mirror of
https://github.com/photonstorm/phaser
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302 lines
6 KiB
JavaScript
302 lines
6 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var Matrix4 = require('../../math/Matrix4');
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var Vector3 = require('../../math/Vector3');
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var Vector4 = require('../../math/Vector4');
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/**
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* @classdesc
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* The Mesh Camera.
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*
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* @class MeshCamera
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.50.0
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*/
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var MeshCamera = new Class({
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initialize:
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function MeshCamera (fov, x, y, z, near, far)
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{
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this.dirty = true;
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this.aspectRatio = 1;
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this._fov = fov;
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this._near = near;
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this._far = far;
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this.position = new Vector3(x, y, z);
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this.rotation = new Vector3();
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this.forward = new Vector4();
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this.up = new Vector4(); // What the up direction is, invert to get bottom
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this.right = new Vector4(); // What the right direction is, invert to get left
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this.matView = new Matrix4();
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this.viewMatrix = new Matrix4();
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this.projectionMatrix = new Matrix4();
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this.mode = MeshCamera.MODE_ORBIT;
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},
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panX: function (v)
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{
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this.updateViewMatrix();
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this.position.addScale(this.right, v);
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},
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panY: function (v)
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{
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this.updateViewMatrix();
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this.position.y += this.up.y * v;
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if (this.mode === MeshCamera.MODE_ORBIT)
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{
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// Can only move up and down the y axix in orbit mode
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return;
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}
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this.position.x += this.up.x * v;
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this.position.z += this.up.z * v;
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},
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panZ: function (v)
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{
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this.updateViewMatrix();
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if (this.mode === MeshCamera.MODE_ORBIT)
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{
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// orbit mode does translate after rotate, so only need to set Z, the rotate will handle the rest.
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this.position.z += v;
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}
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else
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{
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// In freemode to move forward, we need to move based on our forward which is relative to our current rotation
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this.position.addScale(this.forward, v);
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}
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},
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// To have different modes of movements, this function handles the view matrix update for the transform object.
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updateViewMatrix: function ()
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{
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var d = Math.PI / 180;
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var matView = this.matView;
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var rotation = this.rotation;
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matView.identity();
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// Optimize camera transform update, no need for scale nor rotateZ
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if (this.mode === MeshCamera.MODE_FREE)
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{
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matView.translate(this.position);
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matView.rotateX(rotation.x * d);
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matView.rotateY(rotation.y * d);
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}
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else
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{
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matView.rotateX(rotation.x * d);
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matView.rotateY(rotation.y * d);
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matView.translate(this.position);
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}
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this.updateDirection();
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this.viewMatrix.copy(matView);
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this.viewMatrix.invert();
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this.dirty = true;
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},
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update: function (width, height)
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{
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this.aspectRatio = width / height;
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this.updateViewMatrix();
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this.projectionMatrix.perspective(DegToRad(this._fov), this.aspectRatio, this._near, this._far);
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},
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updateDirection: function ()
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{
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var matView = this.matView;
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this.forward.set(0, 0, 1, 0).transformMat4(matView);
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this.up.set(0, 1, 0, 0).transformMat4(matView);
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this.right.set(1, 0, 0, 0).transformMat4(matView);
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},
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reset: function ()
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{
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this.position.set();
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this.rotation.set();
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this.updateViewMatrix();
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},
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fov: {
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get: function ()
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{
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return this._fov;
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},
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set: function (value)
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{
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if (value > 0 && value < 180)
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{
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this._fov = value;
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this.dirty = true;
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}
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}
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},
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near: {
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get: function ()
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{
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return this._near;
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},
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set: function (value)
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{
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if (value > 0)
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{
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this._near = value;
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this.dirty = true;
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}
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}
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},
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far: {
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get: function ()
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{
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return this._far;
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},
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set: function (value)
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{
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if (value > 0)
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{
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this._far = value;
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this.dirty = true;
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}
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}
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},
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x: {
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get: function ()
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{
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return this.position.x;
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},
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set: function (value)
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{
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this.position.x = value;
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this.updateViewMatrix();
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}
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},
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y: {
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get: function ()
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{
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return this.position.y;
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},
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set: function (value)
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{
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this.position.y = value;
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this.updateViewMatrix();
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}
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},
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z: {
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get: function ()
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{
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return this.position.z;
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},
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set: function (value)
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{
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this.position.z = value;
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this.updateViewMatrix();
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}
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},
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rotationX: {
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get: function ()
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{
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return this.rotation.x;
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},
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set: function (value)
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{
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this.rotation.x = value;
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this.updateViewMatrix();
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}
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},
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rotationY: {
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get: function ()
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{
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return this.rotation.y;
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},
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set: function (value)
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{
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this.rotation.y = value;
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this.updateViewMatrix();
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}
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},
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rotationZ: {
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get: function ()
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{
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return this.rotation.z;
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},
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set: function (value)
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{
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this.rotation.z = value;
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this.updateViewMatrix();
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}
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},
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destroy: function ()
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{
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// TODO - Needed?
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}
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});
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// Allows free movement of position and rotation
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MeshCamera.MODE_FREE = 0;
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// Movement is locked to rotate around the origin
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MeshCamera.MODE_ORBIT = 1;
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module.exports = MeshCamera;
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