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//////////////////////////
// add our own lights
//////////////////////////
//first remove any scene lights
for (var i = scene.lights.count - 1; i >= 0; i--) {
scene.lights.removeByIndex(i);
}
lights = new Object();
lights.init = function() {
//from left
l1 = scene.createLight();
l1.color.set3(1,1,1);
l1.brightness = .4;
l1.direction.set3(1,0,0); //NB: direction, not source!
//from right
l2 = scene.createLight();
l2.color.set3(1,1,1);
l2.brightness = .4;
l2.direction.set3(-1,0,0);
//from bottom
l3 = scene.createLight();
l3.color.set3(1,1,1);
l3.brightness = .4;
l3.direction.set3(0,0,1);
//from top
l4 = scene.createLight();
l4.color.set3(1,1,1);
l4.brightness = .4;
l4.direction.set3(0,0,-1);
//from front
l5 = scene.createLight();
l5.color.set3(1,1,1);
l5.brightness = .4;
l5.direction.set3(0,1,0);
//from back
l6 = scene.createLight();
l6.color.set3(1,1,1);
l6.brightness = .4;
l6.direction.set3(0,-1,0);
}
lights.init();
////////////////////////////////////////////////////////////////////////
// get rid of Gimbal rotation; as a result the z-axis will always be up;
// this part of the script should work off the shelf with _any_ 3D model
////////////////////////////////////////////////////////////////////////
var max_theta = 88; // maximum pitch (degrees from horizontal) of the camera
var sin_max_theta = Math.sin(max_theta * Math.PI/180);
var tan_max_theta = Math.tan(max_theta * Math.PI/180);
mouseEventHandler = new MouseEventHandler();
mouseEventHandler.onMouseMove = true;
mouseEventHandler.onEvent = function(event) {
if(event.currentTool == runtime.TOOL_NAME_ROTATE) {
var camera = scene.cameras.getByIndex(0);
var c2c = camera.position.subtract(camera.targetPosition);
var roo = c2c.length;
try {
var sin_theta = c2c.z / roo;
if(sin_theta == 1) {//top view
c2c.z = roo * sin_max_theta;
c2c.y = -c2c.z / tan_max_theta;
c2c.x = 0
}
else if(sin_theta == -1) {//bottom view
c2c.z = -roo * sin_max_theta;
c2c.y = c2c.z / tan_max_theta;
c2c.x = 0
}
else if(sin_max_theta < sin_theta){//camera too high
c2c.z = Math.sqrt(c2c.x * c2c.x + c2c.y * c2c.y) * tan_max_theta;
c2c.normalize();
c2c.scaleInPlace(roo);
}
else if(sin_theta < -sin_max_theta){//camera too low
c2c.z = -Math.sqrt(c2c.x * c2c.x + c2c.y * c2c.y) * tan_max_theta;
c2c.normalize();
c2c.scaleInPlace(roo);
}
//corrected camera position
camera.position.set(camera.targetPosition.add(c2c));
}
catch(e) {}
camera.roll=0; //z-axis always up
}
}
runtime.addEventHandler(mouseEventHandler);
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