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- import {
- Controls,
- MathUtils,
- Spherical,
- Vector3
- } from 'three';
- const _lookDirection = new Vector3();
- const _spherical = new Spherical();
- const _target = new Vector3();
- const _targetPosition = new Vector3();
- const _targetVelocity = new Vector3();
- /**
- * This class is an alternative implementation of {@link FlyControls}.
- *
- * @augments Controls
- * @three_import import { FirstPersonControls } from 'three/addons/controls/FirstPersonControls.js';
- */
- class FirstPersonControls extends Controls {
- /**
- * Constructs a new controls instance.
- *
- * @param {Object3D} object - The object that is managed by the controls.
- * @param {?HTMLElement} domElement - The HTML element used for event listeners.
- */
- constructor( object, domElement = null ) {
- super( object, domElement );
- /**
- * The movement speed.
- *
- * @type {number}
- * @default 1
- */
- this.movementSpeed = 1.0;
- /**
- * The look around speed.
- *
- * @type {number}
- * @default 0.005
- */
- this.lookSpeed = 0.005;
- /**
- * How quickly the movement and look velocity catches up to the input. Lower
- * values feel heavier (more inertia), `1` disables damping.
- *
- * @type {number}
- * @default 0.1
- */
- this.dampingFactor = 0.1;
- /**
- * Whether it's possible to vertically look around or not.
- *
- * @type {boolean}
- * @default true
- */
- this.lookVertical = true;
- /**
- * Whether the camera is automatically moved forward or not.
- *
- * @type {boolean}
- * @default false
- */
- this.autoForward = false;
- /**
- * Whether or not the camera's height influences the forward movement speed.
- * Use the properties `heightCoef`, `heightMin` and `heightMax` for configuration.
- *
- * @type {boolean}
- * @default false
- */
- this.heightSpeed = false;
- /**
- * Determines how much faster the camera moves when it's y-component is near `heightMax`.
- *
- * @type {number}
- * @default 1
- */
- this.heightCoef = 1.0;
- /**
- * Lower camera height limit used for movement speed adjustment.
- *
- * @type {number}
- * @default 0
- */
- this.heightMin = 0.0;
- /**
- * Upper camera height limit used for movement speed adjustment.
- *
- * @type {number}
- * @default 1
- */
- this.heightMax = 1.0;
- /**
- * Whether or not looking around is vertically constrained by `verticalMin` and `verticalMax`.
- *
- * @type {boolean}
- * @default false
- */
- this.constrainVertical = false;
- /**
- * How far you can vertically look around, lower limit. Range is `0` to `Math.PI` in radians.
- *
- * @type {number}
- * @default 0
- */
- this.verticalMin = 0;
- /**
- * How far you can vertically look around, upper limit. Range is `0` to `Math.PI` in radians.
- *
- * @type {number}
- * @default 0
- */
- this.verticalMax = Math.PI;
- /**
- * Whether the mouse is pressed down or not.
- *
- * @type {boolean}
- * @readonly
- * @default false
- */
- this.mouseDragOn = false;
- // internals
- this._velocity = new Vector3();
- this._pointerX = 0;
- this._pointerY = 0;
- this._pointerDownX = 0;
- this._pointerDownY = 0;
- this._pointerCount = 0;
- // forward / backward come from keys and the pointer, tracked per source so they don't
- // clobber: while a forward / backward key is held, a click only looks
- this._keyForward = false;
- this._keyBackward = false;
- this._pointerForward = false;
- this._pointerBackward = false;
- this._moveLeft = false;
- this._moveRight = false;
- this._moveUp = false;
- this._moveDown = false;
- this._lat = 0;
- this._lon = 0;
- this._lonVelocity = 0;
- this._latVelocity = 0;
- // event listeners
- this._onPointerMove = onPointerMove.bind( this );
- this._onPointerDown = onPointerDown.bind( this );
- this._onPointerUp = onPointerUp.bind( this );
- this._onContextMenu = onContextMenu.bind( this );
- this._onKeyDown = onKeyDown.bind( this );
- this._onKeyUp = onKeyUp.bind( this );
- //
- if ( domElement !== null ) {
- this.connect( domElement );
- }
- this._setOrientation();
- }
- connect( element ) {
- super.connect( element );
- window.addEventListener( 'keydown', this._onKeyDown );
- window.addEventListener( 'keyup', this._onKeyUp );
- this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
- this.domElement.addEventListener( 'contextmenu', this._onContextMenu );
- const { ownerDocument } = this.domElement;
- ownerDocument.addEventListener( 'pointermove', this._onPointerMove );
- ownerDocument.addEventListener( 'pointerup', this._onPointerUp );
- ownerDocument.addEventListener( 'pointercancel', this._onPointerUp );
- this.domElement.style.touchAction = 'none'; // Disable touch scroll
- }
- disconnect() {
- window.removeEventListener( 'keydown', this._onKeyDown );
- window.removeEventListener( 'keyup', this._onKeyUp );
- this.domElement.removeEventListener( 'pointerdown', this._onPointerDown );
- this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );
- const { ownerDocument } = this.domElement;
- ownerDocument.removeEventListener( 'pointermove', this._onPointerMove );
- ownerDocument.removeEventListener( 'pointerup', this._onPointerUp );
- ownerDocument.removeEventListener( 'pointercancel', this._onPointerUp );
- this.domElement.style.touchAction = ''; // Restore touch scroll
- }
- dispose() {
- this.disconnect();
- }
- /**
- * Rotates the camera towards the defined target position.
- *
- * @param {number|Vector3} x - The x coordinate of the target position or alternatively a vector representing the target position.
- * @param {number} y - The y coordinate of the target position.
- * @param {number} z - The z coordinate of the target position.
- * @return {FirstPersonControls} A reference to this controls.
- */
- lookAt( x, y, z ) {
- if ( x.isVector3 ) {
- _target.copy( x );
- } else {
- _target.set( x, y, z );
- }
- this.object.lookAt( _target );
- this._setOrientation();
- return this;
- }
- update( delta ) {
- if ( this.enabled === false ) return;
- let drive = ( this._keyForward ? 1 : 0 ) - ( this._keyBackward ? 1 : 0 );
- let lookMove = ( this._pointerForward ? 1 : 0 ) - ( this._pointerBackward ? 1 : 0 );
- if ( this.autoForward && drive === 0 && lookMove === 0 ) lookMove = 1;
- // faster forward movement the higher the camera is
- let forwardSpeed = this.movementSpeed;
- if ( this.heightSpeed ) {
- const y = MathUtils.clamp( this.object.position.y, this.heightMin, this.heightMax );
- forwardSpeed += ( y - this.heightMin ) * this.heightCoef;
- }
- // target velocity in world space: keys are world axis aligned, moving in the
- // XZ plane from the camera's yaw only (Q / E along world Y), while pointer
- // and touch input moves along the look direction
- const yaw = MathUtils.degToRad( this._lon );
- const sinYaw = Math.sin( yaw );
- const cosYaw = Math.cos( yaw );
- let strafe = ( this._moveRight ? 1 : 0 ) - ( this._moveLeft ? 1 : 0 );
- let climb = ( this._moveUp ? 1 : 0 ) - ( this._moveDown ? 1 : 0 );
- // normalize combined key input so diagonal movement isn't faster
- const keyScale = 1 / Math.max( 1, Math.sqrt( strafe * strafe + climb * climb + drive * drive ) );
- strafe *= this.movementSpeed * keyScale;
- climb *= this.movementSpeed * keyScale;
- drive *= ( drive > 0 ? forwardSpeed : this.movementSpeed ) * keyScale;
- _targetVelocity.set(
- sinYaw * drive - cosYaw * strafe,
- climb,
- cosYaw * drive + sinYaw * strafe
- );
- if ( lookMove !== 0 ) {
- _lookDirection.set( 0, 0, - 1 ).applyQuaternion( this.object.quaternion );
- _targetVelocity.addScaledVector( _lookDirection, lookMove * ( lookMove > 0 ? forwardSpeed : this.movementSpeed ) );
- }
- // ease toward the target velocity for smooth acceleration and deceleration
- this._velocity.lerp( _targetVelocity, this.dampingFactor );
- this.object.position.addScaledVector( this._velocity, delta );
- let verticalLookRatio = 1;
- if ( this.constrainVertical ) {
- verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin );
- }
- // target look velocity, zero when not dragging so the view eases to a stop
- const targetLon = this.mouseDragOn ? - this._pointerX * this.lookSpeed : 0;
- const targetLat = ( this.mouseDragOn && this.lookVertical ) ? - this._pointerY * this.lookSpeed * verticalLookRatio : 0;
- this._lonVelocity = MathUtils.lerp( this._lonVelocity, targetLon, this.dampingFactor );
- this._latVelocity = MathUtils.lerp( this._latVelocity, targetLat, this.dampingFactor );
- this._lon += this._lonVelocity * delta;
- this._lat += this._latVelocity * delta;
- this._lat = Math.max( - 85, Math.min( 85, this._lat ) );
- let phi = MathUtils.degToRad( 90 - this._lat );
- const theta = MathUtils.degToRad( this._lon );
- if ( this.constrainVertical ) {
- phi = MathUtils.mapLinear( phi, 0, Math.PI, this.verticalMin, this.verticalMax );
- }
- const position = this.object.position;
- _targetPosition.setFromSphericalCoords( 1, phi, theta ).add( position );
- this.object.lookAt( _targetPosition );
- }
- _setOrientation() {
- const quaternion = this.object.quaternion;
- _lookDirection.set( 0, 0, - 1 ).applyQuaternion( quaternion );
- _spherical.setFromVector3( _lookDirection );
- this._lat = 90 - MathUtils.radToDeg( _spherical.phi );
- this._lon = MathUtils.radToDeg( _spherical.theta );
- }
- /**
- * @deprecated, r184. This method is no longer needed.
- */
- handleResize() {
- console.warn( 'THREE.FirstPersonControls: handleResize() has been removed.' );
- }
- }
- function onPointerDown( event ) {
- if ( this.domElement !== document ) {
- this.domElement.focus();
- }
- this.domElement.setPointerCapture( event.pointerId );
- this._pointerCount ++;
- if ( event.pointerType === 'touch' ) {
- this._pointerForward = this._pointerCount === 1;
- this._pointerBackward = this._pointerCount >= 2;
- } else {
- switch ( event.button ) {
- case 0: if ( ! this._keyForward && ! this._keyBackward ) this._pointerForward = true; break;
- case 2: if ( ! this._keyForward && ! this._keyBackward ) this._pointerBackward = true; break;
- }
- }
- this._pointerDownX = event.pageX;
- this._pointerDownY = event.pageY;
- this._pointerX = 0;
- this._pointerY = 0;
- this.mouseDragOn = true;
- }
- function onPointerUp( event ) {
- if ( this.mouseDragOn === false ) return;
- this.domElement.releasePointerCapture( event.pointerId );
- this._pointerCount --;
- if ( event.pointerType === 'touch' ) {
- this._pointerForward = this._pointerCount === 1;
- this._pointerBackward = false;
- } else {
- switch ( event.button ) {
- case 0: this._pointerForward = false; break;
- case 2: this._pointerBackward = false; break;
- }
- }
- this._pointerX = 0;
- this._pointerY = 0;
- if ( this._pointerCount === 0 ) this.mouseDragOn = false;
- }
- function onPointerMove( event ) {
- if ( this.mouseDragOn === false ) return;
- this._pointerX = event.pageX - this._pointerDownX;
- this._pointerY = event.pageY - this._pointerDownY;
- }
- function onKeyDown( event ) {
- switch ( event.code ) {
- case 'ArrowUp':
- case 'KeyW': this._keyForward = true; break;
- case 'ArrowLeft':
- case 'KeyA': this._moveLeft = true; break;
- case 'ArrowDown':
- case 'KeyS': this._keyBackward = true; break;
- case 'ArrowRight':
- case 'KeyD': this._moveRight = true; break;
- case 'KeyE': this._moveUp = true; break;
- case 'KeyQ': this._moveDown = true; break;
- }
- }
- function onKeyUp( event ) {
- switch ( event.code ) {
- case 'ArrowUp':
- case 'KeyW': this._keyForward = false; break;
- case 'ArrowLeft':
- case 'KeyA': this._moveLeft = false; break;
- case 'ArrowDown':
- case 'KeyS': this._keyBackward = false; break;
- case 'ArrowRight':
- case 'KeyD': this._moveRight = false; break;
- case 'KeyE': this._moveUp = false; break;
- case 'KeyQ': this._moveDown = false; break;
- }
- }
- function onContextMenu( event ) {
- if ( this.enabled === false ) return;
- event.preventDefault();
- }
- export { FirstPersonControls };
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