Add SAB-backed rotor transforms and smooth camera controls
Amp-Thread-ID: https://ampcode.com/threads/T-01a01ff8-b91f-724f-8952-f07c6b5042fd Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
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@@ -72,7 +72,7 @@ follow.stop();
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follow.start();
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```
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The input and follow loops never post camera updates to core: they mutate the position, quaternion, camera, and derived matrix rows directly in shared memory.
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The input and follow loops never post camera updates to core: they mutate the position, rotor, camera, and derived matrix rows directly in shared memory.
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<Playground example="cameras" />
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@@ -8,7 +8,7 @@ The shared importer worker fetches and parses glTF/GLB, then the response hydrat
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import { importGltf } from "@yawn/handles";
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const meshes = await importGltf(scene, "/models/sponza.glb");
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meshes[0].position[1] = 0.5;
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meshes[0].position.y = 0.5;
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```
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The importer handles triangle primitives, external/data buffers, standard vertex attributes, indices, node transforms, and metallic-roughness values. Application-specific extensions remain application policy.
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@@ -34,7 +34,7 @@ If row allocations relocated since `Picking` was created, refresh its shared des
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await picking.refresh();
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```
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The playground below imports the repository's full LFS-backed `sponza.glb` in the importer worker, preserves its authored transforms, places an arc camera in its coordinate system, and sends a real ray to the BVH worker. Click the preview to pick again.
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The playground below imports the repository's full LFS-backed `sponza.glb` in the importer worker, preserves its authored transforms, adds neutral warm lighting, places an arc camera in its coordinate system, and sends a real ray to the BVH worker. Click the preview to pick again.
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<Playground example="importing" />
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@@ -11,7 +11,7 @@ const point = new PointLight(scene, {
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});
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const sun = new DirectionalLight(scene, {
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quaternion: [0.2, 0, 0, 0.98],
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rotor: [0.2, 0, 0, 0.98],
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color: [1, 0.95, 0.8],
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intensity: 3,
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});
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@@ -1,6 +1,6 @@
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# Scene and shared data
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Think of every handle as an array index, not an object mirrored into core. `Node.position`, `Node.quaternion`, and `Node.scale` are views into separate flat SOA arrays.
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Think of every handle as an array index, not an object mirrored into core. `Node.position`, `Node.rotor`, and `Node.scale` are component views into separate flat SOA arrays.
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## Direct transform movement
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@@ -11,12 +11,12 @@ const pivot = new Node(scene, { position: [0, 1, 0] });
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await pivot.ready;
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canvas.addEventListener("pointermove", (event) => {
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pivot.position[0] += event.movementX * 0.002;
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pivot.position[1] -= event.movementY * 0.002;
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pivot.position.x += event.movementX * 0.002;
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pivot.position.y -= event.movementY * 0.002;
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});
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```
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The pointer handler sends no messages. The typed-array view points directly into the arena shared with the render worker. The camera helpers use this same pattern; see [Cameras and controls](/guide/cameras).
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The pointer handler sends no messages. Each component property reads or writes its lane in the arena shared with the render worker. Replace complete transforms with `setPosition([x, y, z])`, `setRotor([x, y, z, w])`, and `setScale([x, y, z])`. `translate(...)`, `rotate(...)`, and `rotateX/Y/Z(...)` are convenience methods over those same SAB lanes. The camera helpers use this same pattern; see [Cameras and controls](/guide/cameras).
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<Playground example="sab" />
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