Update app.py
Browse files
app.py
CHANGED
@@ -623,7 +623,7 @@ async(c, o, p, d, n, m)=>{
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document.getElementById("model3D").getElementsByTagName("canvas")[0].ondrag = function(e){e.preventDefault();}
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document.getElementById("model3D").appendChild(document.getElementById("compass_box"));
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if (o.indexOf(""+n) < 0) {
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if (o != "") { o += ","; }
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@@ -687,11 +687,6 @@ async(c, o, p, d, n, m)=>{
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//BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.useAlphaFromEmissiveTexture = true;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].alphaIndex = 1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].visibility = 0.9999;
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window.lat = coords[0].lat;
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window.lng = coords[0].lng;
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window.heading = coords[0].heading;
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window.pitch = coords[0].pitch;
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window.md = false;
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window.r_old = 1.0;
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@@ -982,11 +977,11 @@ window.snapshot = snapshot;
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mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
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mesh.position.z =
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mesh.position.x =
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mesh.rotation.y =
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mesh.rotation.z =
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return mesh;
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}
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document.getElementById("model3D").getElementsByTagName("canvas")[0].ondrag = function(e){e.preventDefault();}
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document.getElementById("model3D").appendChild(document.getElementById("compass_box"));
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window.coords = JSON.parse(document.getElementById("coords").getElementsByTagName("textarea")[0].value);
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if (o.indexOf(""+n) < 0) {
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if (o != "") { o += ","; }
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//BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.useAlphaFromEmissiveTexture = true;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].alphaIndex = 1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].visibility = 0.9999;
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window.md = false;
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window.r_old = 1.0;
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mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
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mesh.rotationQuaternion = null;
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mesh.position.z = coords[0].lat;
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mesh.position.x = coords[0].lng;
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mesh.rotation.y = coords[0].heading / 180 * Math.PI;
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mesh.rotation.z = coords[0].pitch / 180 * Math.PI;
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return mesh;
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}
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