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@vulfram/camera-control

v0.21.1-alpha

Published

Standard camera controllers for `@vulfram/engine`.

Readme

@vulfram/camera-control

Standard camera controllers for @vulfram/engine.

Included Controllers

  • createOrbitController
  • createSpectatorController
  • createFirstPersonController (cinematic, without physics/collision)
  • createThirdPersonController
  • createTopViewController

Core Behavior

  • Pointer input is internally coupled for all controllers.
  • Current pointer gesture model is mouse-based (left/middle/right).
  • Every controller config accepts pointerDeltaSensitivity (1 default) to scale pointer-driven rotation/look speed.
  • Every controller config accepts invertPointerX / invertPointerY (false by default) to invert pointer axis response.
  • Orbit, ThirdPerson, and TopView accept zoomSensitivity (1 default) to scale zoom response (pointer gesture and toZoom() impulse).
  • translationStrategy and easing are optional in every controller config.
  • Without translationStrategy/easing, movement is linear.
  • All controllers support lookAt(position, weight?).
    • Negative weight rotates by the longest arc.
  • Orbit gesture split:
    • rotate: right button or left button (without middle button)
    • pan: middle button (without right button)
  • Orbit supports enable/disable flow:
    • enable()
    • disable()
    • setEnabled(boolean)
    • isEnabled()
  • TopView supports focus lock:
    • focusLocked (config)
    • setFocusLocked(boolean)
    • isFocusLocked()

Motion Actions (Spectator / FirstPerson)

Use weighted triggers (1.0 default):

controller.pressForward();       // persistent while pressed
controller.releaseForward();

controller.toForward(2.0);       // one-frame impulse
controller.look(3, -2, 1.5);     // weighted look delta

Negative weights are accepted:

controller.toForward(-1.0);      // opposite direction
controller.lookAt([0, 1, 0], -1); // longest-arc look rotation