t2-mapper/app/ObserverControls.tsx

145 lines
3.9 KiB
TypeScript

import { KeyboardControls } from "@react-three/drei";
import { useEffect, useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { useKeyboardControls } from "@react-three/drei";
import { PointerLockControls } from "three-stdlib";
import { useSettings } from "./SettingsProvider";
import { Vector3 } from "three";
enum Controls {
forward = "forward",
backward = "backward",
left = "left",
right = "right",
up = "up",
down = "down",
}
const BASE_SPEED = 100; // units per second
const MIN_SPEED_ADJUSTMENT = 0.05;
const MAX_SPEED_ADJUSTMENT = 1;
function CameraMovement() {
const { speedMultiplier, setSpeedMultiplier } = useSettings();
const [subscribe, getKeys] = useKeyboardControls<Controls>();
const { camera, gl } = useThree();
const controlsRef = useRef<PointerLockControls | null>(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() {
return (
<KeyboardControls map={KEYBOARD_CONTROLS}>
<CameraMovement />
</KeyboardControls>
);
}