import { useEffect, useRef } from "react"; import { Vector3 } from "three"; import { useFrame, useThree } from "@react-three/fiber"; import { KeyboardControls, useKeyboardControls } from "@react-three/drei"; import { PointerLockControls } from "three-stdlib"; import { useSettings } from "./SettingsProvider"; enum Controls { forward = "forward", backward = "backward", left = "left", right = "right", up = "up", down = "down", } const BASE_SPEED = 80; // units per second const MIN_SPEED_ADJUSTMENT = 0.05; const MAX_SPEED_ADJUSTMENT = 0.5; function CameraMovement() { const { speedMultiplier, setSpeedMultiplier } = useSettings(); const [subscribe, getKeys] = useKeyboardControls(); const { camera, gl } = useThree(); const controlsRef = useRef(null); // Scratch vectors to avoid allocations each frame const forwardVec = useRef(new Vector3()); const sideVec = useRef(new Vector3()); const moveVec = useRef(new Vector3()); // Setup pointer lock controls useEffect(() => { const controls = new PointerLockControls(camera, gl.domElement); controlsRef.current = controls; const handleClick = (e: MouseEvent) => { // Only lock if clicking directly on the canvas (not on UI elements) if (e.target === gl.domElement) { controls.lock(); } }; gl.domElement.addEventListener("click", handleClick); return () => { gl.domElement.removeEventListener("click", handleClick); controls.dispose(); }; }, [camera, gl]); // Handle mousewheel for speed adjustment useEffect(() => { const handleWheel = (e: WheelEvent) => { e.preventDefault(); const direction = e.deltaY > 0 ? -1 : 1; const delta = // Helps normalize sensitivity; trackpad scrolling will have many small // updates while mouse wheels have fewer updates but large deltas. Math.max( MIN_SPEED_ADJUSTMENT, Math.min(MAX_SPEED_ADJUSTMENT, Math.abs(e.deltaY * 0.01)) ) * direction; setSpeedMultiplier((prev) => { const newSpeed = Math.round((prev + delta) * 20) / 20; return Math.max(0.1, Math.min(5, newSpeed)); }); }; const canvas = gl.domElement; canvas.addEventListener("wheel", handleWheel, { passive: false }); return () => { canvas.removeEventListener("wheel", handleWheel); }; }, [gl]); useFrame((_, delta) => { const { forward, backward, left, right, up, down } = getKeys(); if (!forward && !backward && !left && !right && !up && !down) { return; } const speed = BASE_SPEED * speedMultiplier; // Forward/backward: take complete camera angle into account (including Y) camera.getWorldDirection(forwardVec.current); forwardVec.current.normalize(); // Left/right: move along XZ plane sideVec.current.crossVectors(camera.up, forwardVec.current).normalize(); moveVec.current.set(0, 0, 0); if (forward) { moveVec.current.add(forwardVec.current); } if (backward) { moveVec.current.sub(forwardVec.current); } if (left) { moveVec.current.add(sideVec.current); } if (right) { moveVec.current.sub(sideVec.current); } if (up) { moveVec.current.y += 1; } if (down) { moveVec.current.y -= 1; } if (moveVec.current.lengthSq() > 0) { moveVec.current.normalize().multiplyScalar(speed * delta); camera.position.add(moveVec.current); } }); return null; } const KEYBOARD_CONTROLS = [ { name: Controls.forward, keys: ["KeyW"] }, { name: Controls.backward, keys: ["KeyS"] }, { name: Controls.left, keys: ["KeyA"] }, { name: Controls.right, keys: ["KeyD"] }, { name: Controls.up, keys: ["Space"] }, { name: Controls.down, keys: ["ShiftLeft", "ShiftRight"] }, ]; export function ObserverControls() { // Don't let KeyboardControls handle stuff when metaKey is held. useEffect(() => { const handleKey = (e: KeyboardEvent) => { if (e.metaKey) { e.stopImmediatePropagation(); } }; window.addEventListener("keydown", handleKey, { capture: true }); window.addEventListener("keyup", handleKey, { capture: true }); return () => { window.removeEventListener("keydown", handleKey, { capture: true }); window.removeEventListener("keyup", handleKey, { capture: true }); }; }, []); return ( ); }