fix zoom issues with sketch mode (#2664)
* cam stuff start * more progress * mostly done * fix snapshot tests * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix * fix ubuntu * more tweaks fixes * add test * more FE fixes --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
This commit is contained in:
@ -174,41 +174,6 @@ export class CameraControls {
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}
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}
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throttledUpdateEngineFov = throttle(
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(vals: {
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position: Vector3
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quaternion: Quaternion
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zoom: number
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fov: number
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target: Vector3
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}) => {
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const cmd: EngineCommand = {
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_perspective_settings',
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...convertThreeCamValuesToEngineCam({
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...vals,
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isPerspective: true,
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}),
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fov_y: vals.fov,
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...calculateNearFarFromFOV(vals.fov),
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},
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}
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this.engineCommandManager.sendSceneCommand(cmd)
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this.lastPerspectiveCmd = cmd
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this.lastPerspectiveCmdTime = Date.now()
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if (this.lastPerspectiveCmdTimeoutId !== null) {
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clearTimeout(this.lastPerspectiveCmdTimeoutId)
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}
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this.lastPerspectiveCmdTimeoutId = setTimeout(
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this.sendLastPerspectiveReliableChannel,
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lastCmdDelay
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) as any as number
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},
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1000 / 30
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)
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constructor(
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isOrtho = false,
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domElement: HTMLCanvasElement,
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@ -534,26 +499,28 @@ export class CameraControls {
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direction.normalize()
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this.camera.position.copy(this.target).addScaledVector(direction, distance)
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}
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usePerspectiveCamera = () => {
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usePerspectiveCamera = async () => {
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this._usePerspectiveCamera()
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this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_set_perspective',
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parameters: {
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fov_y:
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this.camera instanceof PerspectiveCamera ? this.camera.fov : 45,
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...calculateNearFarFromFOV(this.lastPerspectiveFov),
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if (this.syncDirection === 'clientToEngine') {
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_set_perspective',
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parameters: {
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fov_y:
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this.camera instanceof PerspectiveCamera ? this.camera.fov : 45,
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...calculateNearFarFromFOV(this.lastPerspectiveFov),
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},
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},
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},
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})
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})
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}
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this.onCameraChange()
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this.update()
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return this.camera
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}
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dollyZoom = (newFov: number) => {
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dollyZoom = async (newFov: number, splitEngineCalls = false) => {
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if (!(this.camera instanceof PerspectiveCamera)) {
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console.warn('Dolly zoom is only applicable to perspective cameras.')
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return
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@ -604,13 +571,52 @@ export class CameraControls {
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this.camera.near = z_near
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this.camera.far = z_far
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this.throttledUpdateEngineFov({
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fov: newFov,
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position: newPosition,
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quaternion: this.camera.quaternion,
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zoom: this.camera.zoom,
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target: this.target,
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})
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if (splitEngineCalls) {
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_look_at',
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...convertThreeCamValuesToEngineCam({
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isPerspective: true,
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position: newPosition,
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quaternion: this.camera.quaternion,
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zoom: this.camera.zoom,
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target: this.target,
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}),
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},
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})
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_set_perspective',
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parameters: {
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fov_y: newFov,
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z_near: 0.01,
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z_far: 1000,
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},
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},
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})
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} else {
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_perspective_settings',
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...convertThreeCamValuesToEngineCam({
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isPerspective: true,
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position: newPosition,
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quaternion: this.camera.quaternion,
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zoom: this.camera.zoom,
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target: this.target,
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}),
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fov_y: newFov,
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z_near: 0.01,
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z_far: 1000,
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},
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})
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}
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}
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update = (forceUpdate = false) => {
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@ -1015,6 +1021,29 @@ export class CameraControls {
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.onComplete(onComplete)
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.start()
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})
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snapToPerspectiveBeforeHandingBackControlToEngine = async (
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targetCamUp = new Vector3(0, 0, 1)
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) => {
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if (this.syncDirection === 'engineToClient') {
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console.warn(
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'animate To Perspective not design to work with engineToClient syncDirection.'
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)
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}
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this.isFovAnimationInProgress = true
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const targetFov = this.fovBeforeOrtho // Target FOV for perspective
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this.lastPerspectiveFov = 4
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let currentFov = 4
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const initialCameraUp = this.camera.up.clone()
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this.usePerspectiveCamera()
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const tempVec = new Vector3()
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currentFov = this.lastPerspectiveFov + (targetFov - this.lastPerspectiveFov)
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const currentUp = tempVec.lerpVectors(initialCameraUp, targetCamUp, 1)
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this.camera.up.copy(currentUp)
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await this.dollyZoom(currentFov, true)
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this.isFovAnimationInProgress = false
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}
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get reactCameraProperties(): ReactCameraProperties {
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return {
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@ -1087,7 +1116,7 @@ function calculateNearFarFromFOV(fov: number) {
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// const nearFarRatio = (fov - 3) / (45 - 3)
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// const z_near = 0.1 + nearFarRatio * (5 - 0.1)
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// const z_far = 1000 + nearFarRatio * (100000 - 1000)
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return { z_near: 0.1, z_far: 1000 }
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return { z_near: 0.01, z_far: 1000 }
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}
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function convertThreeCamValuesToEngineCam({
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@ -1106,11 +1135,6 @@ function convertThreeCamValuesToEngineCam({
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// leaving for now since it's working but maybe revisit later
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const euler = new Euler().setFromQuaternion(quaternion, 'XYZ')
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const lookAtVector = new Vector3(0, 0, -1)
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.applyEuler(euler)
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.normalize()
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.add(position)
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const upVector = new Vector3(0, 1, 0).applyEuler(euler).normalize()
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if (isPerspective) {
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return {
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@ -1119,6 +1143,10 @@ function convertThreeCamValuesToEngineCam({
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vantage: position,
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}
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}
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const lookAtVector = new Vector3(0, 0, -1)
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.applyEuler(euler)
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.normalize()
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.add(position)
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const fudgeFactor2 = zoom * 0.9979224466814468 - 0.03473692325839295
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const zoomFactor = (-ZOOM_MAGIC_NUMBER + fudgeFactor2) / zoom
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const direction = lookAtVector.clone().sub(position).normalize()
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