Implement manual pointer look input handling and update target assist logic

This commit is contained in:
2026-04-26 21:42:57 +02:00
parent c550ca7634
commit c9327d6239
2 changed files with 69 additions and 3 deletions

View File

@@ -454,6 +454,60 @@ describe("ThirdPersonNavigationController", () => {
controller.deactivate(targetContext);
});
it("pauses third-person target assist while the camera is actively moved with pointer drag", () => {
const { context } = createRuntimeControllerContext();
const controller = new ThirdPersonNavigationController();
const controllerInternals = controller as unknown as {
cameraYawRadians: number;
pitchRadians: number;
targetAssistLookOffsetY: number;
};
const targetContext = {
...context,
resolveThirdPersonTargetAssist: () => ({
targetPosition: {
x: 0,
y: 4,
z: 5
},
strength: 1
}),
handleRuntimeTargetLookInput: vi.fn(() => ({
activeTargetLocked: true,
switchedTarget: false,
switchInputHeld: false
}))
};
controller.activate(targetContext);
controllerInternals.cameraYawRadians = 1.1;
controllerInternals.pitchRadians = 1.1;
controllerInternals.targetAssistLookOffsetY = 0;
targetContext.domElement.dispatchEvent(
new PointerEvent("pointerdown", {
button: 0,
clientX: 0,
clientY: 0
})
);
window.dispatchEvent(
new PointerEvent("pointermove", {
clientX: 30,
clientY: 12
})
);
controller.update(0.016);
expect(controllerInternals.cameraYawRadians).toBeCloseTo(1.1, 5);
expect(controllerInternals.pitchRadians).toBeCloseTo(1.1, 5);
expect(controllerInternals.targetAssistLookOffsetY).toBeCloseTo(0, 5);
window.dispatchEvent(new PointerEvent("pointerup"));
controller.deactivate(targetContext);
});
it("fades vertical target assist when camera collision pushes the camera close", () => {
const { context } = createRuntimeControllerContext();
const controller = new ThirdPersonNavigationController();