Add diffrent camera modes
This commit is contained in:
40
index.html
40
index.html
@@ -358,17 +358,21 @@
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<div id="controls">
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<div id="controls">
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<h3>🌊 Ocean Controls</h3>
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<h3>🌊 Ocean Controls</h3>
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<div class="control-group">
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<div class="control-group">
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<strong>Camera Rotation:</strong><br>
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<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br>
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or
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<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: FPS</span>
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Arrow Keys
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</div>
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</div>
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<div class="control-group">
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<div class="control-group">
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<strong>Zoom:</strong><br>
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<strong>FPS Camera:</strong><br>
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<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
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class="key">-</span>
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<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
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<span class="key">Shift</span> Sprint<br>
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Mouse: Look around
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</div>
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</div>
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<div class="control-group">
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<div class="control-group">
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<strong>Mouse:</strong> Click and drag to rotate
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<strong>Orbital Camera:</strong><br>
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
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<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
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Mouse: Click and drag to rotate
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</div>
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</div>
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<div class="control-group">
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<div class="control-group">
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<strong>Reset:</strong> <span class="key">R</span>
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<strong>Reset:</strong> <span class="key">R</span>
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@@ -387,6 +391,7 @@
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// Toggle controls visibility
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// Toggle controls visibility
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const controls = document.getElementById('controls');
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const controls = document.getElementById('controls');
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const toggleBtn = document.getElementById('toggle-controls');
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const toggleBtn = document.getElementById('toggle-controls');
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const cameraModeDisplay = document.getElementById('current-camera-mode');
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toggleBtn.addEventListener('click', () => {
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toggleBtn.addEventListener('click', () => {
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controls.classList.toggle('hidden');
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controls.classList.toggle('hidden');
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@@ -396,6 +401,27 @@
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if (evt.key === 'h' || evt.key === 'H') {
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if (evt.key === 'h' || evt.key === 'H') {
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controls.classList.toggle('hidden');
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controls.classList.toggle('hidden');
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}
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}
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// Update camera mode display when C is pressed
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if (evt.key === 'c' || evt.key === 'C') {
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setTimeout(() => {
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// Get camera mode from any displayed element
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const cameraMode = document.getElementById('camera-mode');
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if (cameraMode && cameraModeDisplay) {
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const mode = cameraMode.textContent.replace('Camera: ', '');
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cameraModeDisplay.textContent = `Current: ${mode}`;
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}
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}, 100);
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}
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});
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// Listen for custom camera mode toggle events from UI
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window.addEventListener('toggleCameraMode', () => {
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const cameraMode = document.getElementById('camera-mode');
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if (cameraMode && cameraModeDisplay) {
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const mode = cameraMode.textContent.replace('Camera: ', '');
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cameraModeDisplay.textContent = `Current: ${mode}`;
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}
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});
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});
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</script>
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</script>
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</body>
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</body>
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@@ -1,7 +1,8 @@
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import { vec3, mat4, vec4 } from 'gl-matrix';
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import { vec3, mat4, vec4 } from 'gl-matrix';
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import { ICamera } from './ICamera';
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/** A camera that always looks at the world origin. Can have an offset and be rotated. */
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/** Orbital camera that rotates around the world origin. */
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export class Camera {
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export class OrbitalCamera implements ICamera {
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pos: vec3;
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pos: vec3;
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target: vec3;
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target: vec3;
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up: vec3;
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up: vec3;
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@@ -64,4 +65,12 @@ export class Camera {
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mat4.lookAt(ret, this.pos, this.target, this.up);
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mat4.lookAt(ret, this.pos, this.target, this.up);
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return ret;
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return ret;
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}
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}
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/** Get view direction for LOD calculations */
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getViewDirection(): vec3 {
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const dir = vec3.create();
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vec3.subtract(dir, this.target, this.pos);
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vec3.normalize(dir, dir);
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return dir;
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}
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}
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}
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98
src/FPSCamera.ts
Normal file
98
src/FPSCamera.ts
Normal file
@@ -0,0 +1,98 @@
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import { vec3, mat4 } from 'gl-matrix';
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import { ICamera } from './ICamera';
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/** FPS-style flight camera with free movement */
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export class FPSCamera implements ICamera {
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pos: vec3;
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target: vec3;
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up: vec3;
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// FPS camera angles (in radians)
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pitch: number; // Up/down rotation
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yaw: number; // Left/right rotation
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// Direction vectors
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forward: vec3;
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right: vec3;
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constructor() {
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this.pos = vec3.create();
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vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
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this.target = vec3.create();
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this.up = vec3.create();
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vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
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this.forward = vec3.create();
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this.right = vec3.create();
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this.pitch = -0.3; // Looking slightly down
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this.yaw = Math.PI / 2; // Looking toward +Y
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this.updateVectors();
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}
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/** Rotate camera by mouse delta */
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rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
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this.yaw -= deltaX * sensitivity;
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this.pitch -= deltaY * sensitivity;
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// Clamp pitch to avoid flipping
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const maxPitch = Math.PI / 2 - 0.01;
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this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
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this.updateVectors();
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}
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/** Move camera in the direction it's looking */
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moveForward(amount: number): void {
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vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
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this.updateVectors();
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}
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moveRight(amount: number): void {
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vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
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this.updateVectors();
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}
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moveUp(amount: number): void {
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// Move along world Z axis
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this.pos[2] += amount;
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this.updateVectors();
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}
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/** Move in the actual look direction (including vertical) */
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moveInLookDirection(amount: number): void {
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vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
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this.updateVectors();
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}
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/** Update direction vectors from pitch/yaw */
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private updateVectors(): void {
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// Calculate forward vector from pitch and yaw
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// Z is up, so we use different axis mapping
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this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
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this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
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this.forward[2] = Math.sin(this.pitch);
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vec3.normalize(this.forward, this.forward);
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// Right vector is perpendicular to forward and world up
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const worldUp = vec3.fromValues(0, 0, 1);
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vec3.cross(this.right, this.forward, worldUp);
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vec3.normalize(this.right, this.right);
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// Camera up is perpendicular to forward and right
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vec3.cross(this.up, this.right, this.forward);
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vec3.normalize(this.up, this.up);
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// Update target
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vec3.add(this.target, this.pos, this.forward);
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}
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getViewMatrix(): mat4 {
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const ret: mat4 = mat4.create();
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mat4.lookAt(ret, this.pos, this.target, this.up);
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return ret;
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}
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/** Get view direction for LOD calculations */
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getViewDirection(): vec3 {
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return vec3.clone(this.forward);
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}
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}
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11
src/ICamera.ts
Normal file
11
src/ICamera.ts
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@@ -0,0 +1,11 @@
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import { vec3, mat4 } from 'gl-matrix';
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/** Camera interface that both camera types implement */
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export interface ICamera {
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pos: vec3;
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target: vec3;
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up: vec3;
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getViewMatrix(): mat4;
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getViewDirection(): vec3;
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}
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148
src/main.ts
148
src/main.ts
@@ -1,5 +1,7 @@
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import { vec3, mat4 } from 'gl-matrix';
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import { vec3, mat4 } from 'gl-matrix';
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import { Camera } from './Camera';
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import { ICamera } from './ICamera';
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import { OrbitalCamera } from './Camera';
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import { FPSCamera } from './FPSCamera';
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import { Grid } from './Grid';
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import { Grid } from './Grid';
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import { Skybox } from './Skybox';
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import { Skybox } from './Skybox';
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import { createProgram } from './Shader';
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import { createProgram } from './Shader';
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@@ -142,11 +144,17 @@ var keyboardRotationY = 0;
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var keyboardZoom = 0;
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var keyboardZoom = 0;
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var keysPressed: Set<string> = new Set();
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var keysPressed: Set<string> = new Set();
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/** Objects and states*/
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/** Objects and states*/
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var camera: Camera;
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var camera: ICamera;
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var orbitalCamera: OrbitalCamera;
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var fpsCamera: FPSCamera;
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var oceanGrid: Grid;
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var oceanGrid: Grid;
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var skybox: Skybox;
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var skybox: Skybox;
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var curRotX = Config.CAMERA_DEFAULT_ROT_X;
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var curRotX = Config.CAMERA_DEFAULT_ROT_X;
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var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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/** Camera modes */
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var cameraMode: 'orbital' | 'fps' = 'fps';
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var moveSpeed = 0.15;
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var fastMoveSpeed = 0.4;
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function drawScene() {
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function drawScene() {
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fps++;
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fps++;
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let now = new Date();
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let now = new Date();
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@@ -208,9 +216,26 @@ function drawScene() {
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mat4.identity(projection);
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mat4.identity(projection);
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mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
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mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
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camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
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// Handle camera movement and rotation based on mode
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camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
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if (cameraMode === 'fps') {
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camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
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// FPS camera - direct movement
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camera = fpsCamera;
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handleFPSCameraMovement();
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// Apply mouse rotation for FPS mode
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if (mouseXVel !== 0 || mouseYVel !== 0) {
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fpsCamera.rotate(mouseXVel, mouseYVel);
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mouseXVel = 0;
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mouseYVel = 0;
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}
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} else {
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// Orbital camera - original behavior
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camera = orbitalCamera;
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orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
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orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
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orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
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}
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var view = camera.getViewMatrix();
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var view = camera.getViewMatrix();
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// Sun direction (matches the one in ocean shader)
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// Sun direction (matches the one in ocean shader)
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@@ -260,6 +285,41 @@ function drawScene() {
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requestAnimationFrame(drawScene);
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requestAnimationFrame(drawScene);
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}
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}
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/** Handle FPS camera movement */
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function handleFPSCameraMovement() {
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const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
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// WASD for horizontal movement
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if (keysPressed.has('w') || keysPressed.has('W')) {
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fpsCamera.moveForward(speed);
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}
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if (keysPressed.has('s') || keysPressed.has('S')) {
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fpsCamera.moveForward(-speed);
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}
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if (keysPressed.has('a') || keysPressed.has('A')) {
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fpsCamera.moveRight(-speed);
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}
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if (keysPressed.has('d') || keysPressed.has('D')) {
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fpsCamera.moveRight(speed);
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}
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// Q/E for vertical movement
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if (keysPressed.has('q') || keysPressed.has('Q')) {
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fpsCamera.moveUp(-speed);
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}
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if (keysPressed.has('e') || keysPressed.has('E')) {
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fpsCamera.moveUp(speed);
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}
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// Space to go up, Ctrl to go down
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if (keysPressed.has(' ')) {
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fpsCamera.moveUp(speed);
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}
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if (keysPressed.has('Control')) {
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fpsCamera.moveUp(-speed);
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}
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}
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/** Handle keyboard input for camera controls */
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/** Handle keyboard input for camera controls */
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function handleKeyboardInput() {
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function handleKeyboardInput() {
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keyboardRotationX = 0;
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keyboardRotationX = 0;
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@@ -328,25 +388,85 @@ function main() {
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// Keyboard controls
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// Keyboard controls
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window.addEventListener('keydown', (evt) => {
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window.addEventListener('keydown', (evt) => {
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keysPressed.add(evt.key);
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keysPressed.add(evt.key);
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handleKeyboardInput();
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// Toggle camera mode with 'C' key
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if (evt.key === 'c' || evt.key === 'C') {
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cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
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console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
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// Update FPS display to show camera mode
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if (fpsDisplay) {
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const modeText = document.createElement('div');
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modeText.id = 'camera-mode';
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modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
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modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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const existingMode = document.getElementById('camera-mode');
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if (existingMode) {
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existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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} else {
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document.body.appendChild(modeText);
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}
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}
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}
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// Reset camera on 'R' key
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// Reset camera on 'R' key
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if (evt.key === 'r' || evt.key === 'R') {
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if (evt.key === 'r' || evt.key === 'R') {
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curRotX = Config.CAMERA_DEFAULT_ROT_X;
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if (cameraMode === 'fps') {
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curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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fpsCamera = new FPSCamera(); // Reset to initial FPS position
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keyboardZoom = 0;
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camera = fpsCamera;
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console.log('Camera reset to FPS default position');
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} else {
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curRotX = Config.CAMERA_DEFAULT_ROT_X;
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curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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keyboardZoom = 0;
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console.log('Camera reset to orbital default position');
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}
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}
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||||||
|
// Prevent default for space to avoid page scroll
|
||||||
|
if (evt.key === ' ' && cameraMode === 'fps') {
|
||||||
|
evt.preventDefault();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle orbital camera keyboard input
|
||||||
|
if (cameraMode === 'orbital') {
|
||||||
|
handleKeyboardInput();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
window.addEventListener('keyup', (evt) => {
|
window.addEventListener('keyup', (evt) => {
|
||||||
keysPressed.delete(evt.key);
|
keysPressed.delete(evt.key);
|
||||||
handleKeyboardInput();
|
|
||||||
|
if (cameraMode === 'orbital') {
|
||||||
|
handleKeyboardInput();
|
||||||
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
// Window resize handler
|
// Window resize handler
|
||||||
window.addEventListener('resize', () => {
|
window.addEventListener('resize', () => {
|
||||||
updateCanvasSize(canvas);
|
updateCanvasSize(canvas);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Camera mode toggle from UI controls
|
||||||
|
window.addEventListener('toggleCameraMode', () => {
|
||||||
|
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
|
||||||
|
camera = cameraMode === 'fps' ? fpsCamera : orbitalCamera;
|
||||||
|
console.log(`Camera mode switched to: ${cameraMode.toUpperCase()}`);
|
||||||
|
|
||||||
|
// Update display
|
||||||
|
const modeText = document.createElement('div');
|
||||||
|
modeText.id = 'camera-mode';
|
||||||
|
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
|
||||||
|
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
|
||||||
|
|
||||||
|
const existingMode = document.getElementById('camera-mode');
|
||||||
|
if (existingMode) {
|
||||||
|
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
|
||||||
|
} else {
|
||||||
|
document.body.appendChild(modeText);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
initShaders();
|
initShaders();
|
||||||
initGeometry();
|
initGeometry();
|
||||||
@@ -358,7 +478,13 @@ function main() {
|
|||||||
skybox = new Skybox();
|
skybox = new Skybox();
|
||||||
skybox.initVAO(gl);
|
skybox.initVAO(gl);
|
||||||
|
|
||||||
camera = new Camera();
|
// Initialize both cameras
|
||||||
|
orbitalCamera = new OrbitalCamera();
|
||||||
|
fpsCamera = new FPSCamera();
|
||||||
|
camera = fpsCamera; // Start with FPS camera
|
||||||
|
|
||||||
|
console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
|
||||||
|
|
||||||
//Check if any errors apeared during init.
|
//Check if any errors apeared during init.
|
||||||
if (gl.getError() != gl.NO_ERROR) {
|
if (gl.getError() != gl.NO_ERROR) {
|
||||||
console.log("OpenGL Error!: ");
|
console.log("OpenGL Error!: ");
|
||||||
|
|||||||
Reference in New Issue
Block a user