๐Ÿ“ฆ aquaticcalf / non-euclidean-museum

๐Ÿ“„ controls.ts ยท 288 lines
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288import * as THREE from "three"
import { PointerLockControls } from "three/examples/jsm/controls/PointerLockControls"

// Setup desktop controls (keyboard + mouse)
export function setupDesktopControls(camera: THREE.Camera, domElement: HTMLElement) {
  // Create pointer lock controls
  const controls = new PointerLockControls(camera, domElement)

  // Click to start controls
  domElement.addEventListener("click", () => {
    controls.lock()
  })

  // Movement variables
  const velocity = new THREE.Vector3()
  const direction = new THREE.Vector3()
  const moveSpeed = 5.0

  // Track key states
  const keyState = {
    forward: false,
    backward: false,
    left: false,
    right: false,
    jump: false,
  }

  // Key down event
  document.addEventListener("keydown", (event) => {
    switch (event.code) {
      case "ArrowUp":
      case "KeyW":
        keyState.forward = true
        break
      case "ArrowDown":
      case "KeyS":
        keyState.backward = true
        break
      case "ArrowLeft":
      case "KeyA":
        keyState.left = true
        break
      case "ArrowRight":
      case "KeyD":
        keyState.right = true
        break
      case "Space":
        keyState.jump = true
        break
    }
  })

  // Key up event
  document.addEventListener("keyup", (event) => {
    switch (event.code) {
      case "ArrowUp":
      case "KeyW":
        keyState.forward = false
        break
      case "ArrowDown":
      case "KeyS":
        keyState.backward = false
        break
      case "ArrowLeft":
      case "KeyA":
        keyState.left = false
        break
      case "ArrowRight":
      case "KeyD":
        keyState.right = false
        break
      case "Space":
        keyState.jump = false
        break
    }
  })

  // Update function for animation loop
  const update = (delta: number) => {
    if (controls.isLocked) {
      // Calculate velocity based on key states
      velocity.x = 0
      velocity.z = 0

      direction.z = Number(keyState.forward) - Number(keyState.backward)
      direction.x = Number(keyState.right) - Number(keyState.left)
      direction.normalize()

      // Apply movement in the direction the camera is facing
      if (keyState.forward || keyState.backward) {
        velocity.z -= direction.z * moveSpeed * delta
      }
      if (keyState.left || keyState.right) {
        velocity.x += direction.x * moveSpeed * delta
      }

      // Apply movement to controls
      controls.moveRight(velocity.x)
      controls.moveForward(-velocity.z)

      // Simple jump (just move up for now)
      if (keyState.jump) {
        camera.position.y += 0.1
      }
    }
  }

  // Add update method to controls
  controls.update = update

  return controls
}

// Setup mobile controls (touch)
export function setupMobileControls(camera: THREE.Camera, domElement: HTMLElement) {
  // Create a container for the joystick
  const joystickContainer = document.createElement("div")
  joystickContainer.style.position = "absolute"
  joystickContainer.style.bottom = "20px"
  joystickContainer.style.left = "20px"
  joystickContainer.style.width = "100px"
  joystickContainer.style.height = "100px"
  joystickContainer.style.borderRadius = "50%"
  joystickContainer.style.backgroundColor = "rgba(255, 255, 255, 0.2)"
  document.body.appendChild(joystickContainer)

  // Create the joystick
  const joystick = document.createElement("div")
  joystick.style.position = "absolute"
  joystick.style.top = "25px"
  joystick.style.left = "25px"
  joystick.style.width = "50px"
  joystick.style.height = "50px"
  joystick.style.borderRadius = "50%"
  joystick.style.backgroundColor = "rgba(255, 255, 255, 0.5)"
  joystickContainer.appendChild(joystick)

  // Joystick variables
  let joystickActive = false
  let joystickOrigin = { x: 0, y: 0 }
  let joystickPosition = { x: 0, y: 0 }
  const maxJoystickDistance = 50

  // Camera rotation variables
  let touchRotateActive = false
  let previousTouchPosition = { x: 0, y: 0 }
  const rotationSpeed = 0.005

  // Joystick touch start
  joystickContainer.addEventListener("touchstart", (event) => {
    event.preventDefault()
    joystickActive = true

    const touch = event.touches[0]
    const rect = joystickContainer.getBoundingClientRect()

    joystickOrigin = {
      x: rect.left + rect.width / 2,
      y: rect.top + rect.height / 2,
    }

    joystickPosition = {
      x: touch.clientX - joystickOrigin.x,
      y: touch.clientY - joystickOrigin.y,
    }

    // Limit joystick position
    const distance = Math.sqrt(joystickPosition.x ** 2 + joystickPosition.y ** 2)
    if (distance > maxJoystickDistance) {
      joystickPosition.x = (joystickPosition.x / distance) * maxJoystickDistance
      joystickPosition.y = (joystickPosition.y / distance) * maxJoystickDistance
    }

    // Update joystick position
    joystick.style.transform = `translate(${joystickPosition.x}px, ${joystickPosition.y}px)`
  })

  // Joystick touch move
  joystickContainer.addEventListener("touchmove", (event) => {
    event.preventDefault()
    if (joystickActive) {
      const touch = event.touches[0]

      joystickPosition = {
        x: touch.clientX - joystickOrigin.x,
        y: touch.clientY - joystickOrigin.y,
      }

      // Limit joystick position
      const distance = Math.sqrt(joystickPosition.x ** 2 + joystickPosition.y ** 2)
      if (distance > maxJoystickDistance) {
        joystickPosition.x = (joystickPosition.x / distance) * maxJoystickDistance
        joystickPosition.y = (joystickPosition.y / distance) * maxJoystickDistance
      }

      // Update joystick position
      joystick.style.transform = `translate(${joystickPosition.x}px, ${joystickPosition.y}px)`
    }
  })

  // Joystick touch end
  joystickContainer.addEventListener("touchend", (event) => {
    event.preventDefault()
    joystickActive = false
    joystickPosition = { x: 0, y: 0 }
    joystick.style.transform = "translate(0px, 0px)"
  })

  // Camera rotation touch start
  domElement.addEventListener("touchstart", (event) => {
    // Only handle touches outside the joystick container
    if (event.target !== joystickContainer && event.target !== joystick) {
      touchRotateActive = true
      previousTouchPosition = {
        x: event.touches[0].clientX,
        y: event.touches[0].clientY,
      }
    }
  })

  // Camera rotation touch move
  domElement.addEventListener("touchmove", (event) => {
    if (touchRotateActive) {
      const touch = event.touches[0]
      const deltaX = touch.clientX - previousTouchPosition.x
      const deltaY = touch.clientY - previousTouchPosition.y

      // Rotate camera based on touch movement
      camera.rotation.y -= deltaX * rotationSpeed
      camera.rotation.x -= deltaY * rotationSpeed

      // Limit vertical rotation
      camera.rotation.x = Math.max(-Math.PI / 2, Math.min(Math.PI / 2, camera.rotation.x))

      previousTouchPosition = {
        x: touch.clientX,
        y: touch.clientY,
      }
    }
  })

  // Camera rotation touch end
  domElement.addEventListener("touchend", () => {
    touchRotateActive = false
  })

  // Create a simple object to mimic PointerLockControls interface
  const controls = {
    isLocked: true, // Always active for mobile

    // Update function for animation loop
    update: (delta: number) => {
      if (joystickActive) {
        // Calculate movement direction and distance
        const moveDirection = new THREE.Vector3(
          joystickPosition.x / maxJoystickDistance,
          0,
          joystickPosition.y / maxJoystickDistance,
        )

        // Apply movement in the direction the camera is facing
        const cameraDirection = new THREE.Vector3(0, 0, -1)
        cameraDirection.applyQuaternion(camera.quaternion)
        cameraDirection.y = 0
        cameraDirection.normalize()

        const cameraSideDirection = new THREE.Vector3(1, 0, 0)
        cameraSideDirection.applyQuaternion(camera.quaternion)
        cameraSideDirection.y = 0
        cameraSideDirection.normalize()

        // Calculate movement vector
        const moveVector = new THREE.Vector3()
        moveVector.addScaledVector(cameraDirection, -moveDirection.z)
        moveVector.addScaledVector(cameraSideDirection, moveDirection.x)
        moveVector.normalize()

        // Apply movement
        const moveSpeed = 3.0 * delta
        camera.position.addScaledVector(moveVector, moveSpeed)
      }
    },
  }

  return controls
}