拡張子:txtvbswsfjsphpjavahtmlutf8sjis THREE.UserPlay1 = function ( scene, camera, renderer, animate, radius ) { this.scene = scene; this.camera = camera; this.renderer = renderer; this.radius = ( radius !== undefined ) ? radius : 600; this.theta = 0 this.animate = animate; }; THREE.UserPlay1.prototype = { constructor: THREE.UserPlay1, start: function() { this.animate(); }, render: function() { this.theta += 0.1; this.camera.position.x = this.radius * Math.sin( THREE.Math.degToRad( this.theta ) ); this.camera.position.y = this.radius * Math.sin( THREE.Math.degToRad( this.theta ) ); this.camera.position.z = this.radius * Math.cos( THREE.Math.degToRad( this.theta ) ); this.camera.lookAt( this.scene.position ); this.renderer.render( this.scene, this.camera ); } };
THREE.UserPlay1 = function ( scene, camera, renderer, animate, radius ) { this.scene = scene; this.camera = camera; this.renderer = renderer; this.radius = ( radius !== undefined ) ? radius : 600; this.theta = 0 this.animate = animate; }; THREE.UserPlay1.prototype = { constructor: THREE.UserPlay1, start: function() { this.animate(); }, render: function() { this.theta += 0.1; this.camera.position.x = this.radius * Math.sin( THREE.Math.degToRad( this.theta ) ); this.camera.position.y = this.radius * Math.sin( THREE.Math.degToRad( this.theta ) ); this.camera.position.z = this.radius * Math.cos( THREE.Math.degToRad( this.theta ) ); this.camera.lookAt( this.scene.position ); this.renderer.render( this.scene, this.camera ); } };