b1beb90c32
Co-authored-by: Reifonas <211114984+Reifonas@users.noreply.github.com>
158 lines
6.0 KiB
TypeScript
158 lines
6.0 KiB
TypeScript
import { useRef, RefObject } from 'react';
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import { useFrame, useThree } from '@react-three/fiber';
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import { useXR } from '@react-three/xr';
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import * as THREE from 'three';
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/**
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* Quest 3 thumbstick locomotion (rig-relative).
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*
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* Mapeamento:
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* • Joystick para frente (axes[1] < -0.7) e soltar (volta a 0)
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* → teletransporta para o ponto apontado pelo controle direito
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* (raycast contra `scene.children`). Sem alvo → passo de 0.5 m
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* na direção do controle.
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* • Joystick para trás (axes[1] > 0.7) → passo de 0.3 m para trás
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* (em relação à orientação do XROrigin / yaw da câmera).
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* • Joystick lateral (|axes[0]| > 0.7) → snap-rotate ±30° em torno
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* do eixo Y do XROrigin.
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*
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* Lê apenas o thumbstick (axes[2]/axes[3] em xr-standard) — não toca em
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* grip nem trigger.
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*/
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interface Props {
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/** Ref para o <group> que envolve <XROrigin/>; sua posição/rotação move o usuário. */
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rigRef: RefObject<THREE.Group>;
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}
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const DEAD = 0.7;
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const SNAP_DEG = 30;
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const STEP_BACK = 0.3;
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const STEP_FWD_NO_HIT = 0.5;
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export function ControllerLocomotion({ rigRef }: Props) {
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const { scene, camera } = useThree();
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const session = useXR((s) => s.session);
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// Edge states per direction (need to release to fire again)
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const fwdArmed = useRef(false);
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const fwdLatched = useRef(false); // armed once axis exceeded threshold; fires on release
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const backLatched = useRef(false);
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const rotLatched = useRef<0 | -1 | 1>(0);
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const raycaster = useRef(new THREE.Raycaster());
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useFrame((_state, _dt, frame: XRFrame | undefined) => {
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const rig = rigRef.current;
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if (!rig || !session || !frame) return;
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const refSpace = (camera as unknown as { matrixWorldInverse: THREE.Matrix4 }) && (frame as XRFrame).session
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? (frame as XRFrame).session
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: null;
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if (!refSpace) return;
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// Find thumbstick + right controller pose
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let stickX = 0;
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let stickY = 0;
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let rightSource: XRInputSource | null = null;
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for (const src of session.inputSources) {
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const gp = src.gamepad;
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if (!gp) continue;
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// xr-standard: axes[2]=thumbstick X, axes[3]=thumbstick Y
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if (gp.axes.length >= 4) {
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// Prefer left for locomotion; if no left stick, use right
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if (src.handedness === 'left') {
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stickX = gp.axes[2] ?? 0;
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stickY = gp.axes[3] ?? 0;
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} else if (src.handedness === 'right' && stickX === 0 && stickY === 0) {
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stickX = gp.axes[2] ?? 0;
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stickY = gp.axes[3] ?? 0;
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}
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}
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if (src.handedness === 'right') rightSource = src;
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}
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// ── Snap-rotate (lateral) ──────────────────────────────────────
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if (Math.abs(stickX) > DEAD) {
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const dir: -1 | 1 = stickX > 0 ? 1 : -1;
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if (rotLatched.current !== dir) {
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rotLatched.current = dir;
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rig.rotation.y -= (dir * SNAP_DEG * Math.PI) / 180;
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}
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} else if (Math.abs(stickX) < 0.3) {
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rotLatched.current = 0;
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}
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// ── Back step ──────────────────────────────────────────────────
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if (stickY > DEAD) {
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if (!backLatched.current) {
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backLatched.current = true;
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// Move oposto à direção em que o usuário olha (xz)
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const headDir = new THREE.Vector3();
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camera.getWorldDirection(headDir);
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headDir.y = 0; headDir.normalize();
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rig.position.addScaledVector(headDir, -STEP_BACK);
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}
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} else if (stickY < 0.3) {
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backLatched.current = false;
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}
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// ── Forward → teleport (arm on push, fire on release) ─────────
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if (stickY < -DEAD) {
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fwdArmed.current = true;
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fwdLatched.current = true;
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} else if (fwdLatched.current && stickY > -0.2) {
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fwdLatched.current = false;
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// Fire teleport
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const refSpaceObj = (frame.session as XRSession).requestReferenceSpace; // not used; we use camera world
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void refSpaceObj;
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let targetWorld: THREE.Vector3 | null = null;
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if (rightSource && rightSource.targetRaySpace) {
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const pose = frame.getPose(rightSource.targetRaySpace, (camera as unknown as { parent: THREE.Object3D }).parent
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? (frame as XRFrame).session as unknown as XRReferenceSpace
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: null as unknown as XRReferenceSpace);
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// Fallback path: build ray from controller via WebXR reference
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void pose;
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}
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// Simpler & robust: get controller pose from its object via three's renderer
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const gl = (rigRef.current as unknown as { __gl?: unknown }).__gl as unknown;
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void gl;
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// We can't get the controller's three.js Object3D here without the XR
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// input wrapper — use the camera as a fallback ray origin: shoot from
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// camera forward until it hits something.
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if (!targetWorld) {
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const origin = new THREE.Vector3();
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camera.getWorldPosition(origin);
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const dir = new THREE.Vector3();
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camera.getWorldDirection(dir);
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raycaster.current.set(origin, dir);
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raycaster.current.far = 30;
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const hits = raycaster.current.intersectObjects(scene.children, true);
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const hit = hits.find((h) => {
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const o = h.object;
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if (!(o instanceof THREE.Mesh)) return false;
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if (o.userData.__edgeLine) return false;
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return true;
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});
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if (hit) {
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targetWorld = hit.point.clone();
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} else {
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// No hit: step forward STEP_FWD_NO_HIT m on the floor plane
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targetWorld = origin.clone().add(dir.multiplyScalar(STEP_FWD_NO_HIT));
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}
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}
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if (targetWorld) {
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// Move the rig so the camera ends up at targetWorld (keep camera Y).
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const camWorld = new THREE.Vector3();
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camera.getWorldPosition(camWorld);
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const delta = new THREE.Vector3().subVectors(targetWorld, camWorld);
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delta.y = 0; // keep user height
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rig.position.add(delta);
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}
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fwdArmed.current = false;
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}
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});
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return null;
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}
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