Update first-person-navigation-controller to use getFirstPersonPlayerEyeHeight

This commit is contained in:
2026-04-04 15:53:09 +02:00
parent 2dda25ae4b
commit 762ed5d916

View File

@@ -2,7 +2,7 @@ import { Euler, Vector3 } from "three";
import type { Vec3 } from "../core/vector";
import { FIRST_PERSON_PLAYER_SHAPE } from "./player-collision";
import { getFirstPersonPlayerEyeHeight } from "./player-collision";
import type { NavigationController, RuntimeControllerContext } from "./navigation-controller";
const LOOK_SENSITIVITY = 0.0022;
@@ -14,10 +14,10 @@ function clampPitch(pitchRadians: number): number {
return Math.max(-MAX_PITCH_RADIANS, Math.min(MAX_PITCH_RADIANS, pitchRadians));
}
function toEyePosition(feetPosition: Vec3): Vec3 {
function toEyePosition(feetPosition: Vec3, eyeHeight: number): Vec3 {
return {
x: feetPosition.x,
y: feetPosition.y + FIRST_PERSON_PLAYER_SHAPE.eyeHeight,
y: feetPosition.y + eyeHeight,
z: feetPosition.z
};
}
@@ -95,6 +95,7 @@ export class FirstPersonNavigationController implements NavigationController {
return;
}
const playerShape = this.context.getRuntimeScene().playerCollider;
const inputX = (this.pressedKeys.has("KeyD") ? 1 : 0) - (this.pressedKeys.has("KeyA") ? 1 : 0);
const inputZ = (this.pressedKeys.has("KeyW") ? 1 : 0) - (this.pressedKeys.has("KeyS") ? 1 : 0);
const inputLength = Math.hypot(inputX, inputZ);
@@ -114,16 +115,20 @@ export class FirstPersonNavigationController implements NavigationController {
horizontalZ = (this.forwardVector.z * normalizedInputZ + this.rightVector.z * normalizedInputX) * moveDistance;
}
this.verticalVelocity -= GRAVITY * dt;
if (playerShape.mode === "none") {
this.verticalVelocity = 0;
} else {
this.verticalVelocity -= GRAVITY * dt;
}
const resolvedMotion = this.context.resolveFirstPersonMotion(
this.feetPosition,
{
x: horizontalX,
y: this.verticalVelocity * dt,
y: playerShape.mode === "none" ? 0 : this.verticalVelocity * dt,
z: horizontalZ
},
FIRST_PERSON_PLAYER_SHAPE
playerShape
);
if (resolvedMotion === null) {
@@ -160,7 +165,7 @@ export class FirstPersonNavigationController implements NavigationController {
return;
}
const eyePosition = toEyePosition(this.feetPosition);
const eyePosition = toEyePosition(this.feetPosition, getFirstPersonPlayerEyeHeight(this.context.getRuntimeScene().playerCollider));
this.cameraRotation.x = this.pitchRadians;
// Authoring yaw treats 0 degrees as facing +Z, while a three.js camera
// looks down -Z by default. Offset by 180 degrees so runtime view matches
@@ -182,6 +187,7 @@ export class FirstPersonNavigationController implements NavigationController {
...this.feetPosition
},
eyePosition: toEyePosition(this.feetPosition),
eyePosition: toEyePosition(this.feetPosition, getFirstPersonPlayerEyeHeight(this.context.getRuntimeScene().playerCollider)),
grounded: this.grounded,
pointerLocked: this.pointerLocked,
spawn: this.context.getRuntimeScene().spawn