import { useRef, useEffect, useState, forwardRef, useImperativeHandle, useCallback } from 'react' import { useFrame, useThree } from '@react-three/fiber' import * as THREE from 'three' import { useCameraGestures } from '../camera/useCameraGestures' import { cameraFocusTarget } from '../camera/cameraFocus' import { useDebugStore } from '../../store/debug' import { isEditableTarget } from '../../utils/dom' import { CHARACTER_SPAWN } from './spawn' export interface FlyControllerHandle { reset: () => void } interface FlyControllerProps { preserveCameraOnMount?: boolean } const SPEED = 6 const SHIFT_MULT = 3 const SMOOTH = 0.12 const DOLLY_UNITS_PER_PIXEL = 0.02 const DEFAULT_YAW = 0 const _forward = new THREE.Vector3() const _dollyForward = new THREE.Vector3() const _right = new THREE.Vector3() const _up = new THREE.Vector3(0, 1, 0) const _move = new THREE.Vector3() const _euler = new THREE.Euler(0, 0, 0, 'YXZ') export const FlyController = forwardRef(function FlyController({ preserveCameraOnMount = false }, ref) { const { camera, gl } = useThree() const mouseSensitivity = useDebugStore((s) => s.flyMouseSensitivity) const keys = useRef(new Set()) const rawYaw = useRef(0) const rawPitch = useRef(0) const smoothYaw = useRef(0) const smoothPitch = useRef(0) const touchLook = useRef<{ id: number; x: number; y: number } | null>(null) const touchMove = useRef<{ id: number; x: number; y: number } | null>(null) const [joystickPos, setJoystickPos] = useState({ x: 0, y: 0 }) const reset = useCallback(() => { let spawnX = CHARACTER_SPAWN.x let spawnY = CHARACTER_SPAWN.y let spawnZ = CHARACTER_SPAWN.z let spawnYaw = DEFAULT_YAW let spawnPitch = 0 if (typeof window !== 'undefined') { const params = new URLSearchParams(window.location.search) const spawnParam = params.get('spawn') if (spawnParam) { const parts = spawnParam.split(',').map(parseFloat) if (parts.length >= 3 && !parts.slice(0, 3).some(isNaN)) { spawnX = parts[0] spawnY = parts[1] spawnZ = parts[2] } if (parts.length >= 5 && !parts.slice(3, 5).some(isNaN)) { spawnYaw = parts[3] spawnPitch = parts[4] } } } camera.position.set(spawnX, spawnY, spawnZ) cameraFocusTarget.current = null keys.current.clear() rawYaw.current = spawnYaw rawPitch.current = spawnPitch smoothYaw.current = spawnYaw smoothPitch.current = spawnPitch camera.quaternion.setFromEuler(_euler.set(spawnPitch, spawnYaw, 0)) }, [camera]) const preserveCamera = useCallback(() => { cameraFocusTarget.current = null keys.current.clear() _euler.setFromQuaternion(camera.quaternion, 'YXZ') rawYaw.current = _euler.y rawPitch.current = _euler.x smoothYaw.current = _euler.y smoothPitch.current = _euler.x }, [camera]) const applyDolly = useCallback((deltaY: number) => { _dollyForward.set(0, 0, -1).applyQuaternion(camera.quaternion).normalize() camera.position.addScaledVector(_dollyForward, -deltaY * DOLLY_UNITS_PER_PIXEL) }, [camera]) const applyTumble = useCallback((dx: number, dy: number) => { cameraFocusTarget.current = null rawYaw.current -= dx * mouseSensitivity rawPitch.current -= dy * mouseSensitivity rawPitch.current = Math.max(-Math.PI / 2.2, Math.min(Math.PI / 2.2, rawPitch.current)) }, [mouseSensitivity]) useCameraGestures({ domElement: gl.domElement, onDollyPixels: applyDolly, onTumblePixels: applyTumble }) useImperativeHandle(ref, () => ({ reset, }), [reset]) useEffect(() => { if (preserveCameraOnMount) preserveCamera() else reset() }, [preserveCamera, preserveCameraOnMount, reset]) useEffect(() => { const onKey = (e: KeyboardEvent) => { if (isEditableTarget(e.target)) { keys.current.delete(e.code) return } if (e.type === 'keydown') keys.current.add(e.code) else keys.current.delete(e.code) } window.addEventListener('keydown', onKey) window.addEventListener('keyup', onKey) const onTouchStart = (e: TouchEvent) => { for (const touch of Array.from(e.changedTouches)) { const isLeft = touch.clientX < window.innerWidth / 2 if (isLeft && !touchMove.current) { touchMove.current = { id: touch.identifier, x: touch.clientX, y: touch.clientY } setJoystickPos({ x: touch.clientX, y: touch.clientY }) } else if (!isLeft && !touchLook.current) { touchLook.current = { id: touch.identifier, x: touch.clientX, y: touch.clientY } } } } const onTouchMove = (e: TouchEvent) => { for (const touch of Array.from(e.changedTouches)) { if (touchLook.current?.id === touch.identifier) { const dx = touch.clientX - touchLook.current.x const dy = touch.clientY - touchLook.current.y rawYaw.current -= dx * 0.004 rawPitch.current -= dy * 0.004 rawPitch.current = Math.max(-Math.PI / 2.2, Math.min(Math.PI / 2.2, rawPitch.current)) touchLook.current = { id: touch.identifier, x: touch.clientX, y: touch.clientY } } if (touchMove.current?.id === touch.identifier) { touchMove.current = { ...touchMove.current, x: touch.clientX, y: touch.clientY } } } } const onTouchEnd = (e: TouchEvent) => { for (const touch of Array.from(e.changedTouches)) { if (touchLook.current?.id === touch.identifier) touchLook.current = null if (touchMove.current?.id === touch.identifier) { touchMove.current = null setJoystickPos({ x: 0, y: 0 }) } } } gl.domElement.addEventListener('touchstart', onTouchStart, { passive: true }) gl.domElement.addEventListener('touchmove', onTouchMove, { passive: true }) gl.domElement.addEventListener('touchend', onTouchEnd, { passive: true }) return () => { window.removeEventListener('keydown', onKey) window.removeEventListener('keyup', onKey) gl.domElement.removeEventListener('touchstart', onTouchStart) gl.domElement.removeEventListener('touchmove', onTouchMove) gl.domElement.removeEventListener('touchend', onTouchEnd) } }, [gl]) useFrame((_state, delta) => { // Camera focus: lerp rawYaw/rawPitch toward clicked object (only when pointer is not locked) const focusTarget = cameraFocusTarget.current if (focusTarget && document.pointerLockElement !== gl.domElement) { const dir = new THREE.Vector3().subVectors(focusTarget, camera.position).normalize() const targetPitch = Math.asin(Math.max(-1, Math.min(1, dir.y))) const targetYaw = Math.atan2(-dir.x, -dir.z) const t = 1 - Math.pow(0.04, delta) // ~smooth decay // wrap yaw diff to [-π, π] to avoid spinning the long way const yawDiff = ((targetYaw - rawYaw.current + Math.PI * 3) % (Math.PI * 2)) - Math.PI rawYaw.current += yawDiff * t rawPitch.current += (targetPitch - rawPitch.current) * t rawPitch.current = Math.max(-Math.PI / 2.2, Math.min(Math.PI / 2.2, rawPitch.current)) if (Math.abs(yawDiff * t) < 0.0005 && Math.abs((targetPitch - rawPitch.current) * t) < 0.0005) { cameraFocusTarget.current = null } } smoothYaw.current += (rawYaw.current - smoothYaw.current) * (1 - Math.pow(1 - SMOOTH, 1)) smoothPitch.current += (rawPitch.current - smoothPitch.current) * (1 - Math.pow(1 - SMOOTH, 1)) _euler.set(smoothPitch.current, smoothYaw.current, 0) camera.quaternion.setFromEuler(_euler) let fwd = 0, strafe = 0, vert = 0 const k = keys.current if (k.has('KeyW') || k.has('ArrowUp')) fwd += 1 if (k.has('KeyS') || k.has('ArrowDown')) fwd -= 1 if (k.has('KeyA') || k.has('ArrowLeft')) strafe -= 1 if (k.has('KeyD') || k.has('ArrowRight')) strafe += 1 if (k.has('KeyE')) vert += 1 if (k.has('KeyQ')) vert -= 1 if (touchMove.current) { const origin = joystickPos const dx = (touchMove.current.x - origin.x) / 50 const dy = (touchMove.current.y - origin.y) / 50 strafe += Math.max(-1, Math.min(1, dx)) fwd -= Math.max(-1, Math.min(1, dy)) } _forward.set(0, 0, -1).applyQuaternion(camera.quaternion) _right.set(1, 0, 0).applyQuaternion(camera.quaternion) _move.set(0, 0, 0) .addScaledVector(_forward, fwd) .addScaledVector(_right, strafe) .addScaledVector(_up, vert) if (_move.lengthSq() > 1) _move.normalize() const speed = SPEED * (k.has('ShiftLeft') || k.has('ShiftRight') ? SHIFT_MULT : 1) camera.position.addScaledVector(_move, speed * delta) }) return null })