/** * originally from https://github.com/mrdoob/three.js/blob/dev/examples/js/controls/PointerLockControls.js * @author mrdoob / http://mrdoob.com/ * * edited by Erich Loftis (erichlof on GitHub) * https://github.com/erichlof * Btw, this is the most consice and elegant way to implement first person camera rotation/movement that I've ever seen - * look at how short it is, without spaces/braces it would be around 30 lines! Way to go, mrdoob! */ var FirstPersonCameraControls = function ( camera ) { camera.rotation.set( 0, 0, 0 ); var pitchObject = new THREE.Object3D(); pitchObject.add( camera ); var yawObject = new THREE.Object3D(); yawObject.add( pitchObject ); var movementX = 0; var movementY = 0; var onMouseMove = function ( event ) { if (isPaused) return; movementX = event.movementX || event.mozMovementX || 0; movementY = event.movementY || event.mozMovementY || 0; yawObject.rotation.y -= movementX * 0.0012 * cameraRotationSpeed; pitchObject.rotation.x -= movementY * 0.001 * cameraRotationSpeed; // clamp the camera's vertical movement (around the x-axis) to the scene's 'ceiling' and 'floor' pitchObject.rotation.x = Math.max( - PI_2, Math.min( PI_2, pitchObject.rotation.x ) ); }; document.addEventListener( 'mousemove', onMouseMove, false ); this.getObject = function () { return yawObject; }; this.getYawObject = function () { return yawObject; }; this.getPitchObject = function () { return pitchObject; }; this.getDirection = function() { var te = pitchObject.matrixWorld.elements; return function( v ) { v.set( te[ 8 ], te[ 9 ], te[ 10 ] ).negate(); return v; }; }(); this.getUpVector = function() { var te = pitchObject.matrixWorld.elements; return function( v ) { v.set( te[ 4 ], te[ 5 ], te[ 6 ] ); return v; }; }(); this.getRightVector = function() { var te = pitchObject.matrixWorld.elements; return function( v ) { v.set( te[ 0 ], te[ 1 ], te[ 2 ] ); return v; }; }(); };