Rotate camera with mouse
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@ -47,19 +47,17 @@ export const scene = ({ ref }) => {
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renderer.setSize(ref.current.clientWidth, ref.current.clientHeight);
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renderer.setSize(ref.current.clientWidth, ref.current.clientHeight);
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});
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});
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ref.current.addEventListener('mousemove', (e) => {
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const x = e.clientX;
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const ratio = x / ref.current.clientWidth;
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camera.position.set(5, 2, ratio*4 - 2);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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});
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const animate = () => {
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const animate = () => {
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const deltaTime = 0.075;
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const deltaTime = 0.075;
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t += deltaTime;
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t += deltaTime;
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// register mouse event for 'onmove'
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// get mouse x & y
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// const mu = mousex / ref.width
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// const mv = mousey / ref.heigh
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// camera.x = sin(mu * Math.PI * 2)
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// camera.z = cos(mu * Math.PI * 2)
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//
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const direction = Math.random() > 0.5 ? 1 : -1;
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const direction = Math.random() > 0.5 ? 1 : -1;
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if (t > nextShip) {
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if (t > nextShip) {
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@ -76,7 +74,6 @@ export const scene = ({ ref }) => {
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const bolt = new Laser(ship);
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const bolt = new Laser(ship);
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bolts.push(bolt);
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bolts.push(bolt);
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scene.add(bolt.mesh);
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scene.add(bolt.mesh);
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console.log(bolt.mesh.position);
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ship.firing = false;
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ship.firing = false;
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}
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}
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