@soonspacejs/plugin-first-person-controls 2.13.7 → 2.13.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -1,5 +1,5 @@
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- # @soonspacejs/plugin-transform-controls
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-
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- > Transform-controls plugin for SoonSpace.js
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-
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- Document: [http://www.xwbuilders.com:8800/plugin/first-person-controls.html](http://www.xwbuilders.com:8800/plugin/first-person-controls.html)
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+ # @soonspacejs/plugin-transform-controls
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+
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+ > Transform-controls plugin for SoonSpace.js
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+
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+ Document: [http://www.xwbuilders.com:8800/plugin/first-person-controls.html](http://www.xwbuilders.com:8800/plugin/first-person-controls.html)
@@ -0,0 +1,214 @@
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+ import { Vector3, Vector2, Intersection, Sphere, Object3D, Box3, Camera } from 'three';
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+ import SoonSpace, { Position, Rotation } from 'soonspacejs';
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+ export type ClashCheckAxis = 'front' | 'back' | 'left' | 'right' | 'up' | 'down';
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+ /**
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+ * 碰撞对象过滤器
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+ * @remarks
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+ * 会在遍历对象时逐个调用该方法
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+ *
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+ * @param obj - Object3D 对象
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+ * @returns true:表示检测该对象的碰撞;false | null | undefined | void:表示不检测该对象的碰撞;
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+ */
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+ export type ClashFilter = (obj: Object3D) => boolean | null | undefined | void;
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+ export interface StartOptions {
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+ position?: Position | null;
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+ rotation?: Rotation | null;
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+ moveSpeed?: number;
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+ eyeHeight?: number;
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+ kneeHeight?: number;
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+ jumpHeight?: number;
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+ enableClash?: boolean;
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+ enableGravity?: boolean;
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+ /**
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+ * 模型对象的搜索半径的系数
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+ * @remarks
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+ * 搜索半径是 clashCheckDistance 的多少倍
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+ */
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+ searchRadiusFactor?: number;
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+ /**
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+ * 碰撞距离
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+ */
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+ clashDistance?: number;
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+ /**
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+ * 碰撞检测距离
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+ */
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+ clashCheckDistance?: number;
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+ /**
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+ * 重力速度
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+ */
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+ gravitySpeed?: number;
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+ /**
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+ * 重力搜索系数
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+ * @remarks
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+ * 重力搜索系数 表示 向下搜索多少个 eyeHeight 的深度
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+ */
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+ gravitySearchFactor?: number;
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+ /**
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+ * 碰撞对象过滤器
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+ * @remarks
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+ * 会在遍历对象时逐个调用该方法
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+ *
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+ * @param obj - Object3D 对象
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+ * @returns true:表示检测该对象的碰撞;false | null | undefined | void:表示不检测该对象的碰撞;
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+ */
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+ clashFilter?: ClashFilter;
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+ /**
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+ * 碰撞检测的层级
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+ */
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+ clashLayers?: number[];
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+ /**
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+ * 反向旋转
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+ */
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+ reverseRotate?: boolean | null;
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+ /**
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+ * 是否开启旋转
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+ */
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+ rotate?: boolean | null;
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+ /**
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+ * 旋转速度
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+ */
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+ rotateSpeed?: number;
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+ /**
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+ /**
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+ * 是否开启水平方向的旋转
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+ */
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+ horizontalRotate?: boolean | null;
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+ /**
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+ * 是否开启垂直方向旋转
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+ */
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+ verticalRotate?: boolean | null;
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+ /**
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+ * 开启双击前进
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+ */
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+ dblClickForward?: boolean;
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+ }
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+ export default class FirstPersonControlsPlugin {
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+ ssp: SoonSpace;
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+ viewport: SoonSpace['viewport'];
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+ controls: SoonSpace['controls'];
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+ protected camera: Camera;
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+ protected container: HTMLElement;
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+ enabled: boolean;
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+ keyCodeMap: {
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+ moveForward: string[];
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+ moveBackward: string[];
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+ moveLeft: string[];
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+ moveRight: string[];
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+ moveUp: string[];
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+ moveDown: string[];
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+ rotateUp: string[];
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+ rotateDown: string[];
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+ rotateLeft: string[];
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+ rotateRight: string[];
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+ jump: string[];
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+ };
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+ private state;
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+ /**
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+ * 移动速度
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+ */
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+ moveSpeed: number;
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+ /**
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+ * 重力速度
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+ */
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+ gravitySpeed: number;
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+ jumpOffset: number;
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+ /**
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+ * 碰撞检测距离
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+ */
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+ clashCheckDistance: number;
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+ /**
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+ * 碰撞距离
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+ */
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+ clashDistance: number;
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+ eyeHeight: number;
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+ kneeHeight: number;
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+ jumpHeight: number;
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+ enableClash: boolean;
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+ enableGravity: boolean;
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+ /**
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+ * 反向旋转
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+ */
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+ reverseRotate: boolean;
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+ _rotate: boolean;
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+ /**
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+ * 是否能旋转
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+ */
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+ get rotate(): boolean;
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+ set rotate(value: boolean);
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+ /**
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+ * 旋转速度
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+ */
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+ rotateSpeed: number;
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+ /**
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+ * 是否开启水平方向的旋转
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+ */
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+ horizontalRotate: boolean;
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+ /**
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+ * 是否开启垂直方向旋转
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+ */
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+ verticalRotate: boolean;
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+ /**
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+ * 开启双击前进
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+ */
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+ dblClickForward: boolean;
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+ readonly movement: Vector2;
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+ /**
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+ * 碰撞对象过滤器
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+ * @remarks
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+ * 会在遍历对象时逐个调用该方法
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+ *
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+ * @param obj - Object3D 对象
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+ * @returns true:表示检测该对象的碰撞;false | null | undefined | void:表示不检测该对象的碰撞;
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+ */
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+ clashFilter?: ClashFilter;
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+ /**
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+ * 碰撞检测的层级
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+ */
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+ clashLayers?: number[];
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+ /**
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+ *
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+ * @param ssp
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+ * @param camera - 自定义的摄像机,默认会自动生成一个新的摄像机
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+ */
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+ constructor(ssp: SoonSpace);
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+ onKeyDown(event: KeyboardEvent): void;
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+ onKeyUp(event: KeyboardEvent): void;
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+ private _dblVector;
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+ private _dblDeltaVector;
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+ onDblClick(event: MouseEvent): void;
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+ private _pointerId;
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+ onPointerDown(event: PointerEvent): void;
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+ /**
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+ * events handler for pointer movement
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+ */
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+ onPointerMove(event: PointerEvent): void;
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+ onPointerUp(event: PointerEvent): void;
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+ clearClashCache(): void;
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+ lastDirection: Vector3;
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+ onClashCheck(origin: Vector3, direction: Vector3): boolean;
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+ /**
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+ * 模型对象的搜索半径的系数
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+ * @remarks
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+ * 搜索半径是 clashCheckDistance 的多少倍
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+ */
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+ searchRadiusFactor: number;
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+ checkedSphere: Sphere;
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+ getCheckedObjects(origin: Vector3): Object3D<import("three").Object3DEventMap>[];
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+ /**
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+ * 重力搜索系数
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+ * @remarks
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+ * 重力搜索系数 表示 向下搜索多少个 eyeHeight 的深度
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+ */
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+ gravitySearchFactor: number;
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+ gravityCheckedObjects: Object3D[] | null;
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+ gravityCheckedBox: Box3;
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+ getGravityCheckedObjects(origin: Vector3, dropY: number): Object3D<import("three").Object3DEventMap>[];
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+ gravityClashCheck(origin: Vector3, dropY: number): Intersection<Object3D<import("three").Object3DEventMap>>;
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+ setOptions(options: StartOptions): void;
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+ start(options: StartOptions): void;
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+ stop(): void;
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+ gravityInterObject?: Intersection | null;
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+ kneeInterObject?: Intersection | null;
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+ eyeInterObject?: Intersection | null;
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+ update(): void;
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+ }
package/dist/index.esm.js CHANGED
@@ -1,647 +1 @@
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- import { Vector2, Vector3, Sphere, Box3, Raycaster, Matrix4, Euler, Quaternion } from 'three';
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- import SoonSpace from 'soonspacejs';
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-
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- const { utils: { isObjectVisible, }, } = SoonSpace;
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- /**
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- * 判断包围合 与 对象的包围盒是否相交
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- */
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- function boundingIsIntersected(target, obj) {
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- const box3 = SoonSpace.utils.getBoundingBox(obj);
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- return target.intersectsBox(box3);
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- }
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- function setLayers(layer, layerNums) {
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- layer.disableAll();
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- for (const num of layerNums) {
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- layer.enable(num);
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- }
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- }
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- function raycasterFilter(raycaster, objs) {
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- const intersects = raycaster.intersectObjects(objs).filter(({ object, }) => isObjectVisible(object));
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- return intersects;
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- }
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-
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- const { EPSILON, approxEquals, } = SoonSpace.utils;
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- const { utils, } = SoonSpace;
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- class FirstPersonControlsPlugin {
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- /**
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- * 是否能旋转
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- */
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- get rotate() {
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- return this._rotate && (this.horizontalRotate || this.verticalRotate);
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- }
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- set rotate(value) {
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- this._rotate = value;
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- }
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- /**
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- *
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- * @param ssp
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- * @param camera - 自定义的摄像机,默认会自动生成一个新的摄像机
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- */
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- constructor(ssp) {
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- this.enabled = false;
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- this.keyCodeMap = {
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- moveForward: ['ArrowUp', 'KeyW'],
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- moveBackward: ['ArrowDown', 'KeyS'],
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- moveLeft: ['ArrowLeft', 'KeyA'],
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- moveRight: ['ArrowRight', 'KeyD'],
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- moveUp: ['KeyQ'],
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- moveDown: ['KeyE'],
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- rotateUp: ['KeyI'],
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- rotateDown: ['KeyK'],
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- rotateLeft: ['KeyJ'],
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- rotateRight: ['KeyL'],
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- jump: ['Space'],
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- };
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- this.state = {
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- moveForward: false,
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- moveBackward: false,
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- moveLeft: false,
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- moveRight: false,
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- moveUp: false,
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- moveDown: false,
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- canJump: false,
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- canRotate: false,
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- };
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- /**
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- * 移动速度
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- */
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- this.moveSpeed = 10;
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- /**
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- * 重力速度
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- */
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- this.gravitySpeed = 10;
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- this.jumpOffset = 0;
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- /**
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- * 碰撞检测距离
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- */
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- this.clashCheckDistance = 200;
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- /**
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- * 碰撞距离
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- */
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- this.clashDistance = 50;
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- this.eyeHeight = 160;
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- this.kneeHeight = 50;
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- this.jumpHeight = 110;
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- this.enableClash = true;
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- this.enableGravity = true;
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- /**
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- * 反向旋转
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- */
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- this.reverseRotate = false;
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- this._rotate = true;
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- /**
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- * 旋转速度
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- */
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- this.rotateSpeed = 1;
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- /**
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- * 是否开启水平方向的旋转
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- */
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- this.horizontalRotate = true;
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- /**
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- * 是否开启垂直方向旋转
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- */
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- this.verticalRotate = true;
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- /**
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- * 开启双击前进
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- */
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- this.dblClickForward = false;
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- this.movement = new Vector2();
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- this._dblVector = new Vector3();
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- this._dblDeltaVector = new Vector3();
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- this._pointerId = null;
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- this.lastDirection = new Vector3();
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- /**
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- * 模型对象的搜索半径的系数
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- * @remarks
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- * 搜索半径是 clashCheckDistance 的多少倍
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- */
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- this.searchRadiusFactor = 3;
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- this.checkedSphere = new Sphere();
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- /**
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- * 重力搜索系数
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- * @remarks
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- * 重力搜索系数 表示 向下搜索多少个 eyeHeight 的深度
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- */
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- this.gravitySearchFactor = 3;
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- this.gravityCheckedObjects = null;
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- this.gravityCheckedBox = new Box3();
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- this.gravityInterObject = null;
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- this.kneeInterObject = null;
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- this.eyeInterObject = null;
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- this.ssp = ssp;
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- this.viewport = ssp.viewport;
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- this.controls = ssp.controls;
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- this.camera = ssp.controls.camera;
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- this.container = ssp.viewport.container;
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- this.onKeyDown = this.onKeyDown.bind(this);
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- this.onKeyUp = this.onKeyUp.bind(this);
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- this.onDblClick = this.onDblClick.bind(this);
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- this.onPointerDown = this.onPointerDown.bind(this);
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- this.onPointerMove = this.onPointerMove.bind(this);
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- this.onPointerUp = this.onPointerUp.bind(this);
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- }
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- onKeyDown(event) {
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- if (this.enabled === false)
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- return;
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- outer: for (const [action, codes] of Object.entries(this.keyCodeMap)) {
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- if (codes.includes(event.code)) {
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- switch (action) {
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- case 'moveForward':
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- this.state.moveForward = true;
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- break outer;
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- case 'moveBackward':
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- this.state.moveBackward = true;
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- break outer;
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- case 'moveLeft':
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- this.state.moveLeft = true;
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- break outer;
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- case 'moveRight':
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- this.state.moveRight = true;
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- break outer;
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- case 'moveUp':
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- this.state.moveUp = true;
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- break outer;
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- case 'moveDown':
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- this.state.moveDown = true;
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- break outer;
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- case 'rotateUp':
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- this.state.canRotate = true;
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- this.movement.x = 0;
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- this.movement.y = -10;
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- break outer;
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- case 'rotateDown':
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- this.state.canRotate = true;
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- this.movement.x = 0;
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- this.movement.y = 10;
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- break outer;
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- case 'rotateLeft':
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- this.state.canRotate = true;
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- this.movement.x = -10;
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- this.movement.y = 0;
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- break outer;
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- case 'rotateRight':
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- this.state.canRotate = true;
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- this.movement.x = 10;
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- this.movement.y = 0;
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- break outer;
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- case 'jump':
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- if (this.state.canJump === true && event.repeat === false)
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- this.jumpOffset = this.jumpHeight;
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- this.state.canJump = false;
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- break outer;
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- }
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- }
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- }
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- if (this.jumpOffset > 0 || Object.values(this.state).some((s) => s)) {
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- this.ssp.render();
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- }
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- }
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- onKeyUp(event) {
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- outer: for (const [action, codes] of Object.entries(this.keyCodeMap)) {
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- if (codes.includes(event.code)) {
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- switch (action) {
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- case 'moveForward':
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- this.state.moveForward = false;
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- break outer;
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- case 'moveBackward':
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- this.state.moveBackward = false;
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- break outer;
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- case 'moveLeft':
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- this.state.moveLeft = false;
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- break outer;
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- case 'moveRight':
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- this.state.moveRight = false;
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- break outer;
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- case 'moveUp':
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- this.state.moveUp = false;
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- break outer;
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- case 'moveDown':
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- this.state.moveDown = false;
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- break outer;
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- case 'rotateUp':
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- case 'rotateDown':
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- case 'rotateLeft':
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- case 'rotateRight':
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- this.state.canRotate = false;
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- break outer;
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- }
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- }
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- }
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- }
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- onDblClick(event) {
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- if (this.dblClickForward === true) {
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- const [intersection] = this.ssp.viewport.getIntersects(event);
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- if (intersection) {
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- const { point, } = intersection;
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- point.y += this.eyeHeight;
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- point.sub(this.camera.position);
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- this._dblVector.copy(point);
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- this._dblDeltaVector.set(0, 0, 0);
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- this.ssp.render();
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- }
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- }
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- }
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- onPointerDown(event) {
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- if (this._pointerId === null &&
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- // 左键
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- event.button === 0) {
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- this.container.setPointerCapture(event.pointerId);
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- this._pointerId = event.pointerId;
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- this.state.canRotate = true;
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- }
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- }
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- /**
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- * events handler for pointer movement
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- */
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- onPointerMove(event) {
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- event.preventDefault();
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- if (this.enabled && this.state.canRotate) {
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- let movementY = event.movementY;
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- let movementX = event.movementX;
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- if (this.reverseRotate) {
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- movementX = -movementX;
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- movementY = -movementY;
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- }
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- this.movement.x = movementX;
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- this.movement.y = movementY;
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- this.ssp.render();
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- }
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- }
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- onPointerUp(event) {
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- if (this._pointerId !== null) {
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- this.container.releasePointerCapture(event.pointerId);
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- this._pointerId = null;
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- this.state.canRotate = false;
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- }
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- }
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- clearClashCache() {
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- this.kneeInterObject = null;
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- this.eyeInterObject = null;
280
- }
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- onClashCheck(origin, direction) {
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- const length = direction.length();
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- const normalize = direction.clone().divideScalar(length);
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- if (normalize.distanceToSquared(this.lastDirection) > 0.000000001) {
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- this.clearClashCache();
286
- }
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- this.lastDirection = normalize;
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- const { eyeHeight, kneeHeight, camera, clashCheckDistance, clashDistance, clashLayers, } = this;
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- let { kneeInterObject, eyeInterObject, } = this;
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- if (!kneeInterObject) {
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- const kneePosition = origin
292
- .clone()
293
- .setY(origin.y - eyeHeight + kneeHeight);
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- const kneeRaycaster = new Raycaster(kneePosition, normalize, 0, clashCheckDistance);
295
- kneeRaycaster.firstHitOnly = true;
296
- if (clashLayers != null) {
297
- setLayers(kneeRaycaster.layers, clashLayers);
298
- }
299
- kneeRaycaster.camera = camera;
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- const checkObjs = this.getCheckedObjects(kneePosition);
301
- const kneeIntersections = raycasterFilter(kneeRaycaster, checkObjs);
302
- this.kneeInterObject = kneeInterObject = kneeIntersections[0];
303
- }
304
- let kneeDistance = -length;
305
- if (kneeInterObject) {
306
- kneeDistance += kneeInterObject.distance;
307
- if (kneeDistance < clashDistance)
308
- return true;
309
- }
310
- if (!eyeInterObject) {
311
- const eyeRaycaster = new Raycaster(origin, normalize, 0, clashCheckDistance);
312
- eyeRaycaster.firstHitOnly = true;
313
- if (clashLayers != null) {
314
- setLayers(eyeRaycaster.layers, clashLayers);
315
- }
316
- eyeRaycaster.camera = camera;
317
- const checkObjs = this.getCheckedObjects(origin);
318
- const eyeIntersections = raycasterFilter(eyeRaycaster, checkObjs);
319
- this.eyeInterObject = eyeInterObject = eyeIntersections[0];
320
- }
321
- let eyeDistance = -length;
322
- if (eyeInterObject) {
323
- eyeDistance += eyeInterObject.distance;
324
- if (eyeDistance < clashDistance)
325
- return true;
326
- eyeInterObject.distance = eyeDistance;
327
- }
328
- if (kneeInterObject) {
329
- kneeInterObject.distance = kneeDistance;
330
- }
331
- return false;
332
- }
333
- getCheckedObjects(origin) {
334
- const { clashDistance, clashCheckDistance, searchRadiusFactor, clashFilter, } = this;
335
- const maxDistance = clashCheckDistance * searchRadiusFactor;
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- const checkedSphere = this.checkedSphere;
337
- const radius = maxDistance + clashDistance;
338
- checkedSphere.set(origin, radius);
339
- const filter = clashFilter !== null && clashFilter !== void 0 ? clashFilter : function () {
340
- return true;
341
- };
342
- const allObjs = this.viewport.scener.intersectsList.getAll();
343
- return allObjs.filter((obj) => {
344
- const isInclude = filter(obj);
345
- if (!isInclude)
346
- return false;
347
- return boundingIsIntersected(checkedSphere, obj);
348
- });
349
- }
350
- getGravityCheckedObjects(origin, dropY) {
351
- const gravityCheckedBox = this.gravityCheckedBox;
352
- let gravityCheckedObjects = this.gravityCheckedObjects;
353
- if (gravityCheckedObjects) {
354
- const dropPoint = origin.clone();
355
- dropPoint.y = dropY;
356
- if (!(gravityCheckedBox.containsPoint(origin) &&
357
- gravityCheckedBox.containsPoint(dropPoint))) {
358
- gravityCheckedObjects = null;
359
- }
360
- }
361
- if (!gravityCheckedObjects) {
362
- const { eyeHeight, clashCheckDistance, gravitySearchFactor, clashDistance, clashFilter, } = this;
363
- const radius = clashCheckDistance + clashDistance;
364
- const offsetVec = new Vector3(radius, radius, 0);
365
- const max = origin.clone().add(offsetVec);
366
- const min = origin.clone().sub(offsetVec);
367
- min.y -= eyeHeight * gravitySearchFactor;
368
- gravityCheckedBox.set(min, max);
369
- const allObjs = this.viewport.scener.intersectsList.getAll();
370
- const filter = clashFilter !== null && clashFilter !== void 0 ? clashFilter : function () {
371
- return true;
372
- };
373
- gravityCheckedObjects = allObjs.filter((obj) => {
374
- const isInclude = filter(obj);
375
- if (!isInclude)
376
- return false;
377
- return boundingIsIntersected(gravityCheckedBox, obj);
378
- });
379
- }
380
- return gravityCheckedObjects;
381
- }
382
- gravityClashCheck(origin, dropY) {
383
- var _a;
384
- let gravityIntersectObject = this.gravityInterObject;
385
- if (gravityIntersectObject) {
386
- const { object: mesh, face, instanceId, } = gravityIntersectObject;
387
- const positionAttrs = (_a = mesh.geometry) === null || _a === void 0 ? void 0 : _a.getAttribute('position');
388
- if (positionAttrs && face) {
389
- let facePoints = gravityIntersectObject.facePoints;
390
- if (!facePoints) {
391
- let matrixWorld = mesh.matrixWorld;
392
- if (instanceId != null) {
393
- const instMatrix = new Matrix4();
394
- mesh.getMatrixAt(instanceId, instMatrix);
395
- matrixWorld = instMatrix.premultiply(matrixWorld);
396
- }
397
- const { a, b, c, } = face;
398
- const aP = new Vector3(positionAttrs.getX(a), positionAttrs.getY(a), positionAttrs.getZ(a));
399
- aP.applyMatrix4(matrixWorld);
400
- aP.setY(0);
401
- const bP = new Vector3(positionAttrs.getX(b), positionAttrs.getY(b), positionAttrs.getZ(b));
402
- bP.applyMatrix4(matrixWorld);
403
- bP.setY(0);
404
- const cP = new Vector3(positionAttrs.getX(c), positionAttrs.getY(c), positionAttrs.getZ(c));
405
- cP.applyMatrix4(matrixWorld);
406
- cP.setY(0);
407
- gravityIntersectObject.facePoints = facePoints = [
408
- aP,
409
- bP,
410
- cP
411
- ];
412
- }
413
- let lastP = facePoints[2];
414
- let lastVec = null;
415
- const point = origin.clone();
416
- point.y = 0;
417
- const isIn = facePoints.every((p) => {
418
- const vec = p.clone();
419
- vec.sub(lastP);
420
- const pV = point.clone();
421
- pV.sub(lastP);
422
- vec.cross(pV);
423
- if (lastVec) {
424
- const result = vec.dot(lastVec);
425
- if (result <= 0) {
426
- return false;
427
- }
428
- }
429
- lastVec = vec;
430
- lastP = p;
431
- return true;
432
- });
433
- if (!isIn) {
434
- this.gravityInterObject = gravityIntersectObject = null;
435
- }
436
- }
437
- }
438
- if (!gravityIntersectObject) {
439
- const gravityRaycaster = new Raycaster(origin, new Vector3(0, -1, 0));
440
- gravityRaycaster.firstHitOnly = true;
441
- const clashLayers = this.clashLayers;
442
- if (clashLayers != null) {
443
- setLayers(gravityRaycaster.layers, clashLayers);
444
- }
445
- gravityRaycaster.camera = this.camera;
446
- const checkObjs = this.getGravityCheckedObjects(origin, dropY);
447
- const objs = raycasterFilter(gravityRaycaster, checkObjs);
448
- this.gravityInterObject = gravityIntersectObject = objs[0];
449
- }
450
- return gravityIntersectObject;
451
- }
452
- setOptions(options) {
453
- const { position = new Vector3(), rotation = new Euler(), moveSpeed, eyeHeight, kneeHeight, jumpHeight, enableClash, enableGravity, searchRadiusFactor, clashDistance, clashCheckDistance, gravitySpeed, gravitySearchFactor, reverseRotate, rotate, rotateSpeed, horizontalRotate, verticalRotate, dblClickForward, clashFilter, clashLayers, } = options;
454
- if (eyeHeight)
455
- this.eyeHeight = eyeHeight;
456
- if (kneeHeight)
457
- this.kneeHeight = kneeHeight;
458
- if (jumpHeight)
459
- this.jumpHeight = jumpHeight;
460
- if (searchRadiusFactor)
461
- this.searchRadiusFactor = searchRadiusFactor;
462
- if (clashDistance)
463
- this.clashDistance = clashDistance;
464
- if (clashCheckDistance)
465
- this.clashCheckDistance = clashCheckDistance;
466
- if (gravitySpeed)
467
- this.gravitySpeed = gravitySpeed;
468
- if (gravitySearchFactor)
469
- this.gravitySearchFactor = gravitySearchFactor;
470
- if (reverseRotate != null)
471
- this.reverseRotate = reverseRotate;
472
- if (rotate != null)
473
- this.rotate = rotate;
474
- if (horizontalRotate != null)
475
- this.horizontalRotate = horizontalRotate;
476
- if (verticalRotate != null)
477
- this.verticalRotate = verticalRotate;
478
- if (utils.isBoolean(dblClickForward))
479
- this.dblClickForward = dblClickForward;
480
- if (utils.isNumber(rotateSpeed))
481
- this.rotateSpeed = rotateSpeed;
482
- if (enableClash != null)
483
- this.enableClash = enableClash;
484
- if (enableGravity != null)
485
- this.enableGravity = enableGravity;
486
- if (clashFilter != null)
487
- this.clashFilter = clashFilter;
488
- if (clashLayers != null)
489
- this.clashLayers = clashLayers;
490
- if (position) {
491
- this.controls.setPosition(position.x, position.y + this.eyeHeight, position.z);
492
- this.gravityInterObject = null;
493
- this.clearClashCache();
494
- }
495
- if (rotation) {
496
- const target = utils.computeTargetByRotation(this.controls.getPosition(new Vector3()), rotation, EPSILON);
497
- this.controls.setTarget(target.x, target.y, target.z);
498
- }
499
- if (moveSpeed)
500
- this.moveSpeed = moveSpeed;
501
- }
502
- start(options) {
503
- this.viewport.controls.saveState();
504
- this.viewport.controls.enabled = false;
505
- this.enabled = true;
506
- this.setOptions(options);
507
- this.viewport.postRender.set('FirstPersonControls', this.update.bind(this));
508
- this.ssp.signals.dblClick.add(this.onDblClick);
509
- this.ssp.signals.keyDown.add(this.onKeyDown);
510
- this.ssp.signals.keyUp.add(this.onKeyUp);
511
- const container = this.container;
512
- container.addEventListener('pointerdown', this.onPointerDown);
513
- container.addEventListener('pointermove', this.onPointerMove);
514
- container.addEventListener('pointerup', this.onPointerUp);
515
- container.style.touchAction = 'none'; // disable touch scroll
516
- container.style.userSelect = 'none'; // disable selction
517
- }
518
- stop() {
519
- this.viewport.controls.reset();
520
- this.viewport.controls.enabled = true;
521
- this.enabled = false;
522
- this.viewport.postRender.delete('FirstPersonControls');
523
- this.ssp.signals.dblClick.remove(this.onDblClick);
524
- this.ssp.signals.keyDown.remove(this.onKeyDown);
525
- this.ssp.signals.keyUp.remove(this.onKeyUp);
526
- const container = this.container;
527
- container.removeEventListener('pointerdown', this.onPointerDown);
528
- container.removeEventListener('pointermove', this.onPointerMove);
529
- container.removeEventListener('pointerup', this.onPointerUp);
530
- container.style.touchAction = 'auto';
531
- container.style.userSelect = 'auto';
532
- this.ssp.render();
533
- }
534
- update() {
535
- if (!this.enabled)
536
- return;
537
- const { delta, } = this.viewport.state;
538
- const velocity = new Vector3();
539
- const { controls, state, camera, eyeHeight, kneeHeight, } = this;
540
- const cameraPosition = controls.getPosition(new Vector3());
541
- const moveSpeed = this.moveSpeed * 20;
542
- const gravitySpeed = this.gravitySpeed * 20;
543
- if (state.moveForward) {
544
- velocity.z -= moveSpeed;
545
- }
546
- if (state.moveBackward) {
547
- velocity.z += moveSpeed;
548
- }
549
- if (state.moveLeft) {
550
- velocity.x -= moveSpeed;
551
- }
552
- if (state.moveRight) {
553
- velocity.x += moveSpeed;
554
- }
555
- if (state.moveUp) {
556
- velocity.y += gravitySpeed * 2;
557
- }
558
- if (state.moveDown) {
559
- velocity.y -= gravitySpeed * 2;
560
- }
561
- velocity.multiplyScalar(delta);
562
- /**
563
- * mouse move
564
- */
565
- const { x: movementX, y: movementY, } = this.movement;
566
- const horizontalRotate = this.horizontalRotate && movementX !== 0;
567
- const verticalRotate = this.verticalRotate && movementY !== 0;
568
- if (this.rotate &&
569
- state.canRotate &&
570
- (horizontalRotate || verticalRotate)) {
571
- let { azimuthAngle, polarAngle, } = controls;
572
- if (verticalRotate) {
573
- polarAngle -= movementY * 0.003 * this.rotateSpeed;
574
- }
575
- if (horizontalRotate) {
576
- azimuthAngle -= movementX * 0.003 * this.rotateSpeed;
577
- }
578
- // 旋转
579
- controls.rotateTo(azimuthAngle, polarAngle);
580
- }
581
- const euler = new Euler(0, 0, 0, 'YXZ');
582
- euler.setFromQuaternion(camera.quaternion);
583
- if (!(euler.y === 0 || velocity.equals(new Vector3()))) {
584
- const velQuate = new Quaternion();
585
- velQuate.setFromAxisAngle(new Vector3(0, 1, 0), euler.y);
586
- velocity.applyQuaternion(velQuate);
587
- }
588
- // dblclick
589
- if (!this._dblVector.equals(new Vector3())) {
590
- const _v1 = this._dblVector.clone().multiplyScalar(delta);
591
- this._dblDeltaVector.add(_v1);
592
- if (this._dblDeltaVector.length() > this._dblVector.length()) {
593
- this._dblVector.set(0, 0, 0);
594
- this._dblDeltaVector.set(0, 0, 0);
595
- }
596
- else {
597
- velocity.add(_v1);
598
- }
599
- }
600
- const newPosition = cameraPosition.clone();
601
- if (!this.enableClash || !this.onClashCheck(cameraPosition, velocity)) {
602
- newPosition.add(velocity);
603
- if (this.gravityInterObject) {
604
- const lastGravPoint = this.gravityInterObject.point;
605
- const horVelocity = lastGravPoint.clone().sub(newPosition);
606
- horVelocity.y = 0;
607
- if (horVelocity.length() > kneeHeight) {
608
- this.gravityInterObject = null;
609
- }
610
- }
611
- }
612
- let eyeY = newPosition.y;
613
- if (this.enableGravity) {
614
- const eyeY_noGravite = eyeY;
615
- if (this.jumpOffset > 0) {
616
- this.jumpOffset -= gravitySpeed * delta;
617
- eyeY += gravitySpeed * 2 * delta; // Space Velocity
618
- }
619
- eyeY -= gravitySpeed * delta;
620
- state.canJump = false;
621
- const gravityIntersectObject = this.gravityClashCheck(newPosition, eyeY);
622
- if (gravityIntersectObject) {
623
- const floorY = gravityIntersectObject.point.y;
624
- const minheight = floorY + eyeHeight;
625
- if (eyeY < minheight) {
626
- eyeY = minheight;
627
- this.jumpOffset = 0;
628
- state.canJump = true;
629
- }
630
- }
631
- if (eyeY_noGravite !== eyeY) {
632
- this.clearClashCache();
633
- }
634
- }
635
- newPosition.y = eyeY;
636
- if (!approxEquals(cameraPosition.x, newPosition.x) ||
637
- !approxEquals(cameraPosition.y, newPosition.y) ||
638
- !approxEquals(cameraPosition.z, newPosition.z)) {
639
- // 移动
640
- controls.moveTo(newPosition.x, newPosition.y, newPosition.z);
641
- controls.dollyTo(EPSILON);
642
- }
643
- }
644
- }
645
-
646
- export { FirstPersonControlsPlugin as default };
647
- //# sourceMappingURL=index.esm.js.map
1
+ import{Vector2 as t,Vector3 as e,Sphere as s,Box3 as i,Raycaster as o,Matrix4 as n,Euler as a,Quaternion as r}from"three";import h from"soonspacejs";const{utils:{isObjectVisible:c}}=h;function l(t,e){const s=h.utils.getBoundingBox(e);return t.intersectsBox(s)}function d(t,e){t.disableAll();for(const s of e)t.enable(s)}function p(t,e){return t.intersectObjects(e).filter((({object:t})=>c(t)))}const{EPSILON:v,approxEquals:m}=h.utils,{utils:y}=h;class u{get rotate(){return this._rotate&&(this.horizontalRotate||this.verticalRotate)}set rotate(t){this._rotate=t}constructor(o){this.enabled=!1,this.keyCodeMap={moveForward:["ArrowUp","KeyW"],moveBackward:["ArrowDown","KeyS"],moveLeft:["ArrowLeft","KeyA"],moveRight:["ArrowRight","KeyD"],moveUp:["KeyQ"],moveDown:["KeyE"],rotateUp:["KeyI"],rotateDown:["KeyK"],rotateLeft:["KeyJ"],rotateRight:["KeyL"],jump:["Space"]},this.state={moveForward:!1,moveBackward:!1,moveLeft:!1,moveRight:!1,moveUp:!1,moveDown:!1,canJump:!1,canRotate:!1},this.moveSpeed=10,this.gravitySpeed=10,this.jumpOffset=0,this.clashCheckDistance=200,this.clashDistance=50,this.eyeHeight=160,this.kneeHeight=50,this.jumpHeight=110,this.enableClash=!0,this.enableGravity=!0,this.reverseRotate=!1,this._rotate=!0,this.rotateSpeed=1,this.horizontalRotate=!0,this.verticalRotate=!0,this.dblClickForward=!1,this.movement=new t,this._dblVector=new e,this._dblDeltaVector=new e,this._pointerId=null,this.lastDirection=new e,this.searchRadiusFactor=3,this.checkedSphere=new s,this.gravitySearchFactor=3,this.gravityCheckedObjects=null,this.gravityCheckedBox=new i,this.gravityInterObject=null,this.kneeInterObject=null,this.eyeInterObject=null,this.ssp=o,this.viewport=o.viewport,this.controls=o.controls,this.camera=o.controls.camera,this.container=o.viewport.container,this.onKeyDown=this.onKeyDown.bind(this),this.onKeyUp=this.onKeyUp.bind(this),this.onDblClick=this.onDblClick.bind(this),this.onPointerDown=this.onPointerDown.bind(this),this.onPointerMove=this.onPointerMove.bind(this),this.onPointerUp=this.onPointerUp.bind(this)}onKeyDown(t){if(!1!==this.enabled){t:for(const[e,s]of Object.entries(this.keyCodeMap))if(s.includes(t.code))switch(e){case"moveForward":this.state.moveForward=!0;break t;case"moveBackward":this.state.moveBackward=!0;break t;case"moveLeft":this.state.moveLeft=!0;break t;case"moveRight":this.state.moveRight=!0;break t;case"moveUp":this.state.moveUp=!0;break t;case"moveDown":this.state.moveDown=!0;break t;case"rotateUp":this.state.canRotate=!0,this.movement.x=0,this.movement.y=-10;break t;case"rotateDown":this.state.canRotate=!0,this.movement.x=0,this.movement.y=10;break t;case"rotateLeft":this.state.canRotate=!0,this.movement.x=-10,this.movement.y=0;break t;case"rotateRight":this.state.canRotate=!0,this.movement.x=10,this.movement.y=0;break t;case"jump":!0===this.state.canJump&&!1===t.repeat&&(this.jumpOffset=this.jumpHeight),this.state.canJump=!1;break t}(this.jumpOffset>0||Object.values(this.state).some((t=>t)))&&this.ssp.render()}}onKeyUp(t){t:for(const[e,s]of Object.entries(this.keyCodeMap))if(s.includes(t.code))switch(e){case"moveForward":this.state.moveForward=!1;break t;case"moveBackward":this.state.moveBackward=!1;break t;case"moveLeft":this.state.moveLeft=!1;break t;case"moveRight":this.state.moveRight=!1;break t;case"moveUp":this.state.moveUp=!1;break t;case"moveDown":this.state.moveDown=!1;break t;case"rotateUp":case"rotateDown":case"rotateLeft":case"rotateRight":this.state.canRotate=!1;break t}}onDblClick(t){if(!0===this.dblClickForward){const[e]=this.ssp.viewport.getIntersects(t);if(e){const{point:t}=e;t.y+=this.eyeHeight,t.sub(this.camera.position),this._dblVector.copy(t),this._dblDeltaVector.set(0,0,0),this.ssp.render()}}}onPointerDown(t){null===this._pointerId&&0===t.button&&(this.container.setPointerCapture(t.pointerId),this._pointerId=t.pointerId,this.state.canRotate=!0)}onPointerMove(t){if(t.preventDefault(),this.enabled&&this.state.canRotate){let e=t.movementY,s=t.movementX;this.reverseRotate&&(s=-s,e=-e),this.movement.x=s,this.movement.y=e,this.ssp.render()}}onPointerUp(t){null!==this._pointerId&&(this.container.releasePointerCapture(t.pointerId),this._pointerId=null,this.state.canRotate=!1)}clearClashCache(){this.kneeInterObject=null,this.eyeInterObject=null}onClashCheck(t,e){const s=e.length(),i=e.clone().divideScalar(s);i.distanceToSquared(this.lastDirection)>1e-9&&this.clearClashCache(),this.lastDirection=i;const{eyeHeight:n,kneeHeight:a,camera:r,clashCheckDistance:h,clashDistance:c,clashLayers:l}=this;let{kneeInterObject:v,eyeInterObject:m}=this;if(!v){const e=t.clone().setY(t.y-n+a),s=new o(e,i,0,h);s.firstHitOnly=!0,null!=l&&d(s.layers,l),s.camera=r;const c=p(s,this.getCheckedObjects(e));this.kneeInterObject=v=c[0]}let y=-s;if(v&&(y+=v.distance,y<c))return!0;if(!m){const e=new o(t,i,0,h);e.firstHitOnly=!0,null!=l&&d(e.layers,l),e.camera=r;const s=p(e,this.getCheckedObjects(t));this.eyeInterObject=m=s[0]}let u=-s;if(m){if(u+=m.distance,u<c)return!0;m.distance=u}return v&&(v.distance=y),!1}getCheckedObjects(t){const{clashDistance:e,clashCheckDistance:s,searchRadiusFactor:i,clashFilter:o}=this,n=s*i,a=this.checkedSphere,r=n+e;a.set(t,r);const h=null!=o?o:function(){return!0};return this.viewport.scener.intersectsList.getAll().filter((t=>!!h(t)&&l(a,t)))}getGravityCheckedObjects(t,s){const i=this.gravityCheckedBox;let o=this.gravityCheckedObjects;if(o){const e=t.clone();e.y=s,i.containsPoint(t)&&i.containsPoint(e)||(o=null)}if(!o){const{eyeHeight:s,clashCheckDistance:n,gravitySearchFactor:a,clashDistance:r,clashFilter:h}=this,c=n+r,d=new e(c,c,0),p=t.clone().add(d),v=t.clone().sub(d);v.y-=s*a,i.set(v,p);const m=this.viewport.scener.intersectsList.getAll(),y=null!=h?h:function(){return!0};o=m.filter((t=>!!y(t)&&l(i,t)))}return o}gravityClashCheck(t,s){var i;let a=this.gravityInterObject;if(a){const{object:s,face:o,instanceId:r}=a,h=null===(i=s.geometry)||void 0===i?void 0:i.getAttribute("position");if(h&&o){let i=a.facePoints;if(!i){let t=s.matrixWorld;if(null!=r){const e=new n;s.getMatrixAt(r,e),t=e.premultiply(t)}const{a:c,b:l,c:d}=o,p=new e(h.getX(c),h.getY(c),h.getZ(c));p.applyMatrix4(t),p.setY(0);const v=new e(h.getX(l),h.getY(l),h.getZ(l));v.applyMatrix4(t),v.setY(0);const m=new e(h.getX(d),h.getY(d),h.getZ(d));m.applyMatrix4(t),m.setY(0),a.facePoints=i=[p,v,m]}let c=i[2],l=null;const d=t.clone();d.y=0;i.every((t=>{const e=t.clone();e.sub(c);const s=d.clone();if(s.sub(c),e.cross(s),l){if(e.dot(l)<=0)return!1}return l=e,c=t,!0}))||(this.gravityInterObject=a=null)}}if(!a){const i=new o(t,new e(0,-1,0));i.firstHitOnly=!0;const n=this.clashLayers;null!=n&&d(i.layers,n),i.camera=this.camera;const r=p(i,this.getGravityCheckedObjects(t,s));this.gravityInterObject=a=r[0]}return a}setOptions(t){const{position:s=new e,rotation:i=new a,moveSpeed:o,eyeHeight:n,kneeHeight:r,jumpHeight:h,enableClash:c,enableGravity:l,searchRadiusFactor:d,clashDistance:p,clashCheckDistance:m,gravitySpeed:u,gravitySearchFactor:b,reverseRotate:g,rotate:w,rotateSpeed:f,horizontalRotate:k,verticalRotate:C,dblClickForward:D,clashFilter:j,clashLayers:R}=t;if(n&&(this.eyeHeight=n),r&&(this.kneeHeight=r),h&&(this.jumpHeight=h),d&&(this.searchRadiusFactor=d),p&&(this.clashDistance=p),m&&(this.clashCheckDistance=m),u&&(this.gravitySpeed=u),b&&(this.gravitySearchFactor=b),null!=g&&(this.reverseRotate=g),null!=w&&(this.rotate=w),null!=k&&(this.horizontalRotate=k),null!=C&&(this.verticalRotate=C),y.isBoolean(D)&&(this.dblClickForward=D),y.isNumber(f)&&(this.rotateSpeed=f),null!=c&&(this.enableClash=c),null!=l&&(this.enableGravity=l),null!=j&&(this.clashFilter=j),null!=R&&(this.clashLayers=R),s&&(this.controls.setPosition(s.x,s.y+this.eyeHeight,s.z),this.gravityInterObject=null,this.clearClashCache()),i){const t=y.computeTargetByRotation(this.controls.getPosition(new e),i,v);this.controls.setTarget(t.x,t.y,t.z)}o&&(this.moveSpeed=o)}start(t){this.viewport.controls.saveState(),this.viewport.controls.enabled=!1,this.enabled=!0,this.setOptions(t),this.viewport.postRender.set("FirstPersonControls",this.update.bind(this)),this.ssp.signals.dblClick.add(this.onDblClick),this.ssp.signals.keyDown.add(this.onKeyDown),this.ssp.signals.keyUp.add(this.onKeyUp);const e=this.container;e.addEventListener("pointerdown",this.onPointerDown),e.addEventListener("pointermove",this.onPointerMove),e.addEventListener("pointerup",this.onPointerUp),e.style.touchAction="none",e.style.userSelect="none"}stop(){this.viewport.controls.reset(),this.viewport.controls.enabled=!0,this.enabled=!1,this.viewport.postRender.delete("FirstPersonControls"),this.ssp.signals.dblClick.remove(this.onDblClick),this.ssp.signals.keyDown.remove(this.onKeyDown),this.ssp.signals.keyUp.remove(this.onKeyUp);const t=this.container;t.removeEventListener("pointerdown",this.onPointerDown),t.removeEventListener("pointermove",this.onPointerMove),t.removeEventListener("pointerup",this.onPointerUp),t.style.touchAction="auto",t.style.userSelect="auto",this.ssp.render()}update(){if(!this.enabled)return;const{delta:t}=this.viewport.state,s=new e,{controls:i,state:o,camera:n,eyeHeight:h,kneeHeight:c}=this,l=i.getPosition(new e),d=20*this.moveSpeed,p=20*this.gravitySpeed;o.moveForward&&(s.z-=d),o.moveBackward&&(s.z+=d),o.moveLeft&&(s.x-=d),o.moveRight&&(s.x+=d),o.moveUp&&(s.y+=2*p),o.moveDown&&(s.y-=2*p),s.multiplyScalar(t);const{x:y,y:u}=this.movement,b=this.horizontalRotate&&0!==y,g=this.verticalRotate&&0!==u;if(this.rotate&&o.canRotate&&(b||g)){let{azimuthAngle:t,polarAngle:e}=i;g&&(e-=.003*u*this.rotateSpeed),b&&(t-=.003*y*this.rotateSpeed),i.rotateTo(t,e)}const w=new a(0,0,0,"YXZ");if(w.setFromQuaternion(n.quaternion),0!==w.y&&!s.equals(new e)){const t=new r;t.setFromAxisAngle(new e(0,1,0),w.y),s.applyQuaternion(t)}if(!this._dblVector.equals(new e)){const e=this._dblVector.clone().multiplyScalar(t);this._dblDeltaVector.add(e),this._dblDeltaVector.length()>this._dblVector.length()?(this._dblVector.set(0,0,0),this._dblDeltaVector.set(0,0,0)):s.add(e)}const f=l.clone();if((!this.enableClash||!this.onClashCheck(l,s))&&(f.add(s),this.gravityInterObject)){const t=this.gravityInterObject.point.clone().sub(f);t.y=0,t.length()>c&&(this.gravityInterObject=null)}let k=f.y;if(this.enableGravity){const e=k;this.jumpOffset>0&&(this.jumpOffset-=p*t,k+=2*p*t),k-=p*t,o.canJump=!1;const s=this.gravityClashCheck(f,k);if(s){const t=s.point.y+h;k<t&&(k=t,this.jumpOffset=0,o.canJump=!0)}e!==k&&this.clearClashCache()}f.y=k,m(l.x,f.x)&&m(l.y,f.y)&&m(l.z,f.z)||(i.moveTo(f.x,f.y,f.z),i.dollyTo(v))}}export{u as default};
@@ -0,0 +1,7 @@
1
+ import { Box3, Object3D, Sphere, Layers, Raycaster } from 'three';
2
+ /**
3
+ * 判断包围合 与 对象的包围盒是否相交
4
+ */
5
+ export declare function boundingIsIntersected(target: Box3 | Sphere, obj: Object3D): boolean;
6
+ export declare function setLayers(layer: Layers, layerNums: number[]): void;
7
+ export declare function raycasterFilter(raycaster: Raycaster, objs: Object3D[]): import("three").Intersection<Object3D<import("three").Object3DEventMap>>[];
package/doc/changelog.md CHANGED
@@ -1,28 +1,28 @@
1
- # 2022年9月13日
2
- ## 原来的问题
3
- 原来存在以下问题
4
- + 在无操作下仍然消耗大量计算资源
5
- + 操作时卡顿更严重
6
- + 只能对上、下、左、右、前、后 几个固定方向进行碰撞检测,无法对任意方向进行碰撞检测
7
- + 在卡顿较严重的情况下,平移会一下子跳很远
8
-
9
- ## 优化
10
- 现在做了以下优化
11
- _以下关于帧率的测试是在 个人性能较差一点的 Mac 笔该本上进行的测试,仅作参考_
12
- + 在无操作下不消耗资源,使其从原来的 18左右 率率优化到 508 左右的帧率,提高到了3倍
13
- + 在旋转操作时,使其从原来的 10 多帧率,优化到了 30 - 40 帧,提高到了2倍多
14
- + 在平移操作时,优化到了 30 - 40 多帧(由于原来的卡顿较严重,暂时测不出原来的帧率)
15
-
16
- ## 新增特性
17
- 现在增加了以下特性
18
- + 可以对任意方向进行碰撞检测,不只是上、下、左、右、前、后 几个固定方向
19
- + 即使在卡顿较严重的情况下,平移也不会一下子跳很远
20
- + 自定义碰撞检测范围、重力检测范围 等,用以实现根据具体场景来个性化优化性能
21
-
22
-
23
- ## 优化手段
24
- + 合并运算:原来需要多次运算才能达到的目的,现在使用数学的方法,合并成了一次运算
25
- + 缩小碰撞检测范围
26
- + 优化碰撞检测逻辑
27
- + 缩小重力检测范围
1
+ # 2022年9月13日
2
+ ## 原来的问题
3
+ 原来存在以下问题
4
+ + 在无操作下仍然消耗大量计算资源
5
+ + 操作时卡顿更严重
6
+ + 只能对上、下、左、右、前、后 几个固定方向进行碰撞检测,无法对任意方向进行碰撞检测
7
+ + 在卡顿较严重的情况下,平移会一下子跳很远
8
+
9
+ ## 优化
10
+ 现在做了以下优化
11
+ _以下关于帧率的测试是在 个人性能较差一点的 Mac 笔该本上进行的测试,仅作参考_
12
+ + 在无操作下不消耗资源,使其从原来的 18左右 率率优化到 508 左右的帧率,提高到了3倍
13
+ + 在旋转操作时,使其从原来的 10 多帧率,优化到了 30 - 40 帧,提高到了2倍多
14
+ + 在平移操作时,优化到了 30 - 40 多帧(由于原来的卡顿较严重,暂时测不出原来的帧率)
15
+
16
+ ## 新增特性
17
+ 现在增加了以下特性
18
+ + 可以对任意方向进行碰撞检测,不只是上、下、左、右、前、后 几个固定方向
19
+ + 即使在卡顿较严重的情况下,平移也不会一下子跳很远
20
+ + 自定义碰撞检测范围、重力检测范围 等,用以实现根据具体场景来个性化优化性能
21
+
22
+
23
+ ## 优化手段
24
+ + 合并运算:原来需要多次运算才能达到的目的,现在使用数学的方法,合并成了一次运算
25
+ + 缩小碰撞检测范围
26
+ + 优化碰撞检测逻辑
27
+ + 缩小重力检测范围
28
28
  + 优化重力检测逻辑
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@soonspacejs/plugin-first-person-controls",
3
3
  "pluginName": "FirstPersonControlsPlugin",
4
- "version": "2.13.7",
4
+ "version": "2.13.8",
5
5
  "description": "FirstPersonControls plugin for SoonSpace.js",
6
6
  "main": "dist/index.esm.js",
7
7
  "module": "dist/index.esm.js",
@@ -13,8 +13,8 @@
13
13
  ],
14
14
  "author": "xunwei",
15
15
  "license": "UNLICENSED",
16
- "gitHead": "550040550bf20ec0015982ff1159d0cfe9b35ed3",
16
+ "gitHead": "d6b6f55e087ba0621e8bb404fc63c99fd4389660",
17
17
  "peerDependencies": {
18
- "soonspacejs": "2.13.7"
18
+ "soonspacejs": "2.13.8"
19
19
  }
20
20
  }
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.esm.js","sources":["../src/tools.ts","../src/index.ts"],"sourcesContent":["import SoonSpace from 'soonspacejs'\r\nimport { Box3, Object3D, Sphere, Layers, Raycaster, } from 'three'\r\n\r\nconst { utils: { isObjectVisible, }, } = SoonSpace\r\n\r\n/**\r\n * 判断包围合 与 对象的包围盒是否相交\r\n */\r\nexport function boundingIsIntersected ( target: Box3 | Sphere, obj: Object3D ) {\r\n\r\n const box3 = SoonSpace.utils.getBoundingBox( obj )\r\n \r\n return target.intersectsBox( box3 )\r\n\r\n}\r\n\r\nexport function setLayers ( layer: Layers, layerNums: number[] ) {\r\n\r\n layer.disableAll()\r\n for ( const num of layerNums ) {\r\n\r\n layer.enable( num )\r\n \r\n }\r\n\r\n}\r\n\r\nexport function raycasterFilter ( raycaster: Raycaster, objs: Object3D[] ) {\r\n\r\n const intersects = raycaster.intersectObjects( objs ).filter( ( { object, } ) => isObjectVisible( object ) )\r\n\r\n return intersects\r\n\r\n}","import { \r\n Matrix4, \r\n Vector3,\r\n Vector2,\r\n Intersection,\r\n Sphere,\r\n Object3D,\r\n Box3,\r\n Mesh,\r\n InstancedMesh,\r\n Raycaster,\r\n BufferAttribute,\r\n Euler,\r\n Quaternion,\r\n Camera, \r\n} from 'three'\r\nimport SoonSpace, {\r\n Position,\r\n Rotation,\r\n} from 'soonspacejs'\r\n\r\nimport { boundingIsIntersected, setLayers, raycasterFilter, } from './tools'\r\n\r\nconst { EPSILON, approxEquals, } = SoonSpace.utils\r\n\r\nexport type ClashCheckAxis =\r\n | 'front'\r\n | 'back'\r\n | 'left'\r\n | 'right'\r\n | 'up'\r\n | 'down'\r\n\r\n/**\r\n * 碰撞对象过滤器\r\n * @remarks\r\n * 会在遍历对象时逐个调用该方法\r\n *\r\n * @param obj - Object3D 对象\r\n * @returns true:表示检测该对象的碰撞;false | null | undefined | void:表示不检测该对象的碰撞;\r\n */\r\nexport type ClashFilter = ( obj: Object3D ) => boolean | null | undefined | void\r\n\r\nexport interface StartOptions {\r\n position?: Position | null;\r\n rotation?: Rotation | null;\r\n moveSpeed?: number;\r\n eyeHeight?: number;\r\n kneeHeight?: number;\r\n jumpHeight?: number;\r\n enableClash?: boolean;\r\n enableGravity?: boolean;\r\n /**\r\n * 模型对象的搜索半径的系数\r\n * @remarks\r\n * 搜索半径是 clashCheckDistance 的多少倍\r\n */\r\n searchRadiusFactor?: number;\r\n /**\r\n * 碰撞距离\r\n */\r\n clashDistance?: number;\r\n /**\r\n * 碰撞检测距离\r\n */\r\n clashCheckDistance?: number;\r\n /**\r\n * 重力速度\r\n */\r\n gravitySpeed?: number;\r\n\r\n /**\r\n * 重力搜索系数\r\n * @remarks\r\n * 重力搜索系数 表示 向下搜索多少个 eyeHeight 的深度\r\n */\r\n gravitySearchFactor?: number;\r\n\r\n /**\r\n * 碰撞对象过滤器\r\n * @remarks\r\n * 会在遍历对象时逐个调用该方法\r\n *\r\n * @param obj - Object3D 对象\r\n * @returns true:表示检测该对象的碰撞;false | null | undefined | void:表示不检测该对象的碰撞;\r\n */\r\n clashFilter?: ClashFilter;\r\n\r\n /**\r\n * 碰撞检测的层级\r\n */\r\n clashLayers?: number[];\r\n\r\n /**\r\n * 反向旋转\r\n */\r\n reverseRotate?: boolean | null;\r\n\r\n /**\r\n * 是否开启旋转\r\n */\r\n rotate?: boolean | null;\r\n\r\n /**\r\n * 旋转速度\r\n */\r\n rotateSpeed?: number;\r\n /**\r\n /**\r\n * 是否开启水平方向的旋转\r\n */\r\n horizontalRotate?: boolean | null;\r\n /**\r\n * 是否开启垂直方向旋转\r\n */\r\n verticalRotate?: boolean | null;\r\n /**\r\n * 开启双击前进\r\n */\r\n dblClickForward?: boolean;\r\n}\r\n\r\nconst { utils, } = SoonSpace\r\n\r\nexport default class FirstPersonControlsPlugin {\r\n\r\n ssp: SoonSpace\r\n viewport: SoonSpace['viewport']\r\n controls: SoonSpace['controls']\r\n protected camera: Camera\r\n protected container: HTMLElement\r\n\r\n enabled = false\r\n keyCodeMap = {\r\n moveForward: [ 'ArrowUp', 'KeyW' ],\r\n moveBackward: [ 'ArrowDown', 'KeyS' ],\r\n moveLeft: [ 'ArrowLeft', 'KeyA' ],\r\n moveRight: [ 'ArrowRight', 'KeyD' ],\r\n moveUp: [ 'KeyQ' ],\r\n moveDown: [ 'KeyE' ],\r\n rotateUp: [ 'KeyI' ],\r\n rotateDown: [ 'KeyK' ],\r\n rotateLeft: [ 'KeyJ' ],\r\n rotateRight: [ 'KeyL' ],\r\n jump: [ 'Space' ],\r\n }\r\n \r\n private state = {\r\n moveForward: false,\r\n moveBackward: false,\r\n moveLeft: false,\r\n moveRight: false,\r\n moveUp: false,\r\n moveDown: false,\r\n canJump: false,\r\n canRotate: false,\r\n }\r\n \r\n /**\r\n * 移动速度\r\n */\r\n moveSpeed = 10\r\n /**\r\n * 重力速度\r\n */\r\n gravitySpeed = 10\r\n jumpOffset = 0\r\n /**\r\n * 碰撞检测距离\r\n */\r\n clashCheckDistance = 200\r\n\r\n /**\r\n * 碰撞距离\r\n */\r\n clashDistance = 50\r\n \r\n eyeHeight = 160\r\n kneeHeight = 50\r\n jumpHeight = 110\r\n\r\n enableClash = true\r\n enableGravity = true\r\n\r\n /**\r\n * 反向旋转\r\n */\r\n reverseRotate = false\r\n\r\n _rotate = true\r\n /**\r\n * 是否能旋转\r\n */\r\n get rotate () {\r\n\r\n return this._rotate && ( this.horizontalRotate || this.verticalRotate )\r\n \r\n }\r\n set rotate ( value ) {\r\n\r\n this._rotate = value\r\n \r\n }\r\n\r\n /**\r\n * 旋转速度\r\n */\r\n rotateSpeed = 1\r\n\r\n /**\r\n * 是否开启水平方向的旋转\r\n */\r\n horizontalRotate = true\r\n /**\r\n * 是否开启垂直方向旋转\r\n */\r\n verticalRotate = true\r\n\r\n /**\r\n * 开启双击前进\r\n */\r\n dblClickForward = false\r\n\r\n readonly movement = new Vector2()\r\n\r\n /**\r\n * 碰撞对象过滤器\r\n * @remarks\r\n * 会在遍历对象时逐个调用该方法\r\n *\r\n * @param obj - Object3D 对象\r\n * @returns true:表示检测该对象的碰撞;false | null | undefined | void:表示不检测该对象的碰撞;\r\n */\r\n clashFilter?: ClashFilter\r\n\r\n /**\r\n * 碰撞检测的层级\r\n */\r\n clashLayers?: number[]\r\n\r\n /**\r\n *\r\n * @param ssp\r\n * @param camera - 自定义的摄像机,默认会自动生成一个新的摄像机\r\n */\r\n constructor ( ssp: SoonSpace ) {\r\n\r\n this.ssp = ssp\r\n this.viewport = ssp.viewport\r\n this.controls = ssp.controls\r\n this.camera = ssp.controls.camera\r\n this.container = ssp.viewport.container\r\n\r\n this.onKeyDown = this.onKeyDown.bind( this )\r\n this.onKeyUp = this.onKeyUp.bind( this )\r\n this.onDblClick = this.onDblClick.bind( this )\r\n\r\n this.onPointerDown = this.onPointerDown.bind( this )\r\n this.onPointerMove = this.onPointerMove.bind( this )\r\n this.onPointerUp = this.onPointerUp.bind( this )\r\n\r\n }\r\n\r\n onKeyDown ( event: KeyboardEvent ): void {\r\n\r\n if ( this.enabled === false ) return\r\n\r\n outer: for ( const [ action, codes ] of Object.entries( this.keyCodeMap ) ) {\r\n\r\n if ( codes.includes( event.code ) ) {\r\n\r\n switch ( action ) {\r\n \r\n case 'moveForward':\r\n this.state.moveForward = true\r\n break outer\r\n case 'moveBackward': \r\n this.state.moveBackward = true\r\n break outer\r\n case 'moveLeft': \r\n this.state.moveLeft = true\r\n break outer\r\n case 'moveRight':\r\n this.state.moveRight = true\r\n break outer\r\n case 'moveUp': \r\n this.state.moveUp = true\r\n break outer\r\n case 'moveDown': \r\n this.state.moveDown = true\r\n break outer\r\n case 'rotateUp':\r\n this.state.canRotate = true\r\n this.movement.x = 0\r\n this.movement.y = -10\r\n break outer\r\n case 'rotateDown':\r\n this.state.canRotate = true\r\n this.movement.x = 0\r\n this.movement.y = 10\r\n break outer\r\n case 'rotateLeft':\r\n this.state.canRotate = true\r\n this.movement.x = -10\r\n this.movement.y = 0\r\n break outer\r\n case 'rotateRight':\r\n this.state.canRotate = true\r\n this.movement.x = 10\r\n this.movement.y = 0\r\n break outer\r\n case 'jump':\r\n if ( this.state.canJump === true && event.repeat === false ) this.jumpOffset = this.jumpHeight\r\n this.state.canJump = false\r\n break outer\r\n \r\n }\r\n \r\n }\r\n \r\n }\r\n\r\n if ( this.jumpOffset > 0 || Object.values( this.state ).some( ( s ) => s ) ) {\r\n\r\n this.ssp.render()\r\n \r\n }\r\n \r\n }\r\n\r\n onKeyUp ( event: KeyboardEvent ): void {\r\n\r\n outer: for ( const [ action, codes ] of Object.entries( this.keyCodeMap ) ) {\r\n\r\n if ( codes.includes( event.code ) ) {\r\n\r\n switch ( action ) {\r\n \r\n case 'moveForward':\r\n this.state.moveForward = false\r\n break outer\r\n case 'moveBackward': \r\n this.state.moveBackward = false\r\n break outer\r\n case 'moveLeft': \r\n this.state.moveLeft = false\r\n break outer\r\n case 'moveRight':\r\n this.state.moveRight = false\r\n break outer\r\n case 'moveUp': \r\n this.state.moveUp = false\r\n break outer\r\n case 'moveDown': \r\n this.state.moveDown = false\r\n break outer\r\n case 'rotateUp':\r\n case 'rotateDown':\r\n case 'rotateLeft':\r\n case 'rotateRight':\r\n this.state.canRotate = false\r\n break outer\r\n \r\n }\r\n \r\n }\r\n \r\n }\r\n \r\n }\r\n\r\n private _dblVector = new Vector3()\r\n private _dblDeltaVector = new Vector3()\r\n onDblClick ( event: MouseEvent ) {\r\n\r\n if ( this.dblClickForward === true ) {\r\n\r\n const [ intersection ] = this.ssp.viewport.getIntersects( event )\r\n\r\n if ( intersection ) {\r\n\r\n const { point, } = intersection\r\n\r\n point.y += this.eyeHeight\r\n point.sub( this.camera.position )\r\n\r\n this._dblVector.copy( point )\r\n this._dblDeltaVector.set( 0, 0, 0 )\r\n\r\n this.ssp.render()\r\n \r\n }\r\n \r\n }\r\n \r\n }\r\n\r\n\r\n private _pointerId: number | null = null\r\n onPointerDown ( event: PointerEvent ) {\r\n\r\n if ( \r\n this._pointerId === null && \r\n // 左键\r\n event.button === 0 \r\n ) {\r\n\r\n this.container.setPointerCapture( event.pointerId )\r\n this._pointerId = event.pointerId\r\n this.state.canRotate = true\r\n \r\n }\r\n \r\n }\r\n\r\n /**\r\n * events handler for pointer movement\r\n */\r\n onPointerMove ( event: PointerEvent ) {\r\n \r\n event.preventDefault()\r\n \r\n if ( this.enabled && this.state.canRotate ) {\r\n\r\n let movementY = event.movementY\r\n let movementX = event.movementX\r\n\r\n if ( this.reverseRotate ) {\r\n\r\n movementX = -movementX\r\n movementY = -movementY\r\n \r\n }\r\n\r\n this.movement.x = movementX\r\n this.movement.y = movementY\r\n\r\n this.ssp.render()\r\n \r\n }\r\n \r\n }\r\n\r\n onPointerUp ( event: PointerEvent ) {\r\n\r\n if ( this._pointerId !== null ) {\r\n \r\n this.container.releasePointerCapture( event.pointerId )\r\n this._pointerId = null\r\n this.state.canRotate = false\r\n\r\n }\r\n \r\n }\r\n\r\n clearClashCache () {\r\n\r\n this.kneeInterObject = null\r\n this.eyeInterObject = null\r\n \r\n }\r\n\r\n lastDirection = new Vector3()\r\n onClashCheck ( origin: Vector3, direction: Vector3 ): boolean {\r\n\r\n const length = direction.length()\r\n const normalize = direction.clone().divideScalar( length )\r\n\r\n if ( normalize.distanceToSquared( this.lastDirection ) > 0.000000001 ) {\r\n\r\n this.clearClashCache()\r\n \r\n }\r\n\r\n this.lastDirection = normalize\r\n\r\n const {\r\n eyeHeight,\r\n kneeHeight,\r\n camera,\r\n clashCheckDistance,\r\n clashDistance,\r\n clashLayers,\r\n } = this\r\n\r\n let { kneeInterObject, eyeInterObject, } = this\r\n\r\n if ( !kneeInterObject ) {\r\n\r\n const kneePosition = origin\r\n .clone()\r\n .setY( origin.y - eyeHeight + kneeHeight )\r\n const kneeRaycaster = new Raycaster(\r\n kneePosition,\r\n normalize,\r\n 0,\r\n clashCheckDistance\r\n )\r\n\r\n kneeRaycaster.firstHitOnly = true\r\n\r\n if ( clashLayers != null ) {\r\n\r\n setLayers( kneeRaycaster.layers, clashLayers )\r\n \r\n }\r\n kneeRaycaster.camera = camera\r\n const checkObjs = this.getCheckedObjects( kneePosition )\r\n const kneeIntersections = raycasterFilter( kneeRaycaster, checkObjs )\r\n\r\n this.kneeInterObject = kneeInterObject = kneeIntersections[ 0 ]\r\n \r\n }\r\n\r\n let kneeDistance = -length\r\n\r\n if ( kneeInterObject ) {\r\n\r\n kneeDistance += kneeInterObject.distance\r\n if ( kneeDistance < clashDistance ) return true\r\n \r\n }\r\n\r\n if ( !eyeInterObject ) {\r\n\r\n const eyeRaycaster = new Raycaster(\r\n origin,\r\n normalize,\r\n 0,\r\n clashCheckDistance\r\n )\r\n\r\n eyeRaycaster.firstHitOnly = true\r\n\r\n if ( clashLayers != null ) {\r\n\r\n setLayers( eyeRaycaster.layers, clashLayers )\r\n \r\n }\r\n eyeRaycaster.camera = camera\r\n const checkObjs = this.getCheckedObjects( origin )\r\n const eyeIntersections = raycasterFilter( eyeRaycaster, checkObjs )\r\n\r\n this.eyeInterObject = eyeInterObject = eyeIntersections[ 0 ]\r\n \r\n }\r\n\r\n let eyeDistance = -length\r\n\r\n if ( eyeInterObject ) {\r\n\r\n eyeDistance += eyeInterObject.distance\r\n if ( eyeDistance < clashDistance ) return true\r\n\r\n eyeInterObject.distance = eyeDistance\r\n \r\n }\r\n\r\n if ( kneeInterObject ) {\r\n\r\n kneeInterObject.distance = kneeDistance\r\n \r\n }\r\n\r\n return false\r\n \r\n }\r\n\r\n /**\r\n * 模型对象的搜索半径的系数\r\n * @remarks\r\n * 搜索半径是 clashCheckDistance 的多少倍\r\n */\r\n searchRadiusFactor = 3\r\n checkedSphere = new Sphere()\r\n\r\n getCheckedObjects ( origin: Vector3 ) {\r\n\r\n const {\r\n clashDistance,\r\n clashCheckDistance,\r\n searchRadiusFactor,\r\n clashFilter,\r\n } = this\r\n const maxDistance = clashCheckDistance * searchRadiusFactor\r\n const checkedSphere = this.checkedSphere\r\n const radius = maxDistance + clashDistance\r\n\r\n checkedSphere.set( origin, radius )\r\n\r\n const filter =\r\n clashFilter ??\r\n function () {\r\n\r\n return true\r\n \r\n }\r\n\r\n const allObjs = this.viewport.scener.intersectsList.getAll()\r\n\r\n return allObjs.filter( ( obj ) => {\r\n\r\n const isInclude = filter( obj )\r\n\r\n if ( !isInclude ) return false\r\n return boundingIsIntersected( checkedSphere, obj )\r\n \r\n } )\r\n \r\n }\r\n\r\n /**\r\n * 重力搜索系数\r\n * @remarks\r\n * 重力搜索系数 表示 向下搜索多少个 eyeHeight 的深度\r\n */\r\n gravitySearchFactor = 3\r\n\r\n gravityCheckedObjects: Object3D[] | null = null\r\n gravityCheckedBox = new Box3()\r\n getGravityCheckedObjects ( origin: Vector3, dropY: number ) {\r\n\r\n const gravityCheckedBox = this.gravityCheckedBox\r\n\r\n let gravityCheckedObjects = this.gravityCheckedObjects\r\n\r\n if ( gravityCheckedObjects ) {\r\n\r\n const dropPoint = origin.clone()\r\n\r\n dropPoint.y = dropY\r\n\r\n if (\r\n !(\r\n gravityCheckedBox.containsPoint( origin ) &&\r\n gravityCheckedBox.containsPoint( dropPoint )\r\n )\r\n ) {\r\n\r\n gravityCheckedObjects = null\r\n \r\n }\r\n \r\n }\r\n\r\n if ( !gravityCheckedObjects ) {\r\n\r\n const {\r\n eyeHeight,\r\n clashCheckDistance,\r\n gravitySearchFactor,\r\n clashDistance,\r\n clashFilter,\r\n } = this\r\n const radius = clashCheckDistance + clashDistance\r\n\r\n const offsetVec = new Vector3( radius, radius, 0 )\r\n const max = origin.clone().add( offsetVec )\r\n const min = origin.clone().sub( offsetVec )\r\n\r\n min.y -= eyeHeight * gravitySearchFactor\r\n\r\n gravityCheckedBox.set( min, max )\r\n\r\n const allObjs = this.viewport.scener.intersectsList.getAll()\r\n const filter =\r\n clashFilter ??\r\n function () {\r\n\r\n return true\r\n \r\n }\r\n\r\n gravityCheckedObjects = allObjs.filter( ( obj ) => {\r\n\r\n const isInclude = filter( obj )\r\n\r\n if ( !isInclude ) return false\r\n return boundingIsIntersected( gravityCheckedBox, obj )\r\n \r\n } )\r\n \r\n }\r\n\r\n return gravityCheckedObjects\r\n \r\n }\r\n\r\n gravityClashCheck ( origin: Vector3, dropY: number ) {\r\n\r\n let gravityIntersectObject = this.gravityInterObject\r\n\r\n if ( gravityIntersectObject ) {\r\n\r\n const { object: mesh, face, instanceId, } = gravityIntersectObject\r\n const positionAttrs = ( mesh as Mesh ).geometry?.getAttribute(\r\n 'position'\r\n ) as BufferAttribute\r\n\r\n if ( positionAttrs && face ) {\r\n\r\n let facePoints = ( gravityIntersectObject as any ).facePoints as\r\n | Vector3[]\r\n | undefined\r\n\r\n if ( !facePoints ) {\r\n\r\n let matrixWorld = mesh.matrixWorld\r\n\r\n if ( instanceId != null ) {\r\n\r\n const instMatrix = new Matrix4();\r\n\r\n ( mesh as InstancedMesh ).getMatrixAt( instanceId, instMatrix )\r\n matrixWorld = instMatrix.premultiply( matrixWorld )\r\n \r\n }\r\n const { a, b, c, } = face\r\n const aP = new Vector3(\r\n positionAttrs.getX( a ),\r\n positionAttrs.getY( a ),\r\n positionAttrs.getZ( a )\r\n )\r\n\r\n aP.applyMatrix4( matrixWorld )\r\n aP.setY( 0 )\r\n const bP = new Vector3(\r\n positionAttrs.getX( b ),\r\n positionAttrs.getY( b ),\r\n positionAttrs.getZ( b )\r\n )\r\n\r\n bP.applyMatrix4( matrixWorld )\r\n bP.setY( 0 )\r\n const cP = new Vector3(\r\n positionAttrs.getX( c ),\r\n positionAttrs.getY( c ),\r\n positionAttrs.getZ( c )\r\n )\r\n\r\n cP.applyMatrix4( matrixWorld )\r\n cP.setY( 0 );\r\n\r\n ( gravityIntersectObject as any ).facePoints = facePoints = [\r\n aP,\r\n bP,\r\n cP\r\n ]\r\n \r\n }\r\n\r\n let lastP = facePoints[ 2 ]\r\n let lastVec: Vector3 | null = null\r\n const point = origin.clone()\r\n\r\n point.y = 0\r\n const isIn = facePoints.every( ( p ) => {\r\n\r\n const vec = p.clone()\r\n\r\n vec.sub( lastP )\r\n const pV = point.clone()\r\n\r\n pV.sub( lastP )\r\n vec.cross( pV )\r\n\r\n if ( lastVec ) {\r\n\r\n const result = vec.dot( lastVec )\r\n\r\n if ( result <= 0 ) {\r\n\r\n return false\r\n \r\n }\r\n \r\n }\r\n\r\n lastVec = vec\r\n lastP = p\r\n\r\n return true\r\n \r\n } )\r\n\r\n if ( !isIn ) {\r\n\r\n this.gravityInterObject = gravityIntersectObject = null\r\n \r\n }\r\n \r\n }\r\n \r\n }\r\n\r\n if ( !gravityIntersectObject ) {\r\n\r\n const gravityRaycaster = new Raycaster( origin, new Vector3( 0, -1, 0 ) )\r\n\r\n gravityRaycaster.firstHitOnly = true\r\n const clashLayers = this.clashLayers\r\n\r\n if ( clashLayers != null ) {\r\n\r\n setLayers( gravityRaycaster.layers, clashLayers )\r\n \r\n }\r\n\r\n gravityRaycaster.camera = this.camera\r\n const checkObjs = this.getGravityCheckedObjects( origin, dropY )\r\n const objs = raycasterFilter( gravityRaycaster, checkObjs )\r\n \r\n this.gravityInterObject = gravityIntersectObject = objs[ 0 ]\r\n \r\n }\r\n\r\n return gravityIntersectObject\r\n \r\n }\r\n\r\n setOptions ( options: StartOptions ): void {\r\n\r\n const {\r\n position = new Vector3(),\r\n rotation = new Euler(),\r\n moveSpeed,\r\n eyeHeight,\r\n kneeHeight,\r\n jumpHeight,\r\n enableClash,\r\n enableGravity,\r\n searchRadiusFactor,\r\n clashDistance,\r\n clashCheckDistance,\r\n gravitySpeed,\r\n gravitySearchFactor,\r\n reverseRotate,\r\n rotate,\r\n rotateSpeed,\r\n horizontalRotate,\r\n verticalRotate,\r\n dblClickForward,\r\n clashFilter,\r\n clashLayers,\r\n } = options\r\n\r\n if ( eyeHeight ) this.eyeHeight = eyeHeight\r\n if ( kneeHeight ) this.kneeHeight = kneeHeight\r\n if ( jumpHeight ) this.jumpHeight = jumpHeight\r\n if ( searchRadiusFactor ) this.searchRadiusFactor = searchRadiusFactor\r\n if ( clashDistance ) this.clashDistance = clashDistance\r\n if ( clashCheckDistance ) this.clashCheckDistance = clashCheckDistance\r\n if ( gravitySpeed ) this.gravitySpeed = gravitySpeed\r\n if ( gravitySearchFactor ) this.gravitySearchFactor = gravitySearchFactor\r\n if ( reverseRotate != null ) this.reverseRotate = reverseRotate\r\n if ( rotate != null ) this.rotate = rotate\r\n if ( horizontalRotate != null ) this.horizontalRotate = horizontalRotate\r\n if ( verticalRotate != null ) this.verticalRotate = verticalRotate\r\n if ( utils.isBoolean( dblClickForward ) ) this.dblClickForward = dblClickForward\r\n if ( utils.isNumber( rotateSpeed ) ) this.rotateSpeed = rotateSpeed\r\n if ( enableClash != null ) this.enableClash = enableClash\r\n if ( enableGravity != null ) this.enableGravity = enableGravity\r\n if ( clashFilter != null ) this.clashFilter = clashFilter\r\n if ( clashLayers != null ) this.clashLayers = clashLayers\r\n\r\n if ( position ) {\r\n\r\n this.controls.setPosition(\r\n position.x,\r\n position.y + this.eyeHeight,\r\n position.z\r\n )\r\n\r\n this.gravityInterObject = null\r\n this.clearClashCache()\r\n \r\n }\r\n if ( rotation ) {\r\n\r\n const target = utils.computeTargetByRotation( this.controls.getPosition( new Vector3() ), rotation, EPSILON )\r\n\r\n this.controls.setTarget( target.x, target.y, target.z )\r\n \r\n }\r\n\r\n if ( moveSpeed ) this.moveSpeed = moveSpeed\r\n\r\n }\r\n\r\n start ( options: StartOptions ): void {\r\n\r\n this.viewport.controls.saveState()\r\n this.viewport.controls.enabled = false\r\n this.enabled = true\r\n\r\n this.setOptions( options )\r\n\r\n this.viewport.postRender.set( 'FirstPersonControls', this.update.bind( this ) )\r\n\r\n this.ssp.signals.dblClick.add( this.onDblClick )\r\n this.ssp.signals.keyDown.add( this.onKeyDown )\r\n this.ssp.signals.keyUp.add( this.onKeyUp )\r\n\r\n const container = this.container\r\n\r\n container.addEventListener( 'pointerdown', this.onPointerDown )\r\n container.addEventListener( 'pointermove', this.onPointerMove )\r\n container.addEventListener( 'pointerup', this.onPointerUp )\r\n\r\n container.style.touchAction = 'none' // disable touch scroll\r\n container.style.userSelect = 'none' // disable selction\r\n\r\n }\r\n\r\n stop (): void {\r\n\r\n this.viewport.controls.reset()\r\n this.viewport.controls.enabled = true\r\n this.enabled = false\r\n this.viewport.postRender.delete( 'FirstPersonControls' )\r\n\r\n this.ssp.signals.dblClick.remove( this.onDblClick )\r\n this.ssp.signals.keyDown.remove( this.onKeyDown )\r\n this.ssp.signals.keyUp.remove( this.onKeyUp )\r\n\r\n const container = this.container\r\n\r\n container.removeEventListener( 'pointerdown', this.onPointerDown )\r\n container.removeEventListener( 'pointermove', this.onPointerMove )\r\n container.removeEventListener( 'pointerup', this.onPointerUp )\r\n\r\n container.style.touchAction = 'auto' \r\n container.style.userSelect = 'auto' \r\n\r\n this.ssp.render()\r\n \r\n }\r\n\r\n gravityInterObject?: Intersection | null = null\r\n kneeInterObject?: Intersection | null = null\r\n eyeInterObject?: Intersection | null = null\r\n\r\n update (): void {\r\n\r\n if ( !this.enabled ) return\r\n\r\n const { delta, } = this.viewport.state\r\n\r\n const velocity = new Vector3()\r\n const { controls, state, camera, eyeHeight, kneeHeight, } = this\r\n const cameraPosition = controls.getPosition( new Vector3() )\r\n const moveSpeed = this.moveSpeed * 20\r\n const gravitySpeed = this.gravitySpeed * 20\r\n\r\n if ( state.moveForward ) {\r\n\r\n velocity.z -= moveSpeed\r\n \r\n }\r\n\r\n if ( state.moveBackward ) {\r\n\r\n velocity.z += moveSpeed\r\n \r\n }\r\n\r\n if ( state.moveLeft ) {\r\n\r\n velocity.x -= moveSpeed\r\n \r\n }\r\n\r\n if ( state.moveRight ) {\r\n\r\n velocity.x += moveSpeed\r\n \r\n }\r\n\r\n if ( state.moveUp ) {\r\n\r\n velocity.y += gravitySpeed * 2\r\n \r\n }\r\n\r\n if ( state.moveDown ) {\r\n\r\n velocity.y -= gravitySpeed * 2\r\n \r\n }\r\n\r\n velocity.multiplyScalar( delta )\r\n \r\n /**\r\n * mouse move\r\n */\r\n const { x: movementX, y: movementY, } = this.movement\r\n const horizontalRotate = this.horizontalRotate && movementX !== 0\r\n const verticalRotate = this.verticalRotate && movementY !== 0\r\n\r\n if (\r\n this.rotate &&\r\n state.canRotate &&\r\n ( horizontalRotate || verticalRotate )\r\n ) {\r\n\r\n let { azimuthAngle, polarAngle, } = controls\r\n\r\n if ( verticalRotate ) {\r\n\r\n polarAngle -= movementY * 0.003 * this.rotateSpeed\r\n \r\n }\r\n\r\n if ( horizontalRotate ) {\r\n\r\n azimuthAngle -= movementX * 0.003 * this.rotateSpeed\r\n \r\n }\r\n\r\n // 旋转\r\n controls.rotateTo( azimuthAngle, polarAngle )\r\n \r\n }\r\n\r\n const euler = new Euler( 0, 0, 0, 'YXZ' )\r\n\r\n euler.setFromQuaternion( camera.quaternion )\r\n\r\n if ( !( euler.y === 0 || velocity.equals( new Vector3() ) ) ) {\r\n\r\n const velQuate = new Quaternion()\r\n\r\n velQuate.setFromAxisAngle( new Vector3( 0, 1, 0 ), euler.y )\r\n\r\n velocity.applyQuaternion( velQuate )\r\n \r\n }\r\n\r\n // dblclick \r\n if ( !this._dblVector.equals( new Vector3() ) ) {\r\n\r\n const _v1 = this._dblVector.clone().multiplyScalar( delta )\r\n\r\n this._dblDeltaVector.add( _v1 )\r\n\r\n if ( this._dblDeltaVector.length() > this._dblVector.length() ) {\r\n\r\n this._dblVector.set( 0, 0, 0 )\r\n this._dblDeltaVector.set( 0, 0, 0 )\r\n \r\n } else {\r\n\r\n velocity.add( _v1 )\r\n \r\n }\r\n \r\n }\r\n \r\n const newPosition = cameraPosition.clone()\r\n\r\n if ( !this.enableClash || !this.onClashCheck( cameraPosition, velocity ) ) {\r\n\r\n newPosition.add( velocity )\r\n\r\n if ( this.gravityInterObject ) {\r\n\r\n const lastGravPoint = this.gravityInterObject.point\r\n const horVelocity = lastGravPoint.clone().sub( newPosition )\r\n\r\n horVelocity.y = 0\r\n if ( horVelocity.length() > kneeHeight ) {\r\n\r\n this.gravityInterObject = null\r\n \r\n }\r\n \r\n }\r\n \r\n }\r\n \r\n let eyeY = newPosition.y\r\n\r\n if ( this.enableGravity ) {\r\n\r\n const eyeY_noGravite = eyeY\r\n\r\n if ( this.jumpOffset > 0 ) {\r\n\r\n this.jumpOffset -= gravitySpeed * delta \r\n eyeY += gravitySpeed * 2 * delta // Space Velocity\r\n \r\n }\r\n\r\n eyeY -= gravitySpeed * delta\r\n state.canJump = false\r\n\r\n const gravityIntersectObject = this.gravityClashCheck( newPosition, eyeY )\r\n\r\n if ( gravityIntersectObject ) {\r\n\r\n const floorY = gravityIntersectObject.point.y\r\n const minheight = floorY + eyeHeight\r\n\r\n if ( eyeY < minheight ) {\r\n\r\n eyeY = minheight\r\n this.jumpOffset = 0\r\n state.canJump = true\r\n \r\n }\r\n \r\n }\r\n\r\n if ( eyeY_noGravite !== eyeY ) {\r\n\r\n this.clearClashCache()\r\n \r\n }\r\n \r\n }\r\n\r\n newPosition.y = eyeY\r\n \r\n if ( \r\n !approxEquals( cameraPosition.x, newPosition.x ) || \r\n !approxEquals( cameraPosition.y, newPosition.y ) || \r\n !approxEquals( cameraPosition.z, newPosition.z )\r\n ) {\r\n\r\n // 移动\r\n controls.moveTo( newPosition.x, newPosition.y, newPosition.z )\r\n controls.dollyTo( EPSILON )\r\n\r\n }\r\n \r\n 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