javascript - Was unable to relate and setup a onmousemove event? -


i setup mouse move event handler three.js unable relate mouse , make successful helpful if 1 how can it. know no using mouse related coordinates worried affects calculation part.

root = document.getelementbyid("webgl");  window.addeventlistener('resize', onwindowresize(width, height), false); root.addeventlistener('mousemove', mousemovegooglemapsupdate(), false);   function mousemovegooglemapsupdate(){      var angle = onmousemove();      line.setmap(null);  //removing old lines on circle               var newstartpoint   = pointgooglemaps(circle.getradius() * math.cos(-angle[0]),                                         circle.getradius() * math.sin(-angle[0]), origin);              var  viewdir        = pointgooglemaps(circle.getradius() * math.cos(-angle[1]),                                         circle.getradius() * math.sin(-angle[1]), origin);              var newendpoint    = pointgooglemaps(circle.getradius() * math.cos(angle[2]),                                         circle.getradius() * math.sin(angle[2]), origin);              line = new google.maps.polyline({             path: [newstartpoint, origin, newendpoint],             geodesic: true,  //by setting true distance cal in meters             strokecolor: '#0000ff',             strokeopacity: 0.8,             strokeweight: 2,                         map: map             });  }   function onmousemove(){      var degrees = math.pi/180.0;     var raycaster = new three.raycaster();     var viewingdir = camera.getworlddirection();     var vectors = [0,0,0];     var angles = [0,0,0];      for(i=0; i<3; i++)     {         vectors[i] = new three.vector3(i-1, 0, 0.5);         raycaster.setfromcamera(vectors[i], camera);         vectors[i].sub(camera.position);         vectors[i].normalize();      }      for(i=0; i<3; i+=2)     {         var dotp = vectors[i].x * vectors[1].x + vectors[i].y * vectors[1].y + vectors[i].z * vectors[1].z;         if (dotp >= 1)             angles[i] = 0.0;         else if (dotp <= -1)             angles[i] = math.pi;         else             angles[i] = math.acos(dotp);     }      angles[1] = math.atan2(viewingdir.x, -viewingdir.z);     fov = angles[0] + angles[2];     angles[0] = angles[1] - 0.5 * fov; //x-dir     angles[2] = angles[1] + 0.5 * fov; //y-dir      return angles;  } 

canvas.addeventlistener( 'mousemove', ondocumentmousemove, false ); function ondocumentmousemove( event ) {           event.preventdefault();         mouse.x = ( event.clientx / window.innerwidth ) * 2 - 1;         mouse.y = - ( event.clienty / window.innerheight ) * 2 + 1; } 

i don't see event in code ...


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