Initial Commit: CC - Mouse Move - Moorcow (ud33b2z225.js)
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4942c2c086
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if (!this.entityLoaded) {
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return;
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}
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var camera = GameLib.EntityManager.Instance.findComponentById('k9ain64rlp');
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camera.lookAt.x = (-1 * (window.innerWidth / 2 - data.event.x)) * 0.025;//(window.clientWidth/ 2) + data.event.x;
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camera.lookAt.y = (((window.innerHeight / 2 - data.event.y)) * 0.05);
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camera.updateInstance();
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var cursorCamera = GameLib.EntityManager.Instance.findComponentById('3c8ff7zgk8');
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var mousePosition = new THREE.Vector3(
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(-1 * (window.innerWidth / 2 - data.event.x)) ,
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(window.innerHeight / 2 - data.event.y) * 1.66667,
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0
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);
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mousePosition.unproject(cursorCamera.instance);
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var cursor = GameLib.EntityManager.Instance.findComponentById('1eh5eu30m6');
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cursor.position.x = mousePosition.x;
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cursor.position.y = mousePosition.y;
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//cursor.position.x = (-1 * (window.innerWidth / 2 - data.event.x)) * 0.025;
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//cursor.position.y = (((window.innerHeight / 2 - data.event.y)) * 0.05);
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cursor.updateInstance();
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var thrower = GameLib.EntityManager.Instance.findComponentById('zldh9sdfuc');
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thrower.instance.lookAt(
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new THREE.Vector3(
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cursor.position.x,
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cursor.position.y,
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cursor.position.z
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)
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);
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//thrower.rotation.x = 0.5 + cursor.position.y * 0.12;
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//thrower.rotation.y = Math.PI + (cursor.position.x * -0.1);
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//thrower.updateInstance();
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/**
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* First we find our crosshair
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*/
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//var crosshair = GameLib.EntityManager.Instance.findComponentById('oxpg88pgzv');
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var sphere = GameLib.EntityManager.Instance.findComponentById('ijir4gkqya');
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/**
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* Target, is the x / y postion of the crosshair on the z=0 plane in the crosshair scene
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*/
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var target = new THREE.Vector3(
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(-1 * (window.innerWidth / 2 - data.event.x)) ,
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(window.innerHeight / 2 - data.event.y) ,
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0
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);
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sphere.instance.position.copy(target);//instance.applyMatrix4( mInverse );
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sphere.position.x = sphere.instance.position.x;
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sphere.position.y = sphere.instance.position.y;
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sphere.position.z = sphere.instance.position.z;
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/**
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* Now we get the position of the crosshair, in our world scene space
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*/
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target.unproject(camera.instance);
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/**
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* We want to shoot in the other direction
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*/
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target.normalize();
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target.z *= -1;
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//target.sub(thrower.position.instance).normalize();
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var raycaster = new THREE.Raycaster();
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raycaster.ray = new THREE.Ray(
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cursor.position.instance,
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target.instance
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);
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var intersects = raycaster.intersectObjects(
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GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Mesh).map(
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function(mesh){
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//mesh.instance.visible = true;
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mesh.instance.material.color.setHex(0xffffff);
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return mesh.instance;
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}
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)
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);
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if (intersects.length > 0) {
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console.log('intersected');
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intersects.map(
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function(intersect){
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intersect.object.material.color.setHex(0xff0000);
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}
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)
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}
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/**
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* But we also, want the direction from the thrower to the crosshair
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*/
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//
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/**
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* We need the x/y/z position of an imaginary object, at target position, in the game scene
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*/
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//var mInverse = new THREE.Matrix4().getInverse( crosshair.instance.matrixWorld );
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//@ sourceURL=mouseMove.js
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