mirror of
https://github.com/exogen/t2-mapper.git
synced 2026-03-25 07:09:30 +00:00
input and tour improvements, bug fixes
This commit is contained in:
parent
fe90146e1e
commit
90ec7cbae2
110 changed files with 2802 additions and 1286 deletions
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@ -1,7 +1,5 @@
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import { useEffect, useEffectEvent, useRef } from "react";
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import { useEffect, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useKeyboardControls } from "@react-three/drei";
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import { PointerLockControls } from "three-stdlib";
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import {
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MAX_SPEED_MULTIPLIER,
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MIN_SPEED_MULTIPLIER,
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@ -11,99 +9,39 @@ import { useCameras } from "./CamerasProvider";
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import { useInputContext } from "./InputContext";
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import { useTouchDevice } from "./useTouchDevice";
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import { cameraTourStore } from "../state/cameraTourStore";
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import {
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useInputAction,
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useInputState,
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clearInputDeltas,
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type ActionState,
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type DragState,
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type KeyState,
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type ScrollState,
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} from "./InputControls";
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export const Controls = {
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forward: "forward",
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backward: "backward",
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left: "left",
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right: "right",
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up: "up",
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down: "down",
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lookUp: "lookUp",
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lookDown: "lookDown",
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lookLeft: "lookLeft",
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lookRight: "lookRight",
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camera1: "camera1",
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camera2: "camera2",
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camera3: "camera3",
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camera4: "camera4",
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camera5: "camera5",
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camera6: "camera6",
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camera7: "camera7",
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camera8: "camera8",
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camera9: "camera9",
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} as const;
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export type ControlName = (typeof Controls)[keyof typeof Controls];
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export const KEYBOARD_CONTROLS = [
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{ name: Controls.forward, keys: ["KeyW"] },
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{ name: Controls.backward, keys: ["KeyS"] },
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{ name: Controls.left, keys: ["KeyA"] },
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{ name: Controls.right, keys: ["KeyD"] },
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{ name: Controls.up, keys: ["Space"] },
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{ name: Controls.down, keys: ["ShiftLeft", "ShiftRight"] },
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{ name: Controls.lookUp, keys: ["ArrowUp"] },
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{ name: Controls.lookDown, keys: ["ArrowDown"] },
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{ name: Controls.lookLeft, keys: ["ArrowLeft"] },
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{ name: Controls.lookRight, keys: ["ArrowRight"] },
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{ name: Controls.camera1, keys: ["Digit1"] },
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{ name: Controls.camera2, keys: ["Digit2"] },
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{ name: Controls.camera3, keys: ["Digit3"] },
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{ name: Controls.camera4, keys: ["Digit4"] },
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{ name: Controls.camera5, keys: ["Digit5"] },
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{ name: Controls.camera6, keys: ["Digit6"] },
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{ name: Controls.camera7, keys: ["Digit7"] },
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{ name: Controls.camera8, keys: ["Digit8"] },
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{ name: Controls.camera9, keys: ["Digit9"] },
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];
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const TOUR_CANCEL_KEYS = new Set([
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"KeyW", "KeyA", "KeyS", "KeyD",
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"Space", "ShiftLeft", "ShiftRight",
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"ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight",
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]);
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const MIN_SPEED_ADJUSTMENT = 2;
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const MAX_SPEED_ADJUSTMENT = 11;
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const DRAG_THRESHOLD = 3; // px of movement before it counts as a drag
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/** Hardcoded drag sensitivity (not affected by user setting). */
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const DRAG_SENSITIVITY = 0.002;
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export const ARROW_LOOK_SPEED = 1; // radians/sec
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const MIN_SPEED_ADJUSTMENT = 1;
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const MAX_SPEED_ADJUSTMENT = 11;
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/** Hardcoded drag sensitivity for non-locked drag (not affected by user setting). */
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const DRAG_SENSITIVITY = 0.002;
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function quantizeSpeed(speedMultiplier: number): number {
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// Map [0.01, 1] → [1/16, 1], snapped to the 6-bit grid (multiples of 1/16).
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const t =
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(speedMultiplier - MIN_SPEED_MULTIPLIER) / (1 - MIN_SPEED_MULTIPLIER);
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const steps = Math.round(t * 15); // 0..15 → 16 levels (1/16 to 16/16)
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const steps = Math.round(t * 15);
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return (steps + 1) / 16;
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}
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function isPressed(state: Record<string, ActionState>, name: string): boolean {
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const s = state[name];
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return s != null && "pressed" in s && (s as KeyState).pressed;
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}
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export function MouseAndKeyboardHandler() {
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const isTouch = useTouchDevice();
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// Don't let KeyboardControls handle stuff when metaKey is held.
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useEffect(() => {
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const handleKey = (e: KeyboardEvent) => {
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// Let Cmd/Ctrl+K pass through for search focus.
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if ((e.metaKey || e.ctrlKey) && e.key === "k") {
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return;
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}
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if (e.metaKey) {
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e.stopImmediatePropagation();
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}
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};
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window.addEventListener("keydown", handleKey, { capture: true });
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window.addEventListener("keyup", handleKey, { capture: true });
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return () => {
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window.removeEventListener("keydown", handleKey, { capture: true });
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window.removeEventListener("keyup", handleKey, { capture: true });
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};
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}, []);
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const {
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speedMultiplier,
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setSpeedMultiplier,
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@ -112,269 +50,136 @@ export function MouseAndKeyboardHandler() {
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invertDrag,
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} = useControls();
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const { onInput, mode } = useInputContext();
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const [subscribe, getKeys] = useKeyboardControls<ControlName>();
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const camera = useThree((state) => state.camera);
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const [, getInputState] = useInputState();
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const gl = useThree((state) => state.gl);
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const { nextCamera, setCameraIndex, cameraCount } = useCameras();
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const controlsRef = useRef<PointerLockControls | null>(null);
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const getInvertScroll = useEffectEvent(() => invertScroll);
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const getInvertDrag = useEffectEvent(() => invertDrag);
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const getMode = useEffectEvent(() => mode);
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const getMouseSensitivity = useEffectEvent(() => mouseSensitivity);
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const getIsTouch = useEffectEvent(() => isTouch);
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// Accumulated mouse deltas between frames.
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const mouseDeltaYaw = useRef(0);
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const mouseDeltaPitch = useRef(0);
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const { setCameraIndex, cameraCount } = useCameras();
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// Trigger flags set by event handlers, consumed in useFrame.
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const triggerFire = useRef(false);
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const triggerObserve = useRef(false);
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// Setup pointer lock controls
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// Exit pointer lock when switching to touch mode.
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useEffect(() => {
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const controls = new PointerLockControls(camera, gl.domElement);
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controlsRef.current = controls;
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return () => {
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controls.dispose();
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};
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}, [camera, gl.domElement]);
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// Exit pointer lock when switching to touch mode or when a tour starts.
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useEffect(() => {
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if (isTouch && controlsRef.current?.isLocked) {
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controlsRef.current.unlock();
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if (isTouch && document.pointerLockElement) {
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document.exitPointerLock();
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}
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}, [isTouch]);
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// Exit pointer lock when a tour starts.
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useEffect(() => {
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return cameraTourStore.subscribe((state) => {
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if (state.animation && controlsRef.current?.isLocked) {
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controlsRef.current.unlock();
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if (state.animation && document.pointerLockElement) {
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document.exitPointerLock();
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}
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});
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}, []);
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// Mouse handling: accumulate deltas for input frames.
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// In local mode, drag-to-look works without pointer lock.
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// Pointer lock and click behavior depend on mode.
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useEffect(() => {
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const canvas = gl.domElement;
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let dragging = false;
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let didDrag = false;
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let startX = 0;
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let startY = 0;
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// Canvas click: lock pointer (only fires when not already locked).
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useInputAction("canvasClick", () => {
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if (!isTouch && !cameraTourStore.getState().animation) {
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gl.domElement.requestPointerLock();
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}
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});
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const handleMouseDown = (e: MouseEvent) => {
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if (controlsRef.current?.isLocked) return;
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if (e.target !== canvas) return;
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dragging = true;
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didDrag = false;
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startX = e.clientX;
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startY = e.clientY;
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};
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// Next player (live observer follow mode): fire trigger 0.
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useInputAction("nextPlayer", () => {
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triggerFire.current = true;
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});
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const handleMouseMove = (e: MouseEvent) => {
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if (controlsRef.current?.isLocked) {
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// Pointer is locked: accumulate raw deltas.
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const sens = getMouseSensitivity();
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mouseDeltaYaw.current += e.movementX * sens;
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mouseDeltaPitch.current += e.movementY * sens;
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return;
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}
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// Handle mousewheel for speed adjustment.
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useInputAction("adjustSpeed", () => {
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const scroll = getInputState().adjustSpeed as ScrollState | undefined;
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if (!scroll || scroll.deltaY === 0) return;
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if (!dragging) return;
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if (
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!didDrag &&
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Math.abs(e.clientX - startX) < DRAG_THRESHOLD &&
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Math.abs(e.clientY - startY) < DRAG_THRESHOLD
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) {
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return;
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}
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didDrag = true;
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const scrollSign = invertScroll ? -1 : 1;
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const direction = (scroll.deltaY > 0 ? -1 : 1) * scrollSign;
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const scaledDeltaY = Math.ceil(Math.log2(Math.abs(scroll.deltaY) + 1));
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const speedDelta =
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Math.max(
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MIN_SPEED_ADJUSTMENT,
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Math.min(MAX_SPEED_ADJUSTMENT, scaledDeltaY),
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) * direction;
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// In follow/orbit mode, drag direction is reversed because the camera
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// orbits around a target — dragging right should move the camera right
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// (decreasing yaw), opposite of fly mode.
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const orbitFlip = getMode() === "follow" ? -1 : 1;
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const dragSign = (getInvertDrag() ? 1 : -1) * orbitFlip;
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mouseDeltaYaw.current += dragSign * e.movementX * DRAG_SENSITIVITY;
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mouseDeltaPitch.current += dragSign * e.movementY * DRAG_SENSITIVITY;
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};
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const handleMouseUp = () => {
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dragging = false;
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};
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const handleClick = (e: MouseEvent) => {
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const controls = controlsRef.current;
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if (controls?.isLocked) {
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if (mode === "follow") {
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// In follow mode, click cycles to next player (trigger 0).
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triggerFire.current = true;
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} else if (mode === "local") {
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// In local mode, click while locked cycles preset cameras.
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nextCamera();
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}
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// In fly mode, clicks while locked do nothing special.
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} else if (e.target === canvas && !didDrag && !getIsTouch() && !cameraTourStore.getState().animation) {
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controls?.lock();
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}
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};
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canvas.addEventListener("mousedown", handleMouseDown);
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document.addEventListener("mousemove", handleMouseMove);
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document.addEventListener("mouseup", handleMouseUp);
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document.addEventListener("click", handleClick);
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return () => {
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canvas.removeEventListener("mousedown", handleMouseDown);
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document.removeEventListener("mousemove", handleMouseMove);
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document.removeEventListener("mouseup", handleMouseUp);
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document.removeEventListener("click", handleClick);
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};
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}, [camera, gl.domElement, nextCamera, mode]);
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// Handle number keys 1-9 for camera selection (local-only UI action).
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useEffect(() => {
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const cameraControls = [
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Controls.camera1,
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Controls.camera2,
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Controls.camera3,
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Controls.camera4,
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Controls.camera5,
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Controls.camera6,
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Controls.camera7,
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Controls.camera8,
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Controls.camera9,
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];
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return subscribe((state) => {
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for (let i = 0; i < cameraControls.length; i++) {
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if (state[cameraControls[i]] && i < cameraCount) {
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setCameraIndex(i);
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break;
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}
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}
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setSpeedMultiplier((prev) => {
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const newSpeed = Math.round(prev * 100) + speedDelta;
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return Math.max(
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MIN_SPEED_MULTIPLIER,
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Math.min(MAX_SPEED_MULTIPLIER, newSpeed / 100),
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);
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});
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}, [subscribe, setCameraIndex, cameraCount]);
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});
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// Handle mousewheel for speed adjustment (local setting, stays in KMH).
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useEffect(() => {
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const handleWheel = (e: WheelEvent) => {
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e.preventDefault();
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const scrollSign = getInvertScroll() ? -1 : 1;
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const direction = (e.deltaY > 0 ? -1 : 1) * scrollSign;
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// scale deltaY in a way that feels natural for both trackpads (often just
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// a deltaY of 1 at a time!) and scroll wheels (can be 100s or more).
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const scaledDeltaY = Math.ceil(Math.log2(Math.abs(e.deltaY) + 1));
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const delta =
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Math.max(
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MIN_SPEED_ADJUSTMENT,
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Math.min(MAX_SPEED_ADJUSTMENT, scaledDeltaY),
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) * direction;
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setSpeedMultiplier((prev) => {
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const newSpeed = Math.round(prev * 100) + delta;
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return Math.max(
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MIN_SPEED_MULTIPLIER,
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Math.min(MAX_SPEED_MULTIPLIER, newSpeed / 100),
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);
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});
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};
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const canvas = gl.domElement;
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canvas.addEventListener("wheel", handleWheel, { passive: false });
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return () => {
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canvas.removeEventListener("wheel", handleWheel);
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};
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}, [gl.domElement, setSpeedMultiplier]);
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// Escape or movement keys: cancel active camera tour.
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useEffect(() => {
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const handleKey = (e: KeyboardEvent) => {
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if (!cameraTourStore.getState().animation) return;
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if (e.code === "Escape" || TOUR_CANCEL_KEYS.has(e.code)) {
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cameraTourStore.getState().cancel();
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}
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};
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window.addEventListener("keydown", handleKey);
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return () => window.removeEventListener("keydown", handleKey);
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}, []);
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// Handle number keys 1-9 for camera selection.
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const selectCamera = (i: number) => {
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if (i < cameraCount) setCameraIndex(i);
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};
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useInputAction("camera1", () => selectCamera(0));
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useInputAction("camera2", () => selectCamera(1));
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useInputAction("camera3", () => selectCamera(2));
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useInputAction("camera4", () => selectCamera(3));
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useInputAction("camera5", () => selectCamera(4));
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useInputAction("camera6", () => selectCamera(5));
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useInputAction("camera7", () => selectCamera(6));
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useInputAction("camera8", () => selectCamera(7));
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useInputAction("camera9", () => selectCamera(8));
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// 'O' key: toggle observer mode (sets trigger 2).
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useEffect(() => {
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if (mode === "local") return;
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const handleKey = (e: KeyboardEvent) => {
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if (e.code !== "KeyO" || e.metaKey || e.ctrlKey || e.altKey) return;
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const target = e.target as HTMLElement;
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if (
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target.tagName === "INPUT" ||
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target.tagName === "TEXTAREA" ||
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target.isContentEditable
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) {
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return;
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}
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triggerObserve.current = true;
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};
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window.addEventListener("keydown", handleKey);
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return () => window.removeEventListener("keydown", handleKey);
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}, [mode]);
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useInputAction("toggleObserverMode", () => {
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triggerObserve.current = true;
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});
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// Build and emit InputFrame each render frame.
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useFrame((_state, delta) => {
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// Suppress all input while a camera tour is active.
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if (cameraTourStore.getState().animation) return;
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const {
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forward,
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backward,
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left,
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right,
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up,
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down,
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lookUp,
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lookDown,
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lookLeft,
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lookRight,
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} = getKeys();
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const inputState = getInputState();
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// ── Look deltas ──
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let deltaYaw = 0;
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let deltaPitch = 0;
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// Pointer-locked mouse movement (raw deltas, user sensitivity).
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const locked = inputState.lockedLook as DragState | undefined;
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if (locked && (locked.deltaX !== 0 || locked.deltaY !== 0)) {
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deltaYaw = locked.deltaX * mouseSensitivity;
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deltaPitch = locked.deltaY * mouseSensitivity;
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}
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// Drag-to-look (unlocked, fixed sensitivity, orbit flip in follow mode).
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const drag = inputState.dragLook as DragState | undefined;
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if (drag?.dragging && (drag.deltaX !== 0 || drag.deltaY !== 0)) {
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const orbitFlip = mode === "follow" ? -1 : 1;
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const dragSign = (invertDrag ? 1 : -1) * orbitFlip;
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deltaYaw += dragSign * drag.deltaX * DRAG_SENSITIVITY;
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deltaPitch += dragSign * drag.deltaY * DRAG_SENSITIVITY;
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}
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// Arrow keys contribute to look deltas.
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let deltaYaw = mouseDeltaYaw.current;
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let deltaPitch = mouseDeltaPitch.current;
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mouseDeltaYaw.current = 0;
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mouseDeltaPitch.current = 0;
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if (isPressed(inputState, "lookLeft")) deltaYaw -= ARROW_LOOK_SPEED * delta;
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if (isPressed(inputState, "lookRight"))
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deltaYaw += ARROW_LOOK_SPEED * delta;
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if (isPressed(inputState, "lookUp")) deltaPitch -= ARROW_LOOK_SPEED * delta;
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if (isPressed(inputState, "lookDown"))
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deltaPitch += ARROW_LOOK_SPEED * delta;
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if (lookLeft) deltaYaw -= ARROW_LOOK_SPEED * delta;
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if (lookRight) deltaYaw += ARROW_LOOK_SPEED * delta;
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if (lookUp) deltaPitch -= ARROW_LOOK_SPEED * delta;
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if (lookDown) deltaPitch += ARROW_LOOK_SPEED * delta;
|
||||
|
||||
// Movement axes, pre-scaled by speedMultiplier (clamped to [-1, 1]).
|
||||
// ── Movement axes ──
|
||||
let x = 0;
|
||||
let y = 0;
|
||||
let z = 0;
|
||||
if (left) x -= 1;
|
||||
if (right) x += 1;
|
||||
if (forward) y += 1;
|
||||
if (backward) y -= 1;
|
||||
if (up) z += 1;
|
||||
if (down) z -= 1;
|
||||
if (isPressed(inputState, "moveLeft")) x -= 1;
|
||||
if (isPressed(inputState, "moveRight")) x += 1;
|
||||
if (isPressed(inputState, "moveForward")) y += 1;
|
||||
if (isPressed(inputState, "moveBackward")) y -= 1;
|
||||
if (isPressed(inputState, "moveUp")) z += 1;
|
||||
if (isPressed(inputState, "moveDown")) z -= 1;
|
||||
|
||||
const quantizedSpeedMultiplier = quantizeSpeed(speedMultiplier);
|
||||
|
||||
x = Math.max(-1, Math.min(1, x * quantizedSpeedMultiplier));
|
||||
y = Math.max(-1, Math.min(1, y * quantizedSpeedMultiplier));
|
||||
z = Math.max(-1, Math.min(1, z * quantizedSpeedMultiplier));
|
||||
|
||||
// Triggers.
|
||||
// ── Triggers ──
|
||||
const triggers = [false, false, false, false, false, false];
|
||||
if (triggerFire.current) {
|
||||
triggers[0] = true;
|
||||
|
|
@ -385,6 +190,9 @@ export function MouseAndKeyboardHandler() {
|
|||
triggerObserve.current = false;
|
||||
}
|
||||
|
||||
// Always clear deltas so stale values don't linger in the store.
|
||||
clearInputDeltas();
|
||||
|
||||
// Only emit if there's actual input.
|
||||
const hasLook = deltaYaw !== 0 || deltaPitch !== 0;
|
||||
const hasMove = x !== 0 || y !== 0 || z !== 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue