add setViewFrustumCulling, zoomDelta for gesture detector and cleanup
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@@ -872,7 +872,14 @@ void FilamentViewer::moveCameraToAsset(EntityId entityId) {
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const filament::Aabb bb = asset->getBoundingBox();
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auto corners = bb.getCorners();
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Camera& cam =_view->getCamera();
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cam.lookAt(corners.vertices[0], corners.vertices[7]);
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auto eye = corners.vertices[0] * 1.5;
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auto lookAt = corners.vertices[7];
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cam.lookAt(eye, lookAt);
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Log("Moved camera to %f %f %f, lookAt %f %f %f, near %f far %f", eye[0], eye[1], eye[2], lookAt[0], lookAt[1], lookAt[2], cam.getNear(), cam.getCullingFar());
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}
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void FilamentViewer::setViewFrustumCulling(bool enabled) {
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_view->setFrustumCullingEnabled(enabled);
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}
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void FilamentViewer::setCameraPosition(float x, float y, float z) {
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@@ -929,7 +936,7 @@ void FilamentViewer::grabUpdate(float x, float y) {
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return;
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}
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Camera& cam =_view->getCamera();
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auto eye = cam.getPosition();// math::float3 {0.0f, 0.5f, 50.0f } ;// ; //
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auto eye = cam.getPosition();
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auto target = eye + cam.getForwardVector();
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auto upward = cam.getUpVector();
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Viewport const& vp = _view->getViewport();
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@@ -938,9 +945,7 @@ void FilamentViewer::grabUpdate(float x, float y) {
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cam.setModelMatrix(trans);
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} else {
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auto trans = cam.getModelMatrix() * mat4::rotation(
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0.01,
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// math::float3 { 0.0f, 1.0f, 0.0f });
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0.02,
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math::float3 { (y - _startY) / vp.height, (x - _startX) / vp.width, 0.0f });
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cam.setModelMatrix(trans);
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}
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