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164 lines
3.6 KiB
164 lines
3.6 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:EventDispatcher] →
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<h1>[name]</h1>
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<p class="desc">
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The implementation of this class is based on the [link:https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API Pointer Lock API].
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[name] is a perfect choice for first person 3D games.
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</p>
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<h2>Code Example</h2>
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<code>
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const controls = new PointerLockControls( camera, document.body );
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// add event listener to show/hide a UI (e.g. the game's menu)
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controls.addEventListener( 'lock', function () {
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menu.style.display = 'none';
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} );
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controls.addEventListener( 'unlock', function () {
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menu.style.display = 'block';
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} );
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</code>
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<h2>Examples</h2>
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<p>[example:misc_controls_pointerlock misc / controls / pointerlock ]</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
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<p>
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<p>
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[page:Camera camera]: The camera of the rendered scene.
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</p>
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<p>
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[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
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</p>
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<p>
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Creates a new instance of [name].
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</p>
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</p>
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<h2>Events</h2>
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<h3>change</h3>
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<p>
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Fires when the user moves the mouse.
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</p>
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<h3>lock</h3>
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<p>
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Fires when the pointer lock status is "locked" (in other words: the mouse is captured).
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</p>
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<h3>unlock</h3>
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<p>
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Fires when the pointer lock status is "unlocked" (in other words: the mouse is not captured anymore).
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</p>
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<h2>Properties</h2>
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<h3>[property:HTMLDOMElement domElement]</h3>
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<p>
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The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
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not set up new event listeners.
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</p>
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<h3>[property:Boolean isLocked]</h3>
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<p>
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Whether or not the controls are locked.
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</p>
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<h3>[property:Float maxPolarAngle]</h3>
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<p>
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Camera pitch, upper limit. Range is 0 to Math.PI radians. Default is Math.PI.
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</p>
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<h3>[property:Float minPolarAngle]</h3>
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<p>
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Camera pitch, lower limit. Range is 0 to Math.PI radians. Default is 0.
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</p>
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<h3>[property:Float pointerSpeed]</h3>
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<p>
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Multiplier for how much the pointer movement influences the camera rotation. Default is 1.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:EventDispatcher] class for common methods.</p>
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<h3>[method:undefined connect] ()</h3>
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<p>
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Adds the event listeners of the controls.
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</p>
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<h3>[method:undefined disconnect] ()</h3>
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<p>
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Removes the event listeners of the controls.
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</p>
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<h3>[method:Vector3 getDirection] ( [param:Vector3 target] )</h3>
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<p>
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<p>
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[page:Vector3 target]: The target vector.
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</p>
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<p>
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Returns the look direction of the camera.
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</p>
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</p>
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<h3>[method:undefined lock] ()</h3>
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<p>
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Activates the pointer lock.
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</p>
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<h3>[method:undefined moveForward] ( [param:Number distance] )</h3>
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<p>
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<p>
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[page:Number distance]: The signed distance.
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</p>
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<p>
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Moves the camera forward parallel to the xz-plane. Assumes camera.up is y-up.
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</p>
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</p>
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<h3>[method:undefined moveRight] ( [param:Number distance] )</h3>
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<p>
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<p>
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[page:Number distance]: The signed distance.
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</p>
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<p>
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Moves the camera sidewards parallel to the xz-plane.
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</p>
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</p>
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<h3>[method:undefined unlock] ()</h3>
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<p>
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Exits the pointer lock.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/PointerLockControls.js examples/jsm/controls/PointerLockControls.js]
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</p>
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</body>
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</html>
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