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							164 lines
						
					
					
						
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							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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