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function showAndroidToast(toast) {
if (typeof Android != "undefined"){ // check the bridge
if (Android.showToast!= "undefined") { // check the method
Android.showToast(toast);
}
}
}
function setLoadingProgress(progress) {// from 0 to 100
if (typeof Android != "undefined"){ // check the bridge
if (Android.setProgress!= "undefined") { // check the method
Android.setProgress(progress);
}
}
}
function updateFPS(){
if (typeof Android != "undefined"){ // check the bridge
if (Android.updateFPS!= "undefined") { // check the method
Android.updateFPS(stats.domElement.children[0].children[0].textContent);
}
}
}
function getInitialization(){
if (typeof Android != "undefined"){ // check the bridge
if (Android.getInitializationJSON!= "undefined") { // check the method
var config = JSON.parse(Android.getInitializationJSON());
show_fps = config.show_fps;
fps_update_skips = config.fps_update_skips;
show_sky = config.show_sky;
show_sphere = config.show_sphere;
show_mini_spheres = config.show_mini_spheres;
show_circles = config.show_circles;
show_axis = config.show_axis;
show_axis_labels = config.show_axis_labels;
show_planes = config.show_planes;
//Angles and planes
show_orbital_plane = config.show_orbital_plane;
plane_xy_color = config.plane_xy_color;
plane_orb_color = config.plane_orb_color;
show_inclination = config.show_inclination;
show_spheric_coords = config.show_spheric_coords;
spheric_coords_selection = config.spheric_coords_selection;
show_vectors_angle = config.show_vectors_angle;
vectors_angle_sel1 = config.vectors_angle_sel1;
vectors_angle_sel2 = config.vectors_angle_sel2;
//Option blocked for robustness (S/C will show the attitude and a view will follow it)
//show_spacecraft = config.show_spacecraft;//If set to false, instead of a S/C it will be a miniSphere in the reference position.
show_sc_axis = config.show_sc_axis;
sc_show_eng_texture = config.sc_show_eng_texture;
show_sun = config.show_sun;
sun_rotates = config.sun_rotates;
sun_rotation_speed = config.sun_rotation_speed;
show_sun_texture = config.show_sun_texture;
sun_simple_glow = config.sun_simple_glow;//Recomended to not use the shader glow, problems in android
sun_show_line = config.sun_show_line;
sun_show_dist = config.sun_show_dist;
show_earth = config.show_earth;
earth_rotates = config.earth_rotates;
earth_rotation_speed = config.earth_rotation_speed;
show_earth_texture = config.show_earth_texture;
earth_show_line = config.earth_show_line;
earth_show_dist = config.earth_show_dist;
show_velocity = config.show_velocity;
color_velocity = config.color_velocity;
limit_velocity = config.limit_velocity; //Km/s value corresponding to the full length arrow (touching the sphere)
show_acceleration = config.show_acceleration;
color_acceleration = config.color_acceleration;
limit_acceleration = config.limit_acceleration; //Km/s2 value corresponding to the full length arrow (touching the sphere)
show_momentum = config.show_momentum;
color_momentum = config.color_momentum;
show_target_a = config.show_target_a;
color_target_a = config.color_target_a;
value_target_a = new THREE.Vector3(config.value_target_a[0],config.value_target_a[1],config.value_target_a[2]);
show_vector_a = config.show_vector_a;
color_vector_a = config.color_vector_a;
limit_vector_a = config.limit_vector_a;// In the same units of the provided value
value_vector_a = new THREE.Vector3(config.value_vector_a[0],config.value_vector_a[1],config.value_vector_a[2]);
show_direction_a = config.show_direction_a;
color_direction_a = config.color_direction_a;
value_direction_a = new THREE.Vector3(config.value_direction_a[0],config.value_direction_a[1],config.value_direction_a[2]);
performance_level = config.performance_level;//1: VeryLow, 2: Low, 3: Normal, 4: High, 5: VeryHigh, 6: Ultra ...;
}
}
}
function canvasMode(){
canvas_mode = true;//To prevent putting reflective materials
show_sky = false;
show_sphere = false;
//show_mini_spheres = true;
show_circles = true;
show_axis = true;
show_axis_labels = true;
show_planes = false;
//Angles and planes
show_orbital_plane = false;
show_spheric_coords = false;
show_vectors_angle = false;
//show_spacecraft = true;//If set to false, instead of a S/C it will be a miniSphere in the reference position.
show_sc_axis = true;
sc_show_eng_texture = false;
show_sun = false;
sun_rotates = false;
sun_rotation_speed = 0;
show_sun_texture = false;
sun_simple_glow = true;//Recomended to not use the shader glow, problems in android
sun_show_line = false;
sun_show_dist = false;
show_earth = false;
earth_rotates = false;
earth_rotation_speed = 0;
show_earth_texture = false;
earth_show_line = false;
earth_show_dist = false;
performance_level = 1;//1: VeryLow, 2: Low, 3: Normal, 4: High, 5: VeryHigh, 6: Ultra ...;
// Segments
segments_scale = performance_level;//Multiply segments of all geometries:
sc_body_segments = 4 * segments_scale;
sc_window_segments = 8 * segments_scale;
sc_engine_segments = 8 * segments_scale;
sc_eng_disk_segments = sc_engine_segments;
sun_seg = 10 * segments_scale;
earth_seg = 12 * segments_scale;
sphere_segments = 20 * segments_scale;
miniSphere_seg = 7 * segments_scale;
torus_seg_r = 4 * segments_scale;
torus_seg_t = 32 * segments_scale;
arrow_segments = 4 * segments_scale;
momentum_segments = 4 * segments_scale;
target_segments = 8 * segments_scale;
}
function updateModelState(new_state){
//if (typeof Android != "undefined"){ // check the bridge
//if (Android.getStateJSON!= "undefined") { // check the method
var state = JSON.parse(new_state);
value_attitude = new THREE.Quaternion(state.value_attitude.x,state.value_attitude.y,state.value_attitude.z,state.value_attitude.w);
value_sun = new THREE.Vector3( state.value_sun[0], state.value_sun[1], state.value_sun[2] ); //Km
value_earth = new THREE.Vector3( state.value_earth[0], state.value_earth[1], state.value_earth[2] ); //Km
value_velocity = new THREE.Vector3( state.value_velocity[0], state.value_velocity[1], state.value_velocity[2] ); //Km/s
value_acceleration = new THREE.Vector3( state.value_acceleration[0], state.value_acceleration[1], state.value_acceleration[2] ); //Km/s2
value_momentum = new THREE.Vector3( state.value_momentum[0], state.value_momentum[1], state.value_momentum[2] ); // direction --> will be normalized
//}
//}
}