First-person camera demo¶
WASD movement + mouse-look.
▶ Run in browserTags: 3d
Demonstrates:
Free-look camera driven by
Input.mouse_delta(yaw + pitch)WASD planar movement relative to camera heading
Click on the window to grab focus and start mouse-look (the cursor is locked / hidden via
MouseCaptureMode.CAPTURED); press Escape to release the cursor and quit.
Controls: Click window - Enable mouse-look (locks the cursor to the window) Mouse - Look around (yaw / pitch) W A S D - Move (forward / left / back / right) Space - Up Ctrl - Down Shift - Sprint Escape - Quit
Run: uv run python examples/features/3d/first_person.py
Source¶
1"""First-person camera demo: WASD movement + mouse-look.
2
3Demonstrates:
4 - Free-look camera driven by ``Input.mouse_delta`` (yaw + pitch)
5 - WASD planar movement relative to camera heading
6 - Click on the window to grab focus and start mouse-look (the cursor is
7 locked / hidden via ``MouseCaptureMode.CAPTURED``); press Escape to
8 release the cursor and quit.
9
10Controls:
11 Click window - Enable mouse-look (locks the cursor to the window)
12 Mouse - Look around (yaw / pitch)
13 W A S D - Move (forward / left / back / right)
14 Space - Up
15 Ctrl - Down
16 Shift - Sprint
17 Escape - Quit
18
19Run: uv run python examples/features/3d/first_person.py
20"""
21
22from __future__ import annotations
23
24import math
25
26from simvx.core import (
27 Camera3D,
28 DirectionalLight3D,
29 Input,
30 InputMap,
31 Key,
32 Material,
33 Mesh,
34 MeshInstance3D,
35 MouseButton,
36 MouseCaptureMode,
37 Node,
38 Text2D,
39 Vec3,
40 WorldEnvironment,
41)
42from simvx.graphics import App
43
44MOUSE_SENSITIVITY = 0.0025
45MOVE_SPEED = 4.5
46SPRINT_MULT = 2.0
47PITCH_LIMIT = math.radians(85.0)
48
49
50class FirstPersonScene(Node):
51 def on_ready(self):
52 InputMap.add_action("quit", [Key.ESCAPE])
53 InputMap.add_action("fwd", [Key.W])
54 InputMap.add_action("back", [Key.S])
55 InputMap.add_action("left", [Key.A])
56 InputMap.add_action("right", [Key.D])
57 InputMap.add_action("up", [Key.SPACE])
58 InputMap.add_action("down", [Key.LEFT_CONTROL, Key.RIGHT_CONTROL])
59 InputMap.add_action("sprint", [Key.LEFT_SHIFT, Key.RIGHT_SHIFT])
60 InputMap.add_action("look_start", [MouseButton.LEFT])
61
62 env = self.add_child(WorldEnvironment())
63 env.bloom_enabled = False
64 env.ambient_light_energy = 0.5
65
66 sun = DirectionalLight3D(position=(5, 12, 4))
67 sun.intensity = 1.2
68 sun.look_at(Vec3(0, 0, 0))
69 self.add_child(sun)
70
71 # Camera state: yaw / pitch tracked explicitly so mouse_delta
72 # accumulates instead of replacing rotation each frame.
73 self._yaw = 0.0
74 self._pitch = 0.0
75 self._looking = False
76 # Spawn in an empty checkerboard cell so the opening frame shows the
77 # coloured obstacle grid rather than the top of the nearest cube.
78 self._cam = self.add_child(Camera3D(
79 position=(1.5, 1.7, 8), fov=70.0, near=0.05, far=200.0,
80 ))
81 self._apply_look()
82
83 # World geometry: a checkerboard of obstacles so motion reads.
84 self.add_child(MeshInstance3D(
85 mesh=Mesh.cube(size=1.0),
86 material=Material(colour=(0.18, 0.2, 0.22, 1.0)),
87 position=(0, -0.05, 0),
88 scale=Vec3(60, 0.1, 60),
89 name="Ground",
90 ))
91 palette = [
92 (0.8, 0.3, 0.3, 1.0),
93 (0.3, 0.7, 0.4, 1.0),
94 (0.3, 0.5, 0.9, 1.0),
95 (0.9, 0.7, 0.2, 1.0),
96 ]
97 for i in range(-4, 5):
98 for j in range(-4, 5):
99 if (i + j) % 2 == 0:
100 continue
101 self.add_child(MeshInstance3D(
102 mesh=Mesh.cube(size=1.0),
103 material=Material(colour=palette[(i * 3 + j) % 4], roughness=0.6),
104 pivot="bottom",
105 position=(i * 3.0, 0.0, j * 3.0),
106 scale=Vec3(1.0, 1.0 + (i + j) % 3 * 0.5, 1.0),
107 ))
108
109 self._hud = self.add_child(Text2D(
110 text=(
111 "First-person camera demo\n"
112 "Click window to start looking; WASD move; Shift sprint; Esc quit."
113 ),
114 position=(12, 12), font_scale=1.1, colour=(1, 1, 1, 1),
115 ))
116
117 def on_update(self, dt: float):
118 if Input.is_action_just_pressed("quit"):
119 Input.set_mouse_capture_mode(MouseCaptureMode.VISIBLE)
120 self.app.quit()
121 return
122
123 if Input.is_action_just_pressed("look_start"):
124 self._looking = True
125 Input.set_mouse_capture_mode(MouseCaptureMode.CAPTURED)
126
127 if self._looking:
128 md = Input.mouse_delta
129 if md.x or md.y:
130 self._yaw -= float(md.x) * MOUSE_SENSITIVITY
131 self._pitch -= float(md.y) * MOUSE_SENSITIVITY
132 self._pitch = max(-PITCH_LIMIT, min(PITCH_LIMIT, self._pitch))
133 self._apply_look()
134
135 # Movement relative to the camera's horizontal heading.
136 forward_h = Vec3(math.sin(self._yaw), 0.0, math.cos(self._yaw))
137 right_h = Vec3(math.cos(self._yaw), 0.0, -math.sin(self._yaw))
138
139 move = Vec3(0, 0, 0)
140 if Input.is_action_pressed("fwd"):
141 move = move - forward_h
142 if Input.is_action_pressed("back"):
143 move = move + forward_h
144 if Input.is_action_pressed("right"):
145 move = move + right_h
146 if Input.is_action_pressed("left"):
147 move = move - right_h
148 if Input.is_action_pressed("up"):
149 move = move + Vec3(0, 1, 0)
150 if Input.is_action_pressed("down"):
151 move = move - Vec3(0, 1, 0)
152
153 if move.length() > 1e-5:
154 speed = MOVE_SPEED * (SPRINT_MULT if Input.is_action_pressed("sprint") else 1.0)
155 move = move.normalized() * (speed * dt)
156 self._cam.position = self._cam.position + move
157
158 def _apply_look(self) -> None:
159 """Recompute camera world rotation from yaw + pitch state."""
160 # yaw rotates around +Y, pitch around right (post-yaw +X).
161 # Compose by setting world_rotation = Y(yaw) * X(pitch).
162 from simvx.core import Quat
163
164 q_yaw = Quat.from_axis_angle(Vec3(0, 1, 0), self._yaw)
165 q_pitch = Quat.from_axis_angle(Vec3(1, 0, 0), self._pitch)
166 self._cam.world_rotation = q_yaw * q_pitch
167
168
169if __name__ == "__main__":
170 App(title="First-Person Camera", width=1280, height=720).run(FirstPersonScene())