Add mouse camera inversion support and refactor first-person controller context usage

This commit is contained in:
2026-04-27 18:27:58 +02:00
parent f164adf837
commit f165717289
3 changed files with 9 additions and 5 deletions

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

@@ -705,6 +705,7 @@ describe("validateSceneDocument", () => {
interactionAngleDegrees: Number.NaN,
allowLookInputTargetSwitch: "yes" as unknown as boolean,
targetButtonCyclesActiveTarget: 1 as unknown as boolean,
invertMouseCameraHorizontal: "yes" as unknown as boolean,
movementTemplate: {
kind: "invalidTemplate",
moveSpeed: 0,