Three.js: style fixes. NFCI.
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6f9358ae95
commit
b97a80b6ed
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@ -58,14 +58,14 @@ SolvespaceCamera.prototype.rotate = function(right, up) {
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this.up.applyAxisAngle(oldRight, up);
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this.right.applyAxisAngle(oldUp, right);
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this.NormalizeProjectionVectors();
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}
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};
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SolvespaceCamera.prototype.offsetProj = function(right, up) {
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var shift = new THREE.Vector3(right * this.right.x + up * this.up.x,
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right * this.right.y + up * this.up.y,
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right * this.right.z + up * this.up.z);
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this.offset.add(shift);
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}
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};
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/* Calculate the offset in terms of up and right projection vectors
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that will preserve the world coordinates of the current mouse position after
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@ -86,7 +86,7 @@ SolvespaceCamera.prototype.zoomTo = function(x, y, delta) {
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zoomFactor = (-delta * 0.002 + 1);
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}
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else if(delta > 0) {
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zoomFactor = (delta * (-1.0/600.0) + 1)
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zoomFactor = (delta * (-1.0/600.0) + 1);
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}
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else {
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return;
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@ -98,8 +98,7 @@ SolvespaceCamera.prototype.zoomTo = function(x, y, delta) {
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this.offset.addScaledVector(this.right, centerRightF - centerRightI);
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this.offset.addScaledVector(this.up, centerUpF - centerUpI);
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}
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};
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SolvespaceControls = function(object, domElement) {
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var _this = this;
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@ -131,8 +130,6 @@ SolvespaceControls = function(object, domElement) {
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};
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var _changed = false;
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var _mouseMoved = false;
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//var _touchPoints = new Array();
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var _offsetPrev = new THREE.Vector2(0, 0);
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var _offsetCur = new THREE.Vector2(0, 0);
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var _rotatePrev = new THREE.Vector2(0, 0);
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@ -195,7 +192,6 @@ SolvespaceControls = function(object, domElement) {
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}
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function mousemove_pan(event) {
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_mouseMoved = true;
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_offsetCur.set(event.screenX / window.devicePixelRatio,
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event.screenY / window.devicePixelRatio);
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var diff = new THREE.Vector2().subVectors(_offsetCur, _offsetPrev)
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@ -230,9 +226,9 @@ SolvespaceControls = function(object, domElement) {
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function pan(event) {
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/* neWcur - prev does not necessarily equal (cur + diff) - prev.
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Floating point is not associative. */
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touchDiff = new THREE.Vector2(event.deltaX, event.deltaY);
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var touchDiff = new THREE.Vector2(event.deltaX, event.deltaY);
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_rotateCur.addVectors(_rotateOrig, touchDiff);
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incDiff = new THREE.Vector2().subVectors(_rotateCur, _rotatePrev)
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var incDiff = new THREE.Vector2().subVectors(_rotateCur, _rotatePrev)
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.multiplyScalar(1 / object.zoomScale);
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object.rotate(-0.3 * Math.PI / 180 * incDiff.x * object.zoomScale,
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-0.3 * Math.PI / 180 * incDiff.y * object.zoomScale);
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@ -275,9 +271,9 @@ SolvespaceControls = function(object, domElement) {
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}
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function panaftertap(event) {
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touchDiff = new THREE.Vector2(event.deltaX, event.deltaY);
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var touchDiff = new THREE.Vector2(event.deltaX, event.deltaY);
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_offsetCur.addVectors(_offsetOrig, touchDiff);
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incDiff = new THREE.Vector2().subVectors(_offsetCur, _offsetPrev)
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var incDiff = new THREE.Vector2().subVectors(_offsetCur, _offsetPrev)
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.multiplyScalar(1 / object.zoomScale);
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object.offsetProj(incDiff.x, -incDiff.y);
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_changed = true;
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@ -302,7 +298,7 @@ SolvespaceControls = function(object, domElement) {
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_this.dispatchEvent(changeEvent);
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_changed = false;
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}
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}
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};
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this.domElement.addEventListener('mousedown', mousedown, false);
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this.domElement.addEventListener('wheel', wheel, false);
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@ -322,7 +318,7 @@ SolvespaceControls = function(object, domElement) {
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this.touchControls.on('panaftertapstart', panaftertapstart);
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this.touchControls.on('panaftertap', panaftertap);
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this.touchControls.on('panaftertapend', panaftertapend);
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}
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};
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SolvespaceControls.prototype = Object.create(THREE.EventDispatcher.prototype);
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SolvespaceControls.prototype.constructor = SolvespaceControls;
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@ -370,12 +366,11 @@ solvespace = function(obj, params) {
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projRight = params.projRight;
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}
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domElement = init();
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var domElement = init();
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lightUpdate();
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render();
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return domElement;
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function init() {
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scene = new THREE.Scene();
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edgeScene = new THREE.Scene();
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@ -440,7 +435,7 @@ solvespace = function(obj, params) {
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// The original light positions were in camera space.
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// Project them into standard space using camera's basis
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// vectors (up, target, and their cross product).
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n = new THREE.Vector3().crossVectors(camera.up, camera.right);
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var n = new THREE.Vector3().crossVectors(camera.up, camera.right);
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changeBasis.makeBasis(camera.right, camera.up, n);
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for (var i = 0; i < 2; i++) {
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