nenuscanner/ts/CameraObject.ts

133 lines
4.0 KiB
TypeScript

import * as THREE from 'three';
/**
* Small pyramid object to represent the camera.
*/
export default class CameraObject extends THREE.Object3D {
/** Faces of the pyramid. */
mesh: THREE.Mesh<THREE.BufferGeometry, THREE.MeshPhongMaterial>;
/** Wireframe of the pyramid. */
lines: THREE.Line<THREE.BufferGeometry, THREE.LineBasicMaterial>;
/**
* Builds the full pyramid, with mesh and lines.
*/
constructor() {
super();
let width = 1;
let height = 1;
let length = 2;
let vertices = [
new THREE.Vector3( 0, 0, 0),
new THREE.Vector3( width, height, length),
new THREE.Vector3(-width, height, length),
new THREE.Vector3(-width, -height, length),
new THREE.Vector3( width, -height, length),
];
// Faces
{
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
material.transparent = true;
material.opacity = 0.8;
let geometry = new THREE.BufferGeometry();
let faces = [
// Sides of the pyramid
[0, 2, 1],
[0, 3, 2],
[0, 4, 3],
[0, 1, 4],
// Base of the pyramid
[1, 2, 3],
[1, 3, 4],
];
let buffer = new Float32Array(3 * 3 * faces.length);
for (let faceIndex = 0; faceIndex < faces.length; faceIndex++) {
let face = faces[faceIndex];
buffer[faceIndex * 3 * 3 + 0] = vertices[face[0]].x;
buffer[faceIndex * 3 * 3 + 1] = vertices[face[0]].y;
buffer[faceIndex * 3 * 3 + 2] = vertices[face[0]].z;
buffer[faceIndex * 3 * 3 + 3] = vertices[face[1]].x;
buffer[faceIndex * 3 * 3 + 4] = vertices[face[1]].y;
buffer[faceIndex * 3 * 3 + 5] = vertices[face[1]].z;
buffer[faceIndex * 3 * 3 + 6] = vertices[face[2]].x;
buffer[faceIndex * 3 * 3 + 7] = vertices[face[2]].y;
buffer[faceIndex * 3 * 3 + 8] = vertices[face[2]].z;
}
geometry.setAttribute('position', new THREE.BufferAttribute(buffer, 3));
const mesh = new THREE.Mesh(geometry, material);
mesh.layers.enable(1);
this.mesh = mesh;
this.add(mesh);
}
// Lines
{
let material = new THREE.LineBasicMaterial({color: 0x990000});
let geometry = new THREE.BufferGeometry();
let lines = [
[0, 1],
[0, 2],
[0, 3],
[0, 4],
[1, 2],
[2, 3],
[3, 4],
[4, 1],
];
let buffer = new Float32Array(2 * 3 * lines.length);
for (let lineIndex = 0; lineIndex < lines.length; lineIndex++) {
let line = lines[lineIndex];
buffer[lineIndex * 2 * 3 + 0] = vertices[line[0]].x;
buffer[lineIndex * 2 * 3 + 1] = vertices[line[0]].y;
buffer[lineIndex * 2 * 3 + 2] = vertices[line[0]].z;
buffer[lineIndex * 2 * 3 + 3] = vertices[line[1]].x;
buffer[lineIndex * 2 * 3 + 4] = vertices[line[1]].y;
buffer[lineIndex * 2 * 3 + 5] = vertices[line[1]].z;
}
geometry.setAttribute('position', new THREE.BufferAttribute(buffer, 3));
const mesh = new THREE.Line(geometry, material);
mesh.layers.enable(1);
this.lines = mesh;
this.add(mesh);
}
}
/**
* Changes the style of the model to a nice hovered style.
*/
hover(): void {
this.mesh.material.opacity = 1;
this.lines.material.color.setHex(0xffffff);
}
/**
* Restores original style.
*/
unHover(): void {
this.mesh.material.opacity = 0.8;
this.lines.material.color.setHex(0x999999);
}
}