@soonspacejs/plugin-first-person-controls 2.5.38 → 2.5.40
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/package.json +2 -2
- package/dist-ori/index.d.ts +0 -57
- package/dist-ori/index.esm.js +0 -331
- package/dist-ori/index.esm.js.map +0 -1
- package/example-ori/index.html +0 -109
package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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{
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"name": "@soonspacejs/plugin-first-person-controls",
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"pluginName": "FirstPersonControlsPlugin",
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"version": "2.5.
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+
"version": "2.5.40",
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"description": "FirstPersonControls plugin for SoonSpace.js",
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"main": "dist/index.js",
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"module": "dist/index.esm.js",
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@@ -13,5 +13,5 @@
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],
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"author": "xuek",
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"license": "UNLICENSED",
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"gitHead": "
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"gitHead": "0dc03de127d8f5831e3dc9a2fad4d9a8f1b9c996"
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}
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package/dist-ori/index.d.ts
DELETED
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@@ -1,57 +0,0 @@
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import SoonSpace, { Position, Rotation } from 'soonspacejs';
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import { PerspectiveCamera, Vector3, Vector2 } from 'three';
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export declare type ClashCheckAxis = 'front' | 'back' | 'left' | 'right' | 'up' | 'down';
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export interface StartOptions {
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position: Position;
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rotation?: Rotation;
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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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export default class FirstPersonControlsPlugin {
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ssp: SoonSpace;
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camera: PerspectiveCamera;
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viewport: SoonSpace['viewport'];
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enabled: boolean;
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rotationAngle: {
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min: number;
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max: number;
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};
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state: {
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moveForward: boolean;
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moveBackward: boolean;
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moveLeft: boolean;
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moveRight: boolean;
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canJump: boolean;
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canRotate: boolean;
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moveUp: boolean;
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moveDown: boolean;
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};
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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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readonly velocity: Vector3;
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readonly vector: Vector3;
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readonly movement: Vector2;
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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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onMouseDown(event: MouseEvent): void;
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onMouseUp(event: MouseEvent): void;
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onMouseMove(event: MouseEvent): void;
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onRotate(): void;
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onMoveForward(distance: number): void;
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onMoveRight(distance: number): void;
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onMoveUp(distance: number): void;
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onMoveDown(distance: number): void;
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onClashCheck(clashCheckAxis: ClashCheckAxis): boolean;
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start(options: StartOptions): void;
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stop(): void;
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update(): void;
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}
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package/dist-ori/index.esm.js
DELETED
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@@ -1,331 +0,0 @@
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let prevTime = performance.now();
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const xAxisRotateWidth = 20;
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let cameraViewpointData;
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class FirstPersonControlsPlugin {
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constructor(ssp) {
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this.ssp = ssp;
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this.viewport = ssp.viewport;
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this.camera = this.viewport.cameraManager.createCamera('firstPersonCamera');
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this.enabled = false;
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this.rotationAngle = {
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min: 0,
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max: Math.PI,
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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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this.moveSpeed = 1;
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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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this.onKeyDown = this.onKeyDown.bind(this);
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this.onKeyUp = this.onKeyUp.bind(this);
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this.onMouseDown = this.onMouseDown.bind(this);
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this.onMouseUp = this.onMouseUp.bind(this);
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this.onMouseMove = this.onMouseMove.bind(this);
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this.velocity = new this.ssp.THREE.Vector3;
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this.vector = new this.ssp.THREE.Vector3;
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this.movement = new this.ssp.THREE.Vector2;
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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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switch (event.code) {
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case 'ArrowUp':
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case 'KeyW':
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this.state.moveForward = true;
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break;
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case 'ArrowLeft':
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case 'KeyA':
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this.state.moveLeft = true;
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break;
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case 'ArrowDown':
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case 'KeyS':
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this.state.moveBackward = true;
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break;
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case 'ArrowRight':
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case 'KeyD':
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this.state.moveRight = true;
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break;
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case 'KeyI':
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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;
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case 'KeyJ':
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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;
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case 'KeyK':
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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;
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case 'KeyL':
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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;
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case 'KeyQ':
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this.state.moveUp = true;
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break;
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case 'KeyE':
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this.state.moveDown = true;
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break;
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case 'Space':
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if (this.state.canJump === true)
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this.velocity.y += this.jumpHeight * 3;
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this.state.canJump = false;
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break;
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}
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}
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onKeyUp(event) {
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if (this.enabled === false)
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return;
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switch (event.code) {
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case 'ArrowUp':
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case 'KeyW':
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this.state.moveForward = false;
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break;
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case 'ArrowLeft':
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case 'KeyA':
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this.state.moveLeft = false;
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break;
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case 'ArrowDown':
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case 'KeyS':
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this.state.moveBackward = false;
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break;
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case 'ArrowRight':
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case 'KeyD':
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this.state.moveRight = false;
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break;
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case 'KeyI':
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case 'KeyJ':
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case 'KeyK':
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case 'KeyL':
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this.state.canRotate = false;
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break;
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case 'KeyQ':
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this.state.moveUp = false;
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break;
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case 'KeyE':
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this.state.moveDown = false;
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break;
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}
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}
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onMouseDown(event) {
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this.state.canRotate = true;
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}
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onMouseUp(event) {
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this.state.canRotate = false;
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}
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onMouseMove(event) {
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if (this.enabled && this.state.canRotate) {
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const movementY = event.movementY;
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let movementX = event.movementX;
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if (movementX === 0) {
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if (event.clientX < xAxisRotateWidth)
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movementX = -10;
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else if (event.clientX > this.viewport.interactiveContainer.clientWidth - xAxisRotateWidth)
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movementX = 10;
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}
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this.movement.x = movementX;
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this.movement.y = movementY;
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}
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}
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onRotate() {
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const euler = new this.ssp.THREE.Euler(0, 0, 0, 'YXZ');
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euler.setFromQuaternion(this.camera.quaternion);
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euler.x -= this.movement.y * 0.003;
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euler.y -= this.movement.x * 0.003;
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euler.x = Math.max(Math.PI / 2 - this.rotationAngle.max, Math.min(Math.PI / 2 - this.rotationAngle.min, euler.x));
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this.camera.quaternion.setFromEuler(euler);
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}
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onMoveForward(distance) {
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this.vector.setFromMatrixColumn(this.camera.matrix, 0);
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this.vector.crossVectors(this.camera.up, this.vector);
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this.camera.position.addScaledVector(this.vector, distance);
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}
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onMoveRight(distance) {
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this.vector.setFromMatrixColumn(this.camera.matrix, 0);
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this.camera.position.addScaledVector(this.vector, distance);
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}
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onMoveUp(distance) {
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this.vector.setFromMatrixColumn(this.camera.matrix, 0);
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this.camera.position.addScaledVector(new this.ssp.THREE.Vector3(0, 1, 0), distance);
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// this.camera.position.addScaledVector(this.vector, distance)
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}
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onMoveDown(distance) {
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this.vector.setFromMatrixColumn(this.camera.matrix, 0);
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this.camera.position.addScaledVector(this.vector, distance);
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}
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onClashCheck(clashCheckAxis) {
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const initDirection = this.camera.getWorldDirection(new this.ssp.THREE.Vector3);
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const useDirection = new this.ssp.THREE.Vector3;
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if (clashCheckAxis === 'front') {
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useDirection.copy(initDirection.clone());
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}
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else if (clashCheckAxis === 'back') {
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useDirection.copy(initDirection.clone().applyAxisAngle(new this.ssp.THREE.Vector3(0, 1, 0), Math.PI));
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}
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else if (clashCheckAxis === 'left') {
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useDirection.copy(initDirection.clone().applyAxisAngle(new this.ssp.THREE.Vector3(0, 1, 0), Math.PI / 2));
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}
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else if (clashCheckAxis === 'right') {
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useDirection.copy(initDirection.clone().applyAxisAngle(new this.ssp.THREE.Vector3(0, 1, 0), -Math.PI / 2));
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}
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else if (clashCheckAxis === 'up') {
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useDirection.copy(new this.ssp.THREE.Vector3(0, 1, 0));
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}
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else if (clashCheckAxis === 'down') {
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useDirection.copy(new this.ssp.THREE.Vector3(0, -1, 0));
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}
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const eyePosition = this.camera.position.clone();
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const eyeRaycaster = new this.ssp.THREE.Raycaster(eyePosition, useDirection, 0, this.eyeHeight / 3);
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eyeRaycaster.camera = this.camera;
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const eyeIntersections = eyeRaycaster.intersectObjects(this.viewport.scener.intersectsList.meshOfModelList);
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const kneePosition = eyePosition.clone().setY(eyePosition.y - this.eyeHeight + this.kneeHeight);
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const kneeRaycaster = new this.ssp.THREE.Raycaster(kneePosition, useDirection, 0, this.eyeHeight / 3);
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kneeRaycaster.camera = this.camera;
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const kneeIntersections = kneeRaycaster.intersectObjects(this.viewport.scener.intersectsList.meshOfModelList);
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if (eyeIntersections.length === 0 && kneeIntersections.length === 0)
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return false;
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else
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return true;
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}
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start(options) {
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const { position, rotation = { x: 0, y: 0, z: 0, }, moveSpeed, eyeHeight, kneeHeight, jumpHeight, enableClash, enableGravity, } = options;
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cameraViewpointData = this.ssp.getCameraViewpoint();
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this.viewport.controls.enabled = false;
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this.enabled = true;
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if (eyeHeight)
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this.eyeHeight = eyeHeight;
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if (kneeHeight)
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this.kneeHeight = kneeHeight;
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if (jumpHeight)
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this.jumpHeight = jumpHeight;
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this.enableClash = enableClash !== null && enableClash !== void 0 ? enableClash : true;
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this.enableGravity = enableGravity !== null && enableGravity !== void 0 ? enableGravity : true;
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this.viewport.cameraManager.setCurrentCamera(this.camera);
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this.camera.position.set(position.x, position.y + this.eyeHeight, position.z);
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this.camera.rotation.set(rotation.x, rotation.y, rotation.z);
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if (moveSpeed)
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this.moveSpeed = moveSpeed;
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this.ssp.signals.cameraChange.dispatch(this.camera.position.clone());
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this.viewport.postRender.set('FirstPersonControls', this.update.bind(this));
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this.ssp.signals.mouseDown.add(this.onMouseDown);
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this.ssp.signals.mouseUp.add(this.onMouseUp);
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this.ssp.signals.mouseMove.add(this.onMouseMove);
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this.ssp.signals.keyDown.add(this.onKeyDown);
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}
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stop() {
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}
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update() {
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const time = performance.now();
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if (this.enabled === true) {
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const gravityRaycaster = new this.ssp.THREE.Raycaster(this.camera.position, new this.ssp.THREE.Vector3(0, -1, 0));
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const gravityIntersections = gravityRaycaster.intersectObjects(this.viewport.scener.intersectsList.getAll());
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}
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if (this.state.moveBackward) {
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}
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if (this.state.moveLeft) {
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}
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}
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if (this.state.moveUp) {
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if (this.enableClash && this.onClashCheck('up'))
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this.velocity.y += 400.0 * delta;
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}
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if (this.state.moveDown) {
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if (this.enableClash && this.onClashCheck('down'))
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this.velocity.y = 0;
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else
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this.velocity.y -= 400.0 * delta;
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}
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this.onMoveRight(-this.velocity.x * delta * 10 * this.moveSpeed);
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this.onMoveForward(-this.velocity.z * delta * 10 * this.moveSpeed);
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//不需要重力检测时,才会有抬起下降功能
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if (!this.enableGravity)
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this.onMoveUp(-this.velocity.y * delta * 10 * this.moveSpeed);
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else {
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this.camera.position.y += (this.velocity.y * delta);
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}
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if (gravityIntersections.length > 0) {
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const minheight = gravityIntersections[0].point.y + this.eyeHeight;
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if (this.camera.position.y < minheight) {
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this.camera.position.y = minheight;
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this.velocity.y = 0;
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this.state.canJump = true;
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}
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}
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else {
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if (this.enableGravity) {
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this.velocity.y -= 100 * delta,
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this.camera.position.y += (this.velocity.y * delta),
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this.state.canJump = false;
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}
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else {
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this.velocity.y = 0;
|
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}
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|
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}
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if (this.state.canRotate)
|
|
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this.onRotate();
|
|
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|
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}
|
|
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|
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prevTime = time;
|
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|
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this.ssp.signals.cameraChange.dispatch(this.camera.position.clone());
|
|
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|
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}
|
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|
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}
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|
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export { FirstPersonControlsPlugin as default };
|
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//# sourceMappingURL=index.esm.js.map
|
|
@@ -1 +0,0 @@
|
|
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|
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{"version":3,"file":"index.esm.js","sources":["../src/index.ts"],"sourcesContent":["import SoonSpace, { Position, Rotation, CameraViewpointData, } from 'soonspacejs'\nimport { PerspectiveCamera, Vector3, Vector2, } from 'three'\n\nlet prevTime = performance.now()\nconst xAxisRotateWidth = 20\n\nlet cameraViewpointData: CameraViewpointData | undefined\n\nexport type ClashCheckAxis = 'front' | 'back' | 'left' | 'right' | 'up' | 'down' \n\nexport interface StartOptions {\n position: Position;\n rotation?: Rotation;\n moveSpeed?: number;\n eyeHeight?: number;\n kneeHeight?: number;\n jumpHeight?: number;\n enableClash?: boolean;\n enableGravity?: boolean;\n}\n\nexport default class FirstPersonControlsPlugin {\n\n ssp: SoonSpace\n camera: PerspectiveCamera\n viewport: SoonSpace['viewport']\n enabled: boolean\n\n rotationAngle: {\n min: number;\n max: number;\n }\n state: {\n moveForward: boolean;\n moveBackward: boolean;\n moveLeft: boolean;\n moveRight: boolean;\n canJump: boolean;\n canRotate: boolean;\n moveUp: boolean;\n moveDown: boolean;\n }\n\n moveSpeed: number\n\n eyeHeight: number\n kneeHeight: number\n jumpHeight: number\n\n enableClash: boolean\n enableGravity: boolean\n\n readonly velocity: Vector3\n readonly vector: Vector3\n readonly movement: Vector2\n\n constructor ( ssp: SoonSpace ) {\n\n this.ssp = ssp\n\n this.viewport = ssp.viewport\n this.camera = this.viewport.cameraManager.createCamera( 'firstPersonCamera' )\n\n this.enabled = false\n\n this.rotationAngle = {\n min: 0,\n max: Math.PI,\n }\n\n this.state = {\n moveForward: false,\n moveBackward: false,\n moveLeft: false,\n moveRight: false,\n moveUp: false,\n moveDown: false,\n canJump: false,\n canRotate: false,\n }\n\n this.moveSpeed = 1\n\n this.eyeHeight = 160\n this.kneeHeight = 50\n this.jumpHeight = 110\n\n this.enableClash = true\n this.enableGravity = true\n\n this.onKeyDown = this.onKeyDown.bind( this )\n this.onKeyUp = this.onKeyUp.bind( this )\n this.onMouseDown = this.onMouseDown.bind( this )\n this.onMouseUp = this.onMouseUp.bind( this )\n this.onMouseMove = this.onMouseMove.bind( this )\n\n this.velocity = new this.ssp.THREE.Vector3\n this.vector = new this.ssp.THREE.Vector3\n this.movement = new this.ssp.THREE.Vector2\n\n }\n\n onKeyDown ( event: KeyboardEvent ): void {\n\n if ( this.enabled === false ) return\n\n switch ( event.code ) {\n\n case 'ArrowUp':\n case 'KeyW':\n this.state.moveForward = true\n break\n\n case 'ArrowLeft':\n case 'KeyA':\n this.state.moveLeft = true\n break\n\n case 'ArrowDown':\n case 'KeyS':\n this.state.moveBackward = true\n break\n\n case 'ArrowRight':\n case 'KeyD':\n this.state.moveRight = true\n break\n\n case 'KeyI':\n this.state.canRotate = true\n this.movement.x = 0\n this.movement.y = -10\n break\n\n case 'KeyJ':\n this.state.canRotate = true\n this.movement.x = -10\n this.movement.y = 0\n break\n\n case 'KeyK':\n this.state.canRotate = true\n this.movement.x = 0\n this.movement.y = 10\n break\n\n case 'KeyL':\n this.state.canRotate = true\n this.movement.x = 10\n this.movement.y = 0\n break\n\n case 'KeyQ':\n this.state.moveUp = true\n break\n case 'KeyE':\n this.state.moveDown = true\n break\n\n case 'Space':\n if ( this.state.canJump === true ) this.velocity.y += this.jumpHeight * 3\n this.state.canJump = false\n break\n\n }\n\n }\n\n onKeyUp ( event: KeyboardEvent ): void {\n\n if ( this.enabled === false ) return\n\n switch ( event.code ) {\n \n case 'ArrowUp':\n case 'KeyW':\n this.state.moveForward = false\n break\n\n case 'ArrowLeft':\n case 'KeyA':\n this.state.moveLeft = false\n break\n\n case 'ArrowDown':\n case 'KeyS':\n this.state.moveBackward = false\n break\n\n case 'ArrowRight':\n case 'KeyD':\n this.state.moveRight = false\n break\n\n case 'KeyI':\n case 'KeyJ':\n case 'KeyK':\n case 'KeyL':\n this.state.canRotate = false\n break\n case 'KeyQ':\n this.state.moveUp = false\n break\n case 'KeyE':\n this.state.moveDown = false\n break\n \n }\n\n }\n\n onMouseDown ( event: MouseEvent ): void {\n\n this.state.canRotate = true\n \n }\n\n onMouseUp ( event: MouseEvent ): void {\n\n this.state.canRotate = false\n \n }\n\n onMouseMove ( event: MouseEvent ): void {\n\n if ( this.enabled && this.state.canRotate ) {\n\n const movementY = event.movementY\n let movementX = event.movementX\n\n if ( movementX === 0 ) {\n\n if ( event.clientX < xAxisRotateWidth ) movementX = -10\n else if ( event.clientX > this.viewport.interactiveContainer.clientWidth - xAxisRotateWidth ) movementX = 10\n \n }\n\n this.movement.x = movementX\n this.movement.y = movementY\n\n }\n\n }\n\n onRotate () {\n\n const euler = new this.ssp.THREE.Euler( 0, 0, 0, 'YXZ' )\n\n euler.setFromQuaternion( this.camera.quaternion )\n\n euler.x -= this.movement.y * 0.003\n euler.y -= this.movement.x * 0.003\n\n euler.x = Math.max( Math.PI / 2 - this.rotationAngle.max, Math.min( Math.PI / 2 - this.rotationAngle.min, euler.x ) )\n\n this.camera.quaternion.setFromEuler( euler )\n\n }\n\n onMoveForward ( distance: number ): void {\n\n this.vector.setFromMatrixColumn( this.camera.matrix, 0 )\n\n this.vector.crossVectors( this.camera.up, this.vector )\n\n this.camera.position.addScaledVector( this.vector, distance ) \n \n }\n\n onMoveRight ( distance: number ): void {\n\n this.vector.setFromMatrixColumn( this.camera.matrix, 0 )\n\n this.camera.position.addScaledVector( this.vector, distance )\n\n }\n\n onMoveUp ( distance: number ): void {\n\n this.vector.setFromMatrixColumn( this.camera.matrix, 0 )\n\n this.camera.position.addScaledVector( new this.ssp.THREE.Vector3( 0, 1, 0 ), distance )\n // this.camera.position.addScaledVector(this.vector, distance)\n \n }\n\n onMoveDown ( distance: number ): void {\n\n this.vector.setFromMatrixColumn( this.camera.matrix, 0 )\n\n this.camera.position.addScaledVector( this.vector, distance )\n\n }\n\n onClashCheck ( clashCheckAxis: ClashCheckAxis ): boolean {\n\n const initDirection = this.camera.getWorldDirection( new this.ssp.THREE.Vector3 )\n const useDirection = new this.ssp.THREE.Vector3\n\n if ( clashCheckAxis === 'front' ) {\n\n useDirection.copy( initDirection.clone() )\n \n } else if ( clashCheckAxis === 'back' ) {\n\n useDirection.copy( initDirection.clone().applyAxisAngle( new this.ssp.THREE.Vector3( 0, 1, 0 ), Math.PI ) )\n \n } else if ( clashCheckAxis === 'left' ) {\n\n useDirection.copy( initDirection.clone().applyAxisAngle( new this.ssp.THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ) )\n \n } else if ( clashCheckAxis === 'right' ) {\n\n useDirection.copy( initDirection.clone().applyAxisAngle( new this.ssp.THREE.Vector3( 0, 1, 0 ), -Math.PI / 2 ) )\n \n } else if ( clashCheckAxis === 'up' ) {\n\n useDirection.copy( new this.ssp.THREE.Vector3( 0, 1, 0 ) )\n \n } else if ( clashCheckAxis === 'down' ) {\n\n useDirection.copy( new this.ssp.THREE.Vector3( 0, -1, 0 ) )\n \n }\n\n const eyePosition = this.camera.position.clone()\n const eyeRaycaster = new this.ssp.THREE.Raycaster( eyePosition, useDirection, 0, this.eyeHeight / 3 )\n\n eyeRaycaster.camera = this.camera\n\n const eyeIntersections = eyeRaycaster.intersectObjects( this.viewport.scener.intersectsList.meshOfModelList )\n\n const kneePosition = eyePosition.clone().setY( eyePosition.y - this.eyeHeight + this.kneeHeight )\n const kneeRaycaster = new this.ssp.THREE.Raycaster( kneePosition, useDirection, 0, this.eyeHeight / 3 )\n\n kneeRaycaster.camera = this.camera\n\n const kneeIntersections = kneeRaycaster.intersectObjects( this.viewport.scener.intersectsList.meshOfModelList )\n\n if ( eyeIntersections.length === 0 && kneeIntersections.length === 0 ) return false\n else return true\n \n }\n\n start ( options: StartOptions ): void {\n\n const {\n position,\n rotation = { x: 0, y: 0, z: 0, },\n moveSpeed,\n eyeHeight,\n kneeHeight,\n jumpHeight,\n enableClash,\n enableGravity,\n } = options\n\n cameraViewpointData = this.ssp.getCameraViewpoint()\n\n this.viewport.controls.enabled = false\n this.enabled = true\n\n if ( eyeHeight ) this.eyeHeight = eyeHeight\n if ( kneeHeight ) this.kneeHeight = kneeHeight\n if ( jumpHeight ) this.jumpHeight = jumpHeight\n this.enableClash = enableClash ?? true\n this.enableGravity = enableGravity ?? true\n\n this.viewport.cameraManager.setCurrentCamera( this.camera )\n\n this.camera.position.set( position.x, position.y + this.eyeHeight, position.z )\n this.camera.rotation.set( rotation.x, rotation.y, rotation.z )\n\n if ( moveSpeed ) this.moveSpeed = moveSpeed\n\n this.ssp.signals.cameraChange.dispatch( this.camera.position.clone() )\n\n this.viewport.postRender.set( 'FirstPersonControls', this.update.bind( this ) )\n\n this.ssp.signals.mouseDown.add( this.onMouseDown )\n this.ssp.signals.mouseUp.add( this.onMouseUp )\n this.ssp.signals.mouseMove.add( this.onMouseMove )\n this.ssp.signals.keyDown.add( this.onKeyDown )\n this.ssp.signals.keyUp.add( this.onKeyUp )\n \n }\n\n stop (): void {\n\n cameraViewpointData && this.ssp.setCameraViewpoint( cameraViewpointData )\n this.viewport.controls.enabled = true\n this.enabled = false\n\n this.viewport.cameraManager.setCurrentCamera( this.viewport.cameraManager.getMainCamera() )\n\n this.viewport.postRender.delete( 'FirstPersonControls' )\n\n this.ssp.signals.mouseDown.remove( this.onMouseDown )\n this.ssp.signals.mouseUp.remove( this.onMouseUp )\n this.ssp.signals.mouseMove.remove( this.onMouseMove )\n this.ssp.signals.keyDown.remove( this.onKeyDown )\n this.ssp.signals.keyUp.remove( this.onKeyUp )\n\n this.ssp.signals.cameraChange.dispatch( this.camera.position.clone() )\n \n }\n\n update (): void {\n\n const time = performance.now()\n\n if ( this.enabled === true ) {\n\n const gravityRaycaster = new this.ssp.THREE.Raycaster( this.camera.position, new this.ssp.THREE.Vector3( 0, -1, 0 ) )\n\n gravityRaycaster.camera = this.camera\n \n const gravityIntersections = gravityRaycaster.intersectObjects( this.viewport.scener.intersectsList.getAll() )\n\n const delta = ( time - prevTime ) / 1000\n\n this.velocity.x = 0\n this.velocity.z = 0\n if ( this.enableGravity ) {\n\n this.velocity.y -= delta * 1000\n \n }\n else {\n\n this.velocity.y = 0\n \n }\n if ( this.state.moveForward ) {\n\n if ( this.enableClash && this.onClashCheck( 'front' ) ) this.velocity.z = 0\n else this.velocity.z -= 400.0 * delta\n \n }\n\n if ( this.state.moveBackward ) {\n\n if ( this.enableClash && this.onClashCheck( 'back' ) ) this.velocity.z = 0\n else this.velocity.z += 400.0 * delta\n \n }\n\n if ( this.state.moveLeft ) {\n\n if ( this.enableClash && this.onClashCheck( 'left' ) ) this.velocity.x = 0\n else this.velocity.x += 400.0 * delta\n \n }\n\n if ( this.state.moveRight ) {\n\n if ( this.enableClash && this.onClashCheck( 'right' ) ) this.velocity.x = 0\n else this.velocity.x -= 400.0 * delta\n \n }\n\n if ( this.state.moveUp ) {\n\n if ( this.enableClash && this.onClashCheck( 'up' ) ) this.velocity.y = 0\n else this.velocity.y += 400.0 * delta\n \n }\n\n if ( this.state.moveDown ) {\n\n if ( this.enableClash && this.onClashCheck( 'down' ) ) this.velocity.y = 0\n else this.velocity.y -= 400.0 * delta\n \n }\n\n this.onMoveRight( -this.velocity.x * delta * 10 * this.moveSpeed )\n this.onMoveForward( -this.velocity.z * delta * 10 * this.moveSpeed )\n //不需要重力检测时,才会有抬起下降功能\n if ( !this.enableGravity ) this.onMoveUp( -this.velocity.y * delta * 10 * this.moveSpeed )\n else {\n\n this.camera.position.y += ( this.velocity.y * delta )\n \n }\n\n if ( gravityIntersections.length > 0 ) {\n\n const minheight = gravityIntersections[ 0 ].point.y + this.eyeHeight\n\n if ( this.camera.position.y < minheight ) {\n\n this.camera.position.y = minheight\n this.velocity.y = 0\n this.state.canJump = true\n \n }\n \n } else {\n\n if ( this.enableGravity ) {\n\n this.velocity.y -= 100 * delta,\n this.camera.position.y += ( this.velocity.y * delta ),\n this.state.canJump = false\n \n }\n else {\n\n this.velocity.y = 0\n \n }\n\n }\n\n if ( this.state.canRotate ) this.onRotate()\n\n }\n\n prevTime = time\n\n this.ssp.signals.cameraChange.dispatch( this.camera.position.clone() )\n\n 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x: 100,
|
|
55
|
-
y: 500,
|
|
56
|
-
z: 0
|
|
57
|
-
},
|
|
58
|
-
})
|
|
59
|
-
|
|
60
|
-
ssp.loadModel({
|
|
61
|
-
id: 'room',
|
|
62
|
-
// url: '../../../../__test__/model/sbk/changjing02/changjing02_1F_0.sbm',
|
|
63
|
-
url: '../../../../__test__/model/sbmx/区间疏散平台0610-out/区间疏散平台0610.sbmx',
|
|
64
|
-
position: {
|
|
65
|
-
x: 100,
|
|
66
|
-
y: 120,
|
|
67
|
-
z: 100
|
|
68
|
-
}
|
|
69
|
-
})
|
|
70
|
-
ssp.loadModel({
|
|
71
|
-
id: 'room',
|
|
72
|
-
url: '../../../../__test__/model/sbk/changjing02/changjing02_1F_0.sbm',
|
|
73
|
-
position: {
|
|
74
|
-
x: 100,
|
|
75
|
-
y: 120,
|
|
76
|
-
z: 100
|
|
77
|
-
}
|
|
78
|
-
})
|
|
79
|
-
.then(sbm => {
|
|
80
|
-
return ssp.flyToObj(sbm, "leftFrontTop", { padding: 100 })
|
|
81
|
-
})
|
|
82
|
-
.then(sbm => {
|
|
83
|
-
const firstPersonControls = ssp.registerPlugin(FirstPersonControlsPlugin, 'firstPersonControls')
|
|
84
|
-
console.log(firstPersonControls)
|
|
85
|
-
|
|
86
|
-
firstPersonControls.start({
|
|
87
|
-
position: { x: 260, y: 50, z: 100 },
|
|
88
|
-
rotation: { x: 0, y: 0, z: 0 },
|
|
89
|
-
moveSpeed: 10.0,
|
|
90
|
-
enableClash: true,
|
|
91
|
-
enableGravity: true
|
|
92
|
-
})
|
|
93
|
-
})
|
|
94
|
-
|
|
95
|
-
|
|
96
|
-
// function animation() {
|
|
97
|
-
// requestAnimationFrame(animation)
|
|
98
|
-
|
|
99
|
-
// let str = "sssssssdashjdgwaygdklasujgdsadiu";
|
|
100
|
-
// for (let i = 0; i < 300000; i++) {
|
|
101
|
-
// JSON.parse(JSON.stringify(str));
|
|
102
|
-
// }
|
|
103
|
-
// }
|
|
104
|
-
|
|
105
|
-
// animation()
|
|
106
|
-
</script>
|
|
107
|
-
</body>
|
|
108
|
-
|
|
109
|
-
</html>
|