Update: CC - Mouse Move - Moorcow (fsilsam72g.js) 2 bytes modified

beta.r3js.org
-=yb4f310 2017-11-07 20:53:09 +01:00
parent 5089dbf9d1
commit 521e4676b0
1 changed files with 8 additions and 6 deletions

View File

@ -37,7 +37,7 @@ thrower.instance.lookAt(
/**
* 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('dpol2u3xbm');
/**
@ -46,9 +46,14 @@ var sphere = GameLib.EntityManager.Instance.findComponentById('dpol2u3xbm');
var target = new THREE.Vector3(
(-1 * (window.innerWidth / 2 - data.event.x)) ,
(window.innerHeight / 2 - data.event.y) ,
0.5
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
*/
@ -100,10 +105,7 @@ if (intersects.length > 0) {
* 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 );
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;
//@ sourceURL=mouseMove.js