Update: CC - Mouse Move - Moorcow (ud33b2z225.js) 1815 bytes modified

beta.r3js.org
-=yb4f310 2017-11-11 14:55:43 +01:00
parent 1df2d4e112
commit 30390f146a
1 changed files with 0 additions and 82 deletions

View File

@ -32,86 +32,4 @@ this.thrower.instance.lookAt(
)
);
/**
* First we find our crosshair
*/
//var crosshair = GameLib.EntityManager.Instance.findComponentById('oxpg88pgzv');
//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
//);
/*
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(
cursor.position.instance,
target.instance
);
var intersects = raycaster.intersectObjects(
GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Mesh).map(
function(mesh){
if (mesh.instance.material instanceof Array) {
mesh.instance.material.map(
function(material) {
material.color.setHex(0xffffff);
}
);
} else {
mesh.instance.material.color.setHex(0xffffff);
}
return mesh.instance;
}
)
);
if (intersects.length > 0) {
console.log('intersected');
intersects.map(
function(intersect){
if (mesh.instance.material instanceof Array) {
mesh.instance.material.map(
function(material) {
material.color.setHex(0xff0000);
}
);
} else {
mesh.instance.material.color.setHex(0xff0000);
}
}
)
}
*/
//@ sourceURL=mouseMove.js