Search JavaScript code of all Worlds for: ABWorld camera
ABWorld.camera = new THREE.PerspectiveCamera ( 50, window.innerWidth / window.innerHeight, 0.1, maxRadius ); // near value of 0.
ABWorld.follow.x = ABWorld.follow.x + ( CAMERASHIFT * Math.sin(agentRotation) ); ABWorld.follow.z = ABWorld.follow.z + ( CAMERASHIFT * Math.cos(agentRotation) );
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false;
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent) ABWorld.cameraTrack() ABWorld.cameraMove() ABWorld.cameraFixed()
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.drawCameraControls = false;
ABWorld.init3d ( startRadius, maxRadius, SKYCOLOR ); // sets up renderer, scene, camera
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.drawCameraControls = false;
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false; ABWorld.init3d ( startRadius, maxRadius, SKYCOLOR ); // sets up renderer, scene, camera
ABWorld.drawCameraControls = false;
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.drawCameraControls = false; // Scrap the Track/Move with/Normal camera controls
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false;
raycaster.setFromCamera(mouseCoords, ABWorld.camera); ABWorld.camera.position.x = 0; ABWorld.camera.position.y = 5; ABWorld.camera.position.z = 85;
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false;
ABWorld.follow.x = ABWorld.follow.x + ( cameraShift * Math.sin(steveRotation) ); ABWorld.follow.z = ABWorld.follow.z + ( cameraShift * Math.cos(steveRotation) );
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false; ABWorld.camera.position.set(0,100,0); ABWorld.camera.position.set(50,50,30); ABWorld.camera.position.set(50,50,-30); ABWorld.camera.position.set(-50,50,-30);
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false; ABWorld.cameraCustom( ABWorld.camera.fov = 30;
ABWorld.drawCameraControls = false;
ABWorld.drawCameraControls = false; // Controls for camera
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.drawCameraControls = false; //ABWorld.camera.position.set(x,y,z); //ABWorld.camera.up = new THREE.Vector3(0,0,1); //ABWorld.camera.lookAt(new THREE.Vector3(0,0,0)); //ABWorld.camera.position.set(x,y,z);
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.drawCameraControls = false;
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent) ABWorld.cameraTrack() ABWorld.cameraMove() ABWorld.cameraFixed()