mirror of
https://github.com/exogen/t2-mapper.git
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145 lines
3.9 KiB
TypeScript
145 lines
3.9 KiB
TypeScript
import { KeyboardControls } from "@react-three/drei";
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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 { useSettings } from "./SettingsProvider";
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import { Vector3 } from "three";
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enum 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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}
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const BASE_SPEED = 100; // units per second
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const MIN_SPEED_ADJUSTMENT = 0.05;
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const MAX_SPEED_ADJUSTMENT = 1;
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function CameraMovement() {
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const { speedMultiplier, setSpeedMultiplier } = useSettings();
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const [subscribe, getKeys] = useKeyboardControls<Controls>();
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const { camera, gl } = useThree();
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const controlsRef = useRef<PointerLockControls | null>(null);
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// Scratch vectors to avoid allocations each frame
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const forwardVec = useRef(new Vector3());
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const sideVec = useRef(new Vector3());
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const moveVec = useRef(new Vector3());
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// Setup pointer lock controls
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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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const handleClick = (e: MouseEvent) => {
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// Only lock if clicking directly on the canvas (not on UI elements)
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if (e.target === gl.domElement) {
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controls.lock();
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}
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};
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gl.domElement.addEventListener("click", handleClick);
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return () => {
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gl.domElement.removeEventListener("click", handleClick);
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controls.dispose();
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};
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}, [camera, gl]);
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// Handle mousewheel for speed adjustment
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useEffect(() => {
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const handleWheel = (e: WheelEvent) => {
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e.preventDefault();
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const direction = e.deltaY > 0 ? 1 : -1;
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const delta =
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// Helps normalize sensitivity; trackpad scrolling will have many small
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// updates while mouse wheels have fewer updates but large deltas.
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Math.max(
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MIN_SPEED_ADJUSTMENT,
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Math.min(MAX_SPEED_ADJUSTMENT, Math.abs(e.deltaY * 0.01))
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) * direction;
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setSpeedMultiplier((prev) => {
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const newSpeed = Math.round((prev + delta) * 20) / 20;
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return Math.max(0.1, Math.min(5, newSpeed));
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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]);
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useFrame((_, delta) => {
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const { forward, backward, left, right, up, down } = getKeys();
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if (!forward && !backward && !left && !right && !up && !down) {
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return;
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}
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const speed = BASE_SPEED * speedMultiplier;
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// Forward/backward: take complete camera angle into account (including Y)
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camera.getWorldDirection(forwardVec.current);
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forwardVec.current.normalize();
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// Left/right: move along XZ plane
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sideVec.current.crossVectors(camera.up, forwardVec.current).normalize();
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moveVec.current.set(0, 0, 0);
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if (forward) {
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moveVec.current.add(forwardVec.current);
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}
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if (backward) {
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moveVec.current.sub(forwardVec.current);
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}
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if (left) {
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moveVec.current.add(sideVec.current);
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}
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if (right) {
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moveVec.current.sub(sideVec.current);
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}
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if (up) {
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moveVec.current.y += 1;
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}
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if (down) {
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moveVec.current.y -= 1;
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}
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if (moveVec.current.lengthSq() > 0) {
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moveVec.current.normalize().multiplyScalar(speed * delta);
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camera.position.add(moveVec.current);
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}
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});
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return null;
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}
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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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];
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export function ObserverControls() {
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return (
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<KeyboardControls map={KEYBOARD_CONTROLS}>
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<CameraMovement />
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</KeyboardControls>
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);
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}
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