@downdraft/engine 0.0.0 → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,217 @@
1
+ // ============================================================================
2
+ // Camera2D — 2D camera for grid-based / cellular automata games
3
+ // ============================================================================
4
+ //
5
+ // Tracks a position in world coordinates with zoom. Provides screen↔world
6
+ // coordinate conversion, smooth lerp follow, and a GPU-ready transform matrix.
7
+ // Used by mining-rpg (player follow + zoom) and falling-sand (GPU matrix).
8
+
9
+ export interface Camera2D {
10
+ /** World coordinate at the center of the view */
11
+ x: number;
12
+ y: number;
13
+ /** Pixels per world unit */
14
+ zoom: number;
15
+ /** Canvas dimensions in pixels */
16
+ width: number;
17
+ height: number;
18
+ }
19
+
20
+ export interface Camera2DOptions {
21
+ /** Initial zoom (pixels per world unit). Default: 1 */
22
+ zoom?: number;
23
+ /** Initial center position. Default: (0, 0) */
24
+ x?: number;
25
+ y?: number;
26
+ /** Smoothing factor for updateCamera (0–1, higher = snappier). Default: 0.08 */
27
+ smooth?: number;
28
+ }
29
+
30
+ /** Create a 2D camera. Defaults to origin-centered with zoom=1. */
31
+ export function makeCamera2D(w: number, h: number, opts?: Camera2DOptions): Camera2D {
32
+ const zoom = opts?.zoom ?? 1;
33
+ const x = opts?.x ?? w / 2 / zoom;
34
+ const y = opts?.y ?? h / 2 / zoom;
35
+ return { x, y, zoom, width: w, height: h };
36
+ }
37
+
38
+ /** Smoothly move camera toward a target position via lerp. */
39
+ export function updateCamera(
40
+ cam: Camera2D,
41
+ targetX: number,
42
+ targetY: number,
43
+ smooth: number = 0.08,
44
+ ): void {
45
+ cam.x += (targetX - cam.x) * smooth;
46
+ cam.y += (targetY - cam.y) * smooth;
47
+ }
48
+
49
+ /** Convert screen pixel coords to world coords. */
50
+ export function screenToWorld(cam: Camera2D, sx: number, sy: number): { x: number; y: number } {
51
+ return {
52
+ x: (sx - cam.width / 2) / cam.zoom + cam.x,
53
+ y: (sy - cam.height / 2) / cam.zoom + cam.y,
54
+ };
55
+ }
56
+
57
+ /** Convert world coords to screen pixel coords. */
58
+ export function worldToScreen(cam: Camera2D, wx: number, wy: number): { x: number; y: number } {
59
+ return {
60
+ x: (wx - cam.x) * cam.zoom + cam.width / 2,
61
+ y: (wy - cam.y) * cam.zoom + cam.height / 2,
62
+ };
63
+ }
64
+
65
+ // ============================================================================
66
+ // PanZoomCamera2D — class-based 2D camera with pan + focal-point zoom gestures
67
+ // ============================================================================
68
+ //
69
+ // Generalized from overburden's `Camera`. Use this when the camera supports
70
+ // mouse-drag panning and zoom-to-cursor; use the free-function Camera2D above
71
+ // for simple follow cams.
72
+
73
+ export interface PanZoomCamera2DOptions {
74
+ /** Initial zoom (pixels per world unit). Default: 1 */
75
+ zoom?: number;
76
+ /** Initial center position. Default: (0, 0) */
77
+ x?: number;
78
+ y?: number;
79
+ /** Zoom clamp bounds. Defaults: (0, Infinity) — effectively unclamped. */
80
+ minZoom?: number;
81
+ maxZoom?: number;
82
+ }
83
+
84
+ export class PanZoomCamera2D {
85
+ // Camera position in world coordinates (center of view)
86
+ x: number;
87
+ y: number;
88
+ /** Zoom: pixels per world unit */
89
+ zoom: number;
90
+ /** Canvas dimensions in pixels */
91
+ canvasW: number;
92
+ canvasH: number;
93
+ minZoom: number;
94
+ maxZoom: number;
95
+
96
+ // Detached mode: camera doesn't follow the player. When detached, movement
97
+ // input typically pans the camera instead of moving the player.
98
+ detached = false;
99
+
100
+ // Pan state (mouse drag)
101
+ private panning = false;
102
+ private panStartX = 0;
103
+ private panStartY = 0;
104
+ private panStartCamX = 0;
105
+ private panStartCamY = 0;
106
+
107
+ constructor(canvasW: number, canvasH: number, opts?: PanZoomCamera2DOptions) {
108
+ this.canvasW = canvasW;
109
+ this.canvasH = canvasH;
110
+ this.x = opts?.x ?? 0;
111
+ this.y = opts?.y ?? 0;
112
+ this.zoom = opts?.zoom ?? 1;
113
+ this.minZoom = opts?.minZoom ?? 0;
114
+ this.maxZoom = opts?.maxZoom ?? Infinity;
115
+ }
116
+
117
+ resize(w: number, h: number): void {
118
+ this.canvasW = w;
119
+ this.canvasH = h;
120
+ }
121
+
122
+ setCenter(x: number, y: number): void {
123
+ this.x = x;
124
+ this.y = y;
125
+ }
126
+
127
+ startPan(screenX: number, screenY: number): void {
128
+ this.panning = true;
129
+ this.panStartX = screenX;
130
+ this.panStartY = screenY;
131
+ this.panStartCamX = this.x;
132
+ this.panStartCamY = this.y;
133
+ }
134
+
135
+ updatePan(screenX: number, screenY: number): void {
136
+ if (!this.panning) return;
137
+ const dx = (screenX - this.panStartX) / this.zoom;
138
+ const dy = (screenY - this.panStartY) / this.zoom;
139
+ this.x = this.panStartCamX - dx;
140
+ this.y = this.panStartCamY - dy;
141
+ }
142
+
143
+ endPan(): void {
144
+ this.panning = false;
145
+ }
146
+
147
+ isPanning(): boolean {
148
+ return this.panning;
149
+ }
150
+
151
+ /** Move the camera by a delta in world coordinates (e.g. WASD in detached mode). */
152
+ move(dx: number, dy: number): void {
153
+ this.x += dx;
154
+ this.y += dy;
155
+ }
156
+
157
+ /** Re-center on a position and re-attach to the follow target. */
158
+ reattach(x: number, y: number): void {
159
+ this.x = x;
160
+ this.y = y;
161
+ this.detached = false;
162
+ this.panning = false;
163
+ }
164
+
165
+ /** Zoom by `factor`, keeping the world point under the cursor fixed. */
166
+ zoomAt(screenX: number, screenY: number, factor: number): void {
167
+ const oldZoom = this.zoom;
168
+ const newZoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.zoom * factor));
169
+ if (newZoom === oldZoom) return;
170
+
171
+ // Adjust camera so the point under the mouse stays fixed
172
+ const dx = (screenX - this.canvasW / 2) / oldZoom;
173
+ const dy = (screenY - this.canvasH / 2) / oldZoom;
174
+ const worldX = this.x + dx;
175
+ const worldY = this.y + dy;
176
+
177
+ this.zoom = newZoom;
178
+
179
+ const newDx = (screenX - this.canvasW / 2) / newZoom;
180
+ const newDy = (screenY - this.canvasH / 2) / newZoom;
181
+ this.x = worldX - newDx;
182
+ this.y = worldY - newDy;
183
+ }
184
+
185
+ /** Convert screen pixel coords to world coords (same as screenToWorld). */
186
+ screenToGrid(screenX: number, screenY: number): { x: number; y: number } {
187
+ return {
188
+ x: (screenX - this.canvasW / 2) / this.zoom + this.x,
189
+ y: (screenY - this.canvasH / 2) / this.zoom + this.y,
190
+ };
191
+ }
192
+
193
+ /** Convert world coords to screen pixel coords. */
194
+ worldToScreen(worldX: number, worldY: number): { x: number; y: number } {
195
+ return {
196
+ x: (worldX - this.x) * this.zoom + this.canvasW / 2,
197
+ y: (worldY - this.y) * this.zoom + this.canvasH / 2,
198
+ };
199
+ }
200
+ }
201
+
202
+ /**
203
+ * Build a 4×4 column-major transform matrix for GPU shaders.
204
+ * Maps world coords to NDC (-1..1) with the camera centered.
205
+ */
206
+ export function cameraMatrix(cam: Camera2D): Float32Array {
207
+ const sx = 2 / (cam.width * cam.zoom);
208
+ const sy = -2 / (cam.height * cam.zoom);
209
+ const tx = -cam.x * sx;
210
+ const ty = cam.y * sy;
211
+ return new Float32Array([
212
+ sx, 0, 0, 0,
213
+ 0, sy, 0, 0,
214
+ 0, 0, 1, 0,
215
+ tx, ty, 0, 1,
216
+ ]);
217
+ }
@@ -0,0 +1,440 @@
1
+ // ============================================================================
2
+ // CameraController — batteries-included camera controller for renderer plugins
3
+ //
4
+ // Built on the existing core `Camera` math (spherical orbit/pan/zoom). Adds:
5
+ // - Multi-camera support (named cameras + active selection)
6
+ // - Lerp/smoothing between current and commanded position/target/rotation
7
+ // - Orbit/pan/zoom input binding via `RendererInputBus` (no own DOM listeners)
8
+ // - Real bounding-sphere `frameBounds` (replaces the model-viewer's magic
9
+ // `distance = 3.5`)
10
+ //
11
+ // Implements `CameraControllerLike` so it can be registered as the active
12
+ // camera provider on a `RendererModuleContext`.
13
+ // ============================================================================
14
+
15
+ import type {
16
+ CameraControllerLike,
17
+ RendererInputBus,
18
+ } from "../module/renderer-module";
19
+ import { Camera } from "../scene/camera";
20
+ import type { CameraState } from "./camera";
21
+
22
+ export interface CameraControllerOptions {
23
+ /** Smoothing factor in [0,1]. 0 = instant (no smoothing), 1 = never moves. */
24
+ lerpFactor?: number;
25
+ /** Default camera id to mark active on creation. */
26
+ defaultCameraId?: string;
27
+ }
28
+
29
+ export interface OrbitInputOptions {
30
+ /** Radians per pixel of drag for rotation. */
31
+ rotateSpeed?: number;
32
+ /** Multiplier applied to `distance` for pan sensitivity. */
33
+ panSpeed?: number;
34
+ /** Multiplier applied to `wheel.deltaY` for zoom. */
35
+ zoomSpeed?: number;
36
+ /** Min/max distance clamp. */
37
+ minDistance?: number;
38
+ maxDistance?: number;
39
+ /**
40
+ * Button mask that triggers panning instead of rotating. Defaults to
41
+ * right-button (2) and shift+any-button. Matches the model-viewer's
42
+ * `e.button === 2 || e.shiftKey` convention.
43
+ */
44
+ panButtonMask?: number;
45
+ /** When true, shift+drag pans regardless of button. Default true. */
46
+ shiftPans?: boolean;
47
+ }
48
+
49
+ const DEFAULT_ORBIT: Required<OrbitInputOptions> = {
50
+ rotateSpeed: 0.005,
51
+ panSpeed: 0.002,
52
+ zoomSpeed: 0.1,
53
+ minDistance: 0.1,
54
+ maxDistance: 500,
55
+ panButtonMask: 2,
56
+ shiftPans: true,
57
+ };
58
+
59
+ // ── Quaternion helpers (for optional rotation slerp) ──
60
+
61
+ type Quat = [number, number, number, number];
62
+
63
+ function quatIdentity(): Quat {
64
+ return [0, 0, 0, 1];
65
+ }
66
+
67
+ function quatSlerp(a: Quat, b: Quat, t: number): Quat {
68
+ let cosOmega = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
69
+ let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
70
+ if (cosOmega < 0) {
71
+ b0 = -b0; b1 = -b1; b2 = -b2; b3 = -b3;
72
+ cosOmega = -cosOmega;
73
+ }
74
+ if (cosOmega > 0.9999) {
75
+ return [
76
+ a[0] + (b0 - a[0]) * t,
77
+ a[1] + (b1 - a[1]) * t,
78
+ a[2] + (b2 - a[2]) * t,
79
+ a[3] + (b3 - a[3]) * t,
80
+ ];
81
+ }
82
+ const omega = Math.acos(cosOmega);
83
+ const sinOmega = Math.sin(omega);
84
+ const s0 = Math.sin((1 - t) * omega) / sinOmega;
85
+ const s1 = Math.sin(t * omega) / sinOmega;
86
+ return [
87
+ a[0] * s0 + b0 * s1,
88
+ a[1] * s0 + b1 * s1,
89
+ a[2] * s0 + b2 * s1,
90
+ a[3] * s0 + b3 * s1,
91
+ ];
92
+ }
93
+
94
+ export class CameraController implements CameraControllerLike {
95
+ private cameras: Map<string, Camera> = new Map();
96
+ private activeId: string | null = null;
97
+
98
+ /** Lerp factor in [0,1]. 0 = instant, 1 = never moves. */
99
+ lerpFactor: number;
100
+
101
+ // Per-active-camera rendered (smoothed) state. Keyed by camera id.
102
+ private renderedPos: Map<string, [number, number, number]> = new Map();
103
+ private renderedTarget: Map<string, [number, number, number]> = new Map();
104
+ private renderedRot: Map<string, Quat> = new Map();
105
+ /** Optional explicit rotation goal (quaternion). When set, overrides lookAt orientation. */
106
+ private rotationGoal: Map<string, Quat | null> = new Map();
107
+ private initialized: Map<string, boolean> = new Map();
108
+
109
+ // Cached CameraState per camera (reused across frames to avoid allocation).
110
+ private cachedState: Map<string, CameraState> = new Map();
111
+
112
+ // Unsubscribe fns for input bindings (so unbindOrbit can tear them down).
113
+ private orbitUnsubs: Array<() => void> = [];
114
+
115
+ constructor(opts: CameraControllerOptions = {}) {
116
+ this.lerpFactor = opts.lerpFactor ?? 0;
117
+ if (opts.defaultCameraId) {
118
+ this.addCamera(opts.defaultCameraId, new Camera());
119
+ this.activeId = opts.defaultCameraId;
120
+ }
121
+ }
122
+
123
+ // ── Multi-camera management ──
124
+
125
+ addCamera(id: string, camera: Camera): void {
126
+ this.cameras.set(id, camera);
127
+ if (this.activeId === null) this.activeId = id;
128
+ }
129
+
130
+ removeCamera(id: string): void {
131
+ this.cameras.delete(id);
132
+ this.renderedPos.delete(id);
133
+ this.renderedTarget.delete(id);
134
+ this.renderedRot.delete(id);
135
+ this.rotationGoal.delete(id);
136
+ this.initialized.delete(id);
137
+ this.cachedState.delete(id);
138
+ if (this.activeId === id) {
139
+ this.activeId = this.cameras.size > 0 ? this.cameras.keys().next().value ?? null : null;
140
+ }
141
+ }
142
+
143
+ setActive(id: string): void {
144
+ if (!this.cameras.has(id)) throw new Error(`Camera "${id}" not registered`);
145
+ this.activeId = id;
146
+ }
147
+
148
+ getActiveId(): string | null {
149
+ return this.activeId;
150
+ }
151
+
152
+ getCamera(id: string): Camera | undefined {
153
+ return this.cameras.get(id);
154
+ }
155
+
156
+ getActiveCamera(): Camera | null {
157
+ return this.activeId ? this.cameras.get(this.activeId) ?? null : null;
158
+ }
159
+
160
+ listCameras(): string[] {
161
+ return Array.from(this.cameras.keys());
162
+ }
163
+
164
+ // ── Rotation goal (optional quaternion orientation) ──
165
+
166
+ /**
167
+ * Set an explicit rotation goal (quaternion [x,y,z,w]) for a camera. When
168
+ * set, the controller slerps toward this orientation instead of deriving
169
+ * orientation from lookAt(position, target, up). Pass null to revert to
170
+ * lookAt-derived orientation.
171
+ */
172
+ setRotationGoal(id: string, q: Quat | null): void {
173
+ this.rotationGoal.set(id, q);
174
+ }
175
+
176
+ // ── CameraControllerLike ──
177
+
178
+ setAspect(w: number, h: number): void {
179
+ for (const cam of this.cameras.values()) {
180
+ cam.setAspect(w, h);
181
+ }
182
+ }
183
+
184
+ frameBounds(min: [number, number, number], max: [number, number, number]): void {
185
+ const cam = this.getActiveCamera();
186
+ if (!cam) return;
187
+ const cx = (min[0] + max[0]) / 2;
188
+ const cy = (min[1] + max[1]) / 2;
189
+ const cz = (min[2] + max[2]) / 2;
190
+ cam.setTarget(cx, cy, cz);
191
+
192
+ // Bounding-sphere framing: distance = (halfDiag / sin(fov/2)) * padding.
193
+ // Account for aspect by using the smaller effective FOV.
194
+ const dx = max[0] - min[0];
195
+ const dy = max[1] - min[1];
196
+ const dz = max[2] - min[2];
197
+ const halfDiag = Math.sqrt(dx * dx + dy * dy + dz * dz) / 2 || 0.1;
198
+ const fovRad = (cam.fov * Math.PI) / 180;
199
+ const horizFov = 2 * Math.atan(Math.tan(fovRad / 2) * cam.aspect);
200
+ const effectiveFov = Math.min(fovRad, horizFov);
201
+ const padding = 1.5;
202
+ const distance = (halfDiag / Math.sin(effectiveFov / 2)) * padding;
203
+
204
+ // Scale the depth range to the framed subject: a fixed near/far either
205
+ // clips large models (framing distance beyond far) or wastes precision
206
+ // on small ones. Keep 500m far as the floor so ordinary scenes are
207
+ // unchanged.
208
+ cam.near = Math.max(0.01, distance / 1000);
209
+ cam.far = Math.max(500, distance * 8);
210
+
211
+ // Drive the orbit params directly so subsequent orbit/zoom/pan work.
212
+ cam.distance = Math.max(0.1, distance);
213
+ cam.yaw = Math.PI * 0.25;
214
+ cam.pitch = Math.PI * 0.15;
215
+ // Recompute position from the new spherical params.
216
+ cam.setPosition(
217
+ cx + cam.distance * Math.cos(cam.pitch) * Math.sin(cam.yaw),
218
+ cy + cam.distance * Math.sin(cam.pitch),
219
+ cz + cam.distance * Math.cos(cam.pitch) * Math.cos(cam.yaw),
220
+ );
221
+
222
+ // Reset smoothing so the framed view snaps instead of lerping from afar.
223
+ const id = this.activeId!;
224
+ this.initialized.set(id, false);
225
+ }
226
+
227
+ /**
228
+ * Returns the smoothed `CameraState` for the active camera (or the given
229
+ * viewport's camera if multi-viewport mapping is configured). Viewport
230
+ * index is currently ignored (single active camera); subclasses can
231
+ * override to map viewports to cameras.
232
+ */
233
+ getCameraState(viewportIdx: number): CameraState {
234
+ void viewportIdx; // single-camera-per-controller for now
235
+ const id = this.activeId;
236
+ if (!id) {
237
+ // Fallback: a default camera at origin looking down -Z.
238
+ return {
239
+ position: [0, 5, 10],
240
+ target: [0, 0, 0],
241
+ up: [0, 1, 0],
242
+ fov: 60,
243
+ near: 0.1,
244
+ far: 1000,
245
+ aspect: 1,
246
+ };
247
+ }
248
+ const cam = this.cameras.get(id)!;
249
+ this.tickSmoothing(id, cam);
250
+
251
+ // Build (or reuse) a CameraState with cached view/proj matrices so
252
+ // consumers that call calculateViewProjInto can take the fast path.
253
+ let state = this.cachedState.get(id);
254
+ if (!state) {
255
+ state = {
256
+ position: [0, 0, 0],
257
+ target: [0, 0, 0],
258
+ up: [0, 1, 0],
259
+ fov: cam.fov,
260
+ near: cam.near,
261
+ far: cam.far,
262
+ aspect: cam.aspect,
263
+ projectionMatrix: cam.getProjectionMatrix(),
264
+ viewMatrix: cam.getViewMatrix(),
265
+ };
266
+ this.cachedState.set(id, state);
267
+ }
268
+ const rp = this.renderedPos.get(id)!;
269
+ const rt = this.renderedTarget.get(id)!;
270
+ state.position[0] = rp[0]; state.position[1] = rp[1]; state.position[2] = rp[2];
271
+ state.target[0] = rt[0]; state.target[1] = rt[1]; state.target[2] = rt[2];
272
+ state.fov = cam.fov;
273
+ state.near = cam.near;
274
+ state.far = cam.far;
275
+ state.aspect = cam.aspect;
276
+ // If a rotation goal is set, the view matrix is derived from it rather
277
+ // than lookAt; otherwise let the consumer derive view from position/target/up.
278
+ const rotGoal = this.rotationGoal.get(id);
279
+ if (rotGoal) {
280
+ // We don't bake the quaternion into viewMatrix here — consumers that
281
+ // respect `viewMatrix` will get the lookAt-derived one. A future
282
+ // extension can build a view matrix from the quaternion; for now the
283
+ // slerped quaternion is exposed via getRenderedRotation() for callers
284
+ // that need it (e.g. XR rigs).
285
+ state.viewMatrix = cam.getViewMatrix();
286
+ } else {
287
+ state.viewMatrix = cam.getViewMatrix();
288
+ }
289
+ state.projectionMatrix = cam.getProjectionMatrix();
290
+ return state;
291
+ }
292
+
293
+ /** Current slerped rotation quaternion for a camera (or identity). */
294
+ getRenderedRotation(id: string): Quat {
295
+ return this.renderedRot.get(id) ?? quatIdentity();
296
+ }
297
+
298
+ // ── Orbit input binding ──
299
+
300
+ /**
301
+ * Wires orbit/pan/zoom input from the bus to the active camera. Returns an
302
+ * unsubscribe function. While bound, left-drag rotates, shift/right-drag
303
+ * pans, and wheel zooms — matching the model-viewer's OrbitCamera.
304
+ */
305
+ bindOrbit(bus: RendererInputBus, opts: OrbitInputOptions = {}): () => void {
306
+ const o = { ...DEFAULT_ORBIT, ...opts };
307
+ const unsubs = this.orbitUnsubs;
308
+
309
+ const onDrag = (d: { dx: number; dy: number; buttons: number; shift: boolean }) => {
310
+ const cam = this.getActiveCamera();
311
+ if (!cam) return;
312
+ const isPan = (o.shiftPans && d.shift) || (d.buttons & o.panButtonMask) !== 0;
313
+ if (isPan) {
314
+ const panX = -d.dx * o.panSpeed * cam.distance;
315
+ const panY = d.dy * o.panSpeed * cam.distance;
316
+ cam.pan(panX, panY);
317
+ } else {
318
+ cam.orbit(-d.dx * o.rotateSpeed, d.dy * o.rotateSpeed);
319
+ }
320
+ };
321
+ const onWheel = (e: WheelEvent) => {
322
+ const cam = this.getActiveCamera();
323
+ if (!cam) return;
324
+ e.preventDefault();
325
+ const factor = 1 + e.deltaY * o.zoomSpeed * 0.01;
326
+ cam.distance *= factor;
327
+ cam.distance = Math.max(o.minDistance, Math.min(o.maxDistance, cam.distance));
328
+ // Recompute position from the new distance.
329
+ cam.setPosition(
330
+ cam.target[0] + cam.distance * Math.cos(cam.pitch) * Math.sin(cam.yaw),
331
+ cam.target[1] + cam.distance * Math.sin(cam.pitch),
332
+ cam.target[2] + cam.distance * Math.cos(cam.pitch) * Math.cos(cam.yaw),
333
+ );
334
+ };
335
+
336
+ unsubs.push(bus.onDrag(onDrag, 100));
337
+ unsubs.push(bus.onWheel(onWheel, 100));
338
+ return () => {
339
+ while (unsubs.length) unsubs.pop()!();
340
+ };
341
+ }
342
+
343
+ /** Tear down any orbit input bindings. */
344
+ unbindOrbit(): void {
345
+ while (this.orbitUnsubs.length) this.orbitUnsubs.pop()!();
346
+ }
347
+
348
+ // ── Smoothing ──
349
+
350
+ /**
351
+ * Advance the rendered (smoothed) position/target/rotation toward the
352
+ * camera's commanded goal by one frame's worth of lerp. Called from
353
+ * getCameraState so consumers always read post-smoothing state.
354
+ *
355
+ * Uses the same `1 - Math.pow(1-lerpFactor, dt*60)` shape as
356
+ * `CameraSystem`'s third-person smoothing (render/camera.ts:233). We
357
+ * assume a 60Hz reference frame when dt is unknown (getCameraState has no
358
+ * dt param); callers that want frame-rate-independent smoothing should
359
+ * call `tick(dt)` explicitly each frame.
360
+ */
361
+ private tickSmoothing(id: string, cam: Camera): void {
362
+ const goalPos = cam.position;
363
+ const goalTarget = cam.target;
364
+ const goalRot = this.rotationGoal.get(id) ?? null;
365
+
366
+ if (!this.initialized.get(id)) {
367
+ this.renderedPos.set(id, [goalPos[0], goalPos[1], goalPos[2]]);
368
+ this.renderedTarget.set(id, [goalTarget[0], goalTarget[1], goalTarget[2]]);
369
+ this.renderedRot.set(id, goalRot ? [...goalRot] as Quat : quatIdentity());
370
+ this.initialized.set(id, true);
371
+ return;
372
+ }
373
+
374
+ const t = 1 - this.lerpFactor; // lerpFactor 0 → t=1 (snap), 1 → t=0 (frozen)
375
+ const rp = this.renderedPos.get(id)!;
376
+ const rt = this.renderedTarget.get(id)!;
377
+ rp[0] += (goalPos[0] - rp[0]) * t;
378
+ rp[1] += (goalPos[1] - rp[1]) * t;
379
+ rp[2] += (goalPos[2] - rp[2]) * t;
380
+ rt[0] += (goalTarget[0] - rt[0]) * t;
381
+ rt[1] += (goalTarget[1] - rt[1]) * t;
382
+ rt[2] += (goalTarget[2] - rt[2]) * t;
383
+
384
+ if (goalRot) {
385
+ const rr = this.renderedRot.get(id) ?? quatIdentity();
386
+ this.renderedRot.set(id, quatSlerp(rr, goalRot, t));
387
+ }
388
+ }
389
+
390
+ /**
391
+ * Frame-rate-independent smoothing tick. Call once per frame with the
392
+ * frame dt (seconds) before reading getCameraState. If not called, the
393
+ * controller falls back to the 60Hz assumption inside getCameraState.
394
+ */
395
+ tick(dt: number): void {
396
+ if (this.lerpFactor <= 0) {
397
+ // Snapping — just ensure initialized.
398
+ for (const [id, cam] of this.cameras.entries()) this.tickSmoothing(id, cam);
399
+ return;
400
+ }
401
+ const t = 1 - Math.pow(this.lerpFactor, dt * 60);
402
+ for (const [id, cam] of this.cameras.entries()) {
403
+ const goalPos = cam.position;
404
+ const goalTarget = cam.target;
405
+ const goalRot = this.rotationGoal.get(id) ?? null;
406
+ if (!this.initialized.get(id)) {
407
+ this.renderedPos.set(id, [goalPos[0], goalPos[1], goalPos[2]]);
408
+ this.renderedTarget.set(id, [goalTarget[0], goalTarget[1], goalTarget[2]]);
409
+ this.renderedRot.set(id, goalRot ? [...goalRot] as Quat : quatIdentity());
410
+ this.initialized.set(id, true);
411
+ continue;
412
+ }
413
+ const rp = this.renderedPos.get(id)!;
414
+ const rt = this.renderedTarget.get(id)!;
415
+ rp[0] += (goalPos[0] - rp[0]) * t;
416
+ rp[1] += (goalPos[1] - rp[1]) * t;
417
+ rp[2] += (goalPos[2] - rp[2]) * t;
418
+ rt[0] += (goalTarget[0] - rt[0]) * t;
419
+ rt[1] += (goalTarget[1] - rt[1]) * t;
420
+ rt[2] += (goalTarget[2] - rt[2]) * t;
421
+ if (goalRot) {
422
+ const rr = this.renderedRot.get(id) ?? quatIdentity();
423
+ this.renderedRot.set(id, quatSlerp(rr, goalRot, t));
424
+ }
425
+ }
426
+ }
427
+
428
+ // ── Lifecycle ──
429
+
430
+ dispose(): void {
431
+ this.unbindOrbit();
432
+ this.cameras.clear();
433
+ this.renderedPos.clear();
434
+ this.renderedTarget.clear();
435
+ this.renderedRot.clear();
436
+ this.rotationGoal.clear();
437
+ this.initialized.clear();
438
+ this.cachedState.clear();
439
+ }
440
+ }