three-gamepad-controls 0.25.5 → 0.25.6
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.
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@@ -51,6 +51,8 @@ export type GamepadFirstPersonControlsOptions = GamepadControlsOptions & {
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* and climbing along Y, independent of camera pitch and roll.
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* Combined gamepad movement is limited to unit magnitude before speed and
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* forward height gains, preserving smaller analog intentions unchanged.
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* Applied backward movement suppresses only the automatic target for the next
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* native update; native inertia and manual input remain intact.
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* Bindings and speeds are configurable via {@link GamepadFirstPersonControlsOptions}.
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*/
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export declare class GamepadFirstPersonControls extends GamepadControls {
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@@ -61,6 +63,20 @@ export declare class GamepadFirstPersonControls extends GamepadControls {
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* Any property not provided falls back to its default value.
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*/
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constructor(controls: FirstPersonControls, options?: Partial<GamepadFirstPersonControlsOptions>);
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/**
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* Starts a fresh input frame, dropping unconsumed auto-forward suppression.
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* Recursive updates are ignored; failed input frames retain no suppression.
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*
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* @param deltaTime - Seconds since the last frame.
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*/
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update(deltaTime: number): void;
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/**
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* Releases this instance's update adapter without disposing the native control.
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* Later application replacements are preserved. Disposal is terminal.
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*/
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dispose(): void;
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/** Releases pending suppression before notifying disconnection listeners. */
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protected onGamepadDisconnected(gamepad: Gamepad): void;
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/**
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* Maps the current gamepad state to `FirstPersonControls` translation and look.
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*
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@@ -30,11 +30,21 @@ const LOOK_SPEED_SCALE = 36e3;
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* and climbing along Y, independent of camera pitch and roll.
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* Combined gamepad movement is limited to unit magnitude before speed and
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* forward height gains, preserving smaller analog intentions unchanged.
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* Applied backward movement suppresses only the automatic target for the next
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* native update; native inertia and manual input remain intact.
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* Bindings and speeds are configurable via {@link GamepadFirstPersonControlsOptions}.
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*/
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var GamepadFirstPersonControls = class extends GamepadControls {
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#controls;
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#options;
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#originalUpdate;
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#originalUpdateDescriptor;
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#nativeUpdate;
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#backwardObject = null;
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#backwardGamepad = null;
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#updating = false;
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#nativeUpdating = false;
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#disposed = false;
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#lookDirection;
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#spherical;
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#targetPosition;
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@@ -55,6 +65,111 @@ var GamepadFirstPersonControls = class extends GamepadControls {
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this.#lookDirection = new Vector3();
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this.#spherical = new Spherical();
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this.#targetPosition = new Vector3();
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this.#originalUpdate = controls.update;
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this.#originalUpdateDescriptor = Object.getOwnPropertyDescriptor(controls, "update");
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this.#nativeUpdate = (deltaTime) => this.#updateNative(deltaTime);
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controls.update = this.#nativeUpdate;
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}
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/**
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* Starts a fresh input frame, dropping unconsumed auto-forward suppression.
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* Recursive updates are ignored; failed input frames retain no suppression.
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*
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* @param deltaTime - Seconds since the last frame.
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*/
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update(deltaTime) {
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if (this.#updating || this.#nativeUpdating || this.#disposed) return;
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this.#clearBackwardInput();
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this.#updating = true;
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try {
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super.update(deltaTime);
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} catch (error) {
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this.#clearBackwardInput();
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throw error;
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} finally {
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this.#updating = false;
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}
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}
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/**
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* Releases this instance's update adapter without disposing the native control.
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* Later application replacements are preserved. Disposal is terminal.
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*/
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dispose() {
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if (this.#disposed) return;
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this.#disposed = true;
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this.#clearBackwardInput();
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super.dispose();
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if (this.#controls.update === this.#nativeUpdate) {
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if (this.#originalUpdateDescriptor === void 0) Reflect.deleteProperty(this.#controls, "update");
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else Object.defineProperty(this.#controls, "update", this.#originalUpdateDescriptor);
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}
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}
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/** Releases pending suppression before notifying disconnection listeners. */
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onGamepadDisconnected(gamepad) {
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this.#clearBackwardInput();
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super.onGamepadDisconnected(gamepad);
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}
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/** Clears the destination and snapshot that received backward movement. */
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#clearBackwardInput() {
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this.#backwardObject = null;
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this.#backwardGamepad = null;
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}
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/** Revalidates ownership and permissions after synchronous callbacks. */
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#canApplyInput(gamepad, object) {
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return !this.#disposed && this.enabled && this.#controls.enabled && this.gamepadInput.gamepad === gamepad && this.#controls.object === object;
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}
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/**
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* Consumes one backward frame. Masking only autoForward lets the original
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* update compute manual targets and damp its existing velocity unchanged.
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* A temporary setter preserves assignments, including explicit false writes;
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* conditional restoration also preserves application property replacements.
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*/
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#updateNative(deltaTime) {
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if (this.#nativeUpdating || this.#updating) return;
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const controls = this.#controls;
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const gamepad = this.#backwardGamepad;
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const object = this.#backwardObject;
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this.#clearBackwardInput();
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this.#nativeUpdating = true;
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try {
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if (gamepad === null || deltaTime === 0 || !this.#canApplyInput(gamepad, object)) {
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this.#originalUpdate.call(controls, deltaTime);
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return;
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}
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const descriptor = Object.getOwnPropertyDescriptor(controls, "autoForward");
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let value = controls.autoForward;
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let assigned = false;
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let suppress = true;
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const enumerable = descriptor?.enumerable ?? true;
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const get = () => suppress && this.#canApplyInput(gamepad, object) ? false : value;
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const set = (next) => {
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assigned = true;
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value = next;
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descriptor?.set?.call(controls, next);
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};
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Object.defineProperty(controls, "autoForward", {
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configurable: true,
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enumerable,
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get,
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set
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});
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try {
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this.#originalUpdate.call(controls, deltaTime);
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} finally {
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suppress = false;
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const current = Object.getOwnPropertyDescriptor(controls, "autoForward");
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if (current?.get === get && current.set === set && current.configurable === true && current.enumerable === enumerable) {
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if (descriptor === void 0) {
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Reflect.deleteProperty(controls, "autoForward");
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if (assigned) controls.autoForward = value;
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} else Object.defineProperty(controls, "autoForward", "value" in descriptor ? {
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...descriptor,
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value
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} : descriptor);
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}
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}
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} finally {
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this.#nativeUpdating = false;
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}
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}
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/**
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* Maps the current gamepad state to `FirstPersonControls` translation and look.
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@@ -64,8 +179,15 @@ var GamepadFirstPersonControls = class extends GamepadControls {
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onUpdate(deltaTime) {
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if (!this.#controls.enabled) return;
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const { moveSpeed, lookSpeed, moveStick, lookStick, buttonDeadzone, buttonMoveUp, buttonMoveDown } = this.#options;
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-
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-
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const input = this.gamepadInput;
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const gamepad = input.gamepad;
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const object = this.#controls.object;
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const move = input.stick(moveStick.xAxis, moveStick.yAxis, moveStick.pipeline);
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if (!this.#canApplyInput(gamepad, object)) return;
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const look = input.stick(lookStick.xAxis, lookStick.yAxis, lookStick.pipeline);
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if (!this.#canApplyInput(gamepad, object)) return;
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this.#applyMovement(deltaTime, moveSpeed, move, buttonDeadzone, buttonMoveUp, buttonMoveDown);
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this.#applyLook(deltaTime, lookSpeed, look);
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}
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/**
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* Applies translation in the native keyboard frame, using yaw before look.
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@@ -75,15 +197,14 @@ var GamepadFirstPersonControls = class extends GamepadControls {
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*
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* @param deltaTime - Seconds since the last frame.
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* @param moveSpeed - User-configured movement speed multiplier.
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* @param
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* @param move - Processed movement stick input.
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* @param buttonDeadzone - Analog button dead zone threshold.
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* @param buttonMoveUp - Button index for upward movement.
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* @param buttonMoveDown - Button index for downward movement.
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*/
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#applyMovement(deltaTime, moveSpeed,
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#applyMovement(deltaTime, moveSpeed, move, buttonDeadzone, buttonMoveUp, buttonMoveDown) {
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const controls = this.#controls;
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const input = this.gamepadInput;
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const move = input.stick(moveStick.xAxis, moveStick.yAxis, moveStick.pipeline);
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const up = input.buttonValue(buttonMoveUp);
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const down = input.buttonValue(buttonMoveDown);
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let strafe = move.x;
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@@ -108,6 +229,10 @@ var GamepadFirstPersonControls = class extends GamepadControls {
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const strafeDistance = strafe * moveMult;
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controls.object.position.x += sinYaw * forwardDistance - cosYaw * strafeDistance;
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controls.object.position.z += cosYaw * forwardDistance + sinYaw * strafeDistance;
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if (forwardDistance < 0) {
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this.#backwardObject = controls.object;
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this.#backwardGamepad = input.gamepad;
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}
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}
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if (climb !== 0) controls.object.position.y += climb * moveMult;
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}
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@@ -116,10 +241,10 @@ var GamepadFirstPersonControls = class extends GamepadControls {
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*
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* @param deltaTime - Seconds since the last frame.
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* @param lookSpeed - User-configured look speed multiplier.
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* @param
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* @param look - Processed camera-look stick input.
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*/
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#applyLook(deltaTime, lookSpeed,
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const { x: lookX, y: lookY } =
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#applyLook(deltaTime, lookSpeed, look) {
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const { x: lookX, y: lookY } = look;
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if (lookX === 0 && lookY === 0) return;
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const controls = this.#controls;
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const actualLookSpeed = controls.lookSpeed * lookSpeed * deltaTime * LOOK_SPEED_SCALE;
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package/package.json
CHANGED