Update: CC - Mouse Move - Moorcow (fsilsam72g.js) 174 bytes modified
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d3f0c2de6a
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4e528b3a7e
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@ -3,15 +3,15 @@ camera.lookAt.x = (-1 * (window.innerWidth / 2 - data.event.x)) * 0.025;//(windo
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camera.lookAt.y = (((window.innerHeight / 2 - data.event.y)) * 0.05) - 8;
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camera.updateInstance();
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var cameraCursor = GameLib.EntityManager.Instance.findComponentById('b78qx660fo');
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var cursorCamera = GameLib.EntityManager.Instance.findComponentById('b78qx660fo');
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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) ,
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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(cameraCursor.instance);
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mousePosition.unproject(cursorCamera.instance);
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var cursor = GameLib.EntityManager.Instance.findComponentById('oxpg88pgzv');
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cursor.position.x = mousePosition.x;
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@ -21,9 +21,14 @@ cursor.position.y = mousePosition.y;
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cursor.updateInstance();
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var thrower = GameLib.EntityManager.Instance.findComponentById('01viz3rw6l');
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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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//thrower.instance.lookAt.x = cursor.position.x;
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//thrower.instance.lookAt.y = cursor.position.y;
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//thrower.instance.lookAt.z = cursor.position.z;
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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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@ -35,8 +40,8 @@ var sphere = GameLib.EntityManager.Instance.findComponentById('dpol2u3xbm');
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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.clientX)) ,
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(window.innerHeight / 2 - data.event.clientY) ,
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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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0.5
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);
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@ -48,17 +53,18 @@ 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.normalize();
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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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thrower.position.instance,
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target
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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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@ -89,8 +95,8 @@ if (intersects.length > 0) {
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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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sphere.instance.position.copy(target);//.applyMatrix4( mInverse );
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//var mInverse = new THREE.Matrix4().getInverse( crosshair.instance.matrixWorld );
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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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