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@@ -51,92 +51,94 @@ bool MainScene::init()
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auto visibleSize = _director->getVisibleSize();
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auto origin = _director->getVisibleOrigin();
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auto safeArea = _director->getSafeAreaRect();
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auto safeOrigin = safeArea.origin;
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/////////////////////////////
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// 2. add a menu item with "X" image, which is clicked to quit the program
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// you may modify it.
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// add a "close" icon to exit the progress. it's an autorelease object
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// 2. Add a menu item with "X" image, which is clicked to quit the program
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auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
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AX_CALLBACK_1(MainScene::menuCloseCallback, this));
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if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0)
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if (closeItem != nullptr)
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{
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problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
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}
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else
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{
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float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2;
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float y = safeOrigin.y + closeItem->getContentSize().height / 2;
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float x = origin.x + visibleSize.width - closeItem->getContentSize().width / 2;
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float y = origin.y + closeItem->getContentSize().height / 2;
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closeItem->setPosition(Vec2(x, y));
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}
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// create menu, it's an autorelease object
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auto menu = Menu::create(closeItem, NULL);
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menu->setPosition(Vec2::ZERO);
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this->addChild(menu, 1);
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/////////////////////////////
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// 3. add your codes below...
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// 3. 3D Setup
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// Grid settings
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const int gridSize = 10;
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const float cubeDim = 1.0f;
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const float spacing = 0.1f;
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const float step = cubeDim + spacing;
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// Calculate center of the grid
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// Grid goes from 0 to (gridSize-1)*step
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float gridWidth = (gridSize - 1) * step;
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Vec3 gridCenter(gridWidth / 2.0f, 0.0f, gridWidth / 2.0f);
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// Some templates (uncomment what you need)
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_touchListener = EventListenerTouchAllAtOnce::create();
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_touchListener->onTouchesBegan = AX_CALLBACK_2(MainScene::onTouchesBegan, this);
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_touchListener->onTouchesMoved = AX_CALLBACK_2(MainScene::onTouchesMoved, this);
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_touchListener->onTouchesEnded = AX_CALLBACK_2(MainScene::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);
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//_mouseListener = EventListenerMouse::create();
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//_mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
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//_mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
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//_mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
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//_mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
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//_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
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_keyboardListener = EventListenerKeyboard::create();
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_keyboardListener->onKeyPressed = AX_CALLBACK_2(MainScene::onKeyPressed, this);
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_keyboardListener->onKeyReleased = AX_CALLBACK_2(MainScene::onKeyReleased, this);
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_eventDispatcher->addEventListenerWithFixedPriority(_keyboardListener, 11);
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// add a label shows "Hello World"
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// create and initialize a label
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auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
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if (label == nullptr)
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// Create 10x10 cubes using MeshRenderer and the generated cube.obj
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for (int i = 0; i < gridSize; ++i)
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{
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problemLoading("'fonts/Marker Felt.ttf'");
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for (int j = 0; j < gridSize; ++j)
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{
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auto cube = MeshRenderer::create("cube.obj");
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if (cube)
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{
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cube->setPosition3D(Vec3(i * step, 0.0f, j * step));
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cube->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(cube);
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}
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}
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}
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else
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{
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// position the label on the center of the screen
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label->setPosition(
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Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height));
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// add the label as a child to this layer
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// Add Lights
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// Directional Light: Like sunlight, creating shadows/depth
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auto dirLight = DirectionLight::create(Vec3(-1.0f, -1.0f, -0.5f), Color3B::WHITE);
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dirLight->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(dirLight);
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// Ambient Light: To ensure dark sides are still somewhat visible
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auto ambLight = AmbientLight::create(Color3B(80, 80, 80));
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ambLight->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(ambLight);
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// Setup Camera for Quarter View (Isometric-like)
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_camera3D = Camera::createPerspective(60.0f, visibleSize.width / visibleSize.height, 0.1f, 1000.0f);
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_camera3D->setCameraFlag(CameraFlag::USER1);
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// Initial camera position setup
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_targetPos = gridCenter;
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_pitch = 45.0f;
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_yaw = 45.0f;
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_distance = 25.0f;
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updateCameraPosition();
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this->addChild(_camera3D);
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// Mouse Listener
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_mouseListener = EventListenerMouse::create();
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_mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
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_mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
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_mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
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_mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
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// Disable the default 2D camera for these 3D objects by using CameraFlag::USER1
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// The label and menu will use the default camera (CameraFlag::DEFAULT)
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// Add a label for confirmation
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auto label = Label::createWithTTF("10x10 Cube Grid", "fonts/Marker Felt.ttf", 24);
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if (label)
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{
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label->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 30));
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this->addChild(label, 1);
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}
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// add "HelloWorld" splash screen"
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auto sprite = Sprite::create("HelloWorld.png"sv);
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if (sprite == nullptr)
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{
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problemLoading("'HelloWorld.png'");
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}
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else
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{
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// position the sprite on the center of the screen
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sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
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// add the sprite as a child to this layer
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this->addChild(sprite, 0);
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auto drawNode = DrawNode::create();
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drawNode->setPosition(Vec2(0, 0));
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addChild(drawNode);
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drawNode->drawRect(safeArea.origin + Vec2(1, 1), safeArea.origin + safeArea.size, Color4F::BLUE);
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}
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// scheduleUpdate() is required to ensure update(float) is called on every loop
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scheduleUpdate();
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return true;
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@@ -169,31 +171,75 @@ void MainScene::onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event
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bool MainScene::onMouseDown(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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// AXLOGD("onMouseDown detected, button: {}", static_cast<int>(e->getMouseButton()));
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if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT)
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{
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_isMouseDown = true;
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_lastMousePos = e->getLocationInView();
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}
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return true;
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}
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bool MainScene::onMouseUp(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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AXLOGD("onMouseUp detected, button: {}", static_cast<int>(e->getMouseButton()));
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if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT)
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{
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_isMouseDown = false;
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}
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return true;
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}
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bool MainScene::onMouseMove(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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// AXLOGD("onMouseMove detected, X:{} Y:{}", e->getLocation().x, e->getLocation().y);
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Vec2 currentPos = e->getLocationInView();
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if (_isMouseDown)
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{
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Vec2 delta = currentPos - _lastMousePos;
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float sensitivity = 0.15f; // 감도 조절 (기존 0.5f에서 하향)
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_yaw += delta.x * sensitivity;
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_pitch += delta.y * sensitivity; // 마우스 이동 방향에 맞춰 상하 각도 변경
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// Clamp pitch to avoid flipping (수직 방향 각도 제한)
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_pitch = std::clamp(_pitch, 10.0f, 85.0f);
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updateCameraPosition();
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}
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_lastMousePos = currentPos;
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return true;
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}
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bool MainScene::onMouseScroll(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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// AXLOGD("onMouseScroll detected, X:{} Y:{}", e->getScrollX(), e->getScrollY());
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float zoomSensitivity = 0.5f; // 줌 감도 조절
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_distance -= e->getScrollY() * zoomSensitivity;
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// Clamp distance
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_distance = std::clamp(_distance, 5.0f, 100.0f);
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updateCameraPosition();
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return true;
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}
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void MainScene::updateCameraPosition()
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{
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if (!_camera3D) return;
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// Convert spherical coordinates to Cartesian
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float pitchRad = AX_DEGREES_TO_RADIANS(_pitch);
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float yawRad = AX_DEGREES_TO_RADIANS(_yaw);
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float x = _distance * cosf(pitchRad) * cosf(yawRad);
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float y = _distance * sinf(pitchRad);
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float z = _distance * cosf(pitchRad) * sinf(yawRad);
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_camera3D->setPosition3D(_targetPos + Vec3(x, y, z));
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_camera3D->lookAt(_targetPos, Vec3(0, 1, 0));
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}
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void MainScene::onKeyPressed(EventKeyboard::KeyCode code, Event* event)
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{
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AXLOGD("Scene: #{} onKeyPressed, keycode: {}", _sceneID, static_cast<int>(code));
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