r3-custom-code/j1gg46ln21.js

55 lines
1.6 KiB
JavaScript

if (!this.entityLoaded) {
return;
}
/**
* First we find our crosshair
*/
var crosshair = R3.EntityManager.Instance.findComponentById('ah7gtz3mou');
/**
* Target, is the x / y postion of the crosshair on the z=0 plane in the crosshair scene
*/
var target = new THREE.Vector3(crosshair.position.x, crosshair.position.y, 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.matrixWorld );
particle.position.applyMatrix4( mInverse );
var particleEngine = R3.EntityManager.Instance.findComponentById('cd9s9xhs4e');
var particle = R3.EntityManager.Instance.findComponentById('yployonpho');
var flamethrower = R3.EntityManager.Instance.findComponentById('69a7qg3rkb');
var worldCamera = R3.EntityManager.Instance.findComponentById('0ph5bo9dyi');
var end = ;
end.unproject(worldCamera.instance);
//var crosshairPosition = crosshair.position.instance.clone();
//var flamethrowerPosition = worldCamera.position.instance.clone();
var direction = worldCamera.position.instance.clone().sub(end).normalize().negate();
console.log(direction);
particle.instance.position.x = worldCamera.position.x;// + direction.x * 0.3;
particle.instance.position.y = worldCamera.position.y;// + direction.y * 0.3;
particle.instance.position.z = worldCamera.position.z;// + direction.z * 0.3;
var sensitivity = 0.1;
particle.direction.instance.x = direction.x * sensitivity;
particle.direction.instance.y = direction.y * sensitivity;
particle.direction.instance.z = direction.z * sensitivity;
particleEngine.enabled = true;
return null;
//@ sourceURL=mouseDown.js