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Upload preprocess_manual.js

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  1. preprocess_manual.js +171 -171
preprocess_manual.js CHANGED
@@ -529,92 +529,98 @@ function createFilteredPLY(parser, originalHeader, filteredVertices, vertexSize)
529
  return URL.createObjectURL(blob);
530
  }
531
 
532
- /**
533
- * Manual preprocessing - メイン関数
534
- */
535
-
536
- export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage, useGPU, noBG, noCheck, fileName, savePly) {
537
- console.log('[preprocessManual] ===== FUNCTION CALLED =====');
538
- console.log('[preprocessManual] Parameters:');
539
- console.log(' vrmPath:', vrmPath);
540
- console.log(' gsPath:', gsPath);
541
- console.log(' fileName:', fileName);
542
-
543
- return new Promise((resolve, reject) => {
544
- console.log('[preprocessManual] Creating Promise...');
545
-
546
- try {
547
- const ui = createManualUI(scene, camera, renderer);
548
- console.log('[preprocessManual] UI created');
549
-
550
- ui.initialize().then(() => {
551
- console.log('[preprocessManual] UI initialized, starting manual process...');
552
-
553
- ui.show();
554
- ui.setStatus('Loading PLY file...');
555
-
556
- // PLYファイルの読み込み
557
- const parser = new PLYParser();
558
- let loadingSpinner = new DropInViewer().viewer.loadingSpinner;
559
- const task = loadingSpinner.addTask('Loading PLY...');
560
-
561
- parser.parsePLY(gsPath, true).then((plyData) => {
562
- console.log('[preprocessManual] PLY loaded:', plyData.vertices.length, 'vertices');
563
- loadingSpinner.removeTask(task);
564
-
565
- // GSの初期表示, replace all 20251207
566
- GVRM.initGS(gsPath, undefined, undefined, scene).then((gs) => {
567
- console.log('[preprocessManual] GS initialized');
568
-
569
- // ★★★ ADD CAMERA CONTROLS HERE ★★★
570
- const cameraControls = setupCameraControls(camera, renderer);
571
-
572
- // Animation loop for smooth camera controls
573
- let animationId = null;
574
- function animateControls() {
575
- animationId = requestAnimationFrame(animateControls);
576
- updateCameraFromKeys(); // ⭐ この行を追加
577
- cameraControls.controls.update();
578
- renderer.render(scene, camera);
579
- }
580
-
581
- animateControls();
582
-
583
- // Cleanup function to stop animation
584
- const cleanupAnimation = () => {
585
- if (animationId) {
586
- cancelAnimationFrame(animationId);
587
- animationId = null;
588
- }
589
- };
590
-
591
- ////////////////handle key 1213 13:30
592
 
593
  // ========================================
594
- // Keyboard Controls for Camera Movement
595
  // ========================================
596
  let activeKeys = [];
597
 
598
- // Key event listeners
599
- window.addEventListener("keydown", (e) => {
600
- if (!activeKeys.includes(e.code)) {
601
- activeKeys.push(e.code);
602
- }
603
- });
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
604
 
605
- window.addEventListener("keyup", (e) => {
606
- activeKeys = activeKeys.filter((k) => k !== e.code);
607
- });
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
608
 
609
- window.addEventListener("blur", () => {
610
- activeKeys = [];
611
- });
 
 
 
 
 
 
612
 
613
- // Camera manipulation function (called in animation loop)
614
- function updateCameraFromKeys() {
615
  if (activeKeys.length === 0) return;
616
 
617
- // Get current camera matrix (inverse of view matrix)
618
  let inv = invert4(camera.matrixWorld.elements);
619
  if (!inv) return;
620
 
@@ -623,58 +629,46 @@ export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage
623
  // Movement (arrow keys)
624
  if (activeKeys.includes("ArrowUp")) {
625
  if (shiftKey) {
626
- // Move up (Y axis)
627
  inv = translate4(inv, 0, -0.03, 0);
628
  } else {
629
- // Move forward (Z axis)
630
  inv = translate4(inv, 0, 0, 0.1);
631
  }
632
  }
633
  if (activeKeys.includes("ArrowDown")) {
634
  if (shiftKey) {
635
- // Move down (Y axis)
636
  inv = translate4(inv, 0, 0.03, 0);
637
  } else {
638
- // Move backward (Z axis)
639
  inv = translate4(inv, 0, 0, -0.1);
640
  }
641
  }
642
  if (activeKeys.includes("ArrowLeft")) {
643
- // Strafe left (X axis)
644
  inv = translate4(inv, -0.03, 0, 0);
645
  }
646
  if (activeKeys.includes("ArrowRight")) {
647
- // Strafe right (X axis)
648
  inv = translate4(inv, 0.03, 0, 0);
649
  }
650
 
651
- // Camera angle (WASD keys)
652
  if (activeKeys.includes("KeyA")) {
653
- // Turn left (Y axis rotation)
654
  inv = rotate4(inv, -0.01, 0, 1, 0);
655
  }
656
  if (activeKeys.includes("KeyD")) {
657
- // Turn right (Y axis rotation)
658
  inv = rotate4(inv, 0.01, 0, 1, 0);
659
  }
660
  if (activeKeys.includes("KeyW")) {
661
- // Tilt up (X axis rotation)
662
  inv = rotate4(inv, 0.005, 1, 0, 0);
663
  }
664
  if (activeKeys.includes("KeyS")) {
665
- // Tilt down (X axis rotation)
666
  inv = rotate4(inv, -0.005, 1, 0, 0);
667
  }
668
  if (activeKeys.includes("KeyQ")) {
669
- // Roll counterclockwise (Z axis rotation)
670
  inv = rotate4(inv, 0.01, 0, 0, 1);
671
  }
672
  if (activeKeys.includes("KeyE")) {
673
- // Roll clockwise (Z axis rotation)
674
  inv = rotate4(inv, -0.01, 0, 0, 1);
675
  }
676
 
677
- // Orbit (I/K and J/L keys)
678
  if (activeKeys.includes("KeyI") || activeKeys.includes("KeyK") ||
679
  activeKeys.includes("KeyJ") || activeKeys.includes("KeyL")) {
680
  let d = 4;
@@ -692,17 +686,16 @@ export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage
692
  inv = translate4(inv, 0, 0, -d);
693
  }
694
 
695
- // Apply the transformation back to camera
696
  const newMatrix = invert4(inv);
697
  if (newMatrix) {
698
  camera.matrix.fromArray(newMatrix);
699
  camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
700
  camera.updateMatrixWorld(true);
701
 
702
- // Disable OrbitControls temporarily when using keyboard
703
  if (cameraControls && cameraControls.controls) {
704
  cameraControls.controls.enabled = false;
705
- // Re-enable after a short delay
706
  setTimeout(() => {
707
  if (cameraControls && cameraControls.controls) {
708
  cameraControls.controls.enabled = true;
@@ -712,86 +705,94 @@ export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage
712
  }
713
  }
714
 
715
- // Helper functions for matrix operations (if not already present)
716
- function invert4(a) {
717
- let b00 = a[0] * a[5] - a[1] * a[4];
718
- let b01 = a[0] * a[6] - a[2] * a[4];
719
- let b02 = a[0] * a[7] - a[3] * a[4];
720
- let b03 = a[1] * a[6] - a[2] * a[5];
721
- let b04 = a[1] * a[7] - a[3] * a[5];
722
- let b05 = a[2] * a[7] - a[3] * a[6];
723
- let b06 = a[8] * a[13] - a[9] * a[12];
724
- let b07 = a[8] * a[14] - a[10] * a[12];
725
- let b08 = a[8] * a[15] - a[11] * a[12];
726
- let b09 = a[9] * a[14] - a[10] * a[13];
727
- let b10 = a[9] * a[15] - a[11] * a[13];
728
- let b11 = a[10] * a[15] - a[11] * a[14];
729
- let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
730
- if (!det) return null;
731
- return [
732
- (a[5] * b11 - a[6] * b10 + a[7] * b09) / det,
733
- (a[2] * b10 - a[1] * b11 - a[3] * b09) / det,
734
- (a[13] * b05 - a[14] * b04 + a[15] * b03) / det,
735
- (a[10] * b04 - a[9] * b05 - a[11] * b03) / det,
736
- (a[6] * b08 - a[4] * b11 - a[7] * b07) / det,
737
- (a[0] * b11 - a[2] * b08 + a[3] * b07) / det,
738
- (a[14] * b02 - a[12] * b05 - a[15] * b01) / det,
739
- (a[8] * b05 - a[10] * b02 + a[11] * b01) / det,
740
- (a[4] * b10 - a[5] * b08 + a[7] * b06) / det,
741
- (a[1] * b08 - a[0] * b10 - a[3] * b06) / det,
742
- (a[12] * b04 - a[13] * b02 + a[15] * b00) / det,
743
- (a[9] * b02 - a[8] * b04 - a[11] * b00) / det,
744
- (a[5] * b07 - a[4] * b09 - a[6] * b06) / det,
745
- (a[0] * b09 - a[1] * b07 + a[2] * b06) / det,
746
- (a[13] * b01 - a[12] * b03 - a[14] * b00) / det,
747
- (a[8] * b03 - a[9] * b01 + a[10] * b00) / det,
748
- ];
749
- }
750
 
751
- function rotate4(a, rad, x, y, z) {
752
- let len = Math.hypot(x, y, z);
753
- x /= len;
754
- y /= len;
755
- z /= len;
756
- let s = Math.sin(rad);
757
- let c = Math.cos(rad);
758
- let t = 1 - c;
759
- let b00 = x * x * t + c;
760
- let b01 = y * x * t + z * s;
761
- let b02 = z * x * t - y * s;
762
- let b10 = x * y * t - z * s;
763
- let b11 = y * y * t + c;
764
- let b12 = z * y * t + x * s;
765
- let b20 = x * z * t + y * s;
766
- let b21 = y * z * t - x * s;
767
- let b22 = z * z * t + c;
768
- return [
769
- a[0] * b00 + a[4] * b01 + a[8] * b02,
770
- a[1] * b00 + a[5] * b01 + a[9] * b02,
771
- a[2] * b00 + a[6] * b01 + a[10] * b02,
772
- a[3] * b00 + a[7] * b01 + a[11] * b02,
773
- a[0] * b10 + a[4] * b11 + a[8] * b12,
774
- a[1] * b10 + a[5] * b11 + a[9] * b12,
775
- a[2] * b10 + a[6] * b11 + a[10] * b12,
776
- a[3] * b10 + a[7] * b11 + a[11] * b12,
777
- a[0] * b20 + a[4] * b21 + a[8] * b22,
778
- a[1] * b20 + a[5] * b21 + a[9] * b22,
779
- a[2] * b20 + a[6] * b21 + a[10] * b22,
780
- a[3] * b20 + a[7] * b21 + a[11] * b22,
781
- ...a.slice(12, 16),
782
- ];
783
- }
784
 
785
- function translate4(a, x, y, z) {
786
- return [
787
- ...a.slice(0, 12),
788
- a[0] * x + a[4] * y + a[8] * z + a[12],
789
- a[1] * x + a[5] * y + a[9] * z + a[13],
790
- a[2] * x + a[6] * y + a[10] * z + a[14],
791
- a[3] * x + a[7] * y + a[11] * z + a[15],
792
- ];
793
  }
794
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
795
 
796
  //////////////
797
 
@@ -886,11 +887,10 @@ export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage
886
  // ★★★ RESTART ANIMATION FOR BOX ADJUSTMENT ★★★
887
  function animateBoxAdjustment() {
888
  animationId = requestAnimationFrame(animateBoxAdjustment);
889
- updateCameraFromKeys(); // ⭐ この行を追加
890
  cameraControls.controls.update();
891
  renderer.render(scene, camera);
892
  }
893
-
894
  animateBoxAdjustment();
895
 
896
  let boxSize = { x: 2, y: 2, z: 2 };
 
529
  return URL.createObjectURL(blob);
530
  }
531
 
532
+ ///////////////////////////////////////////////////12/23 14:00
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
533
 
534
  // ========================================
535
+ // Keyboard Controls - Global Variables and Helper Functions
536
  // ========================================
537
  let activeKeys = [];
538
 
539
+ // Helper functions for matrix operations
540
+ function invert4(a) {
541
+ let b00 = a[0] * a[5] - a[1] * a[4];
542
+ let b01 = a[0] * a[6] - a[2] * a[4];
543
+ let b02 = a[0] * a[7] - a[3] * a[4];
544
+ let b03 = a[1] * a[6] - a[2] * a[5];
545
+ let b04 = a[1] * a[7] - a[3] * a[5];
546
+ let b05 = a[2] * a[7] - a[3] * a[6];
547
+ let b06 = a[8] * a[13] - a[9] * a[12];
548
+ let b07 = a[8] * a[14] - a[10] * a[12];
549
+ let b08 = a[8] * a[15] - a[11] * a[12];
550
+ let b09 = a[9] * a[14] - a[10] * a[13];
551
+ let b10 = a[9] * a[15] - a[11] * a[13];
552
+ let b11 = a[10] * a[15] - a[11] * a[14];
553
+ let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
554
+ if (!det) return null;
555
+ return [
556
+ (a[5] * b11 - a[6] * b10 + a[7] * b09) / det,
557
+ (a[2] * b10 - a[1] * b11 - a[3] * b09) / det,
558
+ (a[13] * b05 - a[14] * b04 + a[15] * b03) / det,
559
+ (a[10] * b04 - a[9] * b05 - a[11] * b03) / det,
560
+ (a[6] * b08 - a[4] * b11 - a[7] * b07) / det,
561
+ (a[0] * b11 - a[2] * b08 + a[3] * b07) / det,
562
+ (a[14] * b02 - a[12] * b05 - a[15] * b01) / det,
563
+ (a[8] * b05 - a[10] * b02 + a[11] * b01) / det,
564
+ (a[4] * b10 - a[5] * b08 + a[7] * b06) / det,
565
+ (a[1] * b08 - a[0] * b10 - a[3] * b06) / det,
566
+ (a[12] * b04 - a[13] * b02 + a[15] * b00) / det,
567
+ (a[9] * b02 - a[8] * b04 - a[11] * b00) / det,
568
+ (a[5] * b07 - a[4] * b09 - a[6] * b06) / det,
569
+ (a[0] * b09 - a[1] * b07 + a[2] * b06) / det,
570
+ (a[13] * b01 - a[12] * b03 - a[14] * b00) / det,
571
+ (a[8] * b03 - a[9] * b01 + a[10] * b00) / det,
572
+ ];
573
+ }
574
 
575
+ function rotate4(a, rad, x, y, z) {
576
+ let len = Math.hypot(x, y, z);
577
+ x /= len;
578
+ y /= len;
579
+ z /= len;
580
+ let s = Math.sin(rad);
581
+ let c = Math.cos(rad);
582
+ let t = 1 - c;
583
+ let b00 = x * x * t + c;
584
+ let b01 = y * x * t + z * s;
585
+ let b02 = z * x * t - y * s;
586
+ let b10 = x * y * t - z * s;
587
+ let b11 = y * y * t + c;
588
+ let b12 = z * y * t + x * s;
589
+ let b20 = x * z * t + y * s;
590
+ let b21 = y * z * t - x * s;
591
+ let b22 = z * z * t + c;
592
+ return [
593
+ a[0] * b00 + a[4] * b01 + a[8] * b02,
594
+ a[1] * b00 + a[5] * b01 + a[9] * b02,
595
+ a[2] * b00 + a[6] * b01 + a[10] * b02,
596
+ a[3] * b00 + a[7] * b01 + a[11] * b02,
597
+ a[0] * b10 + a[4] * b11 + a[8] * b12,
598
+ a[1] * b10 + a[5] * b11 + a[9] * b12,
599
+ a[2] * b10 + a[6] * b11 + a[10] * b12,
600
+ a[3] * b10 + a[7] * b11 + a[11] * b12,
601
+ a[0] * b20 + a[4] * b21 + a[8] * b22,
602
+ a[1] * b20 + a[5] * b21 + a[9] * b22,
603
+ a[2] * b20 + a[6] * b21 + a[10] * b22,
604
+ a[3] * b20 + a[7] * b21 + a[11] * b22,
605
+ ...a.slice(12, 16),
606
+ ];
607
+ }
608
 
609
+ function translate4(a, x, y, z) {
610
+ return [
611
+ ...a.slice(0, 12),
612
+ a[0] * x + a[4] * y + a[8] * z + a[12],
613
+ a[1] * x + a[5] * y + a[9] * z + a[13],
614
+ a[2] * x + a[6] * y + a[10] * z + a[14],
615
+ a[3] * x + a[7] * y + a[11] * z + a[15],
616
+ ];
617
+ }
618
 
619
+ // Camera manipulation function
620
+ function updateCameraFromKeys(camera, cameraControls) {
621
  if (activeKeys.length === 0) return;
622
 
623
+ // Get current camera matrix
624
  let inv = invert4(camera.matrixWorld.elements);
625
  if (!inv) return;
626
 
 
629
  // Movement (arrow keys)
630
  if (activeKeys.includes("ArrowUp")) {
631
  if (shiftKey) {
 
632
  inv = translate4(inv, 0, -0.03, 0);
633
  } else {
 
634
  inv = translate4(inv, 0, 0, 0.1);
635
  }
636
  }
637
  if (activeKeys.includes("ArrowDown")) {
638
  if (shiftKey) {
 
639
  inv = translate4(inv, 0, 0.03, 0);
640
  } else {
 
641
  inv = translate4(inv, 0, 0, -0.1);
642
  }
643
  }
644
  if (activeKeys.includes("ArrowLeft")) {
 
645
  inv = translate4(inv, -0.03, 0, 0);
646
  }
647
  if (activeKeys.includes("ArrowRight")) {
 
648
  inv = translate4(inv, 0.03, 0, 0);
649
  }
650
 
651
+ // Camera angle (WASD)
652
  if (activeKeys.includes("KeyA")) {
 
653
  inv = rotate4(inv, -0.01, 0, 1, 0);
654
  }
655
  if (activeKeys.includes("KeyD")) {
 
656
  inv = rotate4(inv, 0.01, 0, 1, 0);
657
  }
658
  if (activeKeys.includes("KeyW")) {
 
659
  inv = rotate4(inv, 0.005, 1, 0, 0);
660
  }
661
  if (activeKeys.includes("KeyS")) {
 
662
  inv = rotate4(inv, -0.005, 1, 0, 0);
663
  }
664
  if (activeKeys.includes("KeyQ")) {
 
665
  inv = rotate4(inv, 0.01, 0, 0, 1);
666
  }
667
  if (activeKeys.includes("KeyE")) {
 
668
  inv = rotate4(inv, -0.01, 0, 0, 1);
669
  }
670
 
671
+ // Orbit (IJKL)
672
  if (activeKeys.includes("KeyI") || activeKeys.includes("KeyK") ||
673
  activeKeys.includes("KeyJ") || activeKeys.includes("KeyL")) {
674
  let d = 4;
 
686
  inv = translate4(inv, 0, 0, -d);
687
  }
688
 
689
+ // Apply transformation
690
  const newMatrix = invert4(inv);
691
  if (newMatrix) {
692
  camera.matrix.fromArray(newMatrix);
693
  camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
694
  camera.updateMatrixWorld(true);
695
 
696
+ // Temporarily disable OrbitControls
697
  if (cameraControls && cameraControls.controls) {
698
  cameraControls.controls.enabled = false;
 
699
  setTimeout(() => {
700
  if (cameraControls && cameraControls.controls) {
701
  cameraControls.controls.enabled = true;
 
705
  }
706
  }
707
 
708
+ // Set up keyboard event listeners (call once)
709
+ function setupKeyboardControls() {
710
+ window.addEventListener("keydown", (e) => {
711
+ if (!activeKeys.includes(e.code)) {
712
+ activeKeys.push(e.code);
713
+ }
714
+ });
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
715
 
716
+ window.addEventListener("keyup", (e) => {
717
+ activeKeys = activeKeys.filter((k) => k !== e.code);
718
+ });
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
719
 
720
+ window.addEventListener("blur", () => {
721
+ activeKeys = [];
722
+ });
 
 
 
 
 
723
  }
724
 
725
+ /////////////////////////////////////////////////
726
+
727
+ /**
728
+ * Manual preprocessing - メイン関数
729
+ */
730
+
731
+
732
+ export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage, useGPU, noBG, noCheck, fileName, savePly) {
733
+
734
+ console.log('[preprocessManual] ===== FUNCTION CALLED =====');
735
+ console.log('[preprocessManual] Parameters:');
736
+ console.log(' vrmPath:', vrmPath);
737
+ console.log(' gsPath:', gsPath);
738
+ console.log(' fileName:', fileName);
739
+
740
+ return new Promise((resolve, reject) => {
741
+ console.log('[preprocessManual] Creating Promise...');
742
+
743
+ try {
744
+ const ui = createManualUI(scene, camera, renderer);
745
+ console.log('[preprocessManual] UI created');
746
+
747
+ ui.initialize().then(() => {
748
+ console.log('[preprocessManual] UI initialized, starting manual process...');
749
+
750
+ ui.show();
751
+ ui.setStatus('Loading PLY file...');
752
+
753
+ // PLYファイルの読み込み
754
+ const parser = new PLYParser();
755
+ let loadingSpinner = new DropInViewer().viewer.loadingSpinner;
756
+ const task = loadingSpinner.addTask('Loading PLY...');
757
+
758
+ parser.parsePLY(gsPath, true).then((plyData) => {
759
+ console.log('[preprocessManual] PLY loaded:', plyData.vertices.length, 'vertices');
760
+ loadingSpinner.removeTask(task);
761
+
762
+ // GSの初期表示, replace all 20251207
763
+ GVRM.initGS(gsPath, undefined, undefined, scene).then((gs) => {
764
+ console.log('[preprocessManual] GS initialized');
765
+
766
+ // ★★★ ADD CAMERA CONTROLS HERE ★★★
767
+ const cameraControls = setupCameraControls(camera, renderer);
768
+
769
+ // ⭐ Initialize keyboard controls 12/13 14:00
770
+ setupKeyboardControls();
771
+
772
+ // Animation loop for smooth camera controls
773
+ let animationId = null;
774
+ function animateControls() {
775
+ animationId = requestAnimationFrame(animateControls);
776
+ updateCameraFromKeys(camera, cameraControls);
777
+ cameraControls.controls.update();
778
+ renderer.render(scene, camera);
779
+ }
780
+
781
+ animateControls();
782
+
783
+ // Cleanup function to stop animation
784
+ const cleanupAnimation = () => {
785
+ if (animationId) {
786
+ cancelAnimationFrame(animationId);
787
+ animationId = null;
788
+ }
789
+ };
790
+
791
+ //////////////// handle key 12/13 13:30
792
+
793
+ // ========================================
794
+ // Keyboard Controls for Camera Movement: Deleted 12/13 13:50
795
+ // ========================================
796
 
797
  //////////////
798
 
 
887
  // ★★★ RESTART ANIMATION FOR BOX ADJUSTMENT ★★★
888
  function animateBoxAdjustment() {
889
  animationId = requestAnimationFrame(animateBoxAdjustment);
890
+ updateCameraFromKeys(camera, cameraControls);
891
  cameraControls.controls.update();
892
  renderer.render(scene, camera);
893
  }
 
894
  animateBoxAdjustment();
895
 
896
  let boxSize = { x: 2, y: 2, z: 2 };