In the realm of space, the camera is just a single point positioned there. Another point labeled as "Forward" exists within this space as well. To bring the camera closer to this "forward" location, all you need are the coordinates of that second point.
At times, adjusting your direction might entail movements in left and right directions, prompting the use of polar coordinates.
Feel free to customize these values for ease of use:
var scene;
var camera;
var playerDirection = 0; //angles 0 - 2pi
var dVector;
var angularSpeed = 0.01;
var playerSpeed = 0.075;
var playerBackwardsSpeed = playerSpeed * 0.4;
This function serves to initialize the scene:
function init(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
dVector = new THREE.Vector3( 0, 0, 0 ) ;
camera.lookAt( dVector );
animate();
}
Player movement halts when the up key is pressed.
function key_up(event){
playerIsMovingForward = 0;
playerIsMovingBackwards = 0;
playerIsRotatingLeft = 0;
playerIsRotatingRight = 0;
playerGoesUp = 0;
playerGoesDown = 0;
}
During player movement, position updates occur based on specific actions:
function updatePlayer(){
if(playerIsRotatingLeft){ // rotate left
playerDirection -= angularSpeed;
}
if(playerIsRotatingRight){ // rotate right
playerDirection += angularSpeed;
}
if(playerIsRotatingRight || playerIsRotatingLeft){
setPlayerDirection();
}
if(playerIsMovingForward){ // go forward
moveForward(playerSpeed);
}
if(playerIsMovingBackwards){ // go backwards
moveForward(-playerBackwardsSpeed);
}
}
For directional input via WASD keys:
function key_down(event){
var W = 87;
var S = 83;
var A = 65;
var D = 68;
var minus = 189;
var plus = 187;
var k = event.keyCode;
console.log(k);
if(k == A){ // rotate left
playerIsRotatingLeft = 1;
}
if(k == D){ // rotate right
playerIsRotatingRight = 1;
}
if(k == W){ // go forward
playerIsMovingForward = 1;
}
if(k == S){ // go back
playerIsMovingBackwards = 1;
}
}
The player's movement speed aligns with their browser capabilities. Adjustments may be necessary in this regard.
function animate() {
requestAnimationFrame( animate );
updatePlayer();
renderer.render( scene, camera );
}
The following piece of code handles the movement of the camera towards the dVector object location, ensuring the direction vector remains oriented forward from the camera:
function moveForward(speed){
var delta_x = speed * Math.cos(playerDirection);
var delta_z = speed * Math.sin(playerDirection);
var new_x = camera.position.x + delta_x;
var new_z = camera.position.z + delta_z;
camera.position.x = new_x;
camera.position.z = new_z;
var new_dx = dVector.x + delta_x;
var new_dz = dVector.z + delta_z;
dVector.x = new_dx;
dVector.z = new_dz;
camera.lookAt( dVector );
}
Advancing forward often entails adjustments in left and right directions. Here's some code that accomplishes this task using polar coordinates to shift the point relative to the camera by a specified degree (in radians):
function setPlayerDirection(){
//direction changed.
var delta_x = playerSpeed * Math.cos(playerDirection);
var delta_z = playerSpeed * Math.sin(playerDirection);
var new_dx = camera.position.x + delta_x;
var new_dz = camera.position.z + delta_z;
dVector.x = new_dx;
dVector.z = new_dz;
console.log(dVector);
camera.lookAt( dVector );
}
animate();
I trust this information proves helpful.