Improve pointer lock handling and context usage across runtime components

This commit is contained in:
2026-04-27 18:43:10 +02:00
parent c443db3006
commit 2d194832aa
6 changed files with 116 additions and 15 deletions

View File

@@ -4899,9 +4899,7 @@ export function App({ store, initialStatusMessage }: AppProps) {
return;
}
const pointerCaptured =
activeNavigationMode === "firstPerson" &&
firstPersonTelemetry?.pointerLocked === true;
const pointerCaptured = firstPersonTelemetry?.pointerLocked === true;
if (pointerCaptured) {
return;
@@ -4916,7 +4914,7 @@ export function App({ store, initialStatusMessage }: AppProps) {
return () => {
window.removeEventListener("keydown", handleWindowKeyDown);
};
}, [activeNavigationMode, editorState.toolMode, firstPersonTelemetry]);
}, [editorState.toolMode, firstPersonTelemetry]);
const applyProjectName = () => {
const normalizedName = projectNameDraft.trim() || DEFAULT_PROJECT_NAME;
@@ -13359,11 +13357,7 @@ export function App({ store, initialStatusMessage }: AppProps) {
<div className="stat-card">
<div className="label">Pointer Lock</div>
<div className="value">
{activeNavigationMode === "firstPerson"
? firstPersonTelemetry?.pointerLocked
? "active"
: "idle"
: "not used"}
{firstPersonTelemetry?.pointerLocked ? "active" : "idle"}
</div>
</div>
<div className="stat-card">

View File

@@ -198,6 +198,7 @@ import {
PLAYER_START_GAMEPAD_CAMERA_LOOK_SCENE_DOCUMENT_VERSION,
PLAYER_START_INTERACT_BINDINGS_SCENE_DOCUMENT_VERSION,
PLAYER_START_INPUT_BINDINGS_SCENE_DOCUMENT_VERSION,
PLAYER_START_MOUSE_INVERT_SCENE_DOCUMENT_VERSION,
PLAYER_START_TARGETING_SETTINGS_SCENE_DOCUMENT_VERSION,
PLAYER_START_NAVIGATION_MODE_SCENE_DOCUMENT_VERSION,
PLAYER_START_PAUSE_BINDINGS_SCENE_DOCUMENT_VERSION,

View File

@@ -510,23 +510,25 @@ export class FirstPersonNavigationController implements NavigationController {
};
private handleMouseMove = (event: MouseEvent) => {
const context = this.context;
if (
!this.pointerLocked ||
this.context?.isInputSuspended() === true ||
this.context?.isCameraDrivenExternally() === true
context === null ||
context.isInputSuspended() === true ||
context.isCameraDrivenExternally() === true
) {
return;
}
const horizontalMouseLookSign =
this.context.getRuntimeScene().playerStart?.invertMouseCameraHorizontal ===
true
context.getRuntimeScene().playerStart?.invertMouseCameraHorizontal === true
? -1
: 1;
const horizontalMovement = event.movementX * horizontalMouseLookSign;
const targetLookResult =
this.context?.handleRuntimeTargetLookInput?.({
context.handleRuntimeTargetLookInput?.({
horizontal: horizontalMovement,
vertical: -event.movementY
}) ?? null;

View File

@@ -969,13 +969,56 @@ export class RuntimeHost {
this.runtimeMessageHandler?.(message);
},
setPlayerControllerTelemetry: (telemetry) => {
const pointerLockReleasedWithEscapeTargetClear =
this.currentPlayerControllerTelemetry?.pointerLocked === true &&
telemetry !== null &&
telemetry.pointerLocked === false &&
this.activeController === this.thirdPersonController &&
this.activeRuntimeTargetReference !== null &&
this.resolveRuntimePlayerInputBindings().keyboard.clearTarget ===
"Escape";
this.currentPlayerControllerTelemetry = telemetry;
this.currentPlayerAudioHooks = telemetry?.hooks.audio ?? null;
if (pointerLockReleasedWithEscapeTargetClear) {
this.clearActiveRuntimeTarget();
this.requestRuntimePointerLock();
}
this.playerControllerTelemetryHandler?.(telemetry);
}
};
}
private requestRuntimePointerLock() {
if (
document.pointerLockElement === this.domElement ||
(this.activeController !== this.firstPersonController &&
this.activeController !== this.thirdPersonController)
) {
return;
}
const pointerLockCapableElement = this.domElement as HTMLCanvasElement & {
requestPointerLock?: () => void | Promise<void>;
};
if (typeof pointerLockCapableElement.requestPointerLock !== "function") {
return;
}
try {
const pointerLockResult = pointerLockCapableElement.requestPointerLock();
if (pointerLockResult instanceof Promise) {
pointerLockResult.catch(() => {});
}
} catch {
// Browser Escape handling can reject immediate recapture; clearing wins.
}
}
private resolvePlayerVolumeState(feetPosition: {
x: number;
y: number;