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// ctrl_camera_pr_env.js
// ============================================================================
// FREE CAMERA (sans orbite) + COLLISION "FIRST-PERSON" style PlayCanvas
// - Souris : rotation libre (FPS)
// - ZQSD / Flèches : déplacement local (avant/arrière & strafe)
// - Molette / Pinch : dolly (avance/recul le long du regard)
// - Collisions : Capsule (caméra) vs AABBs dérivés des meshes sous focusEntity
// - Step offset (monte les marches) + Snap down (redescend sur le sol)
// - Pas d'auto-spawn : la position JSON est respectée strictement
// ============================================================================

var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public pour compat viewer

// ======================== Attributs ===========================
// Look
FreeCamera.attributes.add('inertiaFactor', { type: 'number', default: 0.10, title: 'Inertia (rotation)' });
FreeCamera.attributes.add('pitchAngleMin', { type: 'number', default: -89, title: 'Pitch Min (deg)' });
FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default:  89, title: 'Pitch Max (deg)' });

// Sol mini (filet de sécurité)
FreeCamera.attributes.add('minY', { type: 'number', default: -10, title: 'Minimum camera Y' });

// Vitesse (m/s)
FreeCamera.attributes.add('moveSpeed',   { type: 'number', default: 2.2, title: 'Move Speed' });
FreeCamera.attributes.add('strafeSpeed', { type: 'number', default: 2.2, title: 'Strafe Speed' });
FreeCamera.attributes.add('dollySpeed',  { type: 'number', default: 2.2, title: 'Mouse/Pinch Dolly Speed' });

// Capsule caméra
FreeCamera.attributes.add('capsuleRadius',  { type: 'number', default: 0.30, title: 'Capsule Radius (m)' });
FreeCamera.attributes.add('capsuleHeight',  { type: 'number', default: 1.60, title: 'Capsule Height (m) — yeux à ~0.9m au-dessus du centre' });
FreeCamera.attributes.add('collisionEps',   { type: 'number', default: 0.0005, title: 'Collision Epsilon' });

// Mouvement "swept"
FreeCamera.attributes.add('maxStepDistance', { type: 'number', default: 0.20, title: 'Max step distance (swept move)' });
FreeCamera.attributes.add('maxResolveIters', { type: 'number', default: 6,    title: 'Max resolve iterations per step' });

// Escaliers
FreeCamera.attributes.add('stepHeight',   { type: 'number', default: 0.35, title: 'Max step-up height (m)' });
FreeCamera.attributes.add('stepAhead',    { type: 'number', default: 0.20, title: 'Probe distance ahead for step (m)' });
FreeCamera.attributes.add('snapDownMax',  { type: 'number', default: 0.60, title: 'Max snap-down (m)' });
FreeCamera.attributes.add('enableGroundSnap', { type: 'boolean', default: true, title: 'Enable ground snap' });

// AABBs (construction "indoor-safe")
FreeCamera.attributes.add('inflateBias',   { type: 'number', default: 0.0,  title: 'Extra inflate AABB (m)' });
FreeCamera.attributes.add('mergeGap',      { type: 'number', default: 0.0,  title: 'Merge AABBs gap (0: chevauchement réel seulement)' });
FreeCamera.attributes.add('globalCullFrac',{ type: 'number', default: 0.08, title: 'Cull near-global AABBs (0.08=8%)' });

// BBox globale optionnelle (filet)
FreeCamera.attributes.add('Xmin', { type: 'number', default: -Infinity, title: 'BBox Xmin' });
FreeCamera.attributes.add('Xmax', { type: 'number', default:  Infinity, title: 'BBox Xmax' });
FreeCamera.attributes.add('Ymin', { type: 'number', default: -Infinity, title: 'BBox Ymin' });
FreeCamera.attributes.add('Ymax', { type: 'number', default:  Infinity, title: 'BBox Ymax' });
FreeCamera.attributes.add('Zmin', { type: 'number', default: -Infinity, title: 'BBox Zmin' });
FreeCamera.attributes.add('Zmax', { type: 'number', default:  Infinity, title: 'BBox Zmax' });

// Compat (pour le viewer)
FreeCamera.attributes.add('focusEntity',  { type: 'entity', title: 'Collision Root (ENV GLB)' });
FreeCamera.attributes.add('frameOnStart', { type: 'boolean', default: false, title: 'Compat: Frame on Start (unused)' });
FreeCamera.attributes.add('yawAngleMin',  { type: 'number', default: -360, title: 'Compat: Yaw Min (unused)' });
FreeCamera.attributes.add('yawAngleMax',  { type: 'number', default:  360, title: 'Compat: Yaw Max (unused)' });
FreeCamera.attributes.add('distanceMin',  { type: 'number', default:  0.1,  title: 'Compat: Distance Min (unused)' });

// ======================== Helpers ===========================
function vAdd(a,b){ return new pc.Vec3(a.x+b.x,a.y+b.y,a.z+b.z); }
function vSub(a,b){ return new pc.Vec3(a.x-b.x,a.y-b.y,a.z-b.z); }
function vScale(v,s){ return new pc.Vec3(v.x*s,v.y*s,v.z*s); }
function vLen(v){ return Math.sqrt(v.x*v.x+v.y*v.y+v.z*v.z); }
function vDot(a,b){ return a.x*b.x+a.y*b.y+a.z*b.z; }
function vNorm(v){ var l=vLen(v)||1; return new pc.Vec3(v.x/l,v.y/l,v.z/l); }
function clamp(v,a,b){ return Math.max(a, Math.min(b,v)); }

// Capsule util: point bas et point haut (segment) centrés sur p
function capsuleSegment(p, height, radius) {
    // Capsule vertical : segment longueur (height - 2*radius), clampée >= 0
    var seg = Math.max(0, height - 2*radius);
    var half = seg * 0.5;
    return {
        a: new pc.Vec3(p.x, p.y - half, p.z),
        b: new pc.Vec3(p.x, p.y + half, p.z),
        len: seg
    };
}

// Distance point-segment au cube AABB (renvoie penetration > 0 si intersecte)
function capsuleVsAabbPenetration(center, height, radius, aabb, outPush) {
    // approx : on projette les extrémités de la capsule et on prend le pire cas
    var seg = capsuleSegment(center, height, radius);
    // Trouver le point du segment le plus proche de l'AABB (on fait binaire en échantillonnant)
    // Optimisation simple: on teste 3 points: a, b et milieu
    var pts = [seg.a, seg.b, new pc.Vec3((seg.a.x+seg.b.x)/2,(seg.a.y+seg.b.y)/2,(seg.a.z+seg.b.z)/2)];

    var amin = aabb.getMin();
    var amax = aabb.getMax();
    var eps = 1e-9;

    var bestPen = 0;
    var bestPush = null;

    for (var i=0;i<pts.length;i++){
        var p = pts[i];

        var cx = clamp(p.x, amin.x, amax.x);
        var cy = clamp(p.y, amin.y, amax.y);
        var cz = clamp(p.z, amin.z, amax.z);

        var dx = p.x - cx, dy = p.y - cy, dz = p.z - cz;
        var d2 = dx*dx + dy*dy + dz*dz;
        var d = Math.sqrt(Math.max(d2, eps));
        var pen = radius - d;

        if (pen > bestPen) {
            if (d > 1e-6) {
                bestPush = new pc.Vec3(dx/d * pen, dy/d * pen, dz/d * pen);
            } else {
                // si coïncident, pousse le long de l'axe le plus proche
                var ex = Math.min(Math.abs(p.x - amin.x), Math.abs(amax.x - p.x));
                var ey = Math.min(Math.abs(p.y - amin.y), Math.abs(amax.y - p.y));
                var ez = Math.min(Math.abs(p.z - amin.z), Math.abs(amax.z - p.z));
                if (ex <= ey && ex <= ez) bestPush = new pc.Vec3((Math.abs(p.x - amin.x) < Math.abs(amax.x - p.x) ? -1:1)*pen,0,0);
                else if (ey <= ex && ey <= ez) bestPush = new pc.Vec3(0,(Math.abs(p.y - amin.y) < Math.abs(amax.y - p.y) ? -1:1)*pen,0);
                else bestPush = new pc.Vec3(0,0,(Math.abs(p.z - amin.z) < Math.abs(amax.z - p.z) ? -1:1)*pen);
            }
            bestPen = pen;
        }
    }

    if (bestPen > 0 && outPush) outPush.copy(bestPush);
    return bestPen;
}

// ======================== Getters pitch/yaw ===========================
Object.defineProperty(FreeCamera.prototype, 'pitch', {
    get: function () { return this._targetPitch; },
    set: function (v) { this._targetPitch = pc.math.clamp(v, this.pitchAngleMin, this.pitchAngleMax); }
});
Object.defineProperty(FreeCamera.prototype, 'yaw', {
    get: function () { return this._targetYaw; },
    set: function (v) { this._targetYaw = v; }
});

// ======================== Init ===========================
FreeCamera.prototype.initialize = function () {
    // angles init
    var q = this.entity.getRotation();
    var f = new pc.Vec3(); q.transformVector(pc.Vec3.FORWARD, f);

    this._yaw = Math.atan2(f.x, f.z) * pc.math.RAD_TO_DEG;
    var yawQuat = new pc.Quat().setFromEulerAngles(0, -this._yaw, 0);
    var noYawQ  = new pc.Quat().mul2(yawQuat, q);
    var fNoYaw  = new pc.Vec3(); noYawQ.transformVector(pc.Vec3.FORWARD, fNoYaw);
    this._pitch = pc.math.clamp(Math.atan2(-fNoYaw.y, -fNoYaw.z) * pc.math.RAD_TO_DEG, this.pitchAngleMin, this.pitchAngleMax);

    this._targetYaw = this._yaw;
    this._targetPitch = this._pitch;
    this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);

    // état partagé
    this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
    this.state = this.app.systems.script.app.freeCamState;

    // Construire les colliders depuis focusEntity (GLB environnement)
    this._buildAabbsFromFocus();

    // Clamp très léger au spawn (sans déplacement “loin”)
    var p0 = this.entity.getPosition().clone();
    var p1 = this._resolveCapsuleCollisions(p0, this.maxResolveIters);
    if (vLen(vSub(p1,p0)) > this.capsuleRadius * 0.25) {
        // limite la correction pour ne PAS expulser hors bâtiment
        var dir = vSub(p1,p0); var L = vLen(dir)||1;
        p1 = vAdd(p0, vScale(dir, (this.capsuleRadius*0.25)/L));
    }
    this._clampBBoxMinY(p1);
    this.entity.setPosition(p1);

    // Aspect ratio
    var self = this;
    this._onResize = function(){ self._checkAspectRatio(); };
    window.addEventListener('resize', this._onResize, false);
    this._checkAspectRatio();
};

FreeCamera.prototype.update = function (dt) {
    // rotation lissée
    var t = this.inertiaFactor === 0 ? 1 : Math.min(dt / this.inertiaFactor, 1);
    this._yaw   = pc.math.lerp(this._yaw,   this._targetYaw,   t);
    this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
    this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);

    // maintien propre (au cas où)
    var pos = this.entity.getPosition().clone();
    pos = this._resolveCapsuleCollisions(pos, this.maxResolveIters);
    this._clampBBoxMinY(pos);
    this.entity.setPosition(pos);
};

FreeCamera.prototype._checkAspectRatio = function () {
    var gd = this.app.graphicsDevice;
    if (!gd) return;
    this.entity.camera.horizontalFov = (gd.height > gd.width);
};

// ======================== Build colliders ===========================
FreeCamera.prototype._buildAabbsFromFocus = function () {
    this._colliders = [];
    this._worldAabb = null;
    this._useCollision = false;

    var root = this.focusEntity;
    if (!root) return;

    // 1) collecter
    var boxes = [];
    var stack = [root];
    while (stack.length) {
        var e = stack.pop();
        var rc = e.render;
        if (rc && rc.meshInstances && rc.meshInstances.length) {
            for (var i=0;i<rc.meshInstances.length;i++){
                var bb = rc.meshInstances[i].aabb;
                boxes.push(new pc.BoundingBox(bb.center.clone(), bb.halfExtents.clone()));
            }
        }
        var ch = e.children;
        if (ch && ch.length) for (var j=0;j<ch.length;j++) stack.push(ch[j]);
    }
    if (boxes.length === 0) return;

    // 2) monde
    var world = boxes[0].clone();
    for (var k=1;k<boxes.length;k++) world.add(boxes[k]);

    // 3) filtrer quasi-global
    var frac = pc.math.clamp(this.globalCullFrac, 0, 0.49);
    var wh = world.halfExtents;
    var filtered = [];
    for (var m=0;m<boxes.length;m++){
        var h = boxes[m].halfExtents;
        var nearGlobal = (h.x >= wh.x*(1-frac)) && (h.y >= wh.y*(1-frac)) && (h.z >= wh.z*(1-frac));
        if (!nearGlobal) filtered.push(boxes[m]);
    }

    // 4) merge strict
    var merged = this._mergeAabbs(filtered, Math.max(0, this.mergeGap||0));

    // 5) petit gonflage
    var inflate = Math.max(0, this.inflateBias||0);
    for (var n=0;n<merged.length;n++){
        merged[n].halfExtents.add(new pc.Vec3(inflate, inflate, inflate));
    }

    // 6) enregistrer
    if (merged.length>0) {
        for (var t=0;t<merged.length;t++) this._colliders.push({ aabb: merged[t] });
        this._worldAabb = world;
        this._useCollision = true;
    }

  console.log('[FREE-CAM] colliders:', boxes.length);
};

FreeCamera.prototype._mergeAabbs = function (boxes, gap) {
    if (!boxes || boxes.length<=1) return boxes.slice();
    var out = boxes.slice();
    var tol = Math.max(0, gap||0);
    var changed = true;

    function overlap(a,b,t){
        var amin=a.getMin(), amax=a.getMax();
        var bmin=b.getMin(), bmax=b.getMax();
        return !(
            amax.x < bmin.x - t || amin.x > bmax.x + t ||
            amax.y < bmin.y - t || amin.y > bmax.y + t ||
            amax.z < bmin.z - t || amin.z > bmax.z + t
        );
    }

    while (changed){
        changed=false;
        var next=[], used=new Array(out.length).fill(false);
        for (var i=0;i<out.length;i++){
            if (used[i]) continue;
            var acc = out[i];
            for (var j=i+1;j<out.length;j++){
                if (used[j]) continue;
                if (overlap(acc,out[j],tol)){
                    var aMin=acc.getMin(), aMax=acc.getMax();
                    var bMin=out[j].getMin(), bMax=out[j].getMax();
                    var nMin=new pc.Vec3(Math.min(aMin.x,bMin.x), Math.min(aMin.y,bMin.y), Math.min(aMin.z,bMin.z));
                    var nMax=new pc.Vec3(Math.max(aMax.x,bMax.x), Math.max(aMax.y,bMax.y), Math.max(aMax.z,bMax.z));
                    var c=nMin.clone().add(nMax).mulScalar(0.5);
                    var h=new pc.Vec3(Math.abs(nMax.x-c.x), Math.abs(nMax.y-c.y), Math.abs(nMax.z-c.z));
                    acc = new pc.BoundingBox(c,h);
                    used[j]=true; changed=true;
                }
            }
            used[i]=true; next.push(acc);
        }
        out=next;
    }
    return out;
};

// ======================== BBox globale + minY ===========================
FreeCamera.prototype._bboxEnabled = function () {
    return (this.Xmin < this.Xmax) && (this.Ymin < this.Ymax) && (this.Zmin < this.Zmax);
};
FreeCamera.prototype._clampBBoxMinY = function (p) {
    if (p.y < this.minY) p.y = this.minY;
    if (!this._bboxEnabled()) return;
    p.x = clamp(p.x, this.Xmin, this.Xmax);
    p.y = clamp(p.y, Math.max(this.Ymin, this.minY), this.Ymax);
    p.z = clamp(p.z, this.Zmin, this.Zmax);
};

// ======================== Capsule vs AABBs : resolve ===========================
FreeCamera.prototype._resolveCapsuleCollisions = function (pos, maxIters) {
    if (!this._useCollision) return pos.clone();

    var p = pos.clone();
    var R = Math.max(0, this.capsuleRadius);
    var H = Math.max(2*R, this.capsuleHeight); // clamp min
    var eps = Math.max(1e-7, this.collisionEps);

    if (!this._colliders || this._colliders.length===0) return p;

    var iters = Math.max(1, maxIters||1);
    for (var iter=0; iter<iters; iter++){
        var moved = false;

        for (var i=0;i<this._colliders.length;i++){
            var aabb = this._colliders[i].aabb;
            var push = new pc.Vec3();
            var pen = capsuleVsAabbPenetration(p, H, R, aabb, push);
            if (pen > eps) {
                p.add(push);
                moved = true;
            }
        }
        if (!moved) break;
    }
    return p;
};

// ======================== Mvt principal : swept + step + snap ===========================
FreeCamera.prototype._moveSwept = function (from, delta) {
    if (!this._useCollision) return vAdd(from, delta);

    var maxStep = Math.max(0.01, this.maxStepDistance||0.2);
    var dist = vLen(delta);
    if (dist <= maxStep) return this._moveStep(from, delta);

    var steps = Math.ceil(dist / maxStep);
    var step = vScale(delta, 1/steps);
    var cur = from.clone();
    for (var i=0;i<steps;i++) cur = this._moveStep(cur, step);
    return cur;
};

FreeCamera.prototype._moveStep = function (from, delta) {
    // A) tentative directe
    var target = vAdd(from, delta);
    var after  = this._resolveCapsuleCollisions(target, this.maxResolveIters);
    var collided = (vLen(vSub(after, target)) > 0);

    if (!collided) {
        if (this.enableGroundSnap) after = this._snapDown(after);
        return after;
    }

    // B) slide (supprimer la composante contre la "normale" approx)
    var n = this._estimateNormal(after);
    if (n) {
        var desire = delta.clone();
        // projeter le déplacement sur le plan perpendiculaire à n
        var slide = vSub(desire, vScale(n, vDot(desire, n)));
        var slideTarget = vAdd(from, slide);
        var slideAfter  = this._resolveCapsuleCollisions(slideTarget, this.maxResolveIters);

        // C) step-up si slide insuffisant
        if (vLen(vSub(slideAfter, slideTarget)) > 0) {
            var stepped = this._tryStepUp(from, desire);
            if (stepped) {
                if (this.enableGroundSnap) stepped = this._snapDown(stepped);
                return stepped;
            }
        }

        if (this.enableGroundSnap) slideAfter = this._snapDown(slideAfter);
        return slideAfter;
    }

    if (this.enableGroundSnap) after = this._snapDown(after);
    return after;
};

// Normale approx via micro-probes
FreeCamera.prototype._estimateNormal = function (p) {
    if (!this._colliders) return null;
    var probe = 0.02;
    var base = this._resolveCapsuleCollisions(p, this.maxResolveIters);
    var nx = this._resolveCapsuleCollisions(new pc.Vec3(p.x+probe,p.y,p.z), this.maxResolveIters);
    var px = this._resolveCapsuleCollisions(new pc.Vec3(p.x-probe,p.y,p.z), this.maxResolveIters);
    var ny = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y+probe,p.z), this.maxResolveIters);
    var py = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y-probe,p.z), this.maxResolveIters);
    var nz = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y,p.z+probe), this.maxResolveIters);
    var pz = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y,p.z-probe), this.maxResolveIters);

    function d(a,b){ return vLen(vSub(a,b)); }
    var dx = d(nx,base) - d(px,base);
    var dy = d(ny,base) - d(py,base);
    var dz = d(nz,base) - d(pz,base);
    var n  = new pc.Vec3(dx,dy,dz);
    var L = vLen(n);
    if (L < 1e-5) return null;
    return vScale(n, 1/L);
};

// Step-up : monter une marche (jusqu'à stepHeight)
FreeCamera.prototype._tryStepUp = function (from, wishDelta) {
    var R = Math.max(0, this.capsuleRadius);
    var H = Math.max(2*R, this.capsuleHeight);
    var eps = Math.max(1e-4, this.collisionEps);
    var maxH = Math.max(0, this.stepHeight || 0.35);
    var ahead = Math.max(0.05, this.stepAhead || 0.20);

    var horiz = new pc.Vec3(wishDelta.x, 0, wishDelta.z);
    var hLen = vLen(horiz);
    if (hLen < 1e-6) return null;
    horiz = vScale(horiz, 1/hLen);

    // on avance un peu, on monte, puis on applique le delta complet
    var probe = vAdd(from, vScale(horiz, Math.min(hLen, ahead)));
    // tester plusieurs hauteurs jusqu'à maxH
    var trials = 3;
    for (var i=1;i<=trials;i++){
        var up = maxH * (i/trials);
        var raised = new pc.Vec3(probe.x, probe.y + up, probe.z);
        raised = this._resolveCapsuleCollisions(raised, this.maxResolveIters);
        var stepped = this._resolveCapsuleCollisions(vAdd(raised, wishDelta), this.maxResolveIters);

        // validé si on a gagné horizontalement
        if (vLen(vSub(stepped, raised)) > 0.02) return stepped;
    }
    return null;
};

// Snap-down : redéposer sur le sol si on flotte un peu (descente d'escalier)
FreeCamera.prototype._snapDown = function (p) {
    var R = Math.max(0, this.capsuleRadius);
    var H = Math.max(2*R, this.capsuleHeight);
    var maxDown = Math.max(0, this.snapDownMax || 0.6);

    // On descend par petits incréments pour “chercher” le sol
    var steps = 4;
    var step = maxDown / steps;
    var cur = p.clone();
    for (var i=0;i<steps;i++){
        var down = new pc.Vec3(cur.x, cur.y - step, cur.z);
        var resolved = this._resolveCapsuleCollisions(down, this.maxResolveIters);
        if (vLen(vSub(resolved, down)) > 0) {
            // on a tapé quelque chose : remonter légèrement et arrêter
            return this._resolveCapsuleCollisions(new pc.Vec3(resolved.x, resolved.y + 0.01, resolved.z), this.maxResolveIters);
        }
        cur.copy(down);
    }
    return p;
};

// ===================== INPUT SOURIS =====================
var FreeCameraInputMouse = pc.createScript('orbitCameraInputMouse');
FreeCameraInputMouse.attributes.add('lookSensitivity', { type: 'number', default: 0.3, title: 'Look Sensitivity' });
FreeCameraInputMouse.attributes.add('wheelSensitivity',{ type: 'number', default: 1.0, title: 'Wheel Sensitivity' });

FreeCameraInputMouse.prototype.initialize = function () {
    this.freeCam = this.entity.script.orbitCamera;
    this.last = new pc.Vec2();
    this.isLooking = false;

    if (this.app.mouse) {
        this.app.mouse.on(pc.EVENT_MOUSEDOWN,  this.onMouseDown,  this);
        this.app.mouse.on(pc.EVENT_MOUSEUP,    this.onMouseUp,    this);
        this.app.mouse.on(pc.EVENT_MOUSEMOVE,  this.onMouseMove,  this);
        this.app.mouse.on(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);
        this.app.mouse.disableContextMenu();
    }
    var self = this;
    this._onOut = function(){ self.isLooking = false; };
    window.addEventListener('mouseout', this._onOut, false);

    this.on('destroy', () => {
        if (this.app.mouse) {
            this.app.mouse.off(pc.EVENT_MOUSEDOWN,  this.onMouseDown,  this);
            this.app.mouse.off(pc.EVENT_MOUSEUP,    this.onMouseUp,    this);
            this.app.mouse.off(pc.EVENT_MOUSEMOVE,  this.onMouseMove,  this);
            this.app.mouse.off(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);
        }
        window.removeEventListener('mouseout', this._onOut, false);
    });
};

FreeCameraInputMouse.prototype.onMouseDown = function (e) {
    this.isLooking = true;
    this.last.set(e.x, e.y);
};

FreeCameraInputMouse.prototype.onMouseUp = function () {
    this.isLooking = false;
};

FreeCameraInputMouse.prototype.onMouseMove = function (e) {
    if (!this.isLooking || !this.freeCam) return;
    var sens = this.lookSensitivity;
    this.freeCam.yaw   = this.freeCam.yaw   - e.dx * sens;
    this.freeCam.pitch = this.freeCam.pitch - e.dy * sens;
    this.last.set(e.x, e.y);
};

FreeCameraInputMouse.prototype.onMouseWheel = function (e) {
    if (!this.freeCam) return;
    var cam = this.entity;
    var move = -e.wheelDelta * this.wheelSensitivity * this.freeCam.dollySpeed * 0.05;
    var fwd = cam.forward.clone(); if (fwd.lengthSq()>1e-8) fwd.normalize();

    var from = cam.getPosition().clone();
    var to   = from.clone().add(fwd.mulScalar(move));
    var next = this.freeCam._moveSwept(from, to.sub(from));
    this.freeCam._clampBBoxMinY(next);
    cam.setPosition(next);

    e.event.preventDefault();
};

// ===================== INPUT TOUCH =====================
var FreeCameraInputTouch = pc.createScript('orbitCameraInputTouch');
FreeCameraInputTouch.attributes.add('lookSensitivity',  { type: 'number', default: 0.5, title: 'Look Sensitivity' });
FreeCameraInputTouch.attributes.add('pinchDollyFactor', { type: 'number', default: 0.02, title: 'Pinch Dolly Factor' });

FreeCameraInputTouch.prototype.initialize = function () {
    this.freeCam = this.entity.script.orbitCamera;
    this.last = new pc.Vec2();
    this.isLooking = false;
    this.lastPinch = 0;

    if (this.app.touch) {
        this.app.touch.on(pc.EVENT_TOUCHSTART,  this.onTouchStartEndCancel, this);
        this.app.touch.on(pc.EVENT_TOUCHEND,    this.onTouchStartEndCancel, this);
        this.app.touch.on(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);
        this.app.touch.on(pc.EVENT_TOUCHMOVE,   this.onTouchMove, this);
    }

    this.on('destroy', () => {
        if (this.app.touch) {
            this.app.touch.off(pc.EVENT_TOUCHSTART,  this.onTouchStartEndCancel, this);
            this.app.touch.off(pc.EVENT_TOUCHEND,    this.onTouchStartEndCancel, this);
            this.app.touch.off(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);
            this.app.touch.off(pc.EVENT_TOUCHMOVE,   this.onTouchMove, this);
        }
    });
};

FreeCameraInputTouch.prototype.onTouchStartEndCancel = function (e) {
    var t = e.touches;
    if (t.length === 1) {
        this.isLooking = (e.event.type === 'touchstart');
        this.last.set(t[0].x, t[0].y);
    } else if (t.length === 2) {
        var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
        this.lastPinch = Math.sqrt(dx*dx + dy*dy);
    } else {
        this.isLooking = false;
    }
};

FreeCameraInputTouch.prototype.onTouchMove = function (e) {
    var t = e.touches;
    if (!this.freeCam) return;

    if (t.length === 1 && this.isLooking) {
        var s = this.lookSensitivity;
        var dx = t[0].x - this.last.x, dy = t[0].y - this.last.y;
        this.freeCam.yaw   = this.freeCam.yaw   - dx * s;
        this.freeCam.pitch = this.freeCam.pitch - dy * s;
        this.last.set(t[0].x, t[0].y);
    } else if (t.length === 2) {
        var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
        var dist = Math.sqrt(dx*dx + dy*dy);
        var delta = dist - this.lastPinch; this.lastPinch = dist;

        var cam = this.entity;
        var fwd = cam.forward.clone(); if (fwd.lengthSq()>1e-8) fwd.normalize();
        var from = cam.getPosition().clone();
        var to   = from.clone().add(fwd.mulScalar(delta * this.pinchDollyFactor * this.freeCam.dollySpeed));
        var next = this.freeCam._moveSwept(from, to.sub(from));
        this.freeCam._clampBBoxMinY(next);
        cam.setPosition(next);
    }
};

// ===================== INPUT CLAVIER =====================
var FreeCameraInputKeyboard = pc.createScript('orbitCameraInputKeyboard');
FreeCameraInputKeyboard.attributes.add('acceleration', { type: 'number', default: 1.0, title: 'Accel (unused, future)' });

FreeCameraInputKeyboard.prototype.initialize = function () {
    this.freeCam = this.entity.script.orbitCamera;
    this.kb = this.app.keyboard || null;
};

FreeCameraInputKeyboard.prototype.update = function (dt) {
    if (!this.freeCam || !this.kb) return;

    var fwd  = (this.kb.isPressed(pc.KEY_UP)    || this.kb.isPressed(pc.KEY_Z)) ?  1 :
               (this.kb.isPressed(pc.KEY_DOWN)  || this.kb.isPressed(pc.KEY_S)) ? -1 : 0;

    var strf = (this.kb.isPressed(pc.KEY_RIGHT) || this.kb.isPressed(pc.KEY_D)) ?  1 :
               (this.kb.isPressed(pc.KEY_LEFT)  || this.kb.isPressed(pc.KEY_Q)) ? -1 : 0;

    if (fwd !== 0 || strf !== 0) {
        var cam = this.entity;
        var from = cam.getPosition().clone();

        var forward = cam.forward.clone(); if (forward.lengthSq()>1e-8) forward.normalize();
        var right   = cam.right.clone();   if (right.lengthSq()>1e-8)   right.normalize();

        var delta = new pc.Vec3()
            .add(forward.mulScalar(fwd  * this.freeCam.moveSpeed   * dt))
            .add(right  .mulScalar(strf * this.freeCam.strafeSpeed * dt));

        var next = this.freeCam._moveSwept(from, delta);
        this.freeCam._clampBBoxMinY(next);
        cam.setPosition(next);
    }

    // Rotation clavier (Shift + flèches)
    var shift = this.kb.isPressed(pc.KEY_SHIFT);
    if (shift) {
        var yawDir   = (this.kb.isPressed(pc.KEY_LEFT) ? 1 : 0) - (this.kb.isPressed(pc.KEY_RIGHT) ? 1 : 0);
        var pitchDir = (this.kb.isPressed(pc.KEY_UP)   ? 1 : 0) - (this.kb.isPressed(pc.KEY_DOWN)  ? 1 : 0);
        var yawSpeed = 120, pitchSpeed = 90;
        if (yawDir   !== 0) this.freeCam.yaw   = this.freeCam.yaw   + yawDir   * yawSpeed   * dt;
        if (pitchDir !== 0) this.freeCam.pitch = this.freeCam.pitch + pitchDir * pitchSpeed * dt;
    }
};