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tps-controls

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  • License MIT

Modern third-person shooter controls for React Three Fiber

Package Exports

  • tps-controls

Readme

🎮 Third-Person Controls

npm version TypeScript License: MIT

Modern, reusable third-person shooter controls for React Three Fiber applications. Built with TypeScript and featuring smooth camera controls, realistic physics, and advanced animation systems.

✨ Features

  • 🎯 Smooth Third-Person Camera with intelligent collision detection
  • 🏃 Realistic Movement System - Walk, run, strafe, jump with physics
  • 🔫 Dynamic Shooting System with muzzle flash effects and recoil
  • 🎨 Advanced Animation System using FBX animations with smooth transitions
  • 🌍 Physics Integration powered by Rapier physics engine
  • 📦 TypeScript Ready with full type definitions
  • 🏗️ Modular Architecture - import only what you need

📦 Installation

# Preferred
pnpm add tps-controls

# Or alternatively
npm install tps-controls

Peer Dependencies

Make sure you have these installed in your project:

# Preferred
pnpm add react react-dom @react-three/fiber @react-three/drei @react-three/rapier three

# Or alternatively
npm install react react-dom @react-three/fiber @react-three/drei @react-three/rapier three

🚀 Quick Start

Basic Usage (with default assets)

import React from 'react';
import { Canvas } from '@react-three/fiber';
import { Physics } from '@react-three/rapier';
import { Player } from 'tps-controls';

function App() {
  return (
    <div style={{ width: '100vw', height: '100vh' }}>
      <Canvas>
        <ambientLight intensity={0.5} />
        <directionalLight position={[10, 10, 5]} intensity={1} />
        
        <Physics>
          {/* Ground */}
          <mesh position={[0, -0.5, 0]}>
            <boxGeometry args={[100, 1, 100]} />
            <meshStandardMaterial color="gray" />
          </mesh>
          
          {/* Player with default assets and basic physics customization */}
          <Player 
            position={[0, 1, 0]}
            mass={6}              // Slightly heavier than default
            friction={0.7}        // More grip on surfaces
            restitution={0.2}     // Less bouncy
          />
        </Physics>
      </Canvas>
    </div>
  );
}

Custom Assets

You can easily use your own 3D model, animations, and audio files:

import React from 'react';
import { Canvas } from '@react-three/fiber';
import { Physics } from '@react-three/rapier';
import { Player, preloadPlayerAssets } from 'tps-controls';

// Preload your custom assets for better performance
preloadPlayerAssets('/models/my-character.glb');

function App() {
  return (
    <div style={{ width: '100vw', height: '100vh' }}>
      <Canvas>
        <ambientLight intensity={0.5} />
        <directionalLight position={[10, 10, 5]} intensity={1} />
        
        <Physics>
          <mesh position={[0, -0.5, 0]}>
            <boxGeometry args={[100, 1, 100]} />
            <meshStandardMaterial color="gray" />
          </mesh>
          
          <Player 
            position={[0, 1, 0]}
            modelPath="/models/my-character.glb"
            animationPaths={{
              idle: "/animations/my-idle.fbx",
              walkForward: "/animations/my-walk.fbx",
              runForward: "/animations/my-run.fbx",
              jumpStart: "/animations/my-jump-start.fbx",
              jumpEnd: "/animations/my-jump-end.fbx"
              // ... other animations are optional and will use defaults
            }}
            audioPath="/sfx/my-gun-shot.mp3"
            // Customize physics behavior
            mass={8}                    // Heavier character = more momentum
            friction={0.8}              // Higher friction = less sliding
            restitution={0.1}           // Lower bounce factor
            linearDamping={0.2}         // Higher damping = stops faster
            angularDamping={0.2}        // Rotation damping
            colliderArgs={[0.6, 0.4]}   // [height, radius] - larger collider
          />
        </Physics>
      </Canvas>
    </div>
  );
}

🎨 Customization Options

Physics Behavior

The Player component uses Rapier physics and provides several props to customize the physical behavior:

<Player 
  // Basic physics props
  mass={5}                    // Character weight (affects momentum and jump height)
  friction={0.5}              // Surface grip (0 = ice, 1 = sticky)
  restitution={0.3}           // Bounciness (0 = no bounce, 1 = super bouncy)
  linearDamping={0.1}         // Movement resistance (higher = stops faster)
  angularDamping={0.1}        // Rotation resistance
  colliderArgs={[0.5, 0.3]}   // Collision shape [height, radius]
  
  // Examples of different character feels:
  
  // Heavy tank-like character
  mass={12}
  friction={0.9}
  linearDamping={0.3}
  
  // Light, agile character  
  mass={3}
  friction={0.4}
  linearDamping={0.05}
  
  // Bouncy character
  restitution={0.8}
  mass={4}
/>

PlayerProps

Prop Type Default Description
modelPath string '/models/player.glb' Path to your 3D model (.glb/.gltf)
animationPaths AnimationPaths Default pistol animations Custom animation file paths
audioPath string '/sfx/pistol-shot.mp3' Path to shooting sound effect
colliderArgs [number, number] [0.5, 0.3] Capsule collider [height, radius]
mass number 5 Physics body mass
restitution number 0.3 Bounce factor (0-1)
friction number 0.5 Surface friction (0-1)
linearDamping number 0.1 Movement damping
angularDamping number 0.1 Rotation damping
castShadow boolean false Whether the player casts shadows
receiveShadow boolean false Whether the player receives shadows

Shadow Rendering

Enable dynamic shadows for more realistic lighting:

// Enable shadows in your Canvas
<Canvas shadows>
  {/* Add shadow-casting lights */}
  <directionalLight 
    position={[10, 15, 5]} 
    intensity={1.2}
    castShadow
    shadow-mapSize-width={2048}    // Higher = better quality, lower performance
    shadow-mapSize-height={2048}
    shadow-camera-far={50}
    shadow-camera-left={-25}      // Adjust these values to cover your scene
    shadow-camera-right={25}      // Larger values = more area covered
    shadow-camera-top={25}
    shadow-camera-bottom={-25}
    shadow-bias={-0.0001}         // Prevents shadow acne
  />
  
  <Physics>
    {/* Ground receives shadows */}
    <mesh position={[0, -0.5, 0]} receiveShadow>
      <planeGeometry args={[100, 100]} />
      <meshStandardMaterial color="gray" />
    </mesh>
    
    {/* Player casts and receives shadows */}
    <Player 
      castShadow={true}      // Player casts shadows
      receiveShadow={true}   // Player receives shadows from other objects
    />
  </Physics>
</Canvas>

Shadow Configuration Tips:

  • Use shadow-bias={-0.0001} to prevent shadow acne (dark artifacts)
  • The shadow-camera-* props define the area where shadows are rendered
  • Make them large enough to cover your playable area
  • Larger values = more area covered but lower shadow resolution
  • For a 100x100 ground plane, use values like ±25 to ±50

Advanced: AccumulativeShadows (Optional)

For even higher quality, noise-free shadows, you can use Drei's AccumulativeShadows:

import { AccumulativeShadows, RandomizedLight } from '@react-three/drei'

<Canvas>
  <ambientLight intensity={0.4} />
  <directionalLight position={[0, 10, 5]} intensity={1.2} />
  
  <Physics>
    {/* AccumulativeShadows for noise-free, high-quality shadows */}
    <AccumulativeShadows 
      temporal 
      frames={60} 
      alphaTest={0.85} 
      color={'#000000'} 
      colorBlend={0.5} 
      opacity={0.8}
      scale={20}
      position={[0, 0.01, 0]}
    >
      <RandomizedLight 
        amount={8} 
        radius={10} 
        ambient={0.5} 
        intensity={1} 
        position={[5, 5, -10]} 
        bias={0.001}
      />
    </AccumulativeShadows>
    
    {/* Ground */}
    <mesh position={[0, -0.5, 0]}>
      <planeGeometry args={[100, 100]} />
      <meshStandardMaterial color="gray" />
    </mesh>
    
    {/* Player only needs castShadow with AccumulativeShadows */}
    <Player castShadow={true} />
  </Physics>
</Canvas>

Why AccumulativeShadows?

  • No flickering - Stable, smooth shadows
  • Higher quality - Soft, realistic shadow edges
  • Noise-free - Clean shadows without artifacts
  • ⚠️ More complex - Requires careful setup and positioning

Animation Paths

interface AnimationPaths {
  idle?: string;           // Character standing still
  walkForward?: string;    // Walking forward
  walkBackward?: string;   // Walking backward  
  runForward?: string;     // Running forward
  runBackward?: string;    // Running backward
  strafeLeft?: string;     // Side-stepping left
  strafeRight?: string;    // Side-stepping right
  jumpStart?: string;      // Jump take-off animation
  jumpEnd?: string;        // Jump landing animation
}

🎯 Asset Requirements

3D Model (.glb/.gltf)

  • Rigged humanoid character with standard bone structure
  • Compatible with mixamo animations
  • Optimized for real-time rendering

Animations (.fbx)

  • Mixamo-compatible bone structure
  • Loop-ready animations (except jump animations)
  • Consistent frame rates for smooth transitions

Audio (.mp3/.wav/.ogg)

  • Short duration shooting sound effect
  • Optimized file size for web delivery

🎮 Controls

        <boxGeometry args={[100, 1, 100]} />
        <meshStandardMaterial color="gray" />
      </mesh>
      
      {/* Player with controls */}
      <Player position={[0, 1, 0]} />
    </Physics>
  </Canvas>
</div>

); }

export default App;


## 🎮 Controls

| Key | Action |
|-----|--------|
| `W/A/S/D` | Move forward/left/backward/right |
| `F` (hold) | Run |
| `Space` | Jump |
| `Mouse` | Look around |
| `Right Click` (hold) | Zoom/Aim |
| `Left Click` | Shoot |

## 📚 API Reference

### Player Component

The main player component with third-person controls.

```tsx
<Player 
  position={[0, 0, 0]}
  // ... other THREE.Group props
/>

Props:

  • Extends React.ComponentProps<'group'>
  • All standard THREE.Group properties are supported

Modular Exports

Import individual modules for custom implementations:

import {
  // Core functions
  handleMovement,
  handleJump,
  handleShooting,
  updateCamera,
  useAnimationSetup,
  
  // Types
  MovementParams,
  CameraParams,
  JumpParams
} from 'tps-controls';

🏗️ Architecture

The package is built with a modular architecture:

  • Player - Main component orchestrating all systems
  • camera - Third-person camera with collision detection
  • movement - Physics-based player movement
  • shooting - Raycast-based shooting system
  • animation - FBX animation management
  • physics - Rapier physics integration

🎯 Advanced Usage

Custom Animation Setup

import { useAnimationSetup } from 'tps-controls';

function CustomPlayer() {
  const { actions, mixer } = useAnimationSetup(scene);
  
  // Use actions and mixer for custom animation logic
}

Manual Camera Control

import { updateCamera } from 'tps-controls';

// In your component
updateCamera({
  zoom: zoomRef,
  smoothedPlayerPosition: playerPosRef,
  smoothedCameraPosition: cameraPosRef,
  // ... other params
});

📋 Requirements

  • React >=18.0.0
  • @react-three/fiber >=8.0.0
  • @react-three/drei >=9.0.0
  • @react-three/rapier >=1.0.0
  • three >=0.150.0

🤝 Contributing

We welcome contributions! Check out our contribution guidelines.

� Troubleshooting

Installation Issues

# Package not found
npm install tps-controls
# or
pnpm add tps-controls

# Peer dependency warnings
npm install @react-three/fiber @react-three/drei @react-three/rapier three

Runtime Issues

  • Physics not working: Ensure your component is wrapped in <Physics> from @react-three/rapier
  • Assets not loading: Check that your asset paths are correct and files exist in public/
  • TypeScript errors: Make sure you have the latest version with pnpm add tps-controls@latest

For more help, see the main repository documentation.

�📄 License

MIT License - see LICENSE for details.