no more js
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@@ -3,6 +3,7 @@
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var time_mod = use('time')
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var lance3d = use('core')
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var math = use('math/radians')
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// Camera orbit state
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var cam_distance = 5
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@@ -107,9 +108,9 @@ function _draw() {
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lance3d.camera_perspective(60, 0.1, 100)
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// Calculate camera position from orbit
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var cam_x = Math.sin(cam_yaw) * Math.cos(cam_pitch) * cam_distance
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var cam_y = Math.sin(cam_pitch) * cam_distance + 0.5
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var cam_z = Math.cos(cam_yaw) * Math.cos(cam_pitch) * cam_distance
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var cam_x = math.sine(cam_yaw) * math.cosine(cam_pitch) * cam_distance
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var cam_y = math.sine(cam_pitch) * cam_distance + 0.5
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var cam_z = math.cosine(cam_yaw) * math.cosine(cam_pitch) * cam_distance
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lance3d.camera_look_at(cam_x, cam_y, cam_z, 0, 0.5, 0)
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@@ -4,6 +4,7 @@
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var time_mod = use('time')
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var lance3d = use('core')
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var math = use('math/radians')
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// Meshes
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var ground_mesh = null
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@@ -104,12 +105,12 @@ function _update(dt) {
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if (forward != 0 || right != 0) {
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// Update yaw based on movement direction
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player.yaw = Math.atan2(forward, -right)
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player.yaw = math.arc_tangent(forward, -right)
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var fx = Math.sin(player.yaw)
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var fz = Math.cos(player.yaw)
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var fx = math.sine(player.yaw)
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var fz = math.cosine(player.yaw)
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var len = Math.sqrt(fx * fx + fz * fz)
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var len = math.sqrt(fx * fx + fz * fz)
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if (len > 0) {
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fx /= len
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fz /= len
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@@ -6,6 +6,7 @@
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var io = use('fd')
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var time_mod = use('time')
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var lance3d = use('core')
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var math = use('math/radians')
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log.console(lance3d.key)
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@@ -193,9 +194,9 @@ function _draw() {
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lance3d.camera_perspective(60, 0.1, 100)
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// Calculate camera position from orbit
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var cam_x = Math.sin(cam_yaw) * Math.cos(cam_pitch) * cam_distance
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var cam_y = Math.sin(cam_pitch) * cam_distance + cam_target_y
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var cam_z = Math.cos(cam_yaw) * Math.cos(cam_pitch) * cam_distance
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var cam_x = math.sine(cam_yaw) * math.cosine(cam_pitch) * cam_distance
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var cam_y = math.sine(cam_pitch) * cam_distance + cam_target_y
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var cam_z = math.cosine(cam_yaw) * math.cosine(cam_pitch) * cam_distance
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lance3d.camera_look_at(cam_x, cam_y, cam_z, 0, cam_target_y, 0)
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