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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8" />
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+ <base href="../../../" />
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+ <script src="list.js"></script>
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+ </head>
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+ <body>
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+ [page:EventDispatcher] →
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+
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+ <h1>[name]</h1>
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+
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+ <p class="desc">
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+ The implementation of this class is based on the [link:https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API Pointer Lock API].
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+ [name] is a perfect choice for first person 3D games.
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+ </p>
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+
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+ <h2>Example</h2>
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+
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+ <p>[example:misc_controls_pointerlock misc / controls / pointerlock ]</p>
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+
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+ <code>
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+var controls = new PointerLockControls( camera );
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+
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+// add event listener to show/hide a UI (e.g. the game's menu)
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+
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+controls.addEventListener( 'lock', function () {
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+
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+ menu.style.display = 'none';
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+
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+} );
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+
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+controls.addEventListener( 'unlock', function () {
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+
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+ menu.style.display = 'block';
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+
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+} );
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+
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+ </code>
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]( [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
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+ <p>
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+ <p>
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+ [page:Camera camera]: The camera of the rendered scene.
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+ </p>
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+ <p>
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+ [page:HTMLDOMElement domElement]: (optional) The HTML element used for event listeners. By default this is the document's body.
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+ </p>
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+ <p>
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+ Creates a new instance of [name].
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+ </p>
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+ </p>
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+
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+ <h2>Events</h2>
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+
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+ <h3>change</h3>
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+ <p>
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+ Fires when the user moves the mouse.
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+ </p>
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+
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+ <h3>lock</h3>
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+ <p>
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+ Fires when the pointer lock status is "locked" (in other words: the mouse is captured).
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+ </p>
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+
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+ <h3>unlock</h3>
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+ <p>
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+ Fires when the pointer lock status is "unlocked" (in other words: the mouse is not captured anymore).
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+ </p>
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+
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+ <h2>Properties</h2>
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+
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+ <h3>[property:HTMLDOMElement domElement]</h3>
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+ <p>
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+ The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
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+ not set up new event listeners. Default is the document's body.
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+ </p>
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+
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+
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+ <h3>[property:Boolean isLocked]</h3>
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+ <p>
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+ Whether or not the controls are locked.
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+ </p>
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+
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+ <h2>Methods</h2>
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+
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+ <p>See the base [page:EventDispatcher] class for common methods.</p>
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+
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+ <h3>[method:null connect] ()</h3>
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+ <p>
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+ Adds the event listeners of the controls.
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+ </p>
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+
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+ <h3>[method:null disconnect] ()</h3>
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+ <p>
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+ Removes the event listeners of the controls.
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+ </p>
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+
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+ <h3>[method:Vector3 getDirection] ( [param:Vector3 target] )</h3>
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+ <p>
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+ <p>
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+ [page:Vector3 target]: The target vector.
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+ </p>
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+ <p>
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+ Returns the look direction of the camera.
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+ </p>
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+ </p>
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+
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+ <h3>[method:null lock] ()</h3>
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+ <p>
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+ Activates the pointer lock.
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+ </p>
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+
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+ <h3>[method:null moveForward] ( [param:Number distance] )</h3>
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+ <p>
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+ <p>
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+ [page:Number distance]: The signed distance.
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+ </p>
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+ <p>
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+ Moves the camera forward parallel to the xz-plane. Assumes camera.up is y-up.
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+ </p>
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+ </p>
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+
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+ <h3>[method:null moveRight] ( [param:Number distance] )</h3>
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+ <p>
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+ <p>
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+ [page:Number distance]: The signed distance.
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+ </p>
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+ <p>
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+ Moves the camera sidewards parallel to the xz-plane.
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+ </p>
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+ </p>
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+
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+ <h3>[method:null unlock] ()</h3>
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+ <p>
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+ Exits the pointer lock.
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+ </p>
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+
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+ <h2>Source</h2>
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+
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+ <p>
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+ [link:https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js examples/js/controls/PointerLockControls.js]
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+ </p>
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+ </body>
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+</html>
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