character-camera
Skill4 starsChanged 15 days agoMITView on GitHub
First-person look and third-person orbit cameras for a walking character in Three.js 0.187.0, with drag or pointer-lock steering, scroll zoom and smoothed follow. Use when a scene needs a player camera attached to a moving body. Ships character-camera.js.
In this repository28 other files it gives its agents.
- character-inputSkill
- character-kitSkill
- character-modelSkill
- character-walkingSkill
- engineered-environmentsSkill
- megacitySkill
- station-maglevSkill
- greenhouseSkill
- pipesSkill
- procedural-geometrySkill
- signageSkill
- indirect-lightingSkill
- lightingSkill
- glassSkill
- interior-mappingSkill
- material-compositionSkill
- metalSkill
- paintSkill
- rustSkill
- tsl-materialsSkill
- waterSkill
- threejs-directorSkill
- card-grassSkill
- far-shadeSkill
- ocean-waterSkill
- photo-skySkill
- snow-weatherSkill
- jolt-drivingSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 50
No collision with walls in this kit.
- Very specific: line 69
Keep camera.up at +Y in the orbit and call lookAt after setting the position.
- Distinctive: line 70
Update the projection matrix only when the fov actually changes.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Character camera
Target: Three.js 0.187.0 WebGPU. scripts/character-camera.js exports
createCameraManager, createFirstPersonCamera and createThirdPersonCamera. They
depend only on three/webgpu and on an input object that provides
consumeMouseDelta() (see character-input).
Model
A camera manager owns the PerspectiveCamera and one active controller function
(camera, dt) => void. The two controllers are factories that keep their own state
(yaw and pitch) and return a bound controller when given the input and a target getter.
Switching views is manager.setController(...); nothing else changes.
const manager = createCameraManager(camera, { fov: 75 });
const fp = createFirstPersonCamera({ sensitivity: 0.003 });
const tp = createThirdPersonCamera({ distance: 3, height: 0.5, sensitivity: 0.003 });
manager.setController(fp.bind(input, () => opts)); // first person
manager.setController(tp.bind(input, getAnchor, () => opts)); // third person
manager.update(dt); // once per frame, before the wish direction is computedgetAnchor returns the point the orbit looks at: the character's capsule centre plus
45 % of the model height from the feet (chest height), as a shared object.
First person
- Yaw and pitch in an
Eulerwith order'YXZ', applied as the camera quaternion. - Pitch clamped to ±(π/2 − 0.01): looking straight up or down must not flip.
- Sensitivity 0.002–0.003 rad per pixel; invert is a sign on pitch only.
- Position is set by the wiring layer from the capsule:
centre.y + eyeHeight − radiuswhere eye height is 1.6 m standing, 0.9 m crouched, eased. - The visible model is hidden in first person.
Third person
- Spherical orbit around a smoothed target: the target follows the anchor with a 16 /s exponential rate, which hides physics jitter without lag you can feel.
- Pitch range 0.1 to π/2 − 0.05 rad: never under the ground plane, never straight down.
- Distance 3 m default, scroll in 0.45 m steps between 1.2 and 14 m.
- Height 0.5 m above the anchor.
- Facing of the model follows the wish direction at 18 /s, not the camera, so the character turns to where it walks while the camera stays where the player left it.
- No collision with walls in this kit; if walls are common, cast a ray from target to camera and shorten the distance to the hit.
Switching views
Carry the yaw across: entering third person copies the first-person yaw into the orbit and sets the model facing to the camera forward; entering first person copies the orbit yaw back. The player never has to re-find the direction they were looking.
Vehicles and follow targets
To attach the camera to something else (a vehicle, a cutscene subject), replace the
anchor getter and hide the model; aimOrbitBehind(subjectYaw) puts the orbit behind the
subject with a 0.32 rad pitch. Restoring the player's anchor restores the view.
Pitfalls
- Consume the pointer delta exactly once per frame, in the camera update. Reading it elsewhere steals the look.
- Keep
camera.upat +Y in the orbit and calllookAtafter setting the position. - Update the projection matrix only when the fov actually changes.
Does it work?
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Your trail
Files you open will collect here, so you can find them again.
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Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

