With an inaccurate reference to the parent container, the divâs assigned left and top values wereâ¦wellâ¦inaccurate. When you logged the result, youâd see odd instances where the offset value would fall back down to something like 10 or 15 regardless of where the mouseâ position actually was. Now since I changed my Camera to Orthographic one, now I use this code to find world coordinates from mouse click: let vector new THREE.Vector3 () t ( (event.clientX / window. Previously, I was using these code pieces: Mouse / Canvas X, Y to Three.js World X, Y, Z. With no height, the mouse event had little to work with to maintain consistent tracking of offsetY and offsetX. I want to find the world coordinates from the mouse position. With no children in flow, it has no need to update itâs height to fit itâs contents, resulting in what is essentially a height of 0px. This program uses the mouse coordinates in a script bound to , and it used to work at least in tk 4.1 What happens now is that x,y,X or Y are.In this case, the div is the only child of body. The Matter.Mouse module contains methods for creating and manipulating mouse inputs. This is because absolute positioned elements are removed from the parentâs flow. Unless the OP sets the height of the body tag (they did not), the body wonât have any height. works in reference to the parent container, this case the body element. They should have been using event.pageY and event.pageX instead. So what went wrong? In short, the problem was that the OP was using the wrong event attribute when trying to set the top and left CSS values. In real time the circle would follow more closely to the cursor but would ultimately jump back to the top left corner.
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