Start the 3D camera out at a more interesting place
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@ -42,11 +42,13 @@ const SCALE: glmatrix.vec3 = glmatrix.vec3.fromValues(1.0 / 200.0, 1.0 / 200.0,
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const TEXT_TRANSLATION: number[] = [-(WIDTH + PADDING) * 0.5, 0.0, (WIDTH + PADDING) * 0.5];
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const TEXT_DECAL_OFFSET: number = 5.0;
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const MONUMENT_TRANSLATION: glmatrix.vec3 = glmatrix.vec3.fromValues(0.0, -690.0, 0.0);
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const MONUMENT_SCALE: glmatrix.vec3 =
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glmatrix.vec3.fromValues((WIDTH + PADDING) / 400.0 - 0.5,
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glmatrix.vec3.fromValues((WIDTH + PADDING) / 400.0 - TEXT_DECAL_OFFSET,
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700.0,
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(WIDTH + PADDING) / 400.0 - 0.5);
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(WIDTH + PADDING) / 400.0 - TEXT_DECAL_OFFSET);
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const TEXT_COLOR: Uint8Array = new Uint8Array([0xf2, 0xf8, 0xf8, 0xff]);
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const MONUMENT_COLOR: number[] = [0x70 / 0xff, 0x80 / 0xff, 0x80 / 0xff];
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@ -30,7 +30,9 @@ const PERSPECTIVE_MOVEMENT_VECTORS: PerspectiveMovementVectors = _.fromPairs([
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const PERSPECTIVE_MOVEMENT_INTERVAL_DELAY: number = 10;
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const PERSPECTIVE_INITIAL_TRANSLATION: glmatrix.vec3 = glmatrix.vec3.fromValues(0.0, 0.0, -1000.0);
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const PERSPECTIVE_INITIAL_TRANSLATION: glmatrix.vec3 =
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glmatrix.vec3.clone([1750.0, 700.0, -1750.0]);
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const PERSPECTIVE_INITIAL_ROTATION: glmatrix.vec2 = glmatrix.vec2.clone([Math.PI * 0.25, 0.0]);
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interface PerspectiveMovementVectors {
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[keyCode: number]: glmatrix.vec3;
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@ -176,7 +178,7 @@ export class PerspectiveCamera extends Camera {
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super(canvas);
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this.translation = glmatrix.vec3.clone(PERSPECTIVE_INITIAL_TRANSLATION);
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this.rotation = glmatrix.vec2.create();
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this.rotation = glmatrix.vec2.clone(PERSPECTIVE_INITIAL_ROTATION);
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this.movementDelta = glmatrix.vec3.create();
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this.movementInterval = null;
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@ -274,7 +276,7 @@ export class PerspectiveCamera extends Camera {
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translation: glmatrix.vec3;
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/// Pitch and yaw Euler angles.
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/// Yaw and pitch Euler angles.
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rotation: glmatrix.vec2;
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private movementDelta: glmatrix.vec3;
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