three
Version:
JavaScript 3D library
447 lines (300 loc) • 9.22 kB
JavaScript
import {
Controls,
MathUtils,
Spherical,
Vector3
} from 'three';
const _lookDirection = new Vector3();
const _spherical = new Spherical();
const _target = new Vector3();
const _targetPosition = new Vector3();
/**
* This class is an alternative implementation of {@link FlyControls}.
*
* @augments Controls
*/
class FirstPersonControls extends Controls {
/**
* Constructs a new controls instance.
*
* @param {Object3D} object - The object that is managed by the controls.
* @param {?HTMLDOMElement} 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;
/**
* 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 it's possible to look around or not.
*
* @type {boolean}
* @default true
*/
this.activeLook = true;
/**
* 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._autoSpeedFactor = 0.0;
this._pointerX = 0;
this._pointerY = 0;
this._moveForward = false;
this._moveBackward = false;
this._moveLeft = false;
this._moveRight = false;
this._viewHalfX = 0;
this._viewHalfY = 0;
this._lat = 0;
this._lon = 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.handleResize();
}
this._setOrientation();
}
connect( element ) {
super.connect( element );
window.addEventListener( 'keydown', this._onKeyDown );
window.addEventListener( 'keyup', this._onKeyUp );
this.domElement.addEventListener( 'pointermove', this._onPointerMove );
this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
this.domElement.addEventListener( 'pointerup', this._onPointerUp );
this.domElement.addEventListener( 'contextmenu', this._onContextMenu );
}
disconnect() {
window.removeEventListener( 'keydown', this._onKeyDown );
window.removeEventListener( 'keyup', this._onKeyUp );
this.domElement.removeEventListener( 'pointerdown', this._onPointerMove );
this.domElement.removeEventListener( 'pointermove', this._onPointerDown );
this.domElement.removeEventListener( 'pointerup', this._onPointerUp );
this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );
}
dispose() {
this.disconnect();
}
/**
* Must be called if the application window is resized.
*/
handleResize() {
if ( this.domElement === document ) {
this._viewHalfX = window.innerWidth / 2;
this._viewHalfY = window.innerHeight / 2;
} else {
this._viewHalfX = this.domElement.offsetWidth / 2;
this._viewHalfY = this.domElement.offsetHeight / 2;
}
}
/**
* 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;
if ( this.heightSpeed ) {
const y = MathUtils.clamp( this.object.position.y, this.heightMin, this.heightMax );
const heightDelta = y - this.heightMin;
this._autoSpeedFactor = delta * ( heightDelta * this.heightCoef );
} else {
this._autoSpeedFactor = 0.0;
}
const actualMoveSpeed = delta * this.movementSpeed;
if ( this._moveForward || ( this.autoForward && ! this._moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this._autoSpeedFactor ) );
if ( this._moveBackward ) this.object.translateZ( actualMoveSpeed );
if ( this._moveLeft ) this.object.translateX( - actualMoveSpeed );
if ( this._moveRight ) this.object.translateX( actualMoveSpeed );
if ( this._moveUp ) this.object.translateY( actualMoveSpeed );
if ( this._moveDown ) this.object.translateY( - actualMoveSpeed );
let actualLookSpeed = delta * this.lookSpeed;
if ( ! this.activeLook ) {
actualLookSpeed = 0;
}
let verticalLookRatio = 1;
if ( this.constrainVertical ) {
verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin );
}
this._lon -= this._pointerX * actualLookSpeed;
if ( this.lookVertical ) this._lat -= this._pointerY * actualLookSpeed * verticalLookRatio;
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 );
}
}
function onPointerDown( event ) {
if ( this.domElement !== document ) {
this.domElement.focus();
}
if ( this.activeLook ) {
switch ( event.button ) {
case 0: this._moveForward = true; break;
case 2: this._moveBackward = true; break;
}
}
this.mouseDragOn = true;
}
function onPointerUp( event ) {
if ( this.activeLook ) {
switch ( event.button ) {
case 0: this._moveForward = false; break;
case 2: this._moveBackward = false; break;
}
}
this.mouseDragOn = false;
}
function onPointerMove( event ) {
if ( this.domElement === document ) {
this._pointerX = event.pageX - this._viewHalfX;
this._pointerY = event.pageY - this._viewHalfY;
} else {
this._pointerX = event.pageX - this.domElement.offsetLeft - this._viewHalfX;
this._pointerY = event.pageY - this.domElement.offsetTop - this._viewHalfY;
}
}
function onKeyDown( event ) {
switch ( event.code ) {
case 'ArrowUp':
case 'KeyW': this._moveForward = true; break;
case 'ArrowLeft':
case 'KeyA': this._moveLeft = true; break;
case 'ArrowDown':
case 'KeyS': this._moveBackward = true; break;
case 'ArrowRight':
case 'KeyD': this._moveRight = true; break;
case 'KeyR': this._moveUp = true; break;
case 'KeyF': this._moveDown = true; break;
}
}
function onKeyUp( event ) {
switch ( event.code ) {
case 'ArrowUp':
case 'KeyW': this._moveForward = false; break;
case 'ArrowLeft':
case 'KeyA': this._moveLeft = false; break;
case 'ArrowDown':
case 'KeyS': this._moveBackward = false; break;
case 'ArrowRight':
case 'KeyD': this._moveRight = false; break;
case 'KeyR': this._moveUp = false; break;
case 'KeyF': this._moveDown = false; break;
}
}
function onContextMenu( event ) {
if ( this.enabled === false ) return;
event.preventDefault();
}
export { FirstPersonControls };