t2-mapper/src/components/ObserverControls.tsx

294 lines
8.7 KiB
TypeScript

import { useEffect, useRef } from "react";
import { Euler, Vector3 } from "three";
import { useFrame, useThree } from "@react-three/fiber";
import { useKeyboardControls } from "@react-three/drei";
import { PointerLockControls } from "three-stdlib";
import { useControls } from "./SettingsProvider";
import { useCameras } from "./CamerasProvider";
export enum Controls {
forward = "forward",
backward = "backward",
left = "left",
right = "right",
up = "up",
down = "down",
lookUp = "lookUp",
lookDown = "lookDown",
lookLeft = "lookLeft",
lookRight = "lookRight",
camera1 = "camera1",
camera2 = "camera2",
camera3 = "camera3",
camera4 = "camera4",
camera5 = "camera5",
camera6 = "camera6",
camera7 = "camera7",
camera8 = "camera8",
camera9 = "camera9",
}
const BASE_SPEED = 80;
const LOOK_SPEED = 1; // radians/sec
const MIN_SPEED_ADJUSTMENT = 0.05;
const MAX_SPEED_ADJUSTMENT = 0.5;
const DRAG_SENSITIVITY = 0.003;
const MAX_PITCH = Math.PI / 2 - 0.01; // ~89°
const DRAG_THRESHOLD = 3; // px of movement before it counts as a drag
function CameraMovement() {
const { speedMultiplier, setSpeedMultiplier } = useControls();
const [subscribe, getKeys] = useKeyboardControls<Controls>();
const { camera, gl } = useThree();
const { nextCamera, setCameraIndex, cameraCount } = useCameras();
const controlsRef = useRef<PointerLockControls | null>(null);
// Scratch vectors/euler to avoid allocations each frame
const forwardVec = useRef(new Vector3());
const sideVec = useRef(new Vector3());
const moveVec = useRef(new Vector3());
const lookEuler = useRef(new Euler(0, 0, 0, "YXZ"));
// Setup pointer lock controls
useEffect(() => {
const controls = new PointerLockControls(camera, gl.domElement);
controlsRef.current = controls;
return () => {
controls.dispose();
};
}, [camera, gl.domElement]);
// When pointer is locked: click cycles camera.
// When pointer is unlocked: drag rotates camera, click locks pointer.
useEffect(() => {
const canvas = gl.domElement;
const euler = new Euler(0, 0, 0, "YXZ");
let dragging = false;
let didDrag = false;
let startX = 0;
let startY = 0;
const handleMouseDown = (e: MouseEvent) => {
if (controlsRef.current?.isLocked) return;
if (e.target !== canvas) return;
dragging = true;
didDrag = false;
startX = e.clientX;
startY = e.clientY;
};
const handleMouseMove = (e: MouseEvent) => {
if (!dragging) return;
if (
!didDrag &&
Math.abs(e.clientX - startX) < DRAG_THRESHOLD &&
Math.abs(e.clientY - startY) < DRAG_THRESHOLD
) {
return;
}
didDrag = true;
euler.setFromQuaternion(camera.quaternion, "YXZ");
euler.y -= e.movementX * DRAG_SENSITIVITY;
euler.x -= e.movementY * DRAG_SENSITIVITY;
euler.x = Math.max(-MAX_PITCH, Math.min(MAX_PITCH, euler.x));
camera.quaternion.setFromEuler(euler);
};
const handleMouseUp = () => {
dragging = false;
};
const handleClick = (e: MouseEvent) => {
const controls = controlsRef.current;
if (!controls || controls.isLocked) {
nextCamera();
} else if (e.target === canvas && !didDrag) {
controls.lock();
}
};
canvas.addEventListener("mousedown", handleMouseDown);
document.addEventListener("mousemove", handleMouseMove);
document.addEventListener("mouseup", handleMouseUp);
document.addEventListener("click", handleClick);
return () => {
canvas.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("mousemove", handleMouseMove);
document.removeEventListener("mouseup", handleMouseUp);
document.removeEventListener("click", handleClick);
};
}, [camera, gl.domElement, nextCamera]);
// Handle number keys 1-9 for camera selection
useEffect(() => {
const cameraControls = [
Controls.camera1,
Controls.camera2,
Controls.camera3,
Controls.camera4,
Controls.camera5,
Controls.camera6,
Controls.camera7,
Controls.camera8,
Controls.camera9,
];
return subscribe((state) => {
for (let i = 0; i < cameraControls.length; i++) {
if (state[cameraControls[i]] && i < cameraCount) {
setCameraIndex(i);
break;
}
}
});
}, [subscribe, setCameraIndex, cameraCount]);
// 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.domElement, setSpeedMultiplier]);
useFrame((state, delta) => {
const {
forward,
backward,
left,
right,
up,
down,
lookUp,
lookDown,
lookLeft,
lookRight,
} = getKeys();
// Arrow keys: rotate camera look direction
if (lookUp || lookDown || lookLeft || lookRight) {
lookEuler.current.setFromQuaternion(camera.quaternion, "YXZ");
if (lookLeft) lookEuler.current.y += LOOK_SPEED * delta;
if (lookRight) lookEuler.current.y -= LOOK_SPEED * delta;
if (lookUp) lookEuler.current.x += LOOK_SPEED * delta;
if (lookDown) lookEuler.current.x -= LOOK_SPEED * delta;
lookEuler.current.x = Math.max(
-MAX_PITCH,
Math.min(MAX_PITCH, lookEuler.current.x),
);
camera.quaternion.setFromEuler(lookEuler.current);
}
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;
}
export 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"] },
{ name: Controls.lookUp, keys: ["ArrowUp"] },
{ name: Controls.lookDown, keys: ["ArrowDown"] },
{ name: Controls.lookLeft, keys: ["ArrowLeft"] },
{ name: Controls.lookRight, keys: ["ArrowRight"] },
{ name: Controls.camera1, keys: ["Digit1"] },
{ name: Controls.camera2, keys: ["Digit2"] },
{ name: Controls.camera3, keys: ["Digit3"] },
{ name: Controls.camera4, keys: ["Digit4"] },
{ name: Controls.camera5, keys: ["Digit5"] },
{ name: Controls.camera6, keys: ["Digit6"] },
{ name: Controls.camera7, keys: ["Digit7"] },
{ name: Controls.camera8, keys: ["Digit8"] },
{ name: Controls.camera9, keys: ["Digit9"] },
];
export function ObserverControls() {
// Don't let KeyboardControls handle stuff when metaKey is held.
useEffect(() => {
const handleKey = (e: KeyboardEvent) => {
// Let Cmd/Ctrl+K pass through for search focus.
if ((e.metaKey || e.ctrlKey) && e.key === "k") {
return;
}
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 <CameraMovement />;
}