Draw lines. Random lines.
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1374f238d9
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@ -13,6 +13,8 @@ $(document).ready(function() {
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zoomfocus(selected);
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});
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$('#calctnd').click(function() {
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removeEntity('arrow');
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lastInputBox = null;
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$('#cal_start').html( $('#pointa option:selected').text() );
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$('#cal_end').html( $('#pointb option:selected').text() );
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$('#cal_speed').html( $('#speed').val() +" " + $('#speedunit option:selected').val() );
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@ -20,7 +22,9 @@ $(document).ready(function() {
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var eta = calcETA({'speed': $('#speed').val(), 'unit': $('#speedunit option:selected').val()},dist)
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$('#cal_eta').html( timeformat(eta) );
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$('#cal_dist').html( dist.toFixed(2) + " PC");
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if ( $('#pointa option:selected').text() != $('#pointb option:selected').text() ) {
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drawline(grabPositionByName($('#pointa option:selected').text()),grabPositionByName($('#pointb option:selected').text()));
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}
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});
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$("#pointa").focus(function() {
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@ -235,13 +235,13 @@ function zoomfocus(name) {
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}
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function drawline(name,origin,dest) {
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var geometry = new THREE.Geometry();
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var material = new THREE.LineBasicMaterial( { color: '#FFF', });
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geometry.vertices.push(origin, direction);
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var line = new THREE.Line( geometry, material );
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ray.name = "test";
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scene.add(ray);
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function drawline(origin,dest) {
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var direction = dest.clone().sub(origin);
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var length = origin.distanceTo(dest);
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var arrowHelper = new THREE.ArrowHelper(direction.normalize(),origin,length,0xffffff,10,5);
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arrowHelper.name = "arrow";
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scene.add( arrowHelper );
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animate();
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}
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@ -301,3 +301,26 @@ function calcDist(pointa, pointb) {
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var distance = obj_A.position.distanceTo(obj_B.position);
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return distance;
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}
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function grabPositionByName(name) { return scene.getObjectByName(name).position; }
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function calcEndpointByHeading(heading,startvec = new THREE.Vector3(0,0,0)) {
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// heading.x = azimuth
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// heading.y = inclination
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// heading.z = radius (distance)
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var calcvec = new THREE.Vector3();
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calcvec.x = Math.cos(heading.x / 180 * Math.PI ) * Math.cos(heading.y / 180 * Math.PI ) * heading.z;
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calcvec.x = Number(calcvec.x.toFixed(6));
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if (Math.sign(calcvec.x) == -1 && calcvec.x == 0) { calcvec.x=0; } // A dirty hack to fix negative zero situations.
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calcvec.y = Math.sin(heading.x / 180 * Math.PI ) * Math.cos(heading.y / 180 * Math.PI ) * heading.z;
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calcvec.y = Number(calcvec.y.toFixed(6));
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if (Math.sign(calcvec.y) == -1 && calcvec.y == 0) { calcvec.y=0; } // A dirty hack to fix negative zero situations.
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calcvec.z = Math.sin(heading.y / 180 * Math.PI) * heading.z;
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calcvec.z = Number(calcvec.z.toFixed(6));
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if (Math.sign(calcvec.z) == -1 && calcvec.z == 0) { calcvec.z=0; } // A dirty hack to fix negative zero situations.
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var finalvec = new THREE.Vector3();
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calcvec.add(startvec);
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return calcvec;
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}
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