ADD: Camera mode
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@@ -111,7 +111,6 @@ void SceneManager::init(EngineContext *context)
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{
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_context = context;
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mainCamera.velocity = glm::vec3(0.f);
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mainCamera.position_world = WorldVec3(30.0, 0.0, 85.0);
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mainCamera.orientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
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@@ -119,6 +118,8 @@ void SceneManager::init(EngineContext *context)
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sceneData.sunlightDirection = glm::vec4(-0.2f, -1.0f, -0.3f, 1.0f);
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sceneData.sunlightColor = glm::vec4(1.0f, 1.0f, 1.0f, 3.0f);
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cameraRig.init(*this, mainCamera);
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_camera_position_local = world_to_local(mainCamera.position_world, _origin_world);
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}
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@@ -151,7 +152,25 @@ void SceneManager::update_scene()
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mainDrawContext.nextID = 1;
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mainDrawContext.gltfNodeLocalOverrides = nullptr;
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mainCamera.update();
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// Simple per-frame dt (seconds) for animations and camera behavior.
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auto now = std::chrono::steady_clock::now();
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if (_lastFrameTime.time_since_epoch().count() == 0)
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{
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_lastFrameTime = now;
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}
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float dt = std::chrono::duration<float>(now - _lastFrameTime).count();
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_lastFrameTime = now;
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if (dt < 0.f)
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{
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dt = 0.f;
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}
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if (dt > 0.1f)
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{
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dt = 0.1f;
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}
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_deltaTime = dt;
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cameraRig.update(*this, mainCamera, dt);
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// Floating origin: keep render-local coordinates near (0,0,0) by shifting the origin
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// when the camera drifts too far in world space.
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@@ -171,24 +190,6 @@ void SceneManager::update_scene()
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_camera_position_local = world_to_local(mainCamera.position_world, _origin_world);
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// Simple per-frame dt (seconds) for animations
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auto now = std::chrono::steady_clock::now();
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if (_lastFrameTime.time_since_epoch().count() == 0)
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{
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_lastFrameTime = now;
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}
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float dt = std::chrono::duration<float>(now - _lastFrameTime).count();
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_lastFrameTime = now;
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if (dt < 0.f)
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{
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dt = 0.f;
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}
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if (dt > 0.1f)
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{
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dt = 0.1f;
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}
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_deltaTime = dt;
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auto tagOwner = [&](RenderObject::OwnerType type, const std::string &name,
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size_t opaqueBegin, size_t transpBegin)
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{
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