diff --git a/ud33b2z225.js b/ud33b2z225.js index c7975e3..9b6d53a 100644 --- a/ud33b2z225.js +++ b/ud33b2z225.js @@ -2,77 +2,73 @@ if (!this.entityLoaded) { return; } -var camera = GameLib.EntityManager.Instance.findComponentById('k9ain64rlp'); -camera.lookAt.x = (-1 * (window.innerWidth / 2 - data.event.x)) * 0.025;//(window.clientWidth/ 2) + data.event.x; -camera.lookAt.y = (((window.innerHeight / 2 - data.event.y)) * 0.05); -camera.updateInstance(); +if (!this.initialized) { + this.initialized = true; +} -var cursorCamera = GameLib.EntityManager.Instance.findComponentById('3c8ff7zgk8'); +this.mouse.x = (event.offsetX / event.target.width ) * 2 - 1; +this.mouse.y = -(event.offsetY / event.target.height) * 2 + 1; -var mousePosition = new THREE.Vector3( - (-1 * (window.innerWidth / 2 - data.event.x)) , - (window.innerHeight / 2 - data.event.y) * 1.66667, - 0 +this.camera.lookAt.x = this.mouse.x; +this.camera.lookAt.y = this.mouse.y; +this.camera.updateInstance(); + +this.raycaster.instance.setFromCamera( + this.mouse, + this.camera.instance ); -mousePosition.unproject(cursorCamera.instance); +var intersects = this.raycaster.getIntersectedObjects(this.scene.meshes); -var cursor = GameLib.EntityManager.Instance.findComponentById('1eh5eu30m6'); -cursor.position.x = mousePosition.x; -cursor.position.y = mousePosition.y; -//cursor.position.x = (-1 * (window.innerWidth / 2 - data.event.x)) * 0.025; -//cursor.position.y = (((window.innerHeight / 2 - data.event.y)) * 0.05); -cursor.updateInstance(); +this.cursor.position.x = mouse.x; +this.cursor.position.y = mouse.y; +this.cursor.updateInstance(); -var thrower = GameLib.EntityManager.Instance.findComponentById('zldh9sdfuc'); - -thrower.instance.lookAt( +this.thrower.instance.lookAt( new THREE.Vector3( - cursor.position.x, - cursor.position.y, - cursor.position.z + this.cursor.position.x, + this.cursor.position.y, + this.cursor.position.z ) ); -//thrower.rotation.x = 0.5 + cursor.position.y * 0.12; -//thrower.rotation.y = Math.PI + (cursor.position.x * -0.1); -//thrower.updateInstance(); - /** * First we find our crosshair */ //var crosshair = GameLib.EntityManager.Instance.findComponentById('oxpg88pgzv'); -var sphere = GameLib.EntityManager.Instance.findComponentById('ijir4gkqya'); +/var sphere = GameLib.EntityManager.Instance.findComponentById('ijir4gkqya'); /** * Target, is the x / y postion of the crosshair on the z=0 plane in the crosshair scene */ -var target = new THREE.Vector3( - (-1 * (window.innerWidth / 2 - data.event.x)) , - (window.innerHeight / 2 - data.event.y) , - 0 -); - +//var target = new THREE.Vector3( +// (-1 * (window.innerWidth / 2 - data.event.x)) , +// (window.innerHeight / 2 - data.event.y) , +// 0 +//); +/* sphere.instance.position.copy(target);//instance.applyMatrix4( mInverse ); sphere.position.x = sphere.instance.position.x; sphere.position.y = sphere.instance.position.y; sphere.position.z = sphere.instance.position.z; - +*/ /** * Now we get the position of the crosshair, in our world scene space */ +/* target.unproject(camera.instance); - +*/ /** * We want to shoot in the other direction */ +/* target.normalize(); target.z *= -1; - +*/ //target.sub(thrower.position.instance).normalize(); - +/* var raycaster = new THREE.Raycaster(); raycaster.ray = new THREE.Ray( @@ -115,18 +111,7 @@ if (intersects.length > 0) { } ) } - -/** - * But we also, want the direction from the thrower to the crosshair - */ -// - - -/** - * We need the x/y/z position of an imaginary object, at target position, in the game scene - */ -//var mInverse = new THREE.Matrix4().getInverse( crosshair.instance.matrixWorld ); - +*/ //@ sourceURL=mouseMove.js \ No newline at end of file