Add glsl loader
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ac66c91000
commit
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15 changed files with 150 additions and 150 deletions
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@ -4,6 +4,6 @@ export interface Drawer {
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startFrame();
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finishFrame();
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setCameraPosition(position: Vec2);
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setInViewWidth(size: number): Vec2;
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setInViewArea(size: number): Vec2;
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drawInfoText(text: string);
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}
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@ -2,6 +2,7 @@ import { Drawer } from './drawer';
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import { Vec2 } from '../math/vec2';
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import { createProgram } from './graphics-library/create-program';
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import { prepareScreenQuad } from './graphics-library/prepare-screen-quad';
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import { Mat3 } from '../math/mat3';
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export class WebGl2Renderer implements Drawer {
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private gl: WebGL2RenderingContext;
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@ -56,29 +57,20 @@ export class WebGl2Renderer implements Drawer {
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}
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finishFrame() {
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const resolutionUniformLocation = this.gl.getUniformLocation(
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this.program,
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'resolution'
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);
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this.gl.uniform2f(
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resolutionUniformLocation,
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this.canvas.width,
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this.canvas.height
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);
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const resolution = new Vec2(this.canvas.width, this.canvas.height);
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const transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
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.times(Mat3.scaleMatrix(this.viewBoxSize.divide(resolution)))
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.times(Mat3.translateMatrix(this.cameraPosition));
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const viewBoxSizeUniformLocation = this.gl.getUniformLocation(
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this.program,
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'viewBoxSize'
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'transform'
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);
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this.gl.uniform2f(viewBoxSizeUniformLocation, ...this.viewBoxSize.list);
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const cameraPositionUniformLocation = this.gl.getUniformLocation(
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this.program,
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'cameraPosition'
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);
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this.gl.uniform2f(
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cameraPositionUniformLocation,
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...this.cameraPosition.list
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this.gl.uniformMatrix3fv(
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viewBoxSizeUniformLocation,
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false,
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new Float32Array(transform.transposedFlat)
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);
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
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@ -88,11 +80,14 @@ export class WebGl2Renderer implements Drawer {
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this.cameraPosition = position;
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}
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setInViewWidth(size: number): Vec2 {
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setInViewArea(size: number): Vec2 {
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const canvasAspectRatio =
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this.canvas.clientHeight / this.canvas.clientWidth;
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this.canvas.clientWidth / this.canvas.clientHeight;
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this.viewBoxSize = new Vec2(size, size * canvasAspectRatio);
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this.viewBoxSize = new Vec2(
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Math.sqrt(size * canvasAspectRatio),
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Math.sqrt(size / canvasAspectRatio)
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);
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return this.viewBoxSize;
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}
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@ -5,13 +5,17 @@ import { TouchListener } from './input/touch-listener';
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { ObjectContainer } from './objects/object-container';
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import { DrawCommand } from './commands/types/draw';
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import passthroughVertexShader from '../shaders/passthrough.vert';
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import distanceFragmentShader from '../shaders/dist.frag';
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import { StepCommand } from './commands/types/step';
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import { Character } from './objects/types/character';
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import { InfoText } from './objects/types/info-text';
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import { timeIt } from './helper/timing';
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import { GlslShader, GlslVariable, GlslVariableMap } from 'webpack-glsl-minify';
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let passthroughVertexShader = require('../shaders/passthrough-vs.glsl') as GlslShader;
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let distanceFragmentShader = require('../shaders/cave-fs.glsl') as GlslShader;
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export class Game {
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private previousTime: DOMHighResTimeStamp = 0;
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private objects: ObjectContainer = new ObjectContainer();
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@ -31,9 +35,11 @@ export class Game {
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[this.objects]
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);
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console.log(distanceFragmentShader);
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this.renderer = new WebGl2Renderer(canvas, overlay, [
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passthroughVertexShader,
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distanceFragmentShader,
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passthroughVertexShader.sourceCode,
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distanceFragmentShader.sourceCode,
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]);
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this.initializeScene();
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78
frontend/src/scripts/math/mat3.ts
Normal file
78
frontend/src/scripts/math/mat3.ts
Normal file
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@ -0,0 +1,78 @@
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// https://github.com/Azleur/mat3/blob/master/src/index.ts
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import { Vec2 } from './vec2';
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export class Mat3 {
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constructor(private readonly values: Array<Array<number>>) {}
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public static get Zero() {
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return new Mat3([
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[0, 0, 0],
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[0, 0, 0],
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[0, 0, 0],
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]);
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}
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public static get Id() {
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return new Mat3([
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[1, 0, 0],
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[0, 1, 0],
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[0, 0, 1],
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]);
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}
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public static get Ones() {
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return new Mat3([
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[1, 1, 1],
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[1, 1, 1],
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[1, 1, 1],
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]);
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}
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public static translateMatrix(by: Vec2): Mat3 {
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return new Mat3([
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[1, 0, 0],
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[0, 1, 0],
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[by.x, by.y, 1],
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]);
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}
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public static scaleMatrix(by: Vec2): Mat3 {
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return new Mat3([
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[by.x, 0, 0],
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[0, by.y, 0],
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[0, 0, 1],
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]);
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}
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public get transposed(): Mat3 {
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const values: number[][] = [[], [], []];
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for (let i = 0; i < 3; i++) {
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for (let j = 0; j < 3; j++) {
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values[i][j] = this.values[j][i];
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}
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}
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return new Mat3(values);
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}
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public times(other: Mat3): Mat3 {
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const values: number[][] = Mat3.Zero.values;
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for (let i = 0; i < 3; i++) {
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for (let j = 0; j < 3; j++) {
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for (let k = 0; k < 3; k++) {
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values[i][j] += this.values[i][k] * other.values[k][j];
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}
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}
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}
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return new Mat3(values);
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}
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public get transposedFlat(): Array<number> {
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const transposed = this.transposed;
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return [
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...transposed.values[0],
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...transposed.values[1],
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...transposed.values[2],
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];
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}
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}
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@ -13,10 +13,6 @@ export class Vec2 extends Typed {
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return new Vec2(this.x * scalar, this.y * scalar);
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}
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public times(other: Vec2): Vec2 {
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return new Vec2(this.x * other.x, this.y * other.y);
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}
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public add(other: Vec2): Vec2 {
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return new Vec2(this.x + other.x, this.y + other.y);
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}
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@ -25,6 +21,14 @@ export class Vec2 extends Typed {
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return new Vec2(this.x - other.x, this.y - other.y);
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}
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public times(other: Vec2): Vec2 {
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return new Vec2(this.x * other.x, this.y * other.y);
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}
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public divide(other: Vec2): Vec2 {
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return new Vec2(this.x / other.x, this.y / other.y);
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}
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public get length(): number {
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return Math.sqrt(this.x * this.x + this.y * this.y);
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}
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@ -3,7 +3,8 @@ import { DrawCommand } from '../../commands/types/draw';
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import { MoveToCommand } from '../../commands/types/move-to';
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export class Camera extends GameObject {
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private inViewWidth = 1500;
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private inViewArea = 1920 * 1080;
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constructor() {
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super();
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@ -13,7 +14,7 @@ export class Camera extends GameObject {
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private draw(c: DrawCommand) {
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c.drawer.setCameraPosition(this.position);
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this._boundingBoxSize = c.drawer.setInViewWidth(this.inViewWidth);
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this._boundingBoxSize = c.drawer.setInViewArea(this.inViewArea);
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}
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private moveTo(c: MoveToCommand) {
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