What is the best way to adjust the camera position in ThreeJS while taking into account perspective?

Question:

Currently, I am developing a first-person maze game using Threejs. I recently integrated DeviceOrientationControls to transition the game towards VR. However, I have encountered an issue where my previous camera movement system, which used arrow keys, is no longer functional as the camera is now separated from it.

  • How can I regain camera movement control using arrow keys while still updating the camera with DeviceOrientationControls?
  • If possible, how can I automate forward movement based on the camera's perspective?


Update:

Alex Fallenstedt discovered a suitable example that aligns with my requirements.

Nevertheless, I have a few inquiries;

  • What method does the script use to move the camera?
  • How can I streamline or incorporate this functionality into my project?

Resources:

How to control camera both with keyboard and mouse - three.js

Detecting arrow key presses in JavaScript

How to move camera along a simple path

How to control camera movement with up, down, left, right keys on the keyboard


Comparison:

View the game's previous behavior (with functioning controls)

See how it currently operates with VR integration


Note: I have omitted my script as I believe it may not be necessary for this inquiry. Should you require it, kindly request and I will provide it.

Answer №1

Let's address your inquiries:

1) How is the camera movement controlled by the script?

Breaking down the script to its basics, initially, it establishes a state to determine the user's forward movement. This state changes upon user interaction with the W, A, S, D keys. Event listeners are added to modify this state based on key presses or releases. Consequently, on each rendered frame, velocity is added in specific directions depending on the pressed keys' state. This process occurs here. Subsequently, we can grasp the concept of velocity by logging its values in the animate() function and observe its changes while moving around.

So, how does this velocity affect the camera's movement? This script also utilizes an additional script named PointerLockControls. The complete script for PointerLockControls can be viewed here. Note that PointerLockControls solely requires a camera as its argument. For camera movement, functions within PointerLockControls like getObject need to be employed. This function retrieves the THREE.js object (i.e., the camera) passed into PointerLockControls.

Upon obtaining the camera, it can be moved by translating its x, y, and z values with the velocity generated earlier within the animate function.. Further information on translating objects using these methods is available in the Object3D documentation.

2) How can this be simplified or integrated into other projects?

Implementing first-person controls for the camera is relatively straightforward using this method. Most components in the shared script example serve as checks, such as enabling user movement within a threeJS object or incorporating mass and gravity concepts for realistic user interactions. Checking if the pointer is within the browser's window could prove exceptionally useful. By dissecting the example and starting from the basics, users can gradually build upon it.

For a codepen demonstration showcasing smooth forward camera movement without pointerlockcontrols, refer to line 53 in this example: https://codepen.io/Fallenstedt/pen/QvKBQo

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