Update camera
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@@ -34,28 +34,35 @@ class OrbitCamera extends iron.Trait {
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if (mouse.down("middle") || (mouse.down("right") && kb.down("space"))) {
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if (mouse.down("middle") || (mouse.down("right") && kb.down("space"))) {
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redraws = 2;
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redraws = 2;
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camera.transform.loc.addf(-mouse.movementX / 150, 0.0, mouse.movementY / 150);
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if (kb.down("control")) {
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camera.buildMatrix();
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camera.transform.move(camera.look(), mouse.movementX / 75);
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}
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else {
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var look = camera.transform.look().normalize().mult(mouse.movementY / 150);
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var right = camera.transform.right().normalize().mult(-mouse.movementX / 150);
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camera.transform.loc.add(look);
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camera.transform.loc.add(right);
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camera.buildMatrix();
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}
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}
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}
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if (mouse.down("right") || (mouse.down("left") && kb.down("control"))) {
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if (mouse.down("right") || (mouse.down("left") && kb.down("control"))) {
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var dist = camera.transform.loc.length();
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redraws = 2;
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redraws = 2;
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var d = camera.transform.loc.length();
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camera.transform.move(camera.lookWorld(), dist);
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camera.transform.loc.set(0, 0, 0);
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camera.transform.rotate(new iron.math.Vec4(0, 0, 1), -mouse.movementX / 100);
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camera.transform.rotate(new iron.math.Vec4(0, 0, 1), -mouse.movementX / 100);
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camera.transform.move(camera.lookWorld(), -d);
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camera.transform.move(camera.lookWorld(), -dist);
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// Rotate Y
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// Rotate Y
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if (!kb.down("shift")) {
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if (!kb.down("shift")) {
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var d = camera.transform.loc.length();
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camera.transform.move(camera.lookWorld(), dist);
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camera.transform.loc.set(0, 0, 0);
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camera.transform.rotate(camera.rightWorld(), -mouse.movementY / 100);
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camera.transform.rotate(camera.rightWorld(), -mouse.movementY / 100);
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if (camera.upWorld().z < 0) {
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if (camera.upWorld().z < 0) {
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camera.transform.rotate(camera.rightWorld(), mouse.movementY / 100);
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camera.transform.rotate(camera.rightWorld(), mouse.movementY / 100);
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}
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}
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camera.transform.move(camera.lookWorld(), -d);
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camera.transform.move(camera.lookWorld(), -dist);
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}
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}
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}
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}
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@@ -38,7 +38,10 @@ class RotateCamera extends iron.Trait {
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camera.transform.move(camera.look(), mouse.movementX / 75);
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camera.transform.move(camera.look(), mouse.movementX / 75);
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}
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}
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else {
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else {
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camera.transform.loc.addf(-mouse.movementX / 150, 0.0, mouse.movementY / 150);
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var look = camera.transform.look().normalize().mult(mouse.movementY / 150);
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var right = camera.transform.right().normalize().mult(-mouse.movementX / 150);
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camera.transform.loc.add(look);
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camera.transform.loc.add(right);
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camera.buildMatrix();
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camera.buildMatrix();
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}
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}
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}
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}
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