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Mouse input #5

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tracend opened this issue Jan 10, 2013 · 0 comments
Open

Mouse input #5

tracend opened this issue Jan 10, 2013 · 0 comments
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@tracend
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tracend commented Jan 10, 2013

This was a debatable issue until recently.

There seems to be be a lot of work done monitoring mouse input on Three.js

https://github.com/IceCreamYou/Nemesis/blob/master/Three.FirstPersonControls.js
http://stackoverflow.com/questions/12500874/three-js-first-person-controls
https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js
https://github.com/mrdoob/three.js/blob/master/examples/js/controls/FirstPersonControls.js

Of course the pointer receives a special attention because it's the main method to navigate around a 3D space.

Following our "not re-inventing the wheel" practice for Contruct.js I seriously considered ingesting any (all) of them as dependencies - meaning that they would be considered Three.js plugins and added in the require.js deps list if mouse monitoring is activated.

But after further review I saw the harse reality in all those libraries. Too many mixed concepts (events + attribute manipulation + object creation) and too many hard-coded values.

The input library in Construct.js should only care about monitoring the input from specified devices and pass the results to other parties, without directly effecting the object stack.

Thus a new set of Backbone views will be created to cover mouse monitoring (in different ways) based on the generic Backbone.Mouse helper:
https://gist.github.com/4333890

tracend added a commit that referenced this issue Apr 7, 2014
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