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