multiview. camera controls
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24
assets.js
24
assets.js
@@ -54,6 +54,7 @@ export class TextureAtlas {
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this.map = new Map();
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this.cellSize = 16;
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this.padding = 2; // Add empty space between textures
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this.x = 0;
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this.y = 0;
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this.rowHeight = 0;
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@@ -64,10 +65,10 @@ export class TextureAtlas {
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const url = resolveResourceLocation(id, 'textures', 'png');
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// Calculate position before trying to load, so we can draw a fallback if it fails
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// Include padding in the wrap calculation
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if (this.x + this.cellSize > this.canvas.width) {
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this.x = 0;
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this.y += this.rowHeight;
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this.y += this.rowHeight + this.padding;
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this.rowHeight = 0;
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}
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@@ -86,27 +87,22 @@ export class TextureAtlas {
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this.ctx.drawImage(img, currentX, currentY, this.cellSize, this.cellSize);
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} catch (e) {
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console.warn(`Texture missing: ${id}`);
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// Draw magenta square ONLY for missing textures
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this.ctx.fillStyle = '#ff00ff';
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this.ctx.fillRect(currentX, currentY, this.cellSize, this.cellSize);
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}
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const epsU = 0.1 / this.canvas.width;
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const epsV = 0.1 / this.canvas.height;
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// Clean UV mapping (padding protects the edges natively)
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const uvData = {
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// Push the start coordinate slightly inward
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u: (currentX / this.canvas.width) + epsU,
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v: (currentY / this.canvas.height) + epsV,
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// Shrink the total width/height to account for the inset on both sides
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du: (this.cellSize / this.canvas.width) - (epsU * 2),
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dv: (this.cellSize / this.canvas.height) - (epsV * 2)
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u: currentX / this.canvas.width,
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v: currentY / this.canvas.height,
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du: this.cellSize / this.canvas.width,
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dv: this.cellSize / this.canvas.height
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};
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this.map.set(id, uvData);
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this.map.set(id, uvData);
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this.x += this.cellSize;
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// Advance X by cell size AND padding
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this.x += this.cellSize + this.padding;
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this.rowHeight = Math.max(this.rowHeight, this.cellSize);
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return uvData;
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