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import {useRef} from 'react';
import {useFrame} from '@react-three/fiber';
import {useController, useXR} from '@react-three/xr';
import * as THREE from 'three';
const USE_HORIZONTAL = true;
const USE_VERTICAL = true;
const USE_ROTATION = true;
const HORIZONTAL_AXIS = 2;
const VERTICAL_AXIS = 3;
const ROTATION_AXIS = 2;
const SENSITIVITY = 0.05;
const DEADZONE = 0.05;
/**
* Component to add into the ThreeJS canvas that reads controller (Quest) inputs to change camera position
*/
export default function MovementController() {
const xr = useXR();
const controller = useController('right');
const forward = useRef(new THREE.Vector3());
const horizontal = useRef(new THREE.Vector3());
useFrame(() => {
const player = xr.player;
const camera = xr.player.children[0];
const cameraMatrix = camera.matrixWorld.elements;
forward.current
.set(-cameraMatrix[8], -cameraMatrix[9], -cameraMatrix[10])
.normalize();
const axes = controller?.inputSource?.gamepad?.axes ?? [0, 0, 0, 0];
if (USE_HORIZONTAL) {
horizontal.current.copy(forward.current);
horizontal.current.cross(camera.up).normalize();
player.position.add(
horizontal.current.multiplyScalar(
(Math.abs(axes[HORIZONTAL_AXIS]) > DEADZONE
? axes[HORIZONTAL_AXIS]
: 0) * SENSITIVITY,
),
);
}
if (USE_VERTICAL) {
player.position.add(
forward.current.multiplyScalar(
(Math.abs(axes[VERTICAL_AXIS]) > DEADZONE ? axes[VERTICAL_AXIS] : 0) *
SENSITIVITY,
),
);
}
if (USE_ROTATION) {
player.rotation.y -=
(Math.abs(axes[ROTATION_AXIS]) > DEADZONE ? axes[ROTATION_AXIS] : 0) *
SENSITIVITY;
}
});
return <></>;
}