/
FirstPersonControls.ts
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/
FirstPersonControls.ts
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/**
* Creates a PointerLockControls
*
* @remarks
* This allows you to create a First-Person navigation, using the WASD keys.
*
*/
import {Camera} from 'three';
import {CapsuleSopOperation} from './../../operations/sop/Capsule';
import {TypedCameraControlsEventNode} from './_BaseCameraControls';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {EventConnectionPoint, EventConnectionPointType} from '../utils/io/connections/Event';
import {PointerLockControls} from '../../../modules/core/controls/PointerLockControls';
import {CameraControlsNodeType, NodeContext} from '../../poly/NodeContext';
import {BaseNodeType} from '../_Base';
import {ParamOptions} from '../../params/utils/OptionsController';
import {CorePlayer, CorePlayerOptions} from '../../../core/player/Player';
import {isBooleanTrue} from '../../../core/BooleanValue';
import {CollisionController} from './collision/CollisionController';
const EVENT_LOCK = 'lock';
const EVENT_CHANGE = 'change';
const EVENT_UNLOCK = 'unlock';
function updatePlayerParamsCallbackOption(): ParamOptions {
return {
cook: false,
callback: (node: BaseNodeType) => {
FirstPersonControlsEventNode.PARAM_CALLBACK_updatePlayerParams(node as FirstPersonControlsEventNode);
},
};
}
type PointerLockControlsMap = Map<string, PointerLockControls>;
class FirstPersonEventParamsConfig extends NodeParamsConfig {
main = ParamConfig.FOLDER();
/** @param collider object */
colliderObject = ParamConfig.NODE_PATH('', {
nodeSelection: {
context: NodeContext.SOP,
},
// if the node is dependent,
// the FirstPersonControls will be re-created when this node changes
// which we do not want, as it will act like a hard reset
// when all we want is to update the collider
dependentOnFoundNode: false,
callback: (node: BaseNodeType) => {
FirstPersonControlsEventNode.PARAM_CALLBACK_updateCollider(node as FirstPersonControlsEventNode);
},
});
/** @param click to lock controls */
lock = ParamConfig.BUTTON(null, {
callback: (node: BaseNodeType) => {
FirstPersonControlsEventNode.PARAM_CALLBACK_lockControls(node as FirstPersonControlsEventNode);
},
});
/** @param click to unlock controls */
unlock = ParamConfig.BUTTON(null, {
callback: (node: BaseNodeType) => {
FirstPersonControlsEventNode.PARAM_CALLBACK_unlockControls(node as FirstPersonControlsEventNode);
},
});
/** @param collision Capsule Radius */
capsuleRadius = ParamConfig.FLOAT(CapsuleSopOperation.DEFAULT_PARAMS.radius, {
range: [0, 1],
rangeLocked: [true, false],
...updatePlayerParamsCallbackOption(),
});
/** @param collision Capsule Height */
capsuleHeight = ParamConfig.FLOAT(CapsuleSopOperation.DEFAULT_PARAMS.height, {
range: [0, 2],
rangeLocked: [true, false],
...updatePlayerParamsCallbackOption(),
});
physics = ParamConfig.FOLDER();
/** @param physics Steps */
physicsSteps = ParamConfig.INTEGER(5, {
range: [1, 10],
rangeLocked: [true, false],
...updatePlayerParamsCallbackOption(),
});
/** @param gravity */
gravity = ParamConfig.VECTOR3([0, -30, 0], {
...updatePlayerParamsCallbackOption(),
});
/** @param translate speed */
translateSpeed = ParamConfig.FLOAT(1, {
range: [0, 10],
rangeLocked: [true, false],
...updatePlayerParamsCallbackOption(),
});
/** @param rotate speed */
rotateSpeed = ParamConfig.FLOAT(1, {
range: [0, 10],
rangeLocked: [true, false],
// ...updatePlayerParamsCallbackOption(),
});
/** @param jump Allowed */
jumpAllowed = ParamConfig.BOOLEAN(true, {
...updatePlayerParamsCallbackOption(),
});
/** @param jump Force */
jumpStrength = ParamConfig.FLOAT(10, {
range: [0, 100],
rangeLocked: [true, false],
visibleIf: {jumpAllowed: 1},
...updatePlayerParamsCallbackOption(),
});
/** @param run Allowed */
runAllowed = ParamConfig.BOOLEAN(true, {
...updatePlayerParamsCallbackOption(),
});
/** @param run speed mult */
runSpeedMult = ParamConfig.FLOAT(2, {
range: [0, 10],
rangeLocked: [true, false],
visibleIf: {runAllowed: 1},
...updatePlayerParamsCallbackOption(),
});
/** @param recompute colliding geo */
updateCollider = ParamConfig.BUTTON(null, {
callback: (node: BaseNodeType) => {
FirstPersonControlsEventNode.PARAM_CALLBACK_updateCollider(node as FirstPersonControlsEventNode);
},
});
init = ParamConfig.FOLDER();
/** @param start Position */
startPosition = ParamConfig.VECTOR3([0, 2, 0], {
...updatePlayerParamsCallbackOption(),
});
/** @param start Position */
startRotation = ParamConfig.VECTOR3([0, 0, 0], {
...updatePlayerParamsCallbackOption(),
});
/** @param reset */
reset = ParamConfig.BUTTON(null, {
callback: (node: BaseNodeType) => {
FirstPersonControlsEventNode.PARAM_CALLBACK_resetPlayer(node as FirstPersonControlsEventNode);
},
});
/** @param min rotation angle */
minPolarAngle = ParamConfig.FLOAT(0, {
range: [0, Math.PI],
rangeLocked: [true, true],
});
/** @param max rotation angle */
maxPolarAngle = ParamConfig.FLOAT('$PI', {
range: [0, Math.PI],
rangeLocked: [true, true],
});
html = ParamConfig.FOLDER();
/** @param specify a custom HTML element */
customLockCursorElement = ParamConfig.BOOLEAN(false);
/** @param jump HTML element selector */
lockCursorElementSelector = ParamConfig.STRING('#lock-cursor-element', {
visibleIf: {
customLockCursorElement: true,
},
});
}
const ParamsConfig = new FirstPersonEventParamsConfig();
export class FirstPersonControlsEventNode extends TypedCameraControlsEventNode<FirstPersonEventParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return CameraControlsNodeType.FIRST_PERSON;
}
endEventName() {
return 'unlock';
}
static readonly INPUT_UPDATE_COLLIDER = 'updateCollider';
static readonly INPUT_RESET = 'reset';
private _collisionController: CollisionController | undefined;
collisionController(): CollisionController {
return (this._collisionController = this._collisionController || new CollisionController(this));
}
override initializeNode() {
this.io.inputs.setNamedInputConnectionPoints([
new EventConnectionPoint(EVENT_LOCK, EventConnectionPointType.BASE, this.lockControls.bind(this)),
new EventConnectionPoint(
FirstPersonControlsEventNode.INPUT_UPDATE_COLLIDER,
EventConnectionPointType.BASE,
this._updateCollider.bind(this)
),
new EventConnectionPoint(
FirstPersonControlsEventNode.INPUT_RESET,
EventConnectionPointType.BASE,
this._resetPlayer.bind(this)
),
]);
this.io.outputs.setNamedOutputConnectionPoints([
new EventConnectionPoint(EVENT_LOCK, EventConnectionPointType.BASE),
new EventConnectionPoint(EVENT_CHANGE, EventConnectionPointType.BASE),
new EventConnectionPoint(EVENT_UNLOCK, EventConnectionPointType.BASE),
]);
}
protected _controls_by_element_id: PointerLockControlsMap = new Map();
private _player: CorePlayer | undefined;
async createControlsInstance(camera: Camera, element: HTMLElement) {
await this._initPlayer(camera);
const _getLockHTMLElement = () => {
if (!this.pv.customLockCursorElement) {
return undefined;
}
const element = document.querySelector(this.pv.lockCursorElementSelector) as HTMLElement | undefined;
return element;
};
const lockHTMLElement = _getLockHTMLElement();
const controls = new PointerLockControls(camera, element, {lockHTMLElement}, this._player);
this._controls_by_element_id.set(element.id, controls);
this._bind_listeners_to_controls_instance(controls);
return controls;
}
private async _initPlayer(camera: Camera) {
const options = await this._playerOptions(camera);
if (!options) {
return;
}
this._player = this._player || new CorePlayer(options);
// we need to make sure the player is updated with new camera/collision when those change
this._player.setOptions(options);
this._updatePlayerParams();
this._player.reset();
}
private async _playerOptions(camera: Camera): Promise<CorePlayerOptions | undefined> {
const collider = await this.collisionController().getCollider();
if (!collider) {
this.states.error.set('invalid collider');
return;
}
return {object: camera, collider: collider};
}
player() {
return this._player;
}
private async _updatePlayerParams() {
if (!this._player) {
return;
}
this._player.startPosition.copy(this.pv.startPosition);
this._player.startRotation.copy(this.pv.startRotation);
this._player.physicsSteps = this.pv.physicsSteps;
this._player.jumpAllowed = isBooleanTrue(this.pv.jumpAllowed);
this._player.jumpStrength = this.pv.jumpStrength;
this._player.runAllowed = isBooleanTrue(this.pv.runAllowed);
this._player.runSpeedMult = this.pv.runSpeedMult;
this._player.gravity.copy(this.pv.gravity);
this._player.speed = this.pv.translateSpeed;
this._player.setCapsule({
radius: this.pv.capsuleRadius,
height: this.pv.capsuleHeight,
divisions: 5,
center: CapsuleSopOperation.DEFAULT_PARAMS.center,
});
}
private _resetPlayer() {
this._player?.reset();
}
private async _updateCollider() {
await this.collisionController().updateCollider();
}
protected _bind_listeners_to_controls_instance(controls: PointerLockControls) {
controls.addEventListener(EVENT_LOCK, () => {
// this._createKeysEvents(controls);
this.dispatchEventToOutput(EVENT_LOCK, {});
});
controls.addEventListener(EVENT_CHANGE, () => {
this.dispatchEventToOutput(EVENT_CHANGE, {});
});
controls.addEventListener(EVENT_UNLOCK, () => {
// this._removeKeysEvents();
this.dispatchEventToOutput(EVENT_UNLOCK, {});
});
}
updateRequired() {
return true;
}
setupControls(controls: PointerLockControls) {
controls.minPolarAngle = this.pv.minPolarAngle;
controls.maxPolarAngle = this.pv.maxPolarAngle;
controls.rotateSpeed = this.pv.rotateSpeed;
}
disposeControlsForHtmlElementId(htmlElementId: string) {
const controls = this._controls_by_element_id.get(htmlElementId);
if (controls) {
controls.dispose();
this._controls_by_element_id.delete(htmlElementId);
}
}
unlockControls() {
const controls = this._firstControls();
if (!controls) {
return;
}
controls.unlock();
}
//
//
// LOCK
//
//
private lockControls() {
const controls = this._firstControls();
if (!controls) {
return;
}
controls.lock();
}
private _firstControls() {
let firstControls: PointerLockControls | undefined;
this._controls_by_element_id.forEach((controls, id) => {
firstControls = firstControls || controls;
});
return firstControls;
}
static PARAM_CALLBACK_lockControls(node: FirstPersonControlsEventNode) {
node.lockControls();
}
static PARAM_CALLBACK_unlockControls(node: FirstPersonControlsEventNode) {
node.unlockControls();
}
static PARAM_CALLBACK_updateCollider(node: FirstPersonControlsEventNode) {
node._updateCollider();
}
static PARAM_CALLBACK_updatePlayerParams(node: FirstPersonControlsEventNode) {
node._updatePlayerParams();
}
static PARAM_CALLBACK_resetPlayer(node: FirstPersonControlsEventNode) {
node._resetPlayer();
}
}