CameraControls.ts
src/controls/CameraControls.ts · raw · all examples · site home
Exports: CameraControlsModeCameraControlsInertiaCameraControlsSettingsXrInputCameraControls
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// Camera controls for pointer, touch, keyboard, gamepad and WebXR controllers
// in one update(), after Spark's SparkControls (with its fixes: turning about
// the object's up axis, frames of no time skipped, the look stick scaled once).
//
// One camera state serves both modes: the object's pose plus an orbit
// distance, the target being that far in front of it. "fly" turns about the
// camera, "orbit" about the target; switching keeps the pose, so the view
// never jumps. Everything happens in the object's parent frame.
//
// left drag / one finger look (fly) or orbit around the target (orbit)
// double press, then drag slide: sideways, and forward / back
// right drag (fly, with pick, pointer not locked) orbit around the
// point under the pointer while held (Shift: pan)
// right drag / two fingers pan (the scene follows the pointer)
// middle drag, wheel, pinch forward / back (fly) or zoom (orbit)
// WASD / arrows, Q E, PgUp PgDn move, down / up; Shift fast, Ctrl slow,
// Caps Lock on: capsMultiplier faster (keys and sticks)
// Insert Delete, Home End turn left / right, look up / down
// F switch mode (settings.modeKey)
// gamepad left stick move, right stick look, LB / RB
// down / up, LT slow, RT fast
// WebXR (xr given) left stick moves the rig, left trigger / grip
// up / down, right stick turns, right trigger /
// grip fast / slow
//
// Settings persist in localStorage: the personal ones (inversions, pointer
// lock, inertia, pointer speed) under "radix-controls" for every page, all
// that differ from the page's own defaults under "radix-controls:<storageKey>".
import * as THREE from "three";
export type CameraControlsMode = "fly" | "orbit";
export interface CameraControlsInertia {
// Seconds. Keys and sticks: time to reach (and leave) full speed.
// Pointer: how long the motion glides on after release. 0: none.
look: number;
move: number;
pointerLook: number;
pointerMove: number;
}
export interface CameraControlsSettings {
mode: CameraControlsMode;
// Keys and sticks: m/s (both modes) and rad/s
moveSpeed: number;
lookSpeed: number;
// Pointer: rad per pixel dragged; m per pixel panned or slid (orbit: distances)
pointerLookSpeed: number;
pointerPanSpeed: number;
// Wheel / pinch units (a wheel notch is about 100): m each (fly), or
// zoom by exp(zoomSpeed) each (orbit)
zoomSpeed: number;
minDistance: number;
maxDistance: number;
fastMultiplier: number;
slowMultiplier: number;
// While Caps Lock is on (a toggle, so long flights need no held key)
capsMultiplier: number;
invertLookX: boolean;
invertLookY: boolean;
invertPan: boolean;
invertZoom: boolean;
invertStickY: boolean;
// Fly mode: a click captures the pointer, the mouse then looks without a
// button (a left click or Esc releases)
pointerLock: boolean;
inertia: CameraControlsInertia;
// Keyboard code that switches mode ("" for none)
modeKey: string;
// Milliseconds between two presses that make the second drag slide (0: never)
doublePress: number;
stickDeadZone: number;
xrMoveSpeed: number;
xrTurnSpeed: number;
}
// The part of THREE.WebXRManager / WebGPURenderer's XRManager the XR
// locomotion reads
export interface XrInput {
isPresenting: boolean;
getSession(): XRSession | null;
}
// Settings that follow the person rather than the page
const PERSONAL: (keyof CameraControlsSettings)[] = [
"invertLookX", "invertLookY", "invertPan", "invertZoom", "invertStickY", "pointerLock", "inertia", "pointerLookSpeed",
];
const STORAGE_PREFIX = "radix-controls";
const MOVE_KEYS: Record<string, [number, number, number]> = {
KeyW: [0, 0, -1], KeyS: [0, 0, 1], KeyA: [-1, 0, 0], KeyD: [1, 0, 0], KeyE: [0, 1, 0], KeyQ: [0, -1, 0],
ArrowUp: [0, 0, -1], ArrowDown: [0, 0, 1], ArrowLeft: [-1, 0, 0], ArrowRight: [1, 0, 0], PageUp: [0, 1, 0], PageDown: [0, -1, 0],
};
// Yaw (right positive), pitch (up positive)
const LOOK_KEYS: Record<string, [number, number]> = { Insert: [-1, 0], Delete: [1, 0], Home: [0, 1], End: [0, -1] };
const Y = new THREE.Vector3(0, 1, 0);
const FORWARD = new THREE.Vector3(0, 0, -1);
const MAX_PITCH = Math.PI / 2 - 1e-4;
// A released drag glides at its average speed over this many milliseconds
// before the release: a pause shorter than this still glides, slower
const RELEASE_WINDOW = 100;
// Glides slower than this (pixels per second) stop
const GLIDE_STOP = 0.5;
interface Pointer {
x: number;
y: number;
button: number;
touch: boolean;
// A right drag orbiting the picked point
pivots: boolean;
// A drag after a double press
slides: boolean;
}
export class CameraControls {
static readonly DEFAULTS: CameraControlsSettings = {
mode: "fly",
moveSpeed: 1,
lookSpeed: 2,
pointerLookSpeed: 0.003,
pointerPanSpeed: 0.002,
zoomSpeed: 0.0015,
minDistance: 0.05,
maxDistance: 1000,
fastMultiplier: 5,
slowMultiplier: 0.2,
capsMultiplier: 10,
// Touch screens drag the scene rather than the view
invertLookX: isMobile(),
invertLookY: isMobile(),
invertPan: false,
invertZoom: false,
invertStickY: false,
pointerLock: false,
inertia: { look: 0.15, move: 0.15, pointerLook: 0.15, pointerMove: 0.15 },
modeKey: "KeyF",
doublePress: 300,
stickDeadZone: 0.1,
xrMoveSpeed: 1,
xrTurnSpeed: 4,
};
readonly canvas: HTMLCanvasElement;
// The camera, or an object carrying it
object: THREE.Object3D;
settings: CameraControlsSettings;
// Orbit radius: the target is this far in front of the object
distance = 2;
enabled = true;
// Called after settings change (set, reset, the mode key)
onChange?: (settings: CameraControlsSettings) => void;
xr?: XrInput;
rig?: THREE.Object3D;
// Fly mode, pointer not locked: the point (parent frame) under a canvas
// position in CSS pixels, which a right drag orbits around while held;
// undefined for nothing there (the drag then orbits the point `distance`
// ahead). An async depth readback fits: the drag waits for it.
pick?: (x: number, y: number) => Promise<THREE.Vector3 | undefined>;
readonly storageKey?: string;
private pageDefaults: CameraControlsSettings;
// The current right drag's pivot (once picked), its look delta in pixels,
// and which drag the pending pick belongs to
private pivot?: THREE.Vector3;
private pivotLook = new THREE.Vector2();
private pivotDrag = 0;
private pointers = new Map<number, Pointer>();
private lastPress = -Infinity;
private keys = new Set<string>();
// Caps Lock's state from the latest key or pointer event
private capsLock = false;
// Pointer deltas since the last update: look in pixels, pan (x, y) and
// slide forward (z) in pixels, zoom in wheel units
private look = new THREE.Vector2();
private pan = new THREE.Vector3();
private zoom = 0;
private keyLookVelocity = new THREE.Vector2();
private keyMoveVelocity = new THREE.Vector3();
// The glide after a release, in pixels per second (look; pan and slide)
private pointerLookVelocity = new THREE.Vector2();
private pointerPanVelocity = new THREE.Vector3();
// The current drag's start and its recent moves (event times in ms), for
// the glide's speed: from events, so frames without one do not stop it
private dragStart = 0;
private dragMoves: { time: number; look: THREE.Vector2; pan: THREE.Vector3 }[] = [];
private lastTime?: number;
private abort = new AbortController();
constructor({ canvas, object, settings, storageKey, xr, rig }: {
canvas: HTMLCanvasElement;
object: THREE.Object3D;
// The page's own defaults over CameraControls.DEFAULTS (saved settings win)
settings?: Partial<CameraControlsSettings>;
// Saves this page's settings apart from other pages' ("" or none: only
// the personal settings persist)
storageKey?: string;
// WebXR manager (renderer.xr): its controllers move the rig while presenting
xr?: XrInput;
// Object the XR sticks move (default: the object's parent); its parent
// must be the scene, since head positions are world space
rig?: THREE.Object3D;
}) {
this.canvas = canvas;
this.object = object;
this.storageKey = storageKey || undefined;
this.xr = xr;
this.rig = rig;
this.pageDefaults = mergeSettings(CameraControls.DEFAULTS, settings ?? {});
this.settings = mergeSettings(mergeSettings(this.pageDefaults, loadSettings(STORAGE_PREFIX)), this.storageKey ? loadSettings(`${STORAGE_PREFIX}:${this.storageKey}`) : {});
const signal = this.abort.signal;
canvas.style.touchAction = "none";
canvas.addEventListener("pointerdown", (event) => this.pointerDown(event), { signal });
canvas.addEventListener("pointermove", (event) => this.pointerMove(event), { signal });
canvas.addEventListener("pointerup", (event) => this.pointerUp(event), { signal });
canvas.addEventListener("pointercancel", (event) => this.pointerUp(event), { signal });
canvas.addEventListener("contextmenu", (event) => event.preventDefault(), { signal });
canvas.addEventListener("wheel", (event) => {
event.preventDefault();
this.zoom += event.deltaY * (event.deltaMode === 1 ? 33 : 1);
this.pan.x -= event.deltaX;
}, { passive: false, signal });
document.addEventListener("keydown", (event) => this.keyDown(event), { signal });
document.addEventListener("keyup", (event) => {
this.keys.delete(event.code);
this.capsLock = event.getModifierState("CapsLock");
}, { signal });
window.addEventListener("blur", () => this.keys.clear(), { signal });
}
dispose() {
this.abort.abort();
if (document.pointerLockElement === this.canvas) {
document.exitPointerLock();
}
}
get mode(): CameraControlsMode {
return this.settings.mode;
}
// Switch at any time: the pose stays, only the pivot changes
set mode(mode: CameraControlsMode) {
this.set({ mode });
}
// Change settings and save them (the personal ones only when one of them
// is among the changes, so pages switching modes do not pin the defaults)
set(settings: Partial<CameraControlsSettings>) {
this.settings = mergeSettings(this.settings, settings);
if (this.settings.mode !== "fly" && document.pointerLockElement === this.canvas) {
document.exitPointerLock();
}
this.save({ personal: Object.keys(settings).some((key) => PERSONAL.includes(key as keyof CameraControlsSettings)) });
this.onChange?.(this.settings);
}
// Personal settings for every page; the rest that differ from the page's
// defaults for this storageKey
save({ personal = true }: { personal?: boolean } = {}) {
if (personal) {
writeStorage(STORAGE_PREFIX, Object.fromEntries(PERSONAL.map((key) => [key, this.settings[key]])));
}
if (this.storageKey) {
const page = Object.fromEntries(Object.entries(this.settings).filter(([key, value]) =>
!PERSONAL.includes(key as keyof CameraControlsSettings) && JSON.stringify(value) !== JSON.stringify(this.pageDefaults[key as keyof CameraControlsSettings])));
writeStorage(`${STORAGE_PREFIX}:${this.storageKey}`, page);
}
}
// Back to the page's defaults, forgetting this page's saved settings (and
// with `personal`, the personal ones every page shares)
reset({ personal = false }: { personal?: boolean } = {}) {
if (this.storageKey) {
writeStorage(`${STORAGE_PREFIX}:${this.storageKey}`, undefined);
}
if (personal) {
writeStorage(STORAGE_PREFIX, undefined);
}
this.settings = mergeSettings(this.pageDefaults, personal ? {} : loadSettings(STORAGE_PREFIX));
this.onChange?.(this.settings);
}
// The orbit target in the parent frame
getTarget(out = new THREE.Vector3()): THREE.Vector3 {
return out.copy(FORWARD).applyQuaternion(this.object.quaternion).multiplyScalar(this.distance).add(this.object.position);
}
// Face `target` (parent frame) from where the object stands and orbit around it
lookAt(target: THREE.Vector3) {
const position = this.object.position;
this.distance = THREE.MathUtils.clamp(position.distanceTo(target), this.settings.minDistance, this.settings.maxDistance);
const up = upFrame(this.object);
const d = target.clone().sub(position).normalize().applyQuaternion(up.clone().invert());
const e = new THREE.Euler(Math.asin(THREE.MathUtils.clamp(d.y, -1, 1)), Math.atan2(-d.x, -d.z), 0, "YXZ");
this.object.quaternion.setFromEuler(e).premultiply(up);
}
// Call once per frame; true when the object moved
update(): boolean {
const now = performance.now();
const dt = (now - (this.lastTime ?? now)) / 1000;
// Velocities divide by the frame time: a frame of no time keeps its input
// for the next one
if (!(dt > 0)) {
this.lastTime ??= now;
return false;
}
this.lastTime = now;
if (!this.enabled) {
this.clearInput();
return false;
}
if (this.xr?.isPresenting) {
this.clearInput();
return this.updateXr(dt);
}
const s = this.settings;
const orbit = s.mode === "orbit";
// Keys and gamepad: target velocities, eased by the inertia
const moveInput = new THREE.Vector3();
const lookInput = new THREE.Vector2();
for (const code of this.keys) {
const move = MOVE_KEYS[code];
if (move) {
moveInput.add(new THREE.Vector3(...move));
}
const look = LOOK_KEYS[code];
if (look) {
lookInput.add(new THREE.Vector2(...look));
}
}
let speed = 1;
if (this.keys.has("ShiftLeft") || this.keys.has("ShiftRight")) {
speed *= s.fastMultiplier;
}
if (this.keys.has("ControlLeft") || this.keys.has("ControlRight")) {
speed *= s.slowMultiplier;
}
if (this.capsLock) {
speed *= s.capsMultiplier;
}
const gamepad = navigator.getGamepads?.().find((pad) => pad?.connected);
if (gamepad) {
const dead = (value = 0) => (Math.abs(value) >= s.stickDeadZone ? value : 0);
moveInput.x += dead(gamepad.axes[0]);
moveInput.z += dead(gamepad.axes[1]);
moveInput.y += (gamepad.buttons[5]?.value ?? 0) - (gamepad.buttons[4]?.value ?? 0);
lookInput.x += dead(gamepad.axes[2]);
lookInput.y -= dead(gamepad.axes[3]) * (s.invertStickY ? -1 : 1);
speed *= THREE.MathUtils.lerp(1, s.slowMultiplier, gamepad.buttons[6]?.value ?? 0);
speed *= THREE.MathUtils.lerp(1, s.fastMultiplier, gamepad.buttons[7]?.value ?? 0);
}
// Pans follow the pointer at the orbit distance; keys move at one speed in both modes
const scale = orbit ? this.distance : 1;
ease(this.keyMoveVelocity, moveInput.multiplyScalar(s.moveSpeed * speed), s.inertia.move, dt);
ease(this.keyLookVelocity, lookInput.multiplyScalar(s.lookSpeed), s.inertia.look, dt);
// Pointer: applied as dragged, gliding on after release (pointerUp sets
// the glide; holding a pointer stops it)
if (this.pointers.size > 0 || this.locked()) {
this.pointerLookVelocity.set(0, 0);
this.pointerPanVelocity.set(0, 0, 0);
} else {
this.pointerLookVelocity.multiplyScalar(decay(s.inertia.pointerLook, dt));
this.pointerPanVelocity.multiplyScalar(decay(s.inertia.pointerMove, dt));
if (this.pointerLookVelocity.lengthSq() < GLIDE_STOP * GLIDE_STOP) {
this.pointerLookVelocity.set(0, 0);
}
if (this.pointerPanVelocity.lengthSq() < GLIDE_STOP * GLIDE_STOP) {
this.pointerPanVelocity.set(0, 0, 0);
}
}
const lookDelta = this.look.clone().addScaledVector(this.pointerLookVelocity, dt)
.multiply(new THREE.Vector2(s.invertLookX ? -1 : 1, s.invertLookY ? -1 : 1)).multiplyScalar(s.pointerLookSpeed);
const panDelta = this.pan.clone().addScaledVector(this.pointerPanVelocity, dt).multiplyScalar(s.pointerPanSpeed * scale * (s.invertPan ? -1 : 1));
const zoom = this.zoom * s.zoomSpeed * (s.invertZoom ? -1 : 1);
this.look.set(0, 0);
this.pan.set(0, 0, 0);
this.zoom = 0;
// Yaw right and pitch up, in radians; motion in the object's own axes
const yaw = lookDelta.x + this.keyLookVelocity.x * dt;
const pitch = -lookDelta.y + this.keyLookVelocity.y * dt;
const move = this.keyMoveVelocity.clone().multiplyScalar(dt);
move.x -= panDelta.x;
move.y += panDelta.y;
move.z += panDelta.z;
const object = this.object;
const before = object.position.clone();
const beforeQuaternion = object.quaternion.clone();
// Taken before the zoom changes the distance
const target = this.getTarget();
if (orbit) {
this.distance = THREE.MathUtils.clamp(this.distance * Math.exp(zoom), s.minDistance, s.maxDistance);
} else {
move.z += zoom;
}
if (yaw !== 0 || pitch !== 0) {
turn(object, yaw, pitch);
}
if (orbit) {
object.position.copy(target).addScaledVector(FORWARD.clone().applyQuaternion(object.quaternion), -this.distance);
}
object.position.add(move.applyQuaternion(object.quaternion));
// Right drag in fly mode: turn as orbit mode does, about the picked point
// (the delta waits while the pick is pending)
if (this.pivot && this.pivotLook.lengthSq() > 0) {
const look = new THREE.Vector2(this.pivotLook.x * (s.invertLookX ? -1 : 1), this.pivotLook.y * (s.invertLookY ? -1 : 1)).multiplyScalar(s.pointerLookSpeed);
this.pivotLook.set(0, 0);
const from = object.quaternion.clone().invert();
turn(object, look.x, -look.y);
object.position.sub(this.pivot).applyQuaternion(object.quaternion.clone().multiply(from)).add(this.pivot);
}
const moved = object.position.distanceToSquared(before) > 1e-12 || object.quaternion.angleTo(beforeQuaternion) > 1e-7;
return moved || this.pointerLookVelocity.lengthSq() > 0 || this.pointerPanVelocity.lengthSq() > 0;
}
private clearInput() {
this.look.set(0, 0);
this.pan.set(0, 0, 0);
this.zoom = 0;
this.keyLookVelocity.set(0, 0);
this.keyMoveVelocity.set(0, 0, 0);
this.pointerLookVelocity.set(0, 0);
this.pointerPanVelocity.set(0, 0, 0);
this.pivotLook.set(0, 0);
}
private locked() {
return document.pointerLockElement === this.canvas;
}
private pointerDown(event: PointerEvent) {
this.capsLock = event.getModifierState("CapsLock");
if (!this.enabled) {
return;
}
// A left click captures the pointer, the next one releases it
if (this.locked() && event.button === 0) {
document.exitPointerLock();
return;
}
if (this.settings.pointerLock && this.settings.mode === "fly" && event.pointerType === "mouse" && event.button === 0 && !this.locked()) {
void Promise.resolve(this.canvas.requestPointerLock()).catch(() => {});
}
// While the pointer is locked the right drag pans (there is no pointer to
// pick under); otherwise it orbits the picked point, lock setting or not
const s = this.settings;
const pivots = event.button === 2 && event.pointerType === "mouse" && !event.shiftKey && s.mode === "fly" && !this.locked() && this.pick !== undefined;
// The second of two quick presses of the first pointer slides
const now = performance.now();
const primary = event.button === 0 && this.pointers.size === 0;
const slides = primary && now - this.lastPress < s.doublePress;
if (primary) {
this.lastPress = slides ? -Infinity : now;
}
if (this.pointers.size === 0) {
this.dragStart = event.timeStamp;
this.dragMoves.length = 0;
}
this.pointers.set(event.pointerId, { x: event.clientX, y: event.clientY, button: event.button, touch: event.pointerType !== "mouse", pivots, slides });
if (pivots) {
const drag = ++this.pivotDrag;
const rect = this.canvas.getBoundingClientRect();
const [x, y] = [event.clientX - rect.left, event.clientY - rect.top];
this.pivot = undefined;
this.pivotLook.set(0, 0);
const settle = (point?: THREE.Vector3) => {
if (this.pivotDrag === drag) {
this.pivot = point ?? this.getTarget();
}
};
this.pick!(x, y).then(settle, () => settle());
}
try {
this.canvas.setPointerCapture(event.pointerId);
} catch {
// Not allowed while the pointer is locked
}
}
// Applies the move, and keeps what it added to look and pan for the glide
private pointerMove(event: PointerEvent) {
const [look, pan] = [this.look.clone(), this.pan.clone()];
this.applyMove(event);
if (this.locked()) {
return;
}
look.subVectors(this.look, look);
pan.subVectors(this.pan, pan);
if (look.lengthSq() > 0 || pan.lengthSq() > 0) {
const time = event.timeStamp;
this.dragMoves.push({ time, look, pan });
while (this.dragMoves[0].time < time - RELEASE_WINDOW) {
this.dragMoves.shift();
}
}
}
private applyMove(event: PointerEvent) {
if (this.locked()) {
// Locked: the mouse looks without a button (right / middle still pan / zoom)
const pointer = this.pointers.get(event.pointerId);
if (pointer?.pivots) {
this.pivotLook.x += event.movementX;
this.pivotLook.y += event.movementY;
return;
}
const button = pointer && !pointer.touch ? pointer.button : 0;
this.drag(button, event.movementX, event.movementY);
return;
}
const pointer = this.pointers.get(event.pointerId);
if (!pointer) {
return;
}
const touches = [...this.pointers.values()].filter((p) => p.touch);
if (pointer.touch && touches.length >= 2) {
// Two fingers: the midpoint pans, the spread zooms
const [a, b] = touches;
const midBefore = { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 };
const spreadBefore = Math.hypot(a.x - b.x, a.y - b.y);
pointer.x = event.clientX;
pointer.y = event.clientY;
this.pan.x += (a.x + b.x) / 2 - midBefore.x;
this.pan.y += (a.y + b.y) / 2 - midBefore.y;
this.zoom -= (Math.hypot(a.x - b.x, a.y - b.y) - spreadBefore) * 2;
return;
}
const dx = event.clientX - pointer.x;
const dy = event.clientY - pointer.y;
pointer.x = event.clientX;
pointer.y = event.clientY;
if (pointer.pivots) {
this.pivotLook.x += dx;
this.pivotLook.y += dy;
return;
}
if (pointer.slides) {
this.pan.x -= dx;
this.pan.z += dy;
return;
}
this.drag(pointer.touch ? 0 : pointer.button, dx, dy);
}
private drag(button: number, dx: number, dy: number) {
if (button === 2) {
this.pan.x += dx;
this.pan.y += dy;
} else if (button === 1) {
this.zoom += dy * 2;
} else {
this.look.x += dx;
this.look.y += dy;
}
}
private pointerUp(event: PointerEvent) {
const pointer = this.pointers.get(event.pointerId);
if (!pointer) {
return;
}
this.pointers.delete(event.pointerId);
// The last pointer up: glide at the drag's average speed over the
// window before now (none after a longer pause)
if (this.pointers.size === 0 && !this.locked()) {
const end = event.timeStamp;
const start = Math.max(end - RELEASE_WINDOW, this.dragStart);
const look = new THREE.Vector2();
const pan = new THREE.Vector3();
for (const move of this.dragMoves) {
if (move.time > start) {
look.add(move.look);
pan.add(move.pan);
}
}
const seconds = Math.max(end - start, 16) / 1000;
this.pointerLookVelocity.copy(look).divideScalar(seconds);
this.pointerPanVelocity.copy(pan).divideScalar(seconds);
this.dragMoves.length = 0;
}
if (pointer.pivots) {
// Back to plain fly: a late pick is ignored
this.pivotDrag += 1;
this.pivot = undefined;
this.pivotLook.set(0, 0);
}
try {
this.canvas.releasePointerCapture(event.pointerId);
} catch {
// Never captured (pointer lock)
}
}
private keyDown(event: KeyboardEvent) {
const target = event.target as HTMLElement | null;
if (target?.isContentEditable || target?.tagName === "INPUT" || target?.tagName === "TEXTAREA" || target?.tagName === "SELECT") {
return;
}
if (event.code === this.settings.modeKey && !event.repeat && this.enabled) {
this.mode = this.mode === "fly" ? "orbit" : "fly";
}
this.keys.add(event.code);
this.capsLock = event.getModifierState("CapsLock");
}
// Controller locomotion of the rig from the session's handed input sources
// (xr-standard mapping: axes 2 / 3 thumbstick, button 0 trigger, 1 grip).
// Tracked hands have no controls here.
private updateXr(dt: number) {
const session = this.xr?.getSession();
if (!session) {
return false;
}
let left: Gamepad | undefined;
let right: Gamepad | undefined;
for (const source of session.inputSources) {
if (source.gamepad && !source.hand) {
if (source.handedness === "left") {
left = source.gamepad;
} else if (source.handedness === "right") {
right = source.gamepad;
}
}
}
const s = this.settings;
const dead = (value = 0) => (Math.abs(value) >= s.stickDeadZone ? value : 0);
const move = new THREE.Vector3(
dead(left?.axes[2]),
(left?.buttons[0]?.value ?? 0) - (left?.buttons[1]?.value ?? 0),
dead(left?.axes[3]),
);
const turn = dead(right?.axes[2]);
let speed = s.xrMoveSpeed;
if (right?.buttons[0]?.pressed) {
speed *= s.fastMultiplier;
}
if (right?.buttons[1]?.pressed) {
speed *= s.slowMultiplier;
}
if (move.lengthSq() === 0 && turn === 0) {
return false;
}
const rig = this.rig ?? this.object.parent ?? this.object;
// Head pose in world space (three.js writes the XR pose into the camera)
const head = this.object.getWorldPosition(new THREE.Vector3());
const facing = this.object.getWorldDirection(new THREE.Vector3());
// Yaw about the head so the viewer pivots in place wherever they stand
if (turn !== 0) {
const yaw = new THREE.Quaternion().setFromAxisAngle(Y, -turn * s.xrTurnSpeed * dt);
rig.quaternion.premultiply(yaw);
rig.position.sub(head).applyQuaternion(yaw).add(head);
}
// Along the head's horizontal facing (the rig's when looking straight up / down)
facing.y = 0;
if (facing.lengthSq() < 1e-6) {
facing.set(0, 0, -1).applyQuaternion(rig.quaternion);
facing.y = 0;
}
facing.normalize();
const rightward = new THREE.Vector3().crossVectors(facing, Y);
const step = new THREE.Vector3().addScaledVector(rightward, move.x).addScaledVector(Y, move.y).addScaledVector(facing, -move.z);
rig.position.addScaledVector(step, speed * dt);
return true;
}
}
// Yaw right about object.up and pitch up, in radians (pitch stops short of straight up / down)
function turn(object: THREE.Object3D, yaw: number, pitch: number) {
const up = upFrame(object);
const e = new THREE.Euler().setFromQuaternion(object.quaternion.clone().premultiply(up.clone().invert()), "YXZ");
e.y -= yaw;
e.x = THREE.MathUtils.clamp(e.x + pitch, -MAX_PITCH, MAX_PITCH);
object.quaternion.setFromEuler(e).premultiply(up);
}
// Rotation taking +Y to the object's up axis in its parent frame (turning
// is about object.up, not always Y)
function upFrame(object: THREE.Object3D): THREE.Quaternion {
const up = object.up.clone().normalize();
if (object.parent) {
up.applyQuaternion(object.parent.getWorldQuaternion(new THREE.Quaternion()).invert()).normalize();
}
return new THREE.Quaternion().setFromUnitVectors(Y, up);
}
// Exponential approach of `value` to `target` with time constant `tau` (0: at once)
function ease<V extends THREE.Vector2 | THREE.Vector3>(value: V, target: V, tau: number, dt: number) {
(value as THREE.Vector3).lerp(target as THREE.Vector3, 1 - decay(tau, dt));
}
function decay(tau: number, dt: number) {
return tau > 0 ? Math.exp(-dt / tau) : 0;
}
// `over` on `base`, keeping only keys of the settings with matching types
function mergeSettings(base: CameraControlsSettings, over: Partial<CameraControlsSettings> | Record<string, unknown>): CameraControlsSettings {
const merged = { ...base, inertia: { ...base.inertia } } as CameraControlsSettings;
for (const [key, value] of Object.entries(over)) {
const current = (base as unknown as Record<string, unknown>)[key];
if (key === "inertia" && value && typeof value === "object") {
for (const [name, tau] of Object.entries(value)) {
if (name in merged.inertia && typeof tau === "number") {
merged.inertia[name as keyof CameraControlsInertia] = tau;
}
}
} else if (current !== undefined && typeof value === typeof current && key !== "inertia") {
(merged as unknown as Record<string, unknown>)[key] = value;
}
}
if (merged.mode !== "fly" && merged.mode !== "orbit") {
merged.mode = base.mode;
}
return merged;
}
function loadSettings(key: string): Record<string, unknown> {
try {
const parsed = JSON.parse(localStorage.getItem(key) ?? "{}");
return parsed && typeof parsed === "object" ? parsed : {};
} catch {
return {};
}
}
// Storage can be full or disabled (private modes); controls work without it
function writeStorage(key: string, value: object | undefined) {
try {
if (value === undefined || Object.keys(value).length === 0) {
localStorage.removeItem(key);
} else {
localStorage.setItem(key, JSON.stringify(value));
}
} catch {
// Not persisted
}
}
function isMobile() {
return typeof navigator !== "undefined" && /Mobi|Android|iPhone|iPad|iPod|Opera Mini|IEMobile/.test(navigator.userAgent);
}