Update: CC - Mouse Move - Moorcow (ud33b2z225.js) 805 bytes modified

beta.r3js.org
-=yb4f310 2017-11-11 14:46:53 +01:00
parent 0da84c218a
commit 0d97c9df17
1 changed files with 34 additions and 49 deletions

View File

@ -2,77 +2,73 @@ if (!this.entityLoaded) {
return; return;
} }
var camera = GameLib.EntityManager.Instance.findComponentById('k9ain64rlp'); if (!this.initialized) {
camera.lookAt.x = (-1 * (window.innerWidth / 2 - data.event.x)) * 0.025;//(window.clientWidth/ 2) + data.event.x; this.initialized = true;
camera.lookAt.y = (((window.innerHeight / 2 - data.event.y)) * 0.05); }
camera.updateInstance();
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( this.camera.lookAt.x = this.mouse.x;
(-1 * (window.innerWidth / 2 - data.event.x)) , this.camera.lookAt.y = this.mouse.y;
(window.innerHeight / 2 - data.event.y) * 1.66667, this.camera.updateInstance();
0
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'); this.cursor.position.x = mouse.x;
cursor.position.x = mousePosition.x; this.cursor.position.y = mouse.y;
cursor.position.y = mousePosition.y; this.cursor.updateInstance();
//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();
var thrower = GameLib.EntityManager.Instance.findComponentById('zldh9sdfuc'); this.thrower.instance.lookAt(
thrower.instance.lookAt(
new THREE.Vector3( new THREE.Vector3(
cursor.position.x, this.cursor.position.x,
cursor.position.y, this.cursor.position.y,
cursor.position.z 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 * First we find our crosshair
*/ */
//var crosshair = GameLib.EntityManager.Instance.findComponentById('oxpg88pgzv'); //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 * Target, is the x / y postion of the crosshair on the z=0 plane in the crosshair scene
*/ */
var target = new THREE.Vector3( //var target = new THREE.Vector3(
(-1 * (window.innerWidth / 2 - data.event.x)) , // (-1 * (window.innerWidth / 2 - data.event.x)) ,
(window.innerHeight / 2 - data.event.y) , // (window.innerHeight / 2 - data.event.y) ,
0 // 0
); //);
/*
sphere.instance.position.copy(target);//instance.applyMatrix4( mInverse ); sphere.instance.position.copy(target);//instance.applyMatrix4( mInverse );
sphere.position.x = sphere.instance.position.x; sphere.position.x = sphere.instance.position.x;
sphere.position.y = sphere.instance.position.y; sphere.position.y = sphere.instance.position.y;
sphere.position.z = sphere.instance.position.z; sphere.position.z = sphere.instance.position.z;
*/
/** /**
* Now we get the position of the crosshair, in our world scene space * Now we get the position of the crosshair, in our world scene space
*/ */
/*
target.unproject(camera.instance); target.unproject(camera.instance);
*/
/** /**
* We want to shoot in the other direction * We want to shoot in the other direction
*/ */
/*
target.normalize(); target.normalize();
target.z *= -1; target.z *= -1;
*/
//target.sub(thrower.position.instance).normalize(); //target.sub(thrower.position.instance).normalize();
/*
var raycaster = new THREE.Raycaster(); var raycaster = new THREE.Raycaster();
raycaster.ray = new THREE.Ray( 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 //@ sourceURL=mouseMove.js