@zylem/game-lib 0.5.1 → 0.6.0
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/LICENSE +21 -0
- package/dist/behaviors.d.ts +1 -3
- package/dist/behaviors.js.map +1 -1
- package/dist/blueprints-BOCc3Wve.d.ts +26 -0
- package/dist/{camera-Dk-fOVZE.d.ts → camera-CpbDr4-V.d.ts} +19 -45
- package/dist/camera.d.ts +2 -2
- package/dist/camera.js +217 -113
- package/dist/camera.js.map +1 -1
- package/dist/{core-C2mjetAd.d.ts → core-CZhozNRH.d.ts} +77 -42
- package/dist/core.d.ts +6 -5
- package/dist/core.js +1676 -695
- package/dist/core.js.map +1 -1
- package/dist/entities-BAxfJOkk.d.ts +307 -0
- package/dist/entities.d.ts +4 -267
- package/dist/entities.js +213 -90
- package/dist/entities.js.map +1 -1
- package/dist/entity-Bq_eNEDI.d.ts +28 -0
- package/dist/{entity-bQElAdpo.d.ts → entity-COvRtFNG.d.ts} +68 -20
- package/dist/main.d.ts +88 -12
- package/dist/main.js +1811 -810
- package/dist/main.js.map +1 -1
- package/dist/{stage-CrmY7V0i.d.ts → stage-types-CD21XoIU.d.ts} +90 -39
- package/dist/stage.d.ts +40 -20
- package/dist/stage.js +1210 -674
- package/dist/stage.js.map +1 -1
- package/package.json +10 -10
- package/dist/entity-spawner-DNnLYnZq.d.ts +0 -11
package/dist/camera.js
CHANGED
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@@ -1,9 +1,8 @@
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// src/lib/camera/camera.ts
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-
import { Vector2 as Vector23, Vector3 as
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import { Vector2 as Vector23, Vector3 as Vector34 } from "three";
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// src/lib/camera/zylem-camera.ts
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import { PerspectiveCamera, Vector3 as
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-
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { PerspectiveCamera, Vector3 as Vector33, Object3D as Object3D2, OrthographicCamera, WebGLRenderer as WebGLRenderer3 } from "three";
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// src/lib/camera/perspective.ts
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var Perspectives = {
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@@ -188,25 +187,191 @@ var RenderPass = class extends Pass {
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}
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};
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// src/lib/camera/camera-debug-delegate.ts
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import { Vector3 as Vector32 } from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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var CameraOrbitController = class {
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camera;
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domElement;
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orbitControls = null;
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orbitTarget = null;
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orbitTargetWorldPos = new Vector32();
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debugDelegate = null;
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debugUnsubscribe = null;
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debugStateSnapshot = { enabled: false, selected: [] };
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// Saved camera state for restoration when exiting debug mode
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savedCameraPosition = null;
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savedCameraQuaternion = null;
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savedCameraZoom = null;
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constructor(camera2, domElement) {
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this.camera = camera2;
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this.domElement = domElement;
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}
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/**
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* Check if debug mode is currently active (orbit controls enabled).
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*/
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get isActive() {
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return this.debugStateSnapshot.enabled;
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}
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/**
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* Update orbit controls each frame.
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* Should be called from the camera's update loop.
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*/
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update() {
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if (this.orbitControls && this.orbitTarget) {
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this.orbitTarget.getWorldPosition(this.orbitTargetWorldPos);
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this.orbitControls.target.copy(this.orbitTargetWorldPos);
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}
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this.orbitControls?.update();
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}
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/**
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* Attach a delegate to react to debug state changes.
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*/
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setDebugDelegate(delegate) {
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if (this.debugDelegate === delegate) {
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return;
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}
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this.detachDebugDelegate();
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this.debugDelegate = delegate;
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if (!delegate) {
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this.applyDebugState({ enabled: false, selected: [] });
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return;
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}
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const unsubscribe = delegate.subscribe((state) => {
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this.applyDebugState(state);
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});
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this.debugUnsubscribe = () => {
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unsubscribe?.();
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};
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}
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/**
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* Clean up resources.
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*/
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dispose() {
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this.disableOrbitControls();
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this.detachDebugDelegate();
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}
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/**
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* Get the current debug state snapshot.
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*/
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get debugState() {
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return this.debugStateSnapshot;
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}
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applyDebugState(state) {
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const wasEnabled = this.debugStateSnapshot.enabled;
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this.debugStateSnapshot = {
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enabled: state.enabled,
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selected: [...state.selected]
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};
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if (state.enabled && !wasEnabled) {
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this.saveCameraState();
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this.enableOrbitControls();
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this.updateOrbitTargetFromSelection(state.selected);
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} else if (!state.enabled && wasEnabled) {
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this.orbitTarget = null;
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this.disableOrbitControls();
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this.restoreCameraState();
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} else if (state.enabled) {
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this.updateOrbitTargetFromSelection(state.selected);
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}
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}
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enableOrbitControls() {
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if (this.orbitControls) {
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return;
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}
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this.orbitControls = new OrbitControls(this.camera, this.domElement);
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this.orbitControls.enableDamping = true;
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this.orbitControls.dampingFactor = 0.05;
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this.orbitControls.screenSpacePanning = false;
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this.orbitControls.minDistance = 1;
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this.orbitControls.maxDistance = 500;
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this.orbitControls.maxPolarAngle = Math.PI / 2;
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this.orbitControls.target.set(0, 0, 0);
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}
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disableOrbitControls() {
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if (!this.orbitControls) {
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return;
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}
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this.orbitControls.dispose();
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this.orbitControls = null;
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}
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updateOrbitTargetFromSelection(selected) {
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if (!this.debugDelegate || selected.length === 0) {
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this.orbitTarget = null;
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if (this.orbitControls) {
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this.orbitControls.target.set(0, 0, 0);
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}
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return;
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}
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for (let i = selected.length - 1; i >= 0; i -= 1) {
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const uuid = selected[i];
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const targetObject = this.debugDelegate.resolveTarget(uuid);
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if (targetObject) {
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this.orbitTarget = targetObject;
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if (this.orbitControls) {
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targetObject.getWorldPosition(this.orbitTargetWorldPos);
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this.orbitControls.target.copy(this.orbitTargetWorldPos);
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}
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return;
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}
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}
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this.orbitTarget = null;
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}
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detachDebugDelegate() {
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if (this.debugUnsubscribe) {
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try {
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this.debugUnsubscribe();
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} catch {
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}
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}
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this.debugUnsubscribe = null;
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this.debugDelegate = null;
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}
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/**
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* Save camera position, rotation, and zoom before entering debug mode.
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*/
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saveCameraState() {
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this.savedCameraPosition = this.camera.position.clone();
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this.savedCameraQuaternion = this.camera.quaternion.clone();
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if ("zoom" in this.camera) {
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this.savedCameraZoom = this.camera.zoom;
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}
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}
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/**
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* Restore camera position, rotation, and zoom when exiting debug mode.
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*/
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restoreCameraState() {
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if (this.savedCameraPosition) {
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this.camera.position.copy(this.savedCameraPosition);
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this.savedCameraPosition = null;
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}
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if (this.savedCameraQuaternion) {
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this.camera.quaternion.copy(this.savedCameraQuaternion);
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this.savedCameraQuaternion = null;
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}
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if (this.savedCameraZoom !== null && "zoom" in this.camera) {
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this.camera.zoom = this.savedCameraZoom;
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this.camera.updateProjectionMatrix?.();
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this.savedCameraZoom = null;
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}
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}
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};
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// src/lib/camera/zylem-camera.ts
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361
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var ZylemCamera = class {
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cameraRig;
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cameraRig = null;
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camera;
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screenResolution;
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renderer;
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composer;
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_perspective;
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orbitControls = null;
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target = null;
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sceneRef = null;
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frustumSize = 10;
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// Perspective controller delegation
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372
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perspectiveController = null;
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-
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debugStateSnapshot = { enabled: false, selected: [] };
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orbitTarget = null;
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orbitTargetWorldPos = new Vector32();
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// Debug/orbit controls delegation
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orbitController = null;
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constructor(perspective, screenResolution, frustumSize = 10) {
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this._perspective = perspective;
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this.screenResolution = screenResolution;
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@@ -217,26 +382,23 @@ var ZylemCamera = class {
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382
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this.composer = new EffectComposer(this.renderer);
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const aspectRatio = screenResolution.x / screenResolution.y;
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384
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this.camera = this.createCameraForPerspective(aspectRatio);
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-
this.
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-
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-
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if (this.needsRig()) {
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this.cameraRig = new Object3D2();
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this.cameraRig.position.set(0, 3, 10);
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this.cameraRig.add(this.camera);
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this.camera.lookAt(new Vector33(0, 2, 0));
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} else {
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this.camera.position.set(0, 0, 10);
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this.camera.lookAt(new Vector33(0, 0, 0));
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}
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this.initializePerspectiveController();
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this.orbitController = new CameraOrbitController(this.camera, this.renderer.domElement);
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}
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/**
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* Setup the camera with a scene
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*/
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async setup(scene) {
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this.sceneRef = scene;
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if (this.orbitControls === null) {
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this.orbitControls = new OrbitControls(this.camera, this.renderer.domElement);
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this.orbitControls.enableDamping = true;
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this.orbitControls.dampingFactor = 0.05;
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this.orbitControls.screenSpacePanning = false;
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this.orbitControls.minDistance = 1;
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this.orbitControls.maxDistance = 500;
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this.orbitControls.maxPolarAngle = Math.PI / 2;
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}
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402
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let renderResolution = this.screenResolution.clone().divideScalar(2);
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403
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renderResolution.x |= 0;
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renderResolution.y |= 0;
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@@ -258,16 +420,18 @@ var ZylemCamera = class {
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420
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* Update camera and render
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421
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*/
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422
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update(delta) {
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this.orbitControls.target.copy(this.orbitTargetWorldPos);
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}
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265
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this.orbitControls?.update();
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266
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-
if (this.perspectiveController) {
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423
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this.orbitController?.update();
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424
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if (this.perspectiveController && !this.isDebugModeActive()) {
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425
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this.perspectiveController.update(delta);
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426
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}
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427
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this.composer.render(delta);
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428
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}
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429
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/**
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430
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* Check if debug mode is active (orbit controls taking over camera)
|
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431
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*/
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432
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isDebugModeActive() {
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433
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return this.orbitController?.isActive ?? false;
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434
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}
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/**
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436
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* Dispose renderer, composer, controls, and detach from scene
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*/
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@@ -277,7 +441,7 @@ var ZylemCamera = class {
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} catch {
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442
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}
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try {
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-
this.
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444
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this.orbitController?.dispose();
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281
445
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} catch {
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}
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try {
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@@ -289,28 +453,13 @@ var ZylemCamera = class {
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289
453
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this.renderer.dispose();
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290
454
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} catch {
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291
455
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}
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292
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-
this.detachDebugDelegate();
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293
456
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this.sceneRef = null;
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294
457
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}
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458
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/**
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296
459
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* Attach a delegate to react to debug state changes.
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297
460
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*/
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298
461
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setDebugDelegate(delegate) {
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299
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-
|
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300
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-
return;
|
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301
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-
}
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302
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-
this.detachDebugDelegate();
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303
|
-
this.debugDelegate = delegate;
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304
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-
if (!delegate) {
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305
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this.applyDebugState({ enabled: false, selected: [] });
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306
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-
return;
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307
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-
}
|
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308
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-
const unsubscribe = delegate.subscribe((state) => {
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309
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this.applyDebugState(state);
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310
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});
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311
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-
this.debugUnsubscribe = () => {
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312
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-
unsubscribe?.();
|
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313
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-
};
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462
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+
this.orbitController?.setDebugDelegate(delegate);
|
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314
463
|
}
|
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315
464
|
/**
|
|
316
465
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* Resize camera and renderer
|
|
@@ -402,15 +551,31 @@ var ZylemCamera = class {
|
|
|
402
551
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if (this._perspective === Perspectives.Flat2D || this._perspective === Perspectives.Fixed2D) {
|
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403
552
|
this.frustumSize = position.z;
|
|
404
553
|
}
|
|
405
|
-
this.cameraRig
|
|
554
|
+
if (this.cameraRig) {
|
|
555
|
+
this.cameraRig.position.set(position.x, position.y, position.z);
|
|
556
|
+
} else {
|
|
557
|
+
this.camera.position.set(position.x, position.y, position.z);
|
|
558
|
+
}
|
|
406
559
|
}
|
|
407
560
|
move(position) {
|
|
408
561
|
this.moveCamera(position);
|
|
409
562
|
}
|
|
410
563
|
rotate(pitch, yaw, roll) {
|
|
411
|
-
this.cameraRig
|
|
412
|
-
|
|
413
|
-
|
|
564
|
+
if (this.cameraRig) {
|
|
565
|
+
this.cameraRig.rotateX(pitch);
|
|
566
|
+
this.cameraRig.rotateY(yaw);
|
|
567
|
+
this.cameraRig.rotateZ(roll);
|
|
568
|
+
} else {
|
|
569
|
+
this.camera.rotateX(pitch);
|
|
570
|
+
this.camera.rotateY(yaw);
|
|
571
|
+
this.camera.rotateZ(roll);
|
|
572
|
+
}
|
|
573
|
+
}
|
|
574
|
+
/**
|
|
575
|
+
* Check if this perspective type needs a camera rig
|
|
576
|
+
*/
|
|
577
|
+
needsRig() {
|
|
578
|
+
return this._perspective === Perspectives.ThirdPerson;
|
|
414
579
|
}
|
|
415
580
|
/**
|
|
416
581
|
* Get the DOM element for the renderer
|
|
@@ -418,67 +583,6 @@ var ZylemCamera = class {
|
|
|
418
583
|
getDomElement() {
|
|
419
584
|
return this.renderer.domElement;
|
|
420
585
|
}
|
|
421
|
-
applyDebugState(state) {
|
|
422
|
-
this.debugStateSnapshot = {
|
|
423
|
-
enabled: state.enabled,
|
|
424
|
-
selected: [...state.selected]
|
|
425
|
-
};
|
|
426
|
-
if (state.enabled) {
|
|
427
|
-
this.enableOrbitControls();
|
|
428
|
-
this.updateOrbitTargetFromSelection(state.selected);
|
|
429
|
-
} else {
|
|
430
|
-
this.orbitTarget = null;
|
|
431
|
-
this.disableOrbitControls();
|
|
432
|
-
}
|
|
433
|
-
}
|
|
434
|
-
enableOrbitControls() {
|
|
435
|
-
if (this.orbitControls) {
|
|
436
|
-
return;
|
|
437
|
-
}
|
|
438
|
-
this.orbitControls = new OrbitControls(this.camera, this.renderer.domElement);
|
|
439
|
-
this.orbitControls.enableDamping = true;
|
|
440
|
-
this.orbitControls.dampingFactor = 0.05;
|
|
441
|
-
this.orbitControls.screenSpacePanning = false;
|
|
442
|
-
this.orbitControls.minDistance = 1;
|
|
443
|
-
this.orbitControls.maxDistance = 500;
|
|
444
|
-
this.orbitControls.maxPolarAngle = Math.PI / 2;
|
|
445
|
-
}
|
|
446
|
-
disableOrbitControls() {
|
|
447
|
-
if (!this.orbitControls) {
|
|
448
|
-
return;
|
|
449
|
-
}
|
|
450
|
-
this.orbitControls.dispose();
|
|
451
|
-
this.orbitControls = null;
|
|
452
|
-
}
|
|
453
|
-
updateOrbitTargetFromSelection(selected) {
|
|
454
|
-
if (!this.debugDelegate || selected.length === 0) {
|
|
455
|
-
this.orbitTarget = null;
|
|
456
|
-
return;
|
|
457
|
-
}
|
|
458
|
-
for (let i = selected.length - 1; i >= 0; i -= 1) {
|
|
459
|
-
const uuid = selected[i];
|
|
460
|
-
const targetObject = this.debugDelegate.resolveTarget(uuid);
|
|
461
|
-
if (targetObject) {
|
|
462
|
-
this.orbitTarget = targetObject;
|
|
463
|
-
if (this.orbitControls) {
|
|
464
|
-
targetObject.getWorldPosition(this.orbitTargetWorldPos);
|
|
465
|
-
this.orbitControls.target.copy(this.orbitTargetWorldPos);
|
|
466
|
-
}
|
|
467
|
-
return;
|
|
468
|
-
}
|
|
469
|
-
}
|
|
470
|
-
this.orbitTarget = null;
|
|
471
|
-
}
|
|
472
|
-
detachDebugDelegate() {
|
|
473
|
-
if (this.debugUnsubscribe) {
|
|
474
|
-
try {
|
|
475
|
-
this.debugUnsubscribe();
|
|
476
|
-
} catch {
|
|
477
|
-
}
|
|
478
|
-
}
|
|
479
|
-
this.debugUnsubscribe = null;
|
|
480
|
-
this.debugDelegate = null;
|
|
481
|
-
}
|
|
482
586
|
};
|
|
483
587
|
|
|
484
588
|
// src/lib/camera/camera.ts
|
|
@@ -495,8 +599,8 @@ function camera(options) {
|
|
|
495
599
|
frustumSize = options.zoom || 10;
|
|
496
600
|
}
|
|
497
601
|
const zylemCamera = new ZylemCamera(options.perspective || "third-person", screenResolution, frustumSize);
|
|
498
|
-
zylemCamera.move(options.position || new
|
|
499
|
-
zylemCamera.camera.lookAt(options.target || new
|
|
602
|
+
zylemCamera.move(options.position || new Vector34(0, 0, 0));
|
|
603
|
+
zylemCamera.camera.lookAt(options.target || new Vector34(0, 0, 0));
|
|
500
604
|
return new CameraWrapper(zylemCamera);
|
|
501
605
|
}
|
|
502
606
|
export {
|
package/dist/camera.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/lib/camera/camera.ts","../src/lib/camera/zylem-camera.ts","../src/lib/camera/perspective.ts","../src/lib/camera/third-person.ts","../src/lib/camera/fixed-2d.ts","../src/lib/graphics/render-pass.ts","../src/lib/graphics/shaders/fragment/standard.glsl","../src/lib/graphics/shaders/vertex/standard.glsl"],"sourcesContent":["import { Vector2, Vector3 } from \"three\";\nimport { PerspectiveType } from \"./perspective\";\nimport { ZylemCamera } from \"./zylem-camera\";\n\nexport interface CameraOptions {\n\tperspective?: PerspectiveType;\n\tposition?: Vector3;\n\ttarget?: Vector3;\n\tzoom?: number;\n\tscreenResolution?: Vector2;\n}\n\nexport class CameraWrapper {\n\tcameraRef: ZylemCamera;\n\n\tconstructor(camera: ZylemCamera) {\n\t\tthis.cameraRef = camera;\n\t}\n}\n\nexport function camera(options: CameraOptions): CameraWrapper {\n\tconst screenResolution = options.screenResolution || new Vector2(window.innerWidth, window.innerHeight);\n\tlet frustumSize = 10;\n\tif (options.perspective === 'fixed-2d') {\n\t\tfrustumSize = options.zoom || 10;\n\t}\n\tconst zylemCamera = new ZylemCamera(options.perspective || 'third-person', screenResolution, frustumSize);\n\n\t// Set initial position and target\n\tzylemCamera.move(options.position || new Vector3(0, 0, 0));\n\tzylemCamera.camera.lookAt(options.target || new Vector3(0, 0, 0));\n\n\treturn new CameraWrapper(zylemCamera);\n}","import { Vector2, Camera, PerspectiveCamera, Vector3, Object3D, OrthographicCamera, WebGLRenderer, Scene } from 'three';\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';\nimport { PerspectiveType, Perspectives } from './perspective';\nimport { ThirdPersonCamera } from './third-person';\nimport { Fixed2DCamera } from './fixed-2d';\nimport { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\nimport RenderPass from '../graphics/render-pass';\nimport { StageEntity } from '../interfaces/entity';\n\n/**\n * Interface for perspective-specific camera controllers\n */\nexport interface PerspectiveController {\n\tsetup(params: { screenResolution: Vector2; renderer: WebGLRenderer; scene: Scene; camera: ZylemCamera }): void;\n\tupdate(delta: number): void;\n\tresize(width: number, height: number): void;\n}\n\nexport interface CameraDebugState {\n\tenabled: boolean;\n\tselected: string[];\n}\n\nexport interface CameraDebugDelegate {\n\tsubscribe(listener: (state: CameraDebugState) => void): () => void;\n\tresolveTarget(uuid: string): Object3D | null;\n}\n\nexport class ZylemCamera {\n\tcameraRig: Object3D;\n\tcamera: Camera;\n\tscreenResolution: Vector2;\n\trenderer: WebGLRenderer;\n\tcomposer: EffectComposer;\n\t_perspective: PerspectiveType;\n\torbitControls: OrbitControls | null = null;\n\ttarget: StageEntity | null = null;\n\tsceneRef: Scene | null = null;\n\tfrustumSize = 10;\n\n\t// Perspective controller delegation\n\tperspectiveController: PerspectiveController | null = null;\n\n\tdebugDelegate: CameraDebugDelegate | null = null;\n\tprivate debugUnsubscribe: (() => void) | null = null;\n\tprivate debugStateSnapshot: CameraDebugState = { enabled: false, selected: [] };\n\tprivate orbitTarget: Object3D | null = null;\n\tprivate orbitTargetWorldPos: Vector3 = new Vector3();\n\n\tconstructor(perspective: PerspectiveType, screenResolution: Vector2, frustumSize: number = 10) {\n\t\tthis._perspective = perspective;\n\t\tthis.screenResolution = screenResolution;\n\t\tthis.frustumSize = frustumSize;\n\t\t// Initialize renderer\n\t\tthis.renderer = new WebGLRenderer({ antialias: false, alpha: true });\n\t\tthis.renderer.setSize(screenResolution.x, screenResolution.y);\n\t\tthis.renderer.shadowMap.enabled = true;\n\n\t\t// Initialize composer\n\t\tthis.composer = new EffectComposer(this.renderer);\n\n\t\t// Create camera based on perspective\n\t\tconst aspectRatio = screenResolution.x / screenResolution.y;\n\t\tthis.camera = this.createCameraForPerspective(aspectRatio);\n\n\t\t// Setup camera rig\n\t\tthis.cameraRig = new Object3D();\n\t\tthis.cameraRig.position.set(0, 3, 10);\n\t\tthis.cameraRig.add(this.camera);\n\t\tthis.camera.lookAt(new Vector3(0, 2, 0));\n\n\t\t// Initialize perspective controller\n\t\tthis.initializePerspectiveController();\n\t}\n\n\t/**\n\t * Setup the camera with a scene\n\t */\n\tasync setup(scene: Scene) {\n\t\tthis.sceneRef = scene;\n\n\t\t// Setup orbit controls\n\t\tif (this.orbitControls === null) {\n\t\t\tthis.orbitControls = new OrbitControls(this.camera, this.renderer.domElement);\n\t\t\tthis.orbitControls.enableDamping = true;\n\t\t\tthis.orbitControls.dampingFactor = 0.05;\n\t\t\tthis.orbitControls.screenSpacePanning = false;\n\t\t\tthis.orbitControls.minDistance = 1;\n\t\t\tthis.orbitControls.maxDistance = 500;\n\t\t\tthis.orbitControls.maxPolarAngle = Math.PI / 2;\n\t\t}\n\n\t\t// Setup render pass\n\t\tlet renderResolution = this.screenResolution.clone().divideScalar(2);\n\t\trenderResolution.x |= 0;\n\t\trenderResolution.y |= 0;\n\t\tconst pass = new RenderPass(renderResolution, scene, this.camera);\n\t\tthis.composer.addPass(pass);\n\n\t\t// Setup perspective controller\n\t\tif (this.perspectiveController) {\n\t\t\tthis.perspectiveController.setup({\n\t\t\t\tscreenResolution: this.screenResolution,\n\t\t\t\trenderer: this.renderer,\n\t\t\t\tscene: scene,\n\t\t\t\tcamera: this\n\t\t\t});\n\t\t}\n\n\t\t// Start render loop\n\t\tthis.renderer.setAnimationLoop((delta) => {\n\t\t\tthis.update(delta || 0);\n\t\t});\n\t}\n\n\t/**\n\t * Update camera and render\n\t */\n\tupdate(delta: number) {\n\t\tif (this.orbitControls && this.orbitTarget) {\n\t\t\tthis.orbitTarget.getWorldPosition(this.orbitTargetWorldPos);\n\t\t\tthis.orbitControls.target.copy(this.orbitTargetWorldPos);\n\t\t}\n\t\tthis.orbitControls?.update();\n\n\t\t// Delegate to perspective controller\n\t\tif (this.perspectiveController) {\n\t\t\tthis.perspectiveController.update(delta);\n\t\t}\n\n\t\t// Render the scene\n\t\tthis.composer.render(delta);\n\t}\n\n\t/**\n\t * Dispose renderer, composer, controls, and detach from scene\n\t */\n\tdestroy() {\n\t\ttry {\n\t\t\tthis.renderer.setAnimationLoop(null as any);\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\tthis.disableOrbitControls();\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\tthis.composer?.passes?.forEach((p: any) => p.dispose?.());\n\t\t\t// @ts-ignore dispose exists on EffectComposer but not typed here\n\t\t\tthis.composer?.dispose?.();\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\tthis.renderer.dispose();\n\t\t} catch { /* noop */ }\n\t\tthis.detachDebugDelegate();\n\t\tthis.sceneRef = null;\n\t}\n\n\t/**\n\t * Attach a delegate to react to debug state changes.\n\t */\n\tsetDebugDelegate(delegate: CameraDebugDelegate | null) {\n\t\tif (this.debugDelegate === delegate) {\n\t\t\treturn;\n\t\t}\n\t\tthis.detachDebugDelegate();\n\t\tthis.debugDelegate = delegate;\n\t\tif (!delegate) {\n\t\t\tthis.applyDebugState({ enabled: false, selected: [] });\n\t\t\treturn;\n\t\t}\n\t\tconst unsubscribe = delegate.subscribe((state) => {\n\t\t\tthis.applyDebugState(state);\n\t\t});\n\t\tthis.debugUnsubscribe = () => {\n\t\t\tunsubscribe?.();\n\t\t};\n\t}\n\n\t/**\n\t * Resize camera and renderer\n\t */\n\tresize(width: number, height: number) {\n\t\tthis.screenResolution.set(width, height);\n\t\tthis.renderer.setSize(width, height, false);\n\t\tthis.composer.setSize(width, height);\n\n\t\tif (this.camera instanceof PerspectiveCamera) {\n\t\t\tthis.camera.aspect = width / height;\n\t\t\tthis.camera.updateProjectionMatrix();\n\t\t}\n\n\t\tif (this.perspectiveController) {\n\t\t\tthis.perspectiveController.resize(width, height);\n\t\t}\n\t}\n\n\t/**\n\t * Update renderer pixel ratio (DPR)\n\t */\n\tsetPixelRatio(dpr: number) {\n\t\tconst safe = Math.max(1, Number.isFinite(dpr) ? dpr : 1);\n\t\tthis.renderer.setPixelRatio(safe);\n\t}\n\n\t/**\n\t * Create camera based on perspective type\n\t */\n\tprivate createCameraForPerspective(aspectRatio: number): Camera {\n\t\tswitch (this._perspective) {\n\t\t\tcase Perspectives.ThirdPerson:\n\t\t\t\treturn this.createThirdPersonCamera(aspectRatio);\n\t\t\tcase Perspectives.FirstPerson:\n\t\t\t\treturn this.createFirstPersonCamera(aspectRatio);\n\t\t\tcase Perspectives.Isometric:\n\t\t\t\treturn this.createIsometricCamera(aspectRatio);\n\t\t\tcase Perspectives.Flat2D:\n\t\t\t\treturn this.createFlat2DCamera(aspectRatio);\n\t\t\tcase Perspectives.Fixed2D:\n\t\t\t\treturn this.createFixed2DCamera(aspectRatio);\n\t\t\tdefault:\n\t\t\t\treturn this.createThirdPersonCamera(aspectRatio);\n\t\t}\n\t}\n\n\t/**\n\t * Initialize perspective-specific controller\n\t */\n\tprivate initializePerspectiveController() {\n\t\tswitch (this._perspective) {\n\t\t\tcase Perspectives.ThirdPerson:\n\t\t\t\tthis.perspectiveController = new ThirdPersonCamera();\n\t\t\t\tbreak;\n\t\t\tcase Perspectives.Fixed2D:\n\t\t\t\tthis.perspectiveController = new Fixed2DCamera();\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tthis.perspectiveController = new ThirdPersonCamera();\n\t\t}\n\t}\n\n\tprivate createThirdPersonCamera(aspectRatio: number): PerspectiveCamera {\n\t\treturn new PerspectiveCamera(75, aspectRatio, 0.1, 1000);\n\t}\n\n\tprivate createFirstPersonCamera(aspectRatio: number): PerspectiveCamera {\n\t\treturn new PerspectiveCamera(75, aspectRatio, 0.1, 1000);\n\t}\n\n\tprivate createIsometricCamera(aspectRatio: number): OrthographicCamera {\n\t\treturn new OrthographicCamera(\n\t\t\tthis.frustumSize * aspectRatio / -2,\n\t\t\tthis.frustumSize * aspectRatio / 2,\n\t\t\tthis.frustumSize / 2,\n\t\t\tthis.frustumSize / -2,\n\t\t\t1,\n\t\t\t1000\n\t\t);\n\t}\n\n\tprivate createFlat2DCamera(aspectRatio: number): OrthographicCamera {\n\t\treturn new OrthographicCamera(\n\t\t\tthis.frustumSize * aspectRatio / -2,\n\t\t\tthis.frustumSize * aspectRatio / 2,\n\t\t\tthis.frustumSize / 2,\n\t\t\tthis.frustumSize / -2,\n\t\t\t1,\n\t\t\t1000\n\t\t);\n\t}\n\n\tprivate createFixed2DCamera(aspectRatio: number): OrthographicCamera {\n\t\treturn this.createFlat2DCamera(aspectRatio);\n\t}\n\n\t// Movement methods\n\tprivate moveCamera(position: Vector3) {\n\t\tif (this._perspective === Perspectives.Flat2D || this._perspective === Perspectives.Fixed2D) {\n\t\t\tthis.frustumSize = position.z;\n\t\t}\n\t\tthis.cameraRig.position.set(position.x, position.y, position.z);\n\t}\n\n\tmove(position: Vector3) {\n\t\tthis.moveCamera(position);\n\t}\n\n\trotate(pitch: number, yaw: number, roll: number) {\n\t\tthis.cameraRig.rotateX(pitch);\n\t\tthis.cameraRig.rotateY(yaw);\n\t\tthis.cameraRig.rotateZ(roll);\n\t}\n\n\t/**\n\t * Get the DOM element for the renderer\n\t */\n\tgetDomElement(): HTMLCanvasElement {\n\t\treturn this.renderer.domElement;\n\t}\n\n\tprivate applyDebugState(state: CameraDebugState) {\n\t\tthis.debugStateSnapshot = {\n\t\t\tenabled: state.enabled,\n\t\t\tselected: [...state.selected],\n\t\t};\n\t\tif (state.enabled) {\n\t\t\tthis.enableOrbitControls();\n\t\t\tthis.updateOrbitTargetFromSelection(state.selected);\n\t\t} else {\n\t\t\tthis.orbitTarget = null;\n\t\t\tthis.disableOrbitControls();\n\t\t}\n\t}\n\n\tprivate enableOrbitControls() {\n\t\tif (this.orbitControls) {\n\t\t\treturn;\n\t\t}\n\t\tthis.orbitControls = new OrbitControls(this.camera, this.renderer.domElement);\n\t\tthis.orbitControls.enableDamping = true;\n\t\tthis.orbitControls.dampingFactor = 0.05;\n\t\tthis.orbitControls.screenSpacePanning = false;\n\t\tthis.orbitControls.minDistance = 1;\n\t\tthis.orbitControls.maxDistance = 500;\n\t\tthis.orbitControls.maxPolarAngle = Math.PI / 2;\n\t}\n\n\tprivate disableOrbitControls() {\n\t\tif (!this.orbitControls) {\n\t\t\treturn;\n\t\t}\n\t\tthis.orbitControls.dispose();\n\t\tthis.orbitControls = null;\n\t}\n\n\tprivate updateOrbitTargetFromSelection(selected: string[]) {\n\t\tif (!this.debugDelegate || selected.length === 0) {\n\t\t\tthis.orbitTarget = null;\n\t\t\treturn;\n\t\t}\n\t\tfor (let i = selected.length - 1; i >= 0; i -= 1) {\n\t\t\tconst uuid = selected[i];\n\t\t\tconst targetObject = this.debugDelegate.resolveTarget(uuid);\n\t\t\tif (targetObject) {\n\t\t\t\tthis.orbitTarget = targetObject;\n\t\t\t\tif (this.orbitControls) {\n\t\t\t\t\ttargetObject.getWorldPosition(this.orbitTargetWorldPos);\n\t\t\t\t\tthis.orbitControls.target.copy(this.orbitTargetWorldPos);\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t\tthis.orbitTarget = null;\n\t}\n\n\tprivate detachDebugDelegate() {\n\t\tif (this.debugUnsubscribe) {\n\t\t\ttry {\n\t\t\t\tthis.debugUnsubscribe();\n\t\t\t} catch { /* noop */ }\n\t\t}\n\t\tthis.debugUnsubscribe = null;\n\t\tthis.debugDelegate = null;\n\t}\n}","export const Perspectives = {\n\tFirstPerson: 'first-person',\n\tThirdPerson: 'third-person',\n\tIsometric: 'isometric',\n\tFlat2D: 'flat-2d',\n\tFixed2D: 'fixed-2d',\n} as const;\n\nexport type PerspectiveType = (typeof Perspectives)[keyof typeof Perspectives];","import { Scene, Vector2, Vector3, WebGLRenderer } from 'three';\nimport { PerspectiveController, ZylemCamera } from './zylem-camera';\nimport { StageEntity } from '../interfaces/entity';\n\ninterface ThirdPersonCameraOptions {\n\ttarget: StageEntity;\n\tdistance: Vector3;\n\tscreenResolution: Vector2;\n\trenderer: WebGLRenderer;\n\tscene: Scene;\n}\n\nexport class ThirdPersonCamera implements PerspectiveController {\n\tdistance: Vector3;\n\tscreenResolution: Vector2 | null = null;\n\trenderer: WebGLRenderer | null = null;\n\tscene: Scene | null = null;\n\tcameraRef: ZylemCamera | null = null;\n\n\tconstructor() {\n\t\tthis.distance = new Vector3(0, 5, 8);\n\t}\n\n\t/**\n\t * Setup the third person camera controller\n\t */\n\tsetup(params: { screenResolution: Vector2; renderer: WebGLRenderer; scene: Scene; camera: ZylemCamera }) {\n\t\tconst { screenResolution, renderer, scene, camera } = params;\n\t\tthis.screenResolution = screenResolution;\n\t\tthis.renderer = renderer;\n\t\tthis.scene = scene;\n\t\tthis.cameraRef = camera;\n\t}\n\n\t/**\n\t * Update the third person camera\n\t */\n\tupdate(delta: number) {\n\t\tif (!this.cameraRef!.target) {\n\t\t\treturn;\n\t\t}\n\t\t// TODO: Implement third person camera following logic\n\t\tconst desiredCameraPosition = this.cameraRef!.target!.group.position.clone().add(this.distance);\n\t\tthis.cameraRef!.camera.position.lerp(desiredCameraPosition, 0.1);\n\t\tthis.cameraRef!.camera.lookAt(this.cameraRef!.target!.group.position);\n\t}\n\n\t/**\n\t * Handle resize events\n\t */\n\tresize(width: number, height: number) {\n\t\tif (this.screenResolution) {\n\t\t\tthis.screenResolution.set(width, height);\n\t\t}\n\t\t// TODO: Handle any third-person specific resize logic\n\t}\n\n\t/**\n\t * Set the distance from the target\n\t */\n\tsetDistance(distance: Vector3) {\n\t\tthis.distance = distance;\n\t}\n}","import { Scene, Vector2, WebGLRenderer } from 'three';\nimport { PerspectiveController, ZylemCamera } from './zylem-camera';\n\n/**\n * Fixed 2D Camera Controller\n * Maintains a static 2D camera view with no automatic following or movement\n */\nexport class Fixed2DCamera implements PerspectiveController {\n\tscreenResolution: Vector2 | null = null;\n\trenderer: WebGLRenderer | null = null;\n\tscene: Scene | null = null;\n\tcameraRef: ZylemCamera | null = null;\n\n\tconstructor() {\n\t\t// Fixed 2D camera doesn't need any initial setup parameters\n\t}\n\n\t/**\n\t * Setup the fixed 2D camera controller\n\t */\n\tsetup(params: { screenResolution: Vector2; renderer: WebGLRenderer; scene: Scene; camera: ZylemCamera }) {\n\t\tconst { screenResolution, renderer, scene, camera } = params;\n\t\tthis.screenResolution = screenResolution;\n\t\tthis.renderer = renderer;\n\t\tthis.scene = scene;\n\t\tthis.cameraRef = camera;\n\n\t\t// Position camera for 2D view (looking down the Z-axis)\n\t\tthis.cameraRef.camera.position.set(0, 0, 10);\n\t\tthis.cameraRef.camera.lookAt(0, 0, 0);\n\t}\n\n\t/**\n\t * Update the fixed 2D camera\n\t * Fixed cameras don't need to update position/rotation automatically\n\t */\n\tupdate(delta: number) {\n\t\t// Fixed 2D camera maintains its position and orientation\n\t\t// No automatic updates needed for a truly fixed camera\n\t}\n\n\t/**\n\t * Handle resize events for 2D camera\n\t */\n\tresize(width: number, height: number) {\n\t\tif (this.screenResolution) {\n\t\t\tthis.screenResolution.set(width, height);\n\t\t}\n\n\t\t// For orthographic cameras, we might need to adjust the frustum\n\t\t// This is handled in the main ZylemCamera resize method\n\t}\n}\n","import * as THREE from 'three';\nimport fragmentShader from './shaders/fragment/standard.glsl';\nimport vertexShader from './shaders/vertex/standard.glsl';\nimport { WebGLRenderer, WebGLRenderTarget } from 'three';\nimport { Pass, FullScreenQuad } from 'three/addons/postprocessing/Pass.js';\n\nexport default class RenderPass extends Pass {\n\tfsQuad: FullScreenQuad;\n\tresolution: THREE.Vector2;\n\tscene: THREE.Scene;\n\tcamera: THREE.Camera;\n\trgbRenderTarget: WebGLRenderTarget;\n\tnormalRenderTarget: WebGLRenderTarget;\n\tnormalMaterial: THREE.Material;\n\n\tconstructor(resolution: THREE.Vector2, scene: THREE.Scene, camera: THREE.Camera) {\n\t\tsuper();\n\t\tthis.resolution = resolution;\n\t\tthis.fsQuad = new FullScreenQuad(this.material());\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.rgbRenderTarget = new WebGLRenderTarget(resolution.x * 4, resolution.y * 4);\n\t\tthis.normalRenderTarget = new WebGLRenderTarget(resolution.x * 4, resolution.y * 4);\n\n\t\tthis.normalMaterial = new THREE.MeshNormalMaterial();\n\t}\n\n\trender(\n\t\trenderer: WebGLRenderer,\n\t\twriteBuffer: WebGLRenderTarget\n\t) {\n\t\trenderer.setRenderTarget(this.rgbRenderTarget);\n\t\trenderer.render(this.scene, this.camera);\n\n\t\tconst overrideMaterial_old = this.scene.overrideMaterial;\n\t\trenderer.setRenderTarget(this.normalRenderTarget);\n\t\tthis.scene.overrideMaterial = this.normalMaterial;\n\t\trenderer.render(this.scene, this.camera);\n\t\tthis.scene.overrideMaterial = overrideMaterial_old;\n\n\t\t// @ts-ignore\n\t\tconst uniforms = this.fsQuad.material.uniforms;\n\t\tuniforms.tDiffuse.value = this.rgbRenderTarget.texture;\n\t\tuniforms.tDepth.value = this.rgbRenderTarget.depthTexture;\n\t\tuniforms.tNormal.value = this.normalRenderTarget.texture;\n\t\tuniforms.iTime.value += 0.01;\n\n\t\tif (this.renderToScreen) {\n\t\t\trenderer.setRenderTarget(null);\n\t\t} else {\n\t\t\trenderer.setRenderTarget(writeBuffer);\n\t\t}\n\t\tthis.fsQuad.render(renderer);\n\t}\n\n\tmaterial() {\n\t\treturn new THREE.ShaderMaterial({\n\t\t\tuniforms: {\n\t\t\t\tiTime: { value: 0 },\n\t\t\t\ttDiffuse: { value: null },\n\t\t\t\ttDepth: { value: null },\n\t\t\t\ttNormal: { value: null },\n\t\t\t\tresolution: {\n\t\t\t\t\tvalue: new 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1
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{"version":3,"sources":["../src/lib/camera/camera.ts","../src/lib/camera/zylem-camera.ts","../src/lib/camera/perspective.ts","../src/lib/camera/third-person.ts","../src/lib/camera/fixed-2d.ts","../src/lib/graphics/render-pass.ts","../src/lib/graphics/shaders/fragment/standard.glsl","../src/lib/graphics/shaders/vertex/standard.glsl","../src/lib/camera/camera-debug-delegate.ts"],"sourcesContent":["import { Vector2, Vector3 } from \"three\";\nimport { PerspectiveType } from \"./perspective\";\nimport { ZylemCamera } from \"./zylem-camera\";\n\nexport interface CameraOptions {\n\tperspective?: PerspectiveType;\n\tposition?: Vector3;\n\ttarget?: Vector3;\n\tzoom?: number;\n\tscreenResolution?: Vector2;\n}\n\nexport class CameraWrapper {\n\tcameraRef: ZylemCamera;\n\n\tconstructor(camera: ZylemCamera) {\n\t\tthis.cameraRef = camera;\n\t}\n}\n\nexport function camera(options: CameraOptions): CameraWrapper {\n\tconst screenResolution = options.screenResolution || new Vector2(window.innerWidth, window.innerHeight);\n\tlet frustumSize = 10;\n\tif (options.perspective === 'fixed-2d') {\n\t\tfrustumSize = options.zoom || 10;\n\t}\n\tconst zylemCamera = new ZylemCamera(options.perspective || 'third-person', screenResolution, frustumSize);\n\n\t// Set initial position and target\n\tzylemCamera.move(options.position || new Vector3(0, 0, 0));\n\tzylemCamera.camera.lookAt(options.target || new Vector3(0, 0, 0));\n\n\treturn new CameraWrapper(zylemCamera);\n}","import { Vector2, Camera, PerspectiveCamera, Vector3, Object3D, OrthographicCamera, WebGLRenderer, Scene } from 'three';\nimport { PerspectiveType, Perspectives } from './perspective';\nimport { ThirdPersonCamera } from './third-person';\nimport { Fixed2DCamera } from './fixed-2d';\nimport { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\nimport RenderPass from '../graphics/render-pass';\nimport { StageEntity } from '../interfaces/entity';\nimport { CameraOrbitController, CameraDebugDelegate } from './camera-debug-delegate';\n\n// Re-export for backwards compatibility\nexport type { CameraDebugState, CameraDebugDelegate } from './camera-debug-delegate';\n\n/**\n * Interface for perspective-specific camera controllers\n */\nexport interface PerspectiveController {\n\tsetup(params: { screenResolution: Vector2; renderer: WebGLRenderer; scene: Scene; camera: ZylemCamera }): void;\n\tupdate(delta: number): void;\n\tresize(width: number, height: number): void;\n}\n\nexport class ZylemCamera {\n\tcameraRig: Object3D | null = null;\n\tcamera: Camera;\n\tscreenResolution: Vector2;\n\trenderer: WebGLRenderer;\n\tcomposer: EffectComposer;\n\t_perspective: PerspectiveType;\n\ttarget: StageEntity | null = null;\n\tsceneRef: Scene | null = null;\n\tfrustumSize = 10;\n\n\t// Perspective controller delegation\n\tperspectiveController: PerspectiveController | null = null;\n\n\t// Debug/orbit controls delegation\n\tprivate orbitController: CameraOrbitController | null = null;\n\n\tconstructor(perspective: PerspectiveType, screenResolution: Vector2, frustumSize: number = 10) {\n\t\tthis._perspective = perspective;\n\t\tthis.screenResolution = screenResolution;\n\t\tthis.frustumSize = frustumSize;\n\t\t// Initialize renderer\n\t\tthis.renderer = new WebGLRenderer({ antialias: false, alpha: true });\n\t\tthis.renderer.setSize(screenResolution.x, screenResolution.y);\n\t\tthis.renderer.shadowMap.enabled = true;\n\n\t\t// Initialize composer\n\t\tthis.composer = new EffectComposer(this.renderer);\n\n\t\t// Create camera based on perspective\n\t\tconst aspectRatio = screenResolution.x / screenResolution.y;\n\t\tthis.camera = this.createCameraForPerspective(aspectRatio);\n\n\t\t// Setup camera rig only for perspectives that need it (e.g., third-person following)\n\t\tif (this.needsRig()) {\n\t\t\tthis.cameraRig = new Object3D();\n\t\t\tthis.cameraRig.position.set(0, 3, 10);\n\t\t\tthis.cameraRig.add(this.camera);\n\t\t\tthis.camera.lookAt(new Vector3(0, 2, 0));\n\t\t} else {\n\t\t\t// Position camera directly for non-rig perspectives\n\t\t\tthis.camera.position.set(0, 0, 10);\n\t\t\tthis.camera.lookAt(new Vector3(0, 0, 0));\n\t\t}\n\n\t\t// Initialize perspective controller\n\t\tthis.initializePerspectiveController();\n\n\t\t// Initialize orbit controller (handles debug mode orbit controls)\n\t\tthis.orbitController = new CameraOrbitController(this.camera, this.renderer.domElement);\n\t}\n\n\t/**\n\t * Setup the camera with a scene\n\t */\n\tasync setup(scene: Scene) {\n\t\tthis.sceneRef = scene;\n\n\t\t// Setup render pass\n\t\tlet renderResolution = this.screenResolution.clone().divideScalar(2);\n\t\trenderResolution.x |= 0;\n\t\trenderResolution.y |= 0;\n\t\tconst pass = new RenderPass(renderResolution, scene, this.camera);\n\t\tthis.composer.addPass(pass);\n\n\t\t// Setup perspective controller\n\t\tif (this.perspectiveController) {\n\t\t\tthis.perspectiveController.setup({\n\t\t\t\tscreenResolution: this.screenResolution,\n\t\t\t\trenderer: this.renderer,\n\t\t\t\tscene: scene,\n\t\t\t\tcamera: this\n\t\t\t});\n\t\t}\n\n\t\t// Start render loop\n\t\tthis.renderer.setAnimationLoop((delta) => {\n\t\t\tthis.update(delta || 0);\n\t\t});\n\t}\n\n\t/**\n\t * Update camera and render\n\t */\n\tupdate(delta: number) {\n\t\t// Update orbit controls (if debug mode is enabled)\n\t\tthis.orbitController?.update();\n\n\t\t// Skip perspective controller updates when in debug mode\n\t\t// This keeps the debug camera isolated from game camera logic\n\t\tif (this.perspectiveController && !this.isDebugModeActive()) {\n\t\t\tthis.perspectiveController.update(delta);\n\t\t}\n\n\t\t// Render the scene\n\t\tthis.composer.render(delta);\n\t}\n\n\t/**\n\t * Check if debug mode is active (orbit controls taking over camera)\n\t */\n\tisDebugModeActive(): boolean {\n\t\treturn this.orbitController?.isActive ?? false;\n\t}\n\n\t/**\n\t * Dispose renderer, composer, controls, and detach from scene\n\t */\n\tdestroy() {\n\t\ttry {\n\t\t\tthis.renderer.setAnimationLoop(null as any);\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\tthis.orbitController?.dispose();\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\tthis.composer?.passes?.forEach((p: any) => p.dispose?.());\n\t\t\t// @ts-ignore dispose exists on EffectComposer but not typed here\n\t\t\tthis.composer?.dispose?.();\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\tthis.renderer.dispose();\n\t\t} catch { /* noop */ }\n\t\tthis.sceneRef = null;\n\t}\n\n\t/**\n\t * Attach a delegate to react to debug state changes.\n\t */\n\tsetDebugDelegate(delegate: CameraDebugDelegate | null) {\n\t\tthis.orbitController?.setDebugDelegate(delegate);\n\t}\n\n\t/**\n\t * Resize camera and renderer\n\t */\n\tresize(width: number, height: number) {\n\t\tthis.screenResolution.set(width, height);\n\t\tthis.renderer.setSize(width, height, false);\n\t\tthis.composer.setSize(width, height);\n\n\t\tif (this.camera instanceof PerspectiveCamera) {\n\t\t\tthis.camera.aspect = width / height;\n\t\t\tthis.camera.updateProjectionMatrix();\n\t\t}\n\n\t\tif (this.perspectiveController) {\n\t\t\tthis.perspectiveController.resize(width, height);\n\t\t}\n\t}\n\n\t/**\n\t * Update renderer pixel ratio (DPR)\n\t */\n\tsetPixelRatio(dpr: number) {\n\t\tconst safe = Math.max(1, Number.isFinite(dpr) ? dpr : 1);\n\t\tthis.renderer.setPixelRatio(safe);\n\t}\n\n\t/**\n\t * Create camera based on perspective type\n\t */\n\tprivate createCameraForPerspective(aspectRatio: number): Camera {\n\t\tswitch (this._perspective) {\n\t\t\tcase Perspectives.ThirdPerson:\n\t\t\t\treturn this.createThirdPersonCamera(aspectRatio);\n\t\t\tcase Perspectives.FirstPerson:\n\t\t\t\treturn this.createFirstPersonCamera(aspectRatio);\n\t\t\tcase Perspectives.Isometric:\n\t\t\t\treturn this.createIsometricCamera(aspectRatio);\n\t\t\tcase Perspectives.Flat2D:\n\t\t\t\treturn this.createFlat2DCamera(aspectRatio);\n\t\t\tcase Perspectives.Fixed2D:\n\t\t\t\treturn this.createFixed2DCamera(aspectRatio);\n\t\t\tdefault:\n\t\t\t\treturn this.createThirdPersonCamera(aspectRatio);\n\t\t}\n\t}\n\n\t/**\n\t * Initialize perspective-specific controller\n\t */\n\tprivate initializePerspectiveController() {\n\t\tswitch (this._perspective) {\n\t\t\tcase Perspectives.ThirdPerson:\n\t\t\t\tthis.perspectiveController = new ThirdPersonCamera();\n\t\t\t\tbreak;\n\t\t\tcase Perspectives.Fixed2D:\n\t\t\t\tthis.perspectiveController = new Fixed2DCamera();\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tthis.perspectiveController = new ThirdPersonCamera();\n\t\t}\n\t}\n\n\tprivate createThirdPersonCamera(aspectRatio: number): PerspectiveCamera {\n\t\treturn new PerspectiveCamera(75, aspectRatio, 0.1, 1000);\n\t}\n\n\tprivate createFirstPersonCamera(aspectRatio: number): PerspectiveCamera {\n\t\treturn new PerspectiveCamera(75, aspectRatio, 0.1, 1000);\n\t}\n\n\tprivate createIsometricCamera(aspectRatio: number): OrthographicCamera {\n\t\treturn new OrthographicCamera(\n\t\t\tthis.frustumSize * aspectRatio / -2,\n\t\t\tthis.frustumSize * aspectRatio / 2,\n\t\t\tthis.frustumSize / 2,\n\t\t\tthis.frustumSize / -2,\n\t\t\t1,\n\t\t\t1000\n\t\t);\n\t}\n\n\tprivate createFlat2DCamera(aspectRatio: number): OrthographicCamera {\n\t\treturn new OrthographicCamera(\n\t\t\tthis.frustumSize * aspectRatio / -2,\n\t\t\tthis.frustumSize * aspectRatio / 2,\n\t\t\tthis.frustumSize / 2,\n\t\t\tthis.frustumSize / -2,\n\t\t\t1,\n\t\t\t1000\n\t\t);\n\t}\n\n\tprivate createFixed2DCamera(aspectRatio: number): OrthographicCamera {\n\t\treturn this.createFlat2DCamera(aspectRatio);\n\t}\n\n\t// Movement methods\n\tprivate moveCamera(position: Vector3) {\n\t\tif (this._perspective === Perspectives.Flat2D || this._perspective === Perspectives.Fixed2D) {\n\t\t\tthis.frustumSize = position.z;\n\t\t}\n\t\tif (this.cameraRig) {\n\t\t\tthis.cameraRig.position.set(position.x, position.y, position.z);\n\t\t} else {\n\t\t\tthis.camera.position.set(position.x, position.y, position.z);\n\t\t}\n\t}\n\n\tmove(position: Vector3) {\n\t\tthis.moveCamera(position);\n\t}\n\n\trotate(pitch: number, yaw: number, roll: number) {\n\t\tif (this.cameraRig) {\n\t\t\tthis.cameraRig.rotateX(pitch);\n\t\t\tthis.cameraRig.rotateY(yaw);\n\t\t\tthis.cameraRig.rotateZ(roll);\n\t\t} else {\n\t\t\t(this.camera as Object3D).rotateX(pitch);\n\t\t\t(this.camera as Object3D).rotateY(yaw);\n\t\t\t(this.camera as Object3D).rotateZ(roll);\n\t\t}\n\t}\n\n\t/**\n\t * Check if this perspective type needs a camera rig\n\t */\n\tprivate needsRig(): boolean {\n\t\treturn this._perspective === Perspectives.ThirdPerson;\n\t}\n\n\t/**\n\t * Get the DOM element for the renderer\n\t */\n\tgetDomElement(): HTMLCanvasElement {\n\t\treturn this.renderer.domElement;\n\t}\n}","export const Perspectives = {\n\tFirstPerson: 'first-person',\n\tThirdPerson: 'third-person',\n\tIsometric: 'isometric',\n\tFlat2D: 'flat-2d',\n\tFixed2D: 'fixed-2d',\n} as const;\n\nexport type PerspectiveType = (typeof Perspectives)[keyof typeof Perspectives];","import { Scene, Vector2, Vector3, WebGLRenderer } from 'three';\nimport { PerspectiveController, ZylemCamera } from './zylem-camera';\nimport { StageEntity } from '../interfaces/entity';\n\ninterface ThirdPersonCameraOptions {\n\ttarget: StageEntity;\n\tdistance: Vector3;\n\tscreenResolution: Vector2;\n\trenderer: WebGLRenderer;\n\tscene: Scene;\n}\n\nexport class ThirdPersonCamera implements PerspectiveController {\n\tdistance: Vector3;\n\tscreenResolution: Vector2 | null = null;\n\trenderer: WebGLRenderer | null = null;\n\tscene: Scene | null = null;\n\tcameraRef: ZylemCamera | null = null;\n\n\tconstructor() {\n\t\tthis.distance = new Vector3(0, 5, 8);\n\t}\n\n\t/**\n\t * Setup the third person camera controller\n\t */\n\tsetup(params: { screenResolution: Vector2; renderer: WebGLRenderer; scene: Scene; camera: ZylemCamera }) {\n\t\tconst { screenResolution, renderer, scene, camera } = params;\n\t\tthis.screenResolution = screenResolution;\n\t\tthis.renderer = renderer;\n\t\tthis.scene = scene;\n\t\tthis.cameraRef = camera;\n\t}\n\n\t/**\n\t * Update the third person camera\n\t */\n\tupdate(delta: number) {\n\t\tif (!this.cameraRef!.target) {\n\t\t\treturn;\n\t\t}\n\t\t// TODO: Implement third person camera following logic\n\t\tconst desiredCameraPosition = this.cameraRef!.target!.group.position.clone().add(this.distance);\n\t\tthis.cameraRef!.camera.position.lerp(desiredCameraPosition, 0.1);\n\t\tthis.cameraRef!.camera.lookAt(this.cameraRef!.target!.group.position);\n\t}\n\n\t/**\n\t * Handle resize events\n\t */\n\tresize(width: number, height: number) {\n\t\tif (this.screenResolution) {\n\t\t\tthis.screenResolution.set(width, height);\n\t\t}\n\t\t// TODO: Handle any third-person specific resize logic\n\t}\n\n\t/**\n\t * Set the distance from the target\n\t */\n\tsetDistance(distance: Vector3) {\n\t\tthis.distance = distance;\n\t}\n}","import { Scene, Vector2, WebGLRenderer } from 'three';\nimport { PerspectiveController, ZylemCamera } from './zylem-camera';\n\n/**\n * Fixed 2D Camera Controller\n * Maintains a static 2D camera view with no automatic following or movement\n */\nexport class Fixed2DCamera implements PerspectiveController {\n\tscreenResolution: Vector2 | null = null;\n\trenderer: WebGLRenderer | null = null;\n\tscene: Scene | null = null;\n\tcameraRef: ZylemCamera | null = null;\n\n\tconstructor() {\n\t\t// Fixed 2D camera doesn't need any initial setup parameters\n\t}\n\n\t/**\n\t * Setup the fixed 2D camera controller\n\t */\n\tsetup(params: { screenResolution: Vector2; renderer: WebGLRenderer; scene: Scene; camera: ZylemCamera }) {\n\t\tconst { screenResolution, renderer, scene, camera } = params;\n\t\tthis.screenResolution = screenResolution;\n\t\tthis.renderer = renderer;\n\t\tthis.scene = scene;\n\t\tthis.cameraRef = camera;\n\n\t\t// Position camera for 2D view (looking down the Z-axis)\n\t\tthis.cameraRef.camera.position.set(0, 0, 10);\n\t\tthis.cameraRef.camera.lookAt(0, 0, 0);\n\t}\n\n\t/**\n\t * Update the fixed 2D camera\n\t * Fixed cameras don't need to update position/rotation automatically\n\t */\n\tupdate(delta: number) {\n\t\t// Fixed 2D camera maintains its position and orientation\n\t\t// No automatic updates needed for a truly fixed camera\n\t}\n\n\t/**\n\t * Handle resize events for 2D camera\n\t */\n\tresize(width: number, height: number) {\n\t\tif (this.screenResolution) {\n\t\t\tthis.screenResolution.set(width, height);\n\t\t}\n\n\t\t// For orthographic cameras, we might need to adjust the frustum\n\t\t// This is handled in the main ZylemCamera resize method\n\t}\n}\n","import * as THREE from 'three';\nimport fragmentShader from './shaders/fragment/standard.glsl';\nimport vertexShader from './shaders/vertex/standard.glsl';\nimport { WebGLRenderer, WebGLRenderTarget } from 'three';\nimport { Pass, FullScreenQuad } from 'three/addons/postprocessing/Pass.js';\n\nexport default class RenderPass extends Pass {\n\tfsQuad: FullScreenQuad;\n\tresolution: THREE.Vector2;\n\tscene: THREE.Scene;\n\tcamera: THREE.Camera;\n\trgbRenderTarget: WebGLRenderTarget;\n\tnormalRenderTarget: WebGLRenderTarget;\n\tnormalMaterial: THREE.Material;\n\n\tconstructor(resolution: THREE.Vector2, scene: THREE.Scene, camera: THREE.Camera) {\n\t\tsuper();\n\t\tthis.resolution = resolution;\n\t\tthis.fsQuad = new FullScreenQuad(this.material());\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.rgbRenderTarget = new WebGLRenderTarget(resolution.x * 4, resolution.y * 4);\n\t\tthis.normalRenderTarget = new WebGLRenderTarget(resolution.x * 4, resolution.y * 4);\n\n\t\tthis.normalMaterial = new THREE.MeshNormalMaterial();\n\t}\n\n\trender(\n\t\trenderer: WebGLRenderer,\n\t\twriteBuffer: WebGLRenderTarget\n\t) {\n\t\trenderer.setRenderTarget(this.rgbRenderTarget);\n\t\trenderer.render(this.scene, this.camera);\n\n\t\tconst overrideMaterial_old = this.scene.overrideMaterial;\n\t\trenderer.setRenderTarget(this.normalRenderTarget);\n\t\tthis.scene.overrideMaterial = this.normalMaterial;\n\t\trenderer.render(this.scene, this.camera);\n\t\tthis.scene.overrideMaterial = overrideMaterial_old;\n\n\t\t// @ts-ignore\n\t\tconst uniforms = this.fsQuad.material.uniforms;\n\t\tuniforms.tDiffuse.value = this.rgbRenderTarget.texture;\n\t\tuniforms.tDepth.value = this.rgbRenderTarget.depthTexture;\n\t\tuniforms.tNormal.value = this.normalRenderTarget.texture;\n\t\tuniforms.iTime.value += 0.01;\n\n\t\tif (this.renderToScreen) {\n\t\t\trenderer.setRenderTarget(null);\n\t\t} else {\n\t\t\trenderer.setRenderTarget(writeBuffer);\n\t\t}\n\t\tthis.fsQuad.render(renderer);\n\t}\n\n\tmaterial() {\n\t\treturn new THREE.ShaderMaterial({\n\t\t\tuniforms: {\n\t\t\t\tiTime: { value: 0 },\n\t\t\t\ttDiffuse: { value: null },\n\t\t\t\ttDepth: { value: null },\n\t\t\t\ttNormal: { value: null },\n\t\t\t\tresolution: {\n\t\t\t\t\tvalue: new THREE.Vector4(\n\t\t\t\t\t\tthis.resolution.x,\n\t\t\t\t\t\tthis.resolution.y,\n\t\t\t\t\t\t1 / this.resolution.x,\n\t\t\t\t\t\t1 / this.resolution.y,\n\t\t\t\t\t)\n\t\t\t\t}\n\t\t\t},\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader\n\t\t});\n\t}\n\n\tdispose() {\n\t\ttry {\n\t\t\tthis.fsQuad?.dispose?.();\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\t(this.rgbRenderTarget as any)?.dispose?.();\n\t\t\t(this.normalRenderTarget as any)?.dispose?.();\n\t\t} catch { /* noop */ }\n\t\ttry {\n\t\t\t(this.normalMaterial as any)?.dispose?.();\n\t\t} catch { /* noop */ }\n\t}\n}\n","export default \"uniform sampler2D tDiffuse;\\nvarying vec2 vUv;\\n\\nvoid main() {\\n\\tvec4 texel = texture2D( tDiffuse, vUv );\\n\\n\\tgl_FragColor = texel;\\n}\"","export default \"varying vec2 vUv;\\n\\nvoid main() {\\n\\tvUv = uv;\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\"","import { Object3D, Vector3, Quaternion, Camera } from 'three';\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';\n\nexport interface CameraDebugState {\n\tenabled: boolean;\n\tselected: string[];\n}\n\nexport interface CameraDebugDelegate {\n\tsubscribe(listener: (state: CameraDebugState) => void): () => void;\n\tresolveTarget(uuid: string): Object3D | null;\n}\n\n/**\n * Manages orbit controls and debug state for a camera.\n * Orbit controls are only active when debug mode is enabled.\n */\nexport class CameraOrbitController {\n\tprivate camera: Camera;\n\tprivate domElement: HTMLElement;\n\t\n\tprivate orbitControls: OrbitControls | null = null;\n\tprivate orbitTarget: Object3D | null = null;\n\tprivate orbitTargetWorldPos: Vector3 = new Vector3();\n\n\tprivate debugDelegate: CameraDebugDelegate | null = null;\n\tprivate debugUnsubscribe: (() => void) | null = null;\n\tprivate debugStateSnapshot: CameraDebugState = { enabled: false, selected: [] };\n\n\t// Saved camera state for restoration when exiting debug mode\n\tprivate savedCameraPosition: Vector3 | null = null;\n\tprivate savedCameraQuaternion: Quaternion | null = null;\n\tprivate savedCameraZoom: number | null = null;\n\n\tconstructor(camera: Camera, domElement: HTMLElement) {\n\t\tthis.camera = camera;\n\t\tthis.domElement = domElement;\n\t}\n\n\t/**\n\t * Check if debug mode is currently active (orbit controls enabled).\n\t */\n\tget isActive(): boolean {\n\t\treturn this.debugStateSnapshot.enabled;\n\t}\n\n\t/**\n\t * Update orbit controls each frame.\n\t * Should be called from the camera's update loop.\n\t */\n\tupdate() {\n\t\tif (this.orbitControls && this.orbitTarget) {\n\t\t\tthis.orbitTarget.getWorldPosition(this.orbitTargetWorldPos);\n\t\t\tthis.orbitControls.target.copy(this.orbitTargetWorldPos);\n\t\t}\n\t\tthis.orbitControls?.update();\n\t}\n\n\t/**\n\t * Attach a delegate to react to debug state changes.\n\t */\n\tsetDebugDelegate(delegate: CameraDebugDelegate | null) {\n\t\tif (this.debugDelegate === delegate) {\n\t\t\treturn;\n\t\t}\n\t\tthis.detachDebugDelegate();\n\t\tthis.debugDelegate = delegate;\n\t\tif (!delegate) {\n\t\t\tthis.applyDebugState({ enabled: false, selected: [] });\n\t\t\treturn;\n\t\t}\n\t\tconst unsubscribe = delegate.subscribe((state) => {\n\t\t\tthis.applyDebugState(state);\n\t\t});\n\t\tthis.debugUnsubscribe = () => {\n\t\t\tunsubscribe?.();\n\t\t};\n\t}\n\n\t/**\n\t * Clean up resources.\n\t */\n\tdispose() {\n\t\tthis.disableOrbitControls();\n\t\tthis.detachDebugDelegate();\n\t}\n\n\t/**\n\t * Get the current debug state snapshot.\n\t */\n\tget debugState(): CameraDebugState {\n\t\treturn this.debugStateSnapshot;\n\t}\n\n\tprivate applyDebugState(state: CameraDebugState) {\n\t\tconst wasEnabled = this.debugStateSnapshot.enabled;\n\t\tthis.debugStateSnapshot = {\n\t\t\tenabled: state.enabled,\n\t\t\tselected: [...state.selected],\n\t\t};\n\t\t\n\t\tif (state.enabled && !wasEnabled) {\n\t\t\t// Entering debug mode: save camera state\n\t\t\tthis.saveCameraState();\n\t\t\tthis.enableOrbitControls();\n\t\t\tthis.updateOrbitTargetFromSelection(state.selected);\n\t\t} else if (!state.enabled && wasEnabled) {\n\t\t\t// Exiting debug mode: restore camera state\n\t\t\tthis.orbitTarget = null;\n\t\t\tthis.disableOrbitControls();\n\t\t\tthis.restoreCameraState();\n\t\t} else if (state.enabled) {\n\t\t\t// Still in debug mode, just update target\n\t\t\tthis.updateOrbitTargetFromSelection(state.selected);\n\t\t}\n\t}\n\n\tprivate enableOrbitControls() {\n\t\tif (this.orbitControls) {\n\t\t\treturn;\n\t\t}\n\t\tthis.orbitControls = new OrbitControls(this.camera, this.domElement);\n\t\tthis.orbitControls.enableDamping = true;\n\t\tthis.orbitControls.dampingFactor = 0.05;\n\t\tthis.orbitControls.screenSpacePanning = false;\n\t\tthis.orbitControls.minDistance = 1;\n\t\tthis.orbitControls.maxDistance = 500;\n\t\tthis.orbitControls.maxPolarAngle = Math.PI / 2;\n\t\t// Default target to origin\n\t\tthis.orbitControls.target.set(0, 0, 0);\n\t}\n\n\tprivate disableOrbitControls() {\n\t\tif (!this.orbitControls) {\n\t\t\treturn;\n\t\t}\n\t\tthis.orbitControls.dispose();\n\t\tthis.orbitControls = null;\n\t}\n\n\tprivate updateOrbitTargetFromSelection(selected: string[]) {\n\t\t// Default to origin when no entity is selected\n\t\tif (!this.debugDelegate || selected.length === 0) {\n\t\t\tthis.orbitTarget = null;\n\t\t\tif (this.orbitControls) {\n\t\t\t\tthis.orbitControls.target.set(0, 0, 0);\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\t\tfor (let i = selected.length - 1; i >= 0; i -= 1) {\n\t\t\tconst uuid = selected[i];\n\t\t\tconst targetObject = this.debugDelegate.resolveTarget(uuid);\n\t\t\tif (targetObject) {\n\t\t\t\tthis.orbitTarget = targetObject;\n\t\t\t\tif (this.orbitControls) 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