less intrusive camera controls
This commit is contained in:
150
camera.js
150
camera.js
@@ -16,23 +16,65 @@ export class Camera {
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this.viewProjMatrix = new Float32Array(16);
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this.viewProjMatrix = new Float32Array(16);
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this.isDragging = false;
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this.isDragging = false;
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this.dragButton = 0; // 0: Left, 1: Middle, 2: Right
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this.dragButton = 0;
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this.touchMode = '';
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this.lastMouse = {x: 0, y: 0};
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this.lastMouse = {x: 0, y: 0};
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this.lastPinchDist = 0;
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this.attachEvents();
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this.attachEvents();
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}
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}
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// --- INTERACTION MATH ---
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orbit(dx, dy) {
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this.theta -= dx * 0.4;
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this.phi += dy * 0.4;
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this.phi = Math.max(-90, Math.min(90, this.phi));
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}
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pan(dx, dy) {
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const t = this.theta * Math.PI / 180;
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const p = this.phi * Math.PI / 180;
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const rightX = Math.cos(t);
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const rightZ = -Math.sin(t);
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const upX = -Math.sin(p) * Math.sin(t);
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const upY = Math.cos(p);
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const upZ = -Math.sin(p) * Math.cos(t);
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const panSpeed = this.radius * 0.0025;
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this.target[0] += (-rightX * dx + upX * dy) * panSpeed;
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this.target[1] += (upY * dy) * panSpeed;
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this.target[2] += (-rightZ * dx + upZ * dy) * panSpeed;
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}
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zoom(delta) {
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this.radius += delta * 0.05;
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this.radius = Math.max(1, Math.min(50, this.radius));
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}
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// --- EVENT LISTENERS ---
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attachEvents() {
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attachEvents() {
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// Prevent the browser context menu on right-click
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this.element.addEventListener('contextmenu', e => e.preventDefault());
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this.element.addEventListener('contextmenu', e => e.preventDefault());
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// --- MOUSE EVENTS ---
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this.element.addEventListener('mousedown', (e) => {
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this.element.addEventListener('mousedown', (e) => {
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e.preventDefault();
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e.preventDefault();
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this.isDragging = true;
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this.isDragging = true;
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this.dragButton = e.button;
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this.lastMouse = {x: e.clientX, y: e.clientY};
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this.lastMouse = {x: e.clientX, y: e.clientY};
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// Visual feedback based on action
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// Base button
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this.dragButton = e.button;
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// Modifier Overrides (Accessibility)
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if (this.dragButton === 0) {
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if (e.ctrlKey || e.metaKey) this.dragButton = 2; // Ctrl = Zoom
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else if (e.shiftKey) this.dragButton = 1; // Shift = Pan
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}
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if (this.dragButton === 1) this.element.style.cursor = 'move';
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if (this.dragButton === 1) this.element.style.cursor = 'move';
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else if (this.dragButton === 2) this.element.style.cursor = 'ns-resize';
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else if (this.dragButton === 2) this.element.style.cursor = 'ns-resize';
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else this.element.style.cursor = 'grabbing';
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else this.element.style.cursor = 'grabbing';
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@@ -49,49 +91,79 @@ export class Camera {
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const dy = e.clientY - this.lastMouse.y;
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const dy = e.clientY - this.lastMouse.y;
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this.lastMouse = {x: e.clientX, y: e.clientY};
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this.lastMouse = {x: e.clientX, y: e.clientY};
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if (this.dragButton === 0) {
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if (this.dragButton === 0) this.orbit(dx, dy);
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// LEFT CLICK: Orbit
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else if (this.dragButton === 1) this.pan(dx, dy);
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this.theta -= dx * 0.4;
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else if (this.dragButton === 2) this.zoom(dy);
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this.phi += dy * 0.4;
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this.phi = Math.max(-90, Math.min(90, this.phi));
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} else if (this.dragButton === 1) {
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// MIDDLE CLICK: Pan
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const t = this.theta * Math.PI / 180;
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const p = this.phi * Math.PI / 180;
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// Camera's local Right vector mapped to world space
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this.onChange();
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const rightX = Math.cos(t);
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});
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const rightZ = -Math.sin(t);
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// Camera's local Up vector mapped to world space
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// --- TOUCH EVENTS ---
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const upX = -Math.sin(p) * Math.sin(t);
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this.element.addEventListener('touchstart', (e) => {
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const upY = Math.cos(p);
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e.preventDefault(); // Prevents mobile browser pull-to-refresh / page scrolling
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const upZ = -Math.sin(p) * Math.cos(t);
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this.isDragging = true;
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// Scale pan speed based on zoom radius so it feels consistent
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if (e.touches.length === 1) {
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const panSpeed = this.radius * 0.0025;
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this.touchMode = 'orbit';
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this.lastMouse = {x: e.touches[0].clientX, y: e.touches[0].clientY};
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this.target[0] += (-rightX * dx + upX * dy) * panSpeed;
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} else if (e.touches.length >= 2) {
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this.target[1] += (upY * dy) * panSpeed;
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this.touchMode = 'pan-zoom';
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this.target[2] += (-rightZ * dx + upZ * dy) * panSpeed;
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const t1 = e.touches[0], t2 = e.touches[1];
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} else if (this.dragButton === 2) {
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this.lastMouse = {
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// RIGHT CLICK: Zoom
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x: (t1.clientX + t2.clientX) / 2,
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this.radius += dy * 0.05;
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y: (t1.clientY + t2.clientY) / 2
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this.radius = Math.max(1, Math.min(50, this.radius));
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};
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this.lastPinchDist = Math.hypot(t1.clientX - t2.clientX, t1.clientY - t2.clientY);
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}
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}
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}, { passive: false });
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this.onChange();
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this.element.addEventListener('touchmove', (e) => {
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});
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if (!this.isDragging) return;
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this.element.addEventListener('wheel', (e) => {
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e.preventDefault();
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e.preventDefault();
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this.radius += e.deltaY * 0.01;
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this.radius = Math.max(1, Math.min(50, this.radius));
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if (this.touchMode === 'orbit' && e.touches.length === 1) {
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this.onChange();
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const dx = e.touches[0].clientX - this.lastMouse.x;
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});
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const dy = e.touches[0].clientY - this.lastMouse.y;
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this.lastMouse = {x: e.touches[0].clientX, y: e.touches[0].clientY};
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this.orbit(dx, dy);
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this.onChange();
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}
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else if (this.touchMode === 'pan-zoom' && e.touches.length >= 2) {
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const t1 = e.touches[0], t2 = e.touches[1];
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const cx = (t1.clientX + t2.clientX) / 2;
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const cy = (t1.clientY + t2.clientY) / 2;
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const dist = Math.hypot(t1.clientX - t2.clientX, t1.clientY - t2.clientY);
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const dx = cx - this.lastMouse.x;
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const dy = cy - this.lastMouse.y;
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const dDist = dist - this.lastPinchDist; // Positive if spreading fingers
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this.lastMouse = {x: cx, y: cy};
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this.lastPinchDist = dist;
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this.pan(dx, dy);
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this.zoom(-dDist); // Pinching out zooms in
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this.onChange();
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}
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}, { passive: false });
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const onTouchEnd = (e) => {
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if (e.touches.length === 0) {
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this.isDragging = false;
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} else if (e.touches.length === 1) {
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// Seamlessly fall back to orbit if one finger is lifted
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this.touchMode = 'orbit';
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this.lastMouse = {x: e.touches[0].clientX, y: e.touches[0].clientY};
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}
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};
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this.element.addEventListener('touchend', onTouchEnd);
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this.element.addEventListener('touchcancel', onTouchEnd);
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}
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}
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updateMatrices(aspectRatio) {
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updateMatrices(aspectRatio) {
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// ... (Keep existing updateMatrices code exactly as it is) ...
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const t = this.theta * Math.PI / 180;
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const t = this.theta * Math.PI / 180;
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const p = this.phi * Math.PI / 180;
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const p = this.phi * Math.PI / 180;
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@@ -99,7 +171,6 @@ export class Camera {
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const eyeY = this.target[1] + this.radius * Math.sin(p);
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const eyeY = this.target[1] + this.radius * Math.sin(p);
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const eyeZ = this.target[2] + this.radius * Math.cos(p) * Math.cos(t);
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const eyeZ = this.target[2] + this.radius * Math.cos(p) * Math.cos(t);
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// Calculate dynamic Up vector to prevent gimbal lock at exactly +/- 90 degrees
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const upX = -Math.sin(p) * Math.sin(t);
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const upX = -Math.sin(p) * Math.sin(t);
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const upY = Math.cos(p);
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const upY = Math.cos(p);
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const upZ = -Math.sin(p) * Math.cos(t);
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const upZ = -Math.sin(p) * Math.cos(t);
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@@ -107,7 +178,6 @@ export class Camera {
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const size = this.radius * 0.5;
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const size = this.radius * 0.5;
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mat4Ortho(this.projMatrix, -size * aspectRatio, size * aspectRatio, -size, size, -50, 50);
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mat4Ortho(this.projMatrix, -size * aspectRatio, size * aspectRatio, -size, size, -50, 50);
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// Pass the dynamic Up vector to the LookAt matrix
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mat4LookAt(this.viewMatrix, eyeX, eyeY, eyeZ, this.target[0], this.target[1], this.target[2], upX, upY, upZ);
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mat4LookAt(this.viewMatrix, eyeX, eyeY, eyeZ, this.target[0], this.target[1], this.target[2], upX, upY, upZ);
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mat4Multiply(this.viewProjMatrix, this.projMatrix, this.viewMatrix);
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mat4Multiply(this.viewProjMatrix, this.projMatrix, this.viewMatrix);
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@@ -45,7 +45,7 @@
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dis parturient montes, nascetur ridiculus mus.
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dis parturient montes, nascetur ridiculus mus.
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</p>
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</p>
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<div id="atlas-container"></div>
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<!-- <div id="atlas-container"></div>-->
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</main>
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</main>
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<script type="module">
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<script type="module">
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@@ -58,7 +58,7 @@
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const engine = new Engine();
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const engine = new Engine();
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// Append the texture atlas to the bottom for debugging
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// Append the texture atlas to the bottom for debugging
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document.getElementById('atlas-container').appendChild(engine.atlas.canvas);
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document.getElementById('atlas-container')?.appendChild(engine.atlas.canvas);
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// 2. Setup Figure 1 (Shared: Wire & Repeater | Unique: Trapdoor)
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// 2. Setup Figure 1 (Shared: Wire & Repeater | Unique: Trapdoor)
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const demo1 = new Diorama('demo-1', engine);
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const demo1 = new Diorama('demo-1', engine);
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