Adds walk and fly cameras alongside the helicopter view, switched with 1/2/3 or the city toolbar. Walking uses mouse-look with pointer lock (or drag), WASD, Shift to run and circle-vs-footprint collision with sub-stepping so long frames cannot tunnel through buildings; flying follows the view pitch with Space/C for altitude and clears low roofs. Double-clicking a street drops you there with an animated descent, facing the longest open street. A crosshair names the building ahead (E or click inspects it), the address bar shows the folder you are in, and a minimap shows your heading and teleports on click.
211 lines
10 KiB
JavaScript
211 lines
10 KiB
JavaScript
// Code as a city: folders become districts and blocks separated by roads, files become buildings.
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// Everything here is plain data and maths in metres, so it can be tested without a browser.
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// Squarified treemap: calls output(entry, x, y, w, h, depth) for each entry, largest first.
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export function squarifiedLayout(entries, x, y, w, h, depth, output) {
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if (!entries.length || w <= 0 || h <= 0) return;
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const total = entries.reduce((sum, entry) => sum + Math.max(.0001, entry.weight), 0), scale = w * h / total;
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const remaining = entries.map(entry => ({ entry, area: Math.max(.0001, entry.weight) * scale }));
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const worst = (row, side) => {
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if (!row.length) return Infinity;
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let sum = 0, largest = 0, smallest = Infinity;
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for (const item of row) { sum += item.area; largest = Math.max(largest, item.area); smallest = Math.min(smallest, item.area); }
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return Math.max(side * side * largest / (sum * sum), (sum * sum) / (side * side * smallest));
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};
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const place = row => {
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const area = row.reduce((value, item) => value + item.area, 0);
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if (w >= h) {
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const rowWidth = Math.min(w, area / Math.max(.0001, h)); let rowY = y;
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for (const item of row) { const itemHeight = item.area / Math.max(.0001, rowWidth); output(item.entry, x, rowY, rowWidth, itemHeight, depth); rowY += itemHeight; }
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x += rowWidth; w = Math.max(0, w - rowWidth);
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} else {
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const rowHeight = Math.min(h, area / Math.max(.0001, w)); let rowX = x;
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for (const item of row) { const itemWidth = item.area / Math.max(.0001, rowHeight); output(item.entry, rowX, y, itemWidth, rowHeight, depth); rowX += itemWidth; }
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y += rowHeight; h = Math.max(0, h - rowHeight);
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}
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};
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let row = [];
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while (remaining.length) {
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const next = remaining[0], side = Math.max(.0001, Math.min(w, h));
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if (!row.length || worst([...row, next], side) <= worst(row, side)) row.push(remaining.shift());
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else { place(row); row = []; }
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}
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if (row.length) place(row);
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}
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export const CITY = {
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squareMetresPerLine: 1.1, // building footprint per source line
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minLines: 40, // small files still get a walkable kiosk
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roadWidths: [18, 12, 8, 6], // avenues between districts, then narrower streets per folder depth
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sidewalk: 2.5, // kerb inside each block before buildings start
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setback: 1.2, // gap between neighbouring buildings
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cellSize: 32, // spatial grid cell for collision and picking
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};
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// Storeys scale with complexity: a flat data file is a low warehouse, dense logic is a tower.
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export function buildingHeight(file) {
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return 6 + 10 * Math.log2(1 + Math.max(0, file.complexity || 0));
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}
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function buildTree(files, name) {
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const root = { name, path: '', children: new Map(), files: [], weight: 0 };
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for (const file of files) {
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const parts = file.path.split('/'); parts.pop(); let node = root;
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for (const part of parts) {
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if (!node.children.has(part)) node.children.set(part, { name: part, path: node.path ? `${node.path}/${part}` : part, children: new Map(), files: [], weight: 0 });
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node = node.children.get(part);
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}
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node.files.push(file);
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}
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const weigh = node => {
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node.weight = node.files.reduce((sum, file) => sum + Math.max(CITY.minLines, file.lines || 0), 0);
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for (const child of node.children.values()) node.weight += weigh(child);
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return node.weight;
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};
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weigh(root);
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return root;
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}
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// Returns { width, height, buildings: Map(fileId -> {x,y,w,h,height}), blocks: [{node,depth,x,y,w,h}] }.
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export function layoutCity(files, name = '') {
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const root = buildTree(files, name);
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const area = root.weight * CITY.squareMetresPerLine * 1.9; // roads, sidewalks and setbacks
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const width = Math.sqrt(area * 1000 / 680), height = area / width;
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const buildings = new Map(), blocks = [];
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const visit = (node, x, y, w, h, depth) => {
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if (depth > 0) {
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// Half a road on every side, so neighbouring blocks are a full road apart.
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const half = Math.min(CITY.roadWidths[Math.min(depth - 1, CITY.roadWidths.length - 1)] / 2, w * .2, h * .2);
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x += half; y += half; w -= half * 2; h -= half * 2;
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}
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blocks.push({ node, depth, x, y, w, h });
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const kerb = Math.min(CITY.sidewalk, w * .15, h * .15);
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const values = [...node.children.values(), ...node.files.map(file => ({ file, weight: Math.max(CITY.minLines, file.lines || 0) }))];
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const total = values.reduce((sum, value) => sum + value.weight, 0), floor = total / Math.max(1, values.length * 8);
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const entries = values.map(value => ({ value, weight: Math.max(value.weight, floor) })).sort((a, b) => b.weight - a.weight);
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squarifiedLayout(entries, x + kerb, y + kerb, w - kerb * 2, h - kerb * 2, depth, (entry, rx, ry, rw, rh) => {
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const value = entry.value;
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if (!value.file) return visit(value, rx, ry, rw, rh, depth + 1);
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const gap = Math.min(CITY.setback / 2, rw * .12, rh * .12);
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buildings.set(value.file.id, { x: rx + gap, y: ry + gap, w: rw - gap * 2, h: rh - gap * 2, height: buildingHeight(value.file) });
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});
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};
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visit(root, 0, 0, width, height, 0);
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return { width, height, buildings, blocks };
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}
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// Uniform grid over building footprints, for collision and picking near a point or along a ray.
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export function spatialIndex(entries, cellSize = CITY.cellSize) {
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const cells = new Map();
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for (const entry of entries) {
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const x0 = Math.floor(entry.x / cellSize), x1 = Math.floor((entry.x + entry.w) / cellSize);
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const y0 = Math.floor(entry.y / cellSize), y1 = Math.floor((entry.y + entry.h) / cellSize);
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for (let cy = y0; cy <= y1; cy++) for (let cx = x0; cx <= x1; cx++) {
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const key = cx * 65536 + cy, cell = cells.get(key);
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if (cell) cell.push(entry); else cells.set(key, [entry]);
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}
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}
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return {
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cellSize,
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near(x, y, radius) {
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const found = new Set();
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for (let cy = Math.floor((y - radius) / cellSize); cy <= Math.floor((y + radius) / cellSize); cy++)
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for (let cx = Math.floor((x - radius) / cellSize); cx <= Math.floor((x + radius) / cellSize); cx++)
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for (const entry of cells.get(cx * 65536 + cy) || []) found.add(entry);
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return found;
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},
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};
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}
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// Distance along the ray to an axis-aligned box from z=0 to z=height, or Infinity.
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export function rayBox([ox, oy, oz], [dx, dy, dz], box) {
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let near = 0, far = Infinity;
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for (const [o, d, min, max] of [[ox, dx, box.x, box.x + box.w], [oy, dy, box.y, box.y + box.h], [oz, dz, 0, box.height]]) {
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if (Math.abs(d) < 1e-9) { if (o < min || o > max) return Infinity; continue; }
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let t0 = (min - o) / d, t1 = (max - o) / d;
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if (t0 > t1) [t0, t1] = [t1, t0];
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near = Math.max(near, t0); far = Math.min(far, t1);
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if (near > far) return Infinity;
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}
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return near;
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}
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// Nearest building hit by a ray: { entry, distance } or null.
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// ponytail: tests every building; walk the spatial grid along the ray if repos pass ~100k files.
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export function pickRay(origin, dir, entries, maxDistance = Infinity) {
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let best = null, distance = maxDistance;
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for (const entry of entries) {
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const t = rayBox(origin, dir, entry);
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if (t < distance) { distance = t; best = entry; }
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}
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return best && { entry: best, distance };
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}
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// Pushes a circle of `radius` at (x, y) out of every building it overlaps.
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export function collide(x, y, radius, index) {
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for (let pass = 0; pass < 3; pass++) {
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let moved = false;
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for (const b of index.near(x, y, radius + 1)) {
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const nx = Math.max(b.x, Math.min(x, b.x + b.w)), ny = Math.max(b.y, Math.min(y, b.y + b.h));
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let dx = x - nx, dy = y - ny;
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const distance = Math.hypot(dx, dy);
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if (distance >= radius) continue;
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if (distance === 0) {
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// Centre inside the footprint: leave through the nearest wall.
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const exits = [[b.x - radius - x, 0], [b.x + b.w + radius - x, 0], [0, b.y - radius - y], [0, b.y + b.h + radius - y]];
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[dx, dy] = exits.reduce((best, exit) => Math.hypot(...exit) < Math.hypot(...best) ? exit : best);
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x += dx; y += dy;
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} else {
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x = nx + dx / distance * radius; y = ny + dy / distance * radius;
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}
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moved = true;
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}
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if (!moved) break;
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}
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return { x, y };
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}
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// Horizontal forward and right vectors for a heading; yaw 0 faces -y (north on the map).
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export function heading(yaw) {
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return { forward: [-Math.sin(yaw), -Math.cos(yaw)], right: [Math.cos(yaw), -Math.sin(yaw)] };
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}
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export const MOVE = { walk: 7, run: 18, fly: 40, flyFast: 160, radius: .45, eyeHeight: 1.7 };
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// Advances a walk/fly camera by dt seconds. input: {forward, right, up} in -1..1 and run (bool).
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export function stepCamera(camera, input, dt, index, bounds) {
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// Sub-steps keep a long frame from carrying the walker through a thin building.
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for (; dt > .05; dt -= .05) stepCamera(camera, input, .05, index, bounds);
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const fly = camera.view === 'fly', speed = (fly ? (input.run ? MOVE.flyFast : MOVE.fly) : (input.run ? MOVE.run : MOVE.walk)) * dt;
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const { forward, right } = heading(camera.lookYaw);
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let mx = forward[0] * input.forward + right[0] * input.right, my = forward[1] * input.forward + right[1] * input.right;
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const length = Math.hypot(mx, my);
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if (length > 1) { mx /= length; my /= length; }
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let x = camera.ex + mx * speed, y = camera.ey + my * speed;
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if (fly) {
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// Flying follows the view pitch, so looking down and pressing forward descends.
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const vertical = Math.sin(camera.lookPitch) * input.forward + input.up;
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camera.ez = Math.max(MOVE.eyeHeight, Math.min(3000, camera.ez + vertical * speed));
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} else {
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camera.ez = MOVE.eyeHeight;
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}
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if (camera.ez < 400) ({ x, y } = collide(x, y, MOVE.radius, { near: (px, py, r) => [...index.near(px, py, r)].filter(b => b.height + .5 > camera.ez - MOVE.eyeHeight) }));
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camera.ex = Math.max(-150, Math.min(bounds.width + 150, x));
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camera.ey = Math.max(-150, Math.min(bounds.height + 150, y));
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return camera;
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}
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// Deepest folder block containing a point, for the "you are here" address.
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export function blockAt(blocks, x, y) {
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let best = null;
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for (const block of blocks) if (block.depth > 0 && x >= block.x && x <= block.x + block.w && y >= block.y && y <= block.y + block.h && (!best || block.depth > best.depth)) best = block;
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return best;
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}
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// Where a ray meets the ground plane (z = 0), or null if it points up.
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export function groundHit([ox, oy, oz], [dx, dy, dz]) {
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if (dz >= -1e-6) return null;
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const t = -oz / dz;
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return [ox + dx * t, oy + dy * t];
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}
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