@ifc-lite/renderer 1.6.1 → 1.7.0
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.
- package/README.md +40 -0
- package/dist/camera-animation.d.ts +108 -0
- package/dist/camera-animation.d.ts.map +1 -0
- package/dist/camera-animation.js +606 -0
- package/dist/camera-animation.js.map +1 -0
- package/dist/camera-controls.d.ts +75 -0
- package/dist/camera-controls.d.ts.map +1 -0
- package/dist/camera-controls.js +239 -0
- package/dist/camera-controls.js.map +1 -0
- package/dist/camera-projection.d.ts +51 -0
- package/dist/camera-projection.d.ts.map +1 -0
- package/dist/camera-projection.js +147 -0
- package/dist/camera-projection.js.map +1 -0
- package/dist/camera.d.ts +33 -45
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +128 -815
- package/dist/camera.js.map +1 -1
- package/dist/geometry-manager.d.ts +99 -0
- package/dist/geometry-manager.d.ts.map +1 -0
- package/dist/geometry-manager.js +387 -0
- package/dist/geometry-manager.js.map +1 -0
- package/dist/index.d.ts +7 -19
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +50 -658
- package/dist/index.js.map +1 -1
- package/dist/math.d.ts +6 -0
- package/dist/math.d.ts.map +1 -1
- package/dist/math.js +20 -0
- package/dist/math.js.map +1 -1
- package/dist/picking-manager.d.ts +31 -0
- package/dist/picking-manager.d.ts.map +1 -0
- package/dist/picking-manager.js +140 -0
- package/dist/picking-manager.js.map +1 -0
- package/dist/raycast-engine.d.ts +76 -0
- package/dist/raycast-engine.d.ts.map +1 -0
- package/dist/raycast-engine.js +255 -0
- package/dist/raycast-engine.js.map +1 -0
- package/dist/scene.d.ts +8 -1
- package/dist/scene.d.ts.map +1 -1
- package/dist/scene.js +59 -25
- package/dist/scene.js.map +1 -1
- package/package.json +4 -4
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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/**
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* Manages camera animations: tweened transitions between positions,
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* inertia/momentum after user interaction, preset view switching
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* with rotation cycling, and first-person movement.
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*/
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export class CameraAnimator {
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state;
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updateMatrices;
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controls;
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projection;
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// Inertia system
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velocity = { orbit: { x: 0, y: 0 }, pan: { x: 0, y: 0 }, zoom: 0 };
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damping = 0.92; // Inertia factor (0-1), higher = more damping
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minVelocity = 0.001; // Minimum velocity threshold
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// Animation system
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animationStartTime = 0;
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animationDuration = 0;
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animationStartPos = null;
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animationStartTarget = null;
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animationEndPos = null;
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animationEndTarget = null;
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animationStartUp = null;
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animationEndUp = null;
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animationEasing = null;
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// First-person mode
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isFirstPersonMode = false;
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firstPersonSpeed = 0.1;
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// Track preset view for rotation cycling (clicking same view rotates 90 degrees)
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lastPresetView = null;
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presetViewRotation = 0; // 0, 1, 2, 3 = 0, 90, 180, 270 degrees
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constructor(state, updateMatrices, controls, projection) {
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this.state = state;
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this.updateMatrices = updateMatrices;
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this.controls = controls;
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this.projection = projection;
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}
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// --- Velocity management (called by Camera class) ---
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addOrbitVelocity(deltaX, deltaY) {
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this.velocity.orbit.x += deltaX * 0.001;
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this.velocity.orbit.y += deltaY * 0.001;
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}
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addPanVelocity(deltaX, deltaY, panSpeed) {
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this.velocity.pan.x += deltaX * panSpeed * 0.1;
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this.velocity.pan.y += deltaY * panSpeed * 0.1;
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}
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addZoomVelocity(normalizedDelta) {
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this.velocity.zoom += normalizedDelta * 0.1;
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}
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/**
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* Reset preset view tracking (called when user orbits)
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*/
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resetPresetTracking() {
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this.lastPresetView = null;
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this.presetViewRotation = 0;
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}
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/**
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* Update camera animation and inertia
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* Returns true if camera is still animating
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*/
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update(_deltaTime) {
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// deltaTime reserved for future physics-based animation smoothing
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void _deltaTime;
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let isAnimating = false;
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// Handle animation
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if (this.animationStartTime > 0 && this.animationDuration > 0) {
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const elapsed = Date.now() - this.animationStartTime;
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const progress = Math.min(elapsed / this.animationDuration, 1);
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if (progress < 1 && this.animationStartPos && this.animationEndPos &&
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this.animationStartTarget && this.animationEndTarget && this.animationEasing) {
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const t = this.animationEasing(progress);
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this.state.camera.position.x = this.animationStartPos.x + (this.animationEndPos.x - this.animationStartPos.x) * t;
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this.state.camera.position.y = this.animationStartPos.y + (this.animationEndPos.y - this.animationStartPos.y) * t;
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this.state.camera.position.z = this.animationStartPos.z + (this.animationEndPos.z - this.animationStartPos.z) * t;
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this.state.camera.target.x = this.animationStartTarget.x + (this.animationEndTarget.x - this.animationStartTarget.x) * t;
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this.state.camera.target.y = this.animationStartTarget.y + (this.animationEndTarget.y - this.animationStartTarget.y) * t;
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this.state.camera.target.z = this.animationStartTarget.z + (this.animationEndTarget.z - this.animationStartTarget.z) * t;
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// Interpolate up vector if animating with up
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if (this.animationStartUp && this.animationEndUp) {
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// SLERP-like interpolation for up vector (normalized lerp)
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const upX = this.animationStartUp.x + (this.animationEndUp.x - this.animationStartUp.x) * t;
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const upY = this.animationStartUp.y + (this.animationEndUp.y - this.animationStartUp.y) * t;
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const upZ = this.animationStartUp.z + (this.animationEndUp.z - this.animationStartUp.z) * t;
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// Normalize
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const len = Math.sqrt(upX * upX + upY * upY + upZ * upZ);
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if (len > 0.0001) {
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this.state.camera.up.x = upX / len;
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this.state.camera.up.y = upY / len;
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this.state.camera.up.z = upZ / len;
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}
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}
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this.updateMatrices();
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isAnimating = true;
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}
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else {
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// Animation complete - set final values
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if (this.animationEndPos) {
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this.state.camera.position.x = this.animationEndPos.x;
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this.state.camera.position.y = this.animationEndPos.y;
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this.state.camera.position.z = this.animationEndPos.z;
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}
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if (this.animationEndTarget) {
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this.state.camera.target.x = this.animationEndTarget.x;
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this.state.camera.target.y = this.animationEndTarget.y;
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this.state.camera.target.z = this.animationEndTarget.z;
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}
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if (this.animationEndUp) {
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this.state.camera.up.x = this.animationEndUp.x;
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this.state.camera.up.y = this.animationEndUp.y;
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this.state.camera.up.z = this.animationEndUp.z;
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}
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this.updateMatrices();
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this.animationStartTime = 0;
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this.animationDuration = 0;
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this.animationStartPos = null;
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this.animationEndPos = null;
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this.animationStartTarget = null;
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this.animationEndTarget = null;
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this.animationStartUp = null;
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this.animationEndUp = null;
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this.animationEasing = null;
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}
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}
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// Apply inertia
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if (Math.abs(this.velocity.orbit.x) > this.minVelocity || Math.abs(this.velocity.orbit.y) > this.minVelocity) {
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this.resetPresetTracking();
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this.controls.orbit(this.velocity.orbit.x * 100, this.velocity.orbit.y * 100);
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this.velocity.orbit.x *= this.damping;
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this.velocity.orbit.y *= this.damping;
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isAnimating = true;
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}
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if (Math.abs(this.velocity.pan.x) > this.minVelocity || Math.abs(this.velocity.pan.y) > this.minVelocity) {
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this.controls.pan(this.velocity.pan.x * 1000, this.velocity.pan.y * 1000);
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this.velocity.pan.x *= this.damping;
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this.velocity.pan.y *= this.damping;
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isAnimating = true;
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}
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if (Math.abs(this.velocity.zoom) > this.minVelocity) {
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this.controls.zoom(this.velocity.zoom * 1000);
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this.velocity.zoom *= this.damping;
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isAnimating = true;
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}
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return isAnimating;
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}
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/**
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* Animate camera to fit bounds (southeast isometric view)
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* Y-up coordinate system
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*/
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async zoomToFit(min, max, duration = 500) {
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const center = {
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x: (min.x + max.x) / 2,
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y: (min.y + max.y) / 2,
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z: (min.z + max.z) / 2,
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};
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const size = {
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x: max.x - min.x,
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y: max.y - min.y,
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z: max.z - min.z,
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};
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const maxSize = Math.max(size.x, size.y, size.z);
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const distance = maxSize * 2.0;
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const endTarget = center;
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// Southeast isometric view for Y-up (same as fitToBounds)
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const endPos = {
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x: center.x + distance * 0.6,
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y: center.y + distance * 0.5,
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z: center.z + distance * 0.6,
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};
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return this.animateTo(endPos, endTarget, duration);
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}
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/**
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* Frame/center view on a point (keeps current distance and direction)
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* Standard CAD "Frame Selection" behavior
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*/
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async framePoint(point, duration = 300) {
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// Keep current viewing direction and distance
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const dir = {
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x: this.state.camera.position.x - this.state.camera.target.x,
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y: this.state.camera.position.y - this.state.camera.target.y,
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z: this.state.camera.position.z - this.state.camera.target.z,
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};
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// New position: point + current offset
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const endPos = {
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x: point.x + dir.x,
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y: point.y + dir.y,
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z: point.z + dir.z,
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};
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return this.animateTo(endPos, point, duration);
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}
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/**
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* Frame selection - zoom to fit bounds while keeping current view direction
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* This is what "Frame Selection" should do - zoom to fill screen
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*/
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async frameBounds(min, max, duration = 300) {
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const center = {
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x: (min.x + max.x) / 2,
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y: (min.y + max.y) / 2,
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z: (min.z + max.z) / 2,
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};
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const size = {
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x: max.x - min.x,
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y: max.y - min.y,
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z: max.z - min.z,
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};
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const maxSize = Math.max(size.x, size.y, size.z);
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if (maxSize < 1e-6) {
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// Very small or zero size - just center on it
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return this.framePoint(center, duration);
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}
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// Calculate required distance based on FOV to fit bounds
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const fovFactor = Math.tan(this.state.camera.fov / 2);
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const distance = (maxSize / 2) / fovFactor * 1.2; // 1.2x padding for nice framing
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// Get current viewing direction from view matrix (more reliable than position-target)
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// View matrix forward is -Z axis in view space
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const viewMatrix = this.state.viewMatrix.m;
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// Extract forward direction from view matrix (negative Z column, normalized)
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let dir = {
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x: -viewMatrix[8], // -m[2][0] (forward X)
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y: -viewMatrix[9], // -m[2][1] (forward Y)
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z: -viewMatrix[10], // -m[2][2] (forward Z)
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};
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const dirLen = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
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// Normalize direction
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if (dirLen > 1e-6) {
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dir.x /= dirLen;
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dir.y /= dirLen;
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dir.z /= dirLen;
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}
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else {
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// Fallback: use position-target if view matrix is invalid
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dir = {
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x: this.state.camera.position.x - this.state.camera.target.x,
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y: this.state.camera.position.y - this.state.camera.target.y,
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z: this.state.camera.position.z - this.state.camera.target.z,
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};
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const fallbackLen = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
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if (fallbackLen > 1e-6) {
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dir.x /= fallbackLen;
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dir.y /= fallbackLen;
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dir.z /= fallbackLen;
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}
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else {
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// Last resort: southeast isometric
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dir.x = 0.6;
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dir.y = 0.5;
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dir.z = 0.6;
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const len = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
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dir.x /= len;
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dir.y /= len;
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dir.z /= len;
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}
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}
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// New position: center + direction * distance
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const endPos = {
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x: center.x + dir.x * distance,
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y: center.y + dir.y * distance,
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z: center.z + dir.z * distance,
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};
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return this.animateTo(endPos, center, duration);
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}
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async zoomExtent(min, max, duration = 300) {
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const center = {
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x: (min.x + max.x) / 2,
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y: (min.y + max.y) / 2,
|
|
267
|
+
z: (min.z + max.z) / 2,
|
|
268
|
+
};
|
|
269
|
+
const size = {
|
|
270
|
+
x: max.x - min.x,
|
|
271
|
+
y: max.y - min.y,
|
|
272
|
+
z: max.z - min.z,
|
|
273
|
+
};
|
|
274
|
+
const maxSize = Math.max(size.x, size.y, size.z);
|
|
275
|
+
// Calculate required distance based on FOV
|
|
276
|
+
const fovFactor = Math.tan(this.state.camera.fov / 2);
|
|
277
|
+
const distance = (maxSize / 2) / fovFactor * 1.5; // 1.5x for padding
|
|
278
|
+
// Update near/far planes dynamically
|
|
279
|
+
this.projection.updateNearFarPlanes(distance);
|
|
280
|
+
// Keep current viewing direction
|
|
281
|
+
const dir = {
|
|
282
|
+
x: this.state.camera.position.x - this.state.camera.target.x,
|
|
283
|
+
y: this.state.camera.position.y - this.state.camera.target.y,
|
|
284
|
+
z: this.state.camera.position.z - this.state.camera.target.z,
|
|
285
|
+
};
|
|
286
|
+
const currentDistance = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
|
|
287
|
+
// Normalize direction
|
|
288
|
+
if (currentDistance > 1e-10) {
|
|
289
|
+
dir.x /= currentDistance;
|
|
290
|
+
dir.y /= currentDistance;
|
|
291
|
+
dir.z /= currentDistance;
|
|
292
|
+
}
|
|
293
|
+
else {
|
|
294
|
+
// Fallback direction
|
|
295
|
+
dir.x = 0.6;
|
|
296
|
+
dir.y = 0.5;
|
|
297
|
+
dir.z = 0.6;
|
|
298
|
+
const len = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
|
|
299
|
+
dir.x /= len;
|
|
300
|
+
dir.y /= len;
|
|
301
|
+
dir.z /= len;
|
|
302
|
+
}
|
|
303
|
+
// New position: center + direction * distance
|
|
304
|
+
const endPos = {
|
|
305
|
+
x: center.x + dir.x * distance,
|
|
306
|
+
y: center.y + dir.y * distance,
|
|
307
|
+
z: center.z + dir.z * distance,
|
|
308
|
+
};
|
|
309
|
+
return this.animateTo(endPos, center, duration);
|
|
310
|
+
}
|
|
311
|
+
/**
|
|
312
|
+
* Animate camera to position and target
|
|
313
|
+
*/
|
|
314
|
+
async animateTo(endPos, endTarget, duration = 500) {
|
|
315
|
+
this.animationStartPos = { ...this.state.camera.position };
|
|
316
|
+
this.animationStartTarget = { ...this.state.camera.target };
|
|
317
|
+
this.animationEndPos = endPos;
|
|
318
|
+
this.animationEndTarget = endTarget;
|
|
319
|
+
this.animationStartUp = null;
|
|
320
|
+
this.animationEndUp = null;
|
|
321
|
+
this.animationDuration = duration;
|
|
322
|
+
this.animationStartTime = Date.now();
|
|
323
|
+
this.animationEasing = this.easeOutCubic;
|
|
324
|
+
// Wait for animation to complete
|
|
325
|
+
return new Promise((resolve) => {
|
|
326
|
+
const checkAnimation = () => {
|
|
327
|
+
if (this.animationStartTime === 0) {
|
|
328
|
+
resolve();
|
|
329
|
+
}
|
|
330
|
+
else {
|
|
331
|
+
requestAnimationFrame(checkAnimation);
|
|
332
|
+
}
|
|
333
|
+
};
|
|
334
|
+
checkAnimation();
|
|
335
|
+
});
|
|
336
|
+
}
|
|
337
|
+
/**
|
|
338
|
+
* Animate camera to position, target, and up vector (for orthogonal preset views)
|
|
339
|
+
*/
|
|
340
|
+
async animateToWithUp(endPos, endTarget, endUp, duration = 500) {
|
|
341
|
+
// Clear all velocities to prevent inertia from interfering with animation
|
|
342
|
+
this.velocity.orbit.x = 0;
|
|
343
|
+
this.velocity.orbit.y = 0;
|
|
344
|
+
this.velocity.pan.x = 0;
|
|
345
|
+
this.velocity.pan.y = 0;
|
|
346
|
+
this.velocity.zoom = 0;
|
|
347
|
+
this.animationStartPos = { ...this.state.camera.position };
|
|
348
|
+
this.animationStartTarget = { ...this.state.camera.target };
|
|
349
|
+
this.animationStartUp = { ...this.state.camera.up };
|
|
350
|
+
this.animationEndPos = endPos;
|
|
351
|
+
this.animationEndTarget = endTarget;
|
|
352
|
+
this.animationEndUp = endUp;
|
|
353
|
+
this.animationDuration = duration;
|
|
354
|
+
this.animationStartTime = Date.now();
|
|
355
|
+
this.animationEasing = this.easeOutCubic;
|
|
356
|
+
// Wait for animation to complete
|
|
357
|
+
return new Promise((resolve) => {
|
|
358
|
+
const checkAnimation = () => {
|
|
359
|
+
if (this.animationStartTime === 0) {
|
|
360
|
+
resolve();
|
|
361
|
+
}
|
|
362
|
+
else {
|
|
363
|
+
requestAnimationFrame(checkAnimation);
|
|
364
|
+
}
|
|
365
|
+
};
|
|
366
|
+
checkAnimation();
|
|
367
|
+
});
|
|
368
|
+
}
|
|
369
|
+
/**
|
|
370
|
+
* Easing function: easeOutCubic
|
|
371
|
+
*/
|
|
372
|
+
easeOutCubic(t) {
|
|
373
|
+
return 1 - Math.pow(1 - t, 3);
|
|
374
|
+
}
|
|
375
|
+
/**
|
|
376
|
+
* Set first-person mode
|
|
377
|
+
*/
|
|
378
|
+
enableFirstPersonMode(enabled) {
|
|
379
|
+
this.isFirstPersonMode = enabled;
|
|
380
|
+
}
|
|
381
|
+
/**
|
|
382
|
+
* Move in first-person mode (Y-up coordinate system)
|
|
383
|
+
*/
|
|
384
|
+
moveFirstPerson(forward, right, up) {
|
|
385
|
+
if (!this.isFirstPersonMode)
|
|
386
|
+
return;
|
|
387
|
+
const dir = {
|
|
388
|
+
x: this.state.camera.target.x - this.state.camera.position.x,
|
|
389
|
+
y: this.state.camera.target.y - this.state.camera.position.y,
|
|
390
|
+
z: this.state.camera.target.z - this.state.camera.position.z,
|
|
391
|
+
};
|
|
392
|
+
const len = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
|
|
393
|
+
if (len > 1e-10) {
|
|
394
|
+
dir.x /= len;
|
|
395
|
+
dir.y /= len;
|
|
396
|
+
dir.z /= len;
|
|
397
|
+
}
|
|
398
|
+
// Right vector: cross product of direction and up (0,1,0)
|
|
399
|
+
const rightVec = {
|
|
400
|
+
x: -dir.z,
|
|
401
|
+
y: 0,
|
|
402
|
+
z: dir.x,
|
|
403
|
+
};
|
|
404
|
+
const rightLen = Math.sqrt(rightVec.x * rightVec.x + rightVec.z * rightVec.z);
|
|
405
|
+
if (rightLen > 1e-10) {
|
|
406
|
+
rightVec.x /= rightLen;
|
|
407
|
+
rightVec.z /= rightLen;
|
|
408
|
+
}
|
|
409
|
+
// Up vector: cross product of right and direction
|
|
410
|
+
const upVec = {
|
|
411
|
+
x: (rightVec.z * dir.y - rightVec.y * dir.z),
|
|
412
|
+
y: (rightVec.x * dir.z - rightVec.z * dir.x),
|
|
413
|
+
z: (rightVec.y * dir.x - rightVec.x * dir.y),
|
|
414
|
+
};
|
|
415
|
+
const speed = this.firstPersonSpeed;
|
|
416
|
+
this.state.camera.position.x += (dir.x * forward + rightVec.x * right + upVec.x * up) * speed;
|
|
417
|
+
this.state.camera.position.y += (dir.y * forward + rightVec.y * right + upVec.y * up) * speed;
|
|
418
|
+
this.state.camera.position.z += (dir.z * forward + rightVec.z * right + upVec.z * up) * speed;
|
|
419
|
+
this.state.camera.target.x += (dir.x * forward + rightVec.x * right + upVec.x * up) * speed;
|
|
420
|
+
this.state.camera.target.y += (dir.y * forward + rightVec.y * right + upVec.y * up) * speed;
|
|
421
|
+
this.state.camera.target.z += (dir.z * forward + rightVec.z * right + upVec.z * up) * speed;
|
|
422
|
+
this.updateMatrices();
|
|
423
|
+
}
|
|
424
|
+
/**
|
|
425
|
+
* Set preset view with explicit bounds (Y-up coordinate system)
|
|
426
|
+
* Clicking the same view again rotates 90 degrees around the view axis
|
|
427
|
+
* @param buildingRotation Optional building rotation in radians (from IfcSite placement)
|
|
428
|
+
*/
|
|
429
|
+
setPresetView(view, bounds, buildingRotation) {
|
|
430
|
+
const useBounds = bounds || this.getCurrentBounds();
|
|
431
|
+
if (!useBounds) {
|
|
432
|
+
console.warn('[Camera] No bounds available for setPresetView');
|
|
433
|
+
return;
|
|
434
|
+
}
|
|
435
|
+
// Check if clicking the same view again - cycle rotation
|
|
436
|
+
if (this.lastPresetView === view) {
|
|
437
|
+
this.presetViewRotation = (this.presetViewRotation + 1) % 4;
|
|
438
|
+
}
|
|
439
|
+
else {
|
|
440
|
+
this.lastPresetView = view;
|
|
441
|
+
this.presetViewRotation = 0;
|
|
442
|
+
}
|
|
443
|
+
const center = {
|
|
444
|
+
x: (useBounds.min.x + useBounds.max.x) / 2,
|
|
445
|
+
y: (useBounds.min.y + useBounds.max.y) / 2,
|
|
446
|
+
z: (useBounds.min.z + useBounds.max.z) / 2,
|
|
447
|
+
};
|
|
448
|
+
const size = {
|
|
449
|
+
x: useBounds.max.x - useBounds.min.x,
|
|
450
|
+
y: useBounds.max.y - useBounds.min.y,
|
|
451
|
+
z: useBounds.max.z - useBounds.min.z,
|
|
452
|
+
};
|
|
453
|
+
const maxSize = Math.max(size.x, size.y, size.z);
|
|
454
|
+
// Calculate distance based on FOV for proper fit
|
|
455
|
+
const fovFactor = Math.tan(this.state.camera.fov / 2);
|
|
456
|
+
const distance = (maxSize / 2) / fovFactor * 1.5; // 1.5x for padding
|
|
457
|
+
let endPos;
|
|
458
|
+
const endTarget = center;
|
|
459
|
+
// WebGL uses Y-up coordinate system internally
|
|
460
|
+
// We set both position AND up vector for proper orthogonal views
|
|
461
|
+
let upVector = { x: 0, y: 1, z: 0 }; // Default Y-up
|
|
462
|
+
// Up vector rotation options for top/bottom views (rotate around Y axis)
|
|
463
|
+
// 0: -Z, 1: -X, 2: +Z, 3: +X
|
|
464
|
+
const topUpVectors = [
|
|
465
|
+
{ x: 0, y: 0, z: -1 }, // 0 degrees - North up
|
|
466
|
+
{ x: -1, y: 0, z: 0 }, // 90 degrees - West up
|
|
467
|
+
{ x: 0, y: 0, z: 1 }, // 180 degrees - South up
|
|
468
|
+
{ x: 1, y: 0, z: 0 }, // 270 degrees - East up
|
|
469
|
+
];
|
|
470
|
+
const bottomUpVectors = [
|
|
471
|
+
{ x: 0, y: 0, z: 1 }, // 0 degrees - South up
|
|
472
|
+
{ x: 1, y: 0, z: 0 }, // 90 degrees - East up
|
|
473
|
+
{ x: 0, y: 0, z: -1 }, // 180 degrees - North up
|
|
474
|
+
{ x: -1, y: 0, z: 0 }, // 270 degrees - West up
|
|
475
|
+
];
|
|
476
|
+
// Apply building rotation if present (rotate around Y axis)
|
|
477
|
+
const cosR = buildingRotation !== undefined && buildingRotation !== 0 ? Math.cos(buildingRotation) : 1.0;
|
|
478
|
+
const sinR = buildingRotation !== undefined && buildingRotation !== 0 ? Math.sin(buildingRotation) : 0.0;
|
|
479
|
+
switch (view) {
|
|
480
|
+
case 'top': {
|
|
481
|
+
// Top view: looking straight down from above (+Y)
|
|
482
|
+
// Counter-rotate up vector by NEGATIVE building rotation to align with building axes
|
|
483
|
+
const topUp = topUpVectors[this.presetViewRotation];
|
|
484
|
+
endPos = { x: center.x, y: center.y + distance, z: center.z };
|
|
485
|
+
upVector = {
|
|
486
|
+
x: topUp.x * cosR + topUp.z * sinR,
|
|
487
|
+
y: topUp.y,
|
|
488
|
+
z: -topUp.x * sinR + topUp.z * cosR,
|
|
489
|
+
};
|
|
490
|
+
break;
|
|
491
|
+
}
|
|
492
|
+
case 'bottom': {
|
|
493
|
+
// Bottom view: looking straight up from below (-Y)
|
|
494
|
+
// Counter-rotate up vector by NEGATIVE building rotation to align with building axes
|
|
495
|
+
const bottomUp = bottomUpVectors[this.presetViewRotation];
|
|
496
|
+
endPos = { x: center.x, y: center.y - distance, z: center.z };
|
|
497
|
+
upVector = {
|
|
498
|
+
x: bottomUp.x * cosR + bottomUp.z * sinR,
|
|
499
|
+
y: bottomUp.y,
|
|
500
|
+
z: -bottomUp.x * sinR + bottomUp.z * cosR,
|
|
501
|
+
};
|
|
502
|
+
break;
|
|
503
|
+
}
|
|
504
|
+
case 'front':
|
|
505
|
+
// Front view: from +Z looking at model
|
|
506
|
+
// Rotate camera position around Y axis by building rotation
|
|
507
|
+
// Standard rotation: x' = x*cos - z*sin, z' = x*sin + z*cos
|
|
508
|
+
// For +Z direction (0,0,1): x' = -sin, z' = cos
|
|
509
|
+
// But we need to look at building's front, so use negative rotation
|
|
510
|
+
endPos = {
|
|
511
|
+
x: center.x + sinR * distance,
|
|
512
|
+
y: center.y,
|
|
513
|
+
z: center.z + cosR * distance,
|
|
514
|
+
};
|
|
515
|
+
upVector = { x: 0, y: 1, z: 0 }; // Y-up
|
|
516
|
+
break;
|
|
517
|
+
case 'back':
|
|
518
|
+
// Back view: from -Z looking at model
|
|
519
|
+
// For -Z direction (0,0,-1) rotated: x' = sin, z' = -cos
|
|
520
|
+
endPos = {
|
|
521
|
+
x: center.x - sinR * distance,
|
|
522
|
+
y: center.y,
|
|
523
|
+
z: center.z - cosR * distance,
|
|
524
|
+
};
|
|
525
|
+
upVector = { x: 0, y: 1, z: 0 }; // Y-up
|
|
526
|
+
break;
|
|
527
|
+
case 'left':
|
|
528
|
+
// Left view: from -X looking at model
|
|
529
|
+
// For -X direction (-1,0,0) rotated: x' = -cos, z' = sin
|
|
530
|
+
endPos = {
|
|
531
|
+
x: center.x - cosR * distance,
|
|
532
|
+
y: center.y,
|
|
533
|
+
z: center.z + sinR * distance,
|
|
534
|
+
};
|
|
535
|
+
upVector = { x: 0, y: 1, z: 0 }; // Y-up
|
|
536
|
+
break;
|
|
537
|
+
case 'right':
|
|
538
|
+
// Right view: from +X looking at model
|
|
539
|
+
// For +X direction (1,0,0) rotated: x' = cos, z' = -sin
|
|
540
|
+
endPos = {
|
|
541
|
+
x: center.x + cosR * distance,
|
|
542
|
+
y: center.y,
|
|
543
|
+
z: center.z - sinR * distance,
|
|
544
|
+
};
|
|
545
|
+
upVector = { x: 0, y: 1, z: 0 }; // Y-up
|
|
546
|
+
break;
|
|
547
|
+
}
|
|
548
|
+
this.animateToWithUp(endPos, endTarget, upVector, 300);
|
|
549
|
+
}
|
|
550
|
+
/**
|
|
551
|
+
* Get current bounds estimate (simplified - in production would use scene bounds)
|
|
552
|
+
*/
|
|
553
|
+
getCurrentBounds() {
|
|
554
|
+
// Estimate bounds from camera distance
|
|
555
|
+
const dir = {
|
|
556
|
+
x: this.state.camera.position.x - this.state.camera.target.x,
|
|
557
|
+
y: this.state.camera.position.y - this.state.camera.target.y,
|
|
558
|
+
z: this.state.camera.position.z - this.state.camera.target.z,
|
|
559
|
+
};
|
|
560
|
+
const distance = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
|
|
561
|
+
const size = distance / 2;
|
|
562
|
+
return {
|
|
563
|
+
min: {
|
|
564
|
+
x: this.state.camera.target.x - size,
|
|
565
|
+
y: this.state.camera.target.y - size,
|
|
566
|
+
z: this.state.camera.target.z - size,
|
|
567
|
+
},
|
|
568
|
+
max: {
|
|
569
|
+
x: this.state.camera.target.x + size,
|
|
570
|
+
y: this.state.camera.target.y + size,
|
|
571
|
+
z: this.state.camera.target.z + size,
|
|
572
|
+
},
|
|
573
|
+
};
|
|
574
|
+
}
|
|
575
|
+
/**
|
|
576
|
+
* Reset velocity (stop inertia)
|
|
577
|
+
*/
|
|
578
|
+
stopInertia() {
|
|
579
|
+
this.velocity.orbit.x = 0;
|
|
580
|
+
this.velocity.orbit.y = 0;
|
|
581
|
+
this.velocity.pan.x = 0;
|
|
582
|
+
this.velocity.pan.y = 0;
|
|
583
|
+
this.velocity.zoom = 0;
|
|
584
|
+
}
|
|
585
|
+
/**
|
|
586
|
+
* Reset camera animation state (clear inertia, cancel animations, reset preset tracking)
|
|
587
|
+
* Called when loading a new model to ensure clean state
|
|
588
|
+
*/
|
|
589
|
+
reset() {
|
|
590
|
+
this.stopInertia();
|
|
591
|
+
// Cancel any ongoing animations
|
|
592
|
+
this.animationStartTime = 0;
|
|
593
|
+
this.animationDuration = 0;
|
|
594
|
+
this.animationStartPos = null;
|
|
595
|
+
this.animationStartTarget = null;
|
|
596
|
+
this.animationEndPos = null;
|
|
597
|
+
this.animationEndTarget = null;
|
|
598
|
+
this.animationStartUp = null;
|
|
599
|
+
this.animationEndUp = null;
|
|
600
|
+
this.animationEasing = null;
|
|
601
|
+
// Reset preset view tracking
|
|
602
|
+
this.lastPresetView = null;
|
|
603
|
+
this.presetViewRotation = 0;
|
|
604
|
+
}
|
|
605
|
+
}
|
|
606
|
+
//# sourceMappingURL=camera-animation.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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