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@@ -153,7 +153,7 @@ We made the `earthMesh` a child of the `sunMesh`. The `sunMesh` has
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its scale set to 5x with `sunMesh.scale.set(5, 5, 5)`. That means the
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`sunMesh`s local space is 5 times as big. Anything put in that space
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will be multiplied by 5. That means the earth is now 5x larger and
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- it's distance from the sun (`earthMesh.position.x = 10`) is also
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+ its distance from the sun (`earthMesh.position.x = 10`) is also
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5x as well.
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Our scene graph currently looks like this
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@@ -400,7 +400,7 @@ For the target, the thing the tank is aiming at, there is a `targetOrbit`
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offset from the `targetOrbit` and a base elevation. Childed to that is another
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`Object3D` called `targetBob` which just bobs up and down relative to the
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`targetElevation`. Finally there's the `targetMesh` which is just a cube we
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-rotate and change it's colors
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+rotate and change its colors
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```js
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// move target
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@@ -457,7 +457,7 @@ turretCamera.lookAt(targetPosition);
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```
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There is also a `targetCameraPivot` which is a child of `targetBob` so it floats
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-around with the target. We aim that back at the tank. It's purpose is to allow the
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+around with the target. We aim that back at the tank. Its purpose is to allow the
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`targetCamera` to be offset from the target itself. If we instead made the camera
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a child of `targetBob` and just aimed the camera itself it would be inside the
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target.
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