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@bitbrain
Created May 10, 2016 18:47
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THREE.PointerLockControls = function ( camera ) {
var scope = this;
camera.rotation.set( 0, 0, 0 );
var pitchObject = new THREE.Object3D();
pitchObject.add( camera );
var yawObject = new THREE.Object3D();
yawObject.position.y = 10;
yawObject.add( pitchObject );
var PI_2 = Math.PI / 2;
// Using a vector http://threejs.org/docs/api/math/Vector2.html
// for virtual rotation. Basically we directly modify this vector
// instead of applying the movement to the rotation
var virtualRotation = THREE.Vector2(pitchObject.rotation.x, yawObject.rotation.y);
// Just a temporary vector
var tmp = THREE.Vector2(0, 0);
var onMouseMove = function ( event ) {
if ( scope.enabled === false ) return;
var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
// Modify the virtual rotation instead of the real one
virtualRotation.y -= movementX * 0.002;
virtualRotation.x -= movementY * 0.002;
virtualRotation.x = Math.max( - PI_2, Math.min( PI_2, virtualRotation.x ) );
// Set the movement direction
tmp.set(pitchObject.rotation.x - virtualRotation.x, yawObject.rotation.y - virtualRotation.y);
// Let's set its length to 1
tmp.normalize();
// Now apply the virtual rotation
yawObject.rotation.y += tmp.y * 0.002;
pitchObject.rotation.x += tmp.x * 0.002;
};
this.dispose = function() {
document.removeEventListener( 'mousemove', onMouseMove, false );
};
document.addEventListener( 'mousemove', onMouseMove, false );
this.enabled = false;
this.getObject = function () {
return yawObject;
};
this.getDirection = function() {
// assumes the camera itself is not rotated
var direction = new THREE.Vector3( 0, 0, - 1 );
var rotation = new THREE.Euler( 0, 0, 0, "YXZ" );
return function( v ) {
rotation.set( pitchObject.rotation.x, yawObject.rotation.y, 0 );
v.copy( direction ).applyEuler( rotation );
return v;
};
}();
};
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