To add WASD keyboard movement support to the webgl_loader_fbx.html
example from the Three.js library, you need to perform the following steps:
-
Add the necessary event listeners for keydown and keyup events.
-
Create a variable to store the current state of each movement key (W, A, S, and D).
-
Modify the animate()
function to adjust the camera's position based on the current state of the movement keys.
Here is an example implementation:To add W, A, S, and D keyboard movement to a Three.js script, there are several steps you can take:
- Set up a key listener to detect key presses. You can use the
addEventListener()
method to listen for the keydown
and keyup
events, and set up an object to keep track of which keys are currently pressed:
var keys = {}; document.addEventListener('keydown', function(event) {
keys[event.keyCode] = true;
});
document.addEventListener('keyup', function(event) {
keys[event.keyCode] = false;
});`
1. Update the camera position based on which keys are currently pressed. You can use the `translateX()` and `translateZ()` methods of the camera object to move it along the X and Z axes, respectively. Here's an example:
`var speed = 0.1; function updateCamera() {
if (keys[87]) {
// W key
camera.translateZ(-speed);
}
if (keys[83]) {
// S key
camera.translateZ(speed);
}
if (keys[65]) {
// A key
camera.translateX(-speed);
}
if (keys[68]) {
// D key
camera.translateX(speed);
}
}`
1. Call the `updateCamera()` function in your `render()` loop to update the camera position every frame.
`function render() {
// render the scene
updateCamera();
requestAnimationFrame(render);
}`
By implementing these steps, you should be able to add simple W, A, S, and D keyboard movement to your Three.js script.To add WASD keyboard movement to the three.js script, you can use the `PointerLockControls.js` module from the three.js official examples. Here's an example:
`import * as THREE from './three.js-master/build/three.module.js' import { GLTFLoader } from './three.js-master/examples/jsm/loaders/GLTFLoader.js'
import { PointerLockControls } from './three.js-master/examples/jsm/controls/PointerLockControls.js'
const canvas = document.querySelector('.webgl')
const scene = new THREE.Scene()
const loader = new GLTFLoader()
loader.load('assets/untitled.glb', function (glb) {
console.log(glb)
const root = glb.scene;
root.scale.set(0.01, 0.01, 0.01)
scene.add(root);
}, function (xhr) {
console.log((xhr.loaded / xhr.total * 100) + "% loaded")
}, function (error) {
console.log('An error occured')
})
const light = new THREE.DirectionalLight(0xffffff, 1)
light.position.set(0, 0, 2)
scene.add(light)
// Camera
const sizes = {
width: window.innerWidth,
height: window.innerHeight
}
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 1000)
camera.position.z = 1
camera.lookAt(0, 0, 0)
scene.add(camera)
// Pointer lock controls
const controls = new PointerLockControls(camera, canvas)
document.addEventListener("keydown", (e) => {
if (e.key === "w") {
controls.moveForward(0.1);
} else if (e.key === "a") {
controls.moveRight(-0.1);
} else if (e.key === "s") {
controls.moveForward(-0.1);
} else if (e.key === "d") {
controls.moveRight(0.1);
}
});
document.body.addEventListener("click", () => {
controls.lock();
});
// Renderer
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true
})
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
// Animation loop
const tick = () => {
renderer.render(scene, camera)
window.requestAnimationFrame(tick)
controls.update()
}