}
|
|
|
|
/**
|
|
* Manages the mouse down events. Start drag'n'dropping if the options are set to drag'n'drop
|
|
* @param {event} event the event to manage
|
|
*/
|
|
PointerCamera.prototype.onMouseDown = function(event) {
|
|
|
|
if (!this.shouldLock) {
|
|
|
|
this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
|
|
this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
|
|
|
|
this.dragging = true;
|
|
this.mouseMoved = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Manages the mouse move events. Modifies the target of the camera according to the drag'n'drop motion
|
|
* @param {event} event the event to manage
|
|
*/
|
|
PointerCamera.prototype.onMouseMove = function(event) {
|
|
|
|
if (!this.shouldLock && this.dragging) {
|
|
var mouse = {x: this.mouse.x, y: this.mouse.y};
|
|
this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
|
|
this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
|
|
|
|
this.mouseMove.x = this.mouse.x - mouse.x;
|
|
this.mouseMove.y = this.mouse.y - mouse.y;
|
|
|
|
this.mouseMoved = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Manages the mouse move envent in case of pointer lock
|
|
* @param {event} event the event to manage
|
|
*/
|
|
PointerCamera.prototype.onMouseMovePointer = function(e) {
|
|
|
|
if (this.isLocked()) {
|
|
|
|
// Backup theta and phi
|
|
this.previousTheta = this.theta;
|
|
this.previousPhi = this.phi;
|
|
|
|
this.mouseMove.x = e.movementX || e.mozMovementX || e.webkitMovementX || 0;
|
|
this.mouseMove.y = e.movementY || e.mozMovementY || e.webkitMovementY || 0;
|
|
|
|
this.mouseMove.x *= -(this.sensitivity/5);
|
|
this.mouseMove.y *= (this.sensitivity/5);
|
|
|
|
this.mouseMoved = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Manages the mouse up event. Stops the dragging
|
|
* @param {event} event the event to manage
|
|
*/
|
|
PointerCamera.prototype.onMouseUp = function(event) {
|
|
this.onMouseMove(event);
|
|
|
|
// Send log to DB
|
|
if (this.dragging && this.mouseMoved && !this.moving && !this.movingHermite) {
|
|
var event = new BD.Event.KeyboardEvent();
|
|
event.camera = this;
|
|
event.send();
|
|
}
|
|
|
|
this.dragging = false;
|
|
}
|
|
|
|
/**
|
|
* Logs the camera to the terminal (pratical to create recommended views)
|
|
*/
|
|
PointerCamera.prototype.log = function() {
|
|
console.log("createCamera(\nnew THREE.Vector3(" + this.position.x + "," + this.position.y + ',' + this.position.z + '),\n'
|
|
+ "new THREE.Vector3(" + this.target.x + "," + this.target.y + ',' + this.target.z + ')\n)');
|
|
}
|
|
|
|
/**
|
|
* Save the current state of the camera in the history
|
|
*/
|
|
PointerCamera.prototype.save = function() {
|
|
var backup = {};
|
|
backup.position = this.position.clone();
|
|
backup.target = this.target.clone();
|
|
this.history.addState(backup);
|
|
}
|
|
|
|
/**
|
|
* Undo last motion according to the history
|
|
*/
|
|
PointerCamera.prototype.undo = function() {
|
|
var move = this.history.undo();
|
|
if (move !== undefined) {
|
|
var event = new BD.Event.PreviousNextClicked();
|
|
event.previous = true;
|
|
event.camera = move;
|
|
event.send();
|
|
|
|
this.move(move, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Redo last motion according to the history
|
|
*/
|
|
PointerCamera.prototype.redo = function() {
|
|
var move = this.history.redo();
|
|
if (move !== undefined) {
|
|
var event = new BD.Event.PreviousNextClicked();
|
|
event.previous = false;
|
|
event.camera = move;
|
|
event.send();
|
|
|
|
this.move(move, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Checks if there is a undo possibility in the history
|
|
* @returns {Boolean} true if undo is possible, false otherwise
|
|
*/
|
|
PointerCamera.prototype.undoable = function() {
|
|
return this.history.undoable();
|
|
}
|
|
|
|
/**
|
|
* Checks if there is a redo possibility in the history
|
|
* @returns {Boolean} true if redo is possible, false otherwise
|
|
*/
|
|
PointerCamera.prototype.redoable = function() {
|
|
return this.history.redoable();
|
|
}
|
|
|