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Update deplacement_dans_env/ctrl_camera_pr_env.js
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deplacement_dans_env/ctrl_camera_pr_env.js
CHANGED
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@@ -540,9 +540,9 @@ OrbitCameraInputTouch.prototype.onTouchMove = function (event) {
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// =================== Orbit Camera Input Keyboard ========================
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// Mappages demandés :
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// - Flèches :
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// - Ctrl+flèches :
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// - Maj+flèches : rotation
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var OrbitCameraInputKeyboard = pc.createScript('orbitCameraInputKeyboard');
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// Vitesses de déplacement (relatives à la distance pour un ressenti constant)
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@@ -550,8 +550,8 @@ OrbitCameraInputKeyboard.attributes.add('forwardSpeed', { type: 'number', defaul
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OrbitCameraInputKeyboard.attributes.add('strafeSpeed', { type: 'number', default: 1.8, title: 'Strafe Speed (rel. to distance)' });
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// Réglages d’orbite / rotation
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OrbitCameraInputKeyboard.attributes.add('orbitPitchSpeedDeg',
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OrbitCameraInputKeyboard.attributes.add('orbitYawSpeedDeg',
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OrbitCameraInputKeyboard.attributes.add('rotatePitchSpeedDeg', { type: 'number', default: 90, title: 'Self Rotate Pitch (deg/s) [Shift+Up/Down]' });
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OrbitCameraInputKeyboard.attributes.add('rotateYawSpeedDeg', { type: 'number', default: 120, title: 'Self Rotate Yaw (deg/s) [Shift+Left/Right]' });
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@@ -571,20 +571,17 @@ OrbitCameraInputKeyboard.prototype.update = function (dt) {
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var shift = this.keyboard.isPressed(pc.KEY_SHIFT);
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var ctrl = this.keyboard.isPressed(pc.KEY_CONTROL);
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// -------- Ctrl + flèches : ORBITER autour du pivot --------
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if (ctrl && (up || dn || lt || rt)) {
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var yawDir
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var pitchDir = (up ? 1 : 0) - (dn ? 1 : 0);
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if (yawDir !== 0) {
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this.orbitCamera.yaw = this.orbitCamera.yaw + dYaw;
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}
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if (pitchDir !== 0) {
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// Empêche de passer sous minY pendant l’orbite en pitch
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var currPitch = this.orbitCamera.pitch;
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var currYaw = this.orbitCamera.yaw;
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var currDist = this.orbitCamera.distance;
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@@ -594,7 +591,7 @@ OrbitCameraInputKeyboard.prototype.update = function (dt) {
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var forward = new pc.Vec3(); camQuat.transformVector(pc.Vec3.FORWARD, forward);
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var preY = currPivot.y + (-forward.y) * currDist;
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var testPitch = currPitch +
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var testQuat = new pc.Quat().setFromEulerAngles(testPitch, currYaw, 0);
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var testForward = new pc.Vec3(); testQuat.transformVector(pc.Vec3.FORWARD, testForward);
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var proposedY = currPivot.y + (-testForward.y) * currDist;
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@@ -609,50 +606,47 @@ OrbitCameraInputKeyboard.prototype.update = function (dt) {
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return;
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}
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// -------- Maj + flèches : ROTATION SUR PLACE
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if (shift && (up || dn || lt || rt)) {
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var yawDirR
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var pitchDirR = (up ? 1 : 0) - (dn ? 1 : 0);
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var camPos = this.entity.getPosition().clone();
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var dist = this.orbitCamera.
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// Applique yaw/pitch désirés
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var newYaw = this.orbitCamera.yaw + yawDirR * this.rotateYawSpeedDeg * dt;
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var newPitch = this.orbitCamera.pitch + pitchDirR * this.rotatePitchSpeedDeg * dt;
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this.orbitCamera.
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this.orbitCamera.
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// Recalcule le pivot pour garder la position de
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var q = new pc.Quat().setFromEulerAngles(this.orbitCamera._pitch, this.orbitCamera._yaw, 0);
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var forward = new pc.Vec3(); q.transformVector(pc.Vec3.FORWARD, forward);
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var newPivot = camPos.clone().add(forward.clone().mulScalar(dist));
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this.orbitCamera.
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//
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this.orbitCamera._updatePosition();
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this.entity.setPosition(camPos);
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return;
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}
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// -------- Flèches seules : DÉPLACEMENT
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var moveForward = (up ? 1 : 0) - (dn ? 1 : 0);
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var moveRight = (rt ? 1 : 0) - (lt ? 1 : 0);
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if (moveForward === 0 && moveRight === 0) return;
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// Vecteurs avant/droite
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var fwd = this.entity.forward.clone();
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var right = this.entity.right.clone();
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if (
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if (right.lengthSq() > 1e-8) right.normalize(); else right.set(1, 0, 0);
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var camDist = Math.max(0.1, this.orbitCamera.
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var speedF = this.forwardSpeed * camDist;
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var speedR = this.strafeSpeed * camDist;
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@@ -661,12 +655,12 @@ OrbitCameraInputKeyboard.prototype.update = function (dt) {
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if (moveRight !== 0) delta.add(right.mulScalar(moveRight * speedR * dt));
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if (delta.lengthSq() > 0) {
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var
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// Si jamais cela ferait passer la caméra sous minY (peu probable car delta.y=0), on annule
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}
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}
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};
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// =================== Orbit Camera Input Keyboard ========================
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// Mappages demandés :
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// - Flèches : déplacement avant/arrière & droite/gauche dans le repère de la caméra (3D)
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// - Ctrl+flèches : orbiter autour du pivot
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// - Maj+flèches : rotation libre sur place (pas de limites yaw/pitch)
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var OrbitCameraInputKeyboard = pc.createScript('orbitCameraInputKeyboard');
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// Vitesses de déplacement (relatives à la distance pour un ressenti constant)
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OrbitCameraInputKeyboard.attributes.add('strafeSpeed', { type: 'number', default: 1.8, title: 'Strafe Speed (rel. to distance)' });
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// Réglages d’orbite / rotation
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OrbitCameraInputKeyboard.attributes.add('orbitPitchSpeedDeg', { type: 'number', default: 90, title: 'Orbit Pitch Speed (deg/s) [Ctrl+Up/Down]' });
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OrbitCameraInputKeyboard.attributes.add('orbitYawSpeedDeg', { type: 'number', default: 120, title: 'Orbit Yaw Speed (deg/s) [Ctrl+Left/Right]' });
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OrbitCameraInputKeyboard.attributes.add('rotatePitchSpeedDeg', { type: 'number', default: 90, title: 'Self Rotate Pitch (deg/s) [Shift+Up/Down]' });
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OrbitCameraInputKeyboard.attributes.add('rotateYawSpeedDeg', { type: 'number', default: 120, title: 'Self Rotate Yaw (deg/s) [Shift+Left/Right]' });
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var shift = this.keyboard.isPressed(pc.KEY_SHIFT);
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var ctrl = this.keyboard.isPressed(pc.KEY_CONTROL);
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// -------- Ctrl + flèches : ORBITER autour du pivot (clamp actif) --------
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if (ctrl && (up || dn || lt || rt)) {
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var yawDir = (rt ? 1 : 0) - (lt ? 1 : 0); // droite = +1, gauche = -1
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var pitchDir = (up ? 1 : 0) - (dn ? 1 : 0); // haut = +1, bas = -1
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if (yawDir !== 0) {
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this.orbitCamera.yaw = this.orbitCamera.yaw + yawDir * this.orbitYawSpeedDeg * dt;
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}
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if (pitchDir !== 0) {
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// on laisse le clamp faire son travail via le setter
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var currPitch = this.orbitCamera.pitch;
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var currYaw = this.orbitCamera.yaw;
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var currDist = this.orbitCamera.distance;
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var forward = new pc.Vec3(); camQuat.transformVector(pc.Vec3.FORWARD, forward);
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var preY = currPivot.y + (-forward.y) * currDist;
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var testPitch = currPitch + pitchDir * this.orbitPitchSpeedDeg * dt;
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var testQuat = new pc.Quat().setFromEulerAngles(testPitch, currYaw, 0);
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var testForward = new pc.Vec3(); testQuat.transformVector(pc.Vec3.FORWARD, testForward);
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var proposedY = currPivot.y + (-testForward.y) * currDist;
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return;
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}
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// -------- Maj + flèches : ROTATION SUR PLACE SANS LIMITE --------
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if (shift && (up || dn || lt || rt)) {
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var yawDirR = (rt ? 1 : 0) - (lt ? 1 : 0);
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var pitchDirR = (up ? 1 : 0) - (dn ? 1 : 0);
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// Position actuelle à préserver
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var camPos = this.entity.getPosition().clone();
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var dist = this.orbitCamera._distance;
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// *** Bypass des clamps: on écrit directement dans _yaw/_pitch et leurs cibles ***
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this.orbitCamera._yaw += yawDirR * this.rotateYawSpeedDeg * dt;
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this.orbitCamera._pitch += pitchDirR * this.rotatePitchSpeedDeg * dt;
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this.orbitCamera._targetYaw = this.orbitCamera._yaw;
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this.orbitCamera._targetPitch = this.orbitCamera._pitch;
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// Recalcule le pivot pour garder la même position de caméra
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var q = new pc.Quat().setFromEulerAngles(this.orbitCamera._pitch, this.orbitCamera._yaw, 0);
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var forward = new pc.Vec3(); q.transformVector(pc.Vec3.FORWARD, forward);
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var newPivot = camPos.clone().add(forward.clone().mulScalar(dist));
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this.orbitCamera._pivotPoint.copy(newPivot);
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// Pas d’inertie pour être exact tout de suite
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this.orbitCamera._removeInertia();
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this.orbitCamera._updatePosition();
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this.entity.setPosition(camPos);
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return;
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}
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// -------- Flèches seules : DÉPLACEMENT DANS LE REPÈRE DE LA CAMÉRA --------
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var moveForward = (up ? 1 : 0) - (dn ? 1 : 0);
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var moveRight = (rt ? 1 : 0) - (lt ? 1 : 0);
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if (moveForward === 0 && moveRight === 0) return;
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// Vecteurs avant/droite "complets" (incluent Y) → mouvement 3D relatif caméra
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var fwd = this.entity.forward.clone();
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var right = this.entity.right.clone();
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if (fwd.lengthSq() > 1e-8) fwd.normalize();
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if (right.lengthSq() > 1e-8) right.normalize();
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var camDist = Math.max(0.1, this.orbitCamera._distance);
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var speedF = this.forwardSpeed * camDist;
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var speedR = this.strafeSpeed * camDist;
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if (moveRight !== 0) delta.add(right.mulScalar(moveRight * speedR * dt));
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if (delta.lengthSq() > 0) {
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// Respecte minY : camY_new = camY_cur + delta.y (car yaw/pitch/distance inchangés)
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var currCamY = this.orbitCamera.worldCameraYForPivot(this.orbitCamera._pivotPoint);
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var minY = this.orbitCamera.minY;
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if (currCamY + delta.y < minY) {
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delta.y = minY - currCamY; // on limite juste ce qu'il faut
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}
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this.orbitCamera._pivotPoint.add(delta);
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}
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};
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