What is the correct way to implement controls.update(); in conjunction with PointerLockControls.js?

While working with the code snippet below, I was advised to use the controls.update(); command. However, I encountered an error

Uncaught TypeError: controls.update is not a function at animate

After examining PointerLockControls.js and OrbitControls.js, I realized that Orbit has an update() function while Pointer does not. Considering the importance of updating controls every frame, how can I resolve this issue?

var dt = 1/60;
function animate() {
  requestAnimationFrame(animate);
  if(controls.enabled) {
    world.step(dt);

    //update ball positions
    for(var i=0; i<balls.length; i++) {
      ballMeshes[i].position.copy(balls[i].position);
      ballMeshes[i].quaternion.copy(balls[i].quaternion);
    }

    //update box positions
    for(var i=0; i<boxes.length; i++) {
      boxMeshes[i].position.copy(boxes[i].position);
      boxMeshes[i].quaternion.copy(boxes[i].position);
    }
  }

  controls.update(Date.now()-time);
  renderer.render(scene, camera);
  time = Date.now();
}

Answer №1

Someone advised me to utilize the controls.update() function,

Curious, may I ask who gave you that suggestion? The PointerLockControls does not contain an update method as it mainly handles events in a straightforward manner. On the other hand, the OrbitControls does have an update method, but it is only necessary to invoke it if damping or auto-rotation features are turned on. This is because when these options are active, the camera needs to be updated even if no events like mousemove or touchmove have been triggered.

Answer №2

Is it possible to use orbitcontrols and pointerlockcontrols simultaneously? In such a scenario, would the update be taken from orbit controls since pointerlock does not have that functionality?

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