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https://github.com/bilawalsidhu/gods-eye-view.git
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feat(director): add authored camera directions and anchors
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@@ -12,6 +12,8 @@
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* State is persisted to localStorage and can be exported/imported as JSON.
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*/
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import { resolveCameraPose, resolveCameraMove } from '../director/camera.js';
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import { createCameraMotion } from './cameraMotion.js';
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import { createStateChannel } from '../app/stateChannel.js';
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import { SceneControls } from '../ui/scenes.js';
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import { buildPlaybackQueue, playSceneQueue } from '../director/playback.js';
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@@ -84,6 +86,22 @@ export class SceneDirector {
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this.dataManager = dataManager;
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this._isMapStackAvailable = isMapStackAvailable;
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this._scenePacks = scenePacks;
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this._cameraMotion = createCameraMotion({
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applyPose: (pose) => this._setCameraView(pose),
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});
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const yieldCamera = () => {
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if (this._usesAuthoredCamera && !this._claimingCamera)
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this.stopScene('Camera ownership changed');
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};
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this._cameraHandoffUnsubscribe =
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styleManager.subscribeCameraHandoff?.(yieldCamera);
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const canvas = viewer.scene?.canvas;
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for (const event of ['pointerdown', 'wheel'])
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canvas?.addEventListener(event, yieldCamera, { passive: true });
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this._removeCameraInput = () => {
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for (const event of ['pointerdown', 'wheel'])
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canvas?.removeEventListener(event, yieldCamera);
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};
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/** @type {boolean} True while a scene run is in progress */
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this._running = false;
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@@ -179,6 +197,9 @@ export class SceneDirector {
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this._destroyed = true;
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this._sceneSeekGeneration++;
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this._visibilityUnsubscribe?.();
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this._cameraHandoffUnsubscribe?.();
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this._removeCameraInput?.();
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this._cameraMotion?.destroy();
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this._controls?.destroy();
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this._state.destroy();
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this._destroyPromise = Promise.resolve().then(async () => {
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@@ -903,7 +924,9 @@ export class SceneDirector {
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const camera = this.styleManager.getCameraState();
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if (!camera) return;
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shot.camera = camera;
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shot.camera = shot.move
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? { ...camera, altitudeReference: 'ellipsoid' }
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: camera;
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shot.visual = this.styleManager.getVisualState();
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shot.layers = this._captureLayerStates();
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@@ -955,11 +978,12 @@ export class SceneDirector {
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async _loadShot(
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sceneId,
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shotId,
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{ flyDuration = 2.2, fromCamera = null, sceneSeek = null } = {},
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{ flyDuration = null, fromCamera = null, sceneSeek = null } = {},
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) {
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if (this._running) return { started: false, reason: 'already-running' };
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const { scene, shot } = this._getShot(sceneId, shotId);
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if (!scene || !shot) return { started: false, reason: 'shot-not-found' };
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flyDuration ??= shot.move ? shot.durationSec : 2.2;
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const previousScene =
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this._project.scenes.find((item) => item.id === this._loadedSceneId) ||
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null;
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@@ -972,6 +996,7 @@ export class SceneDirector {
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// means an in-flight layer transition is cancelled (and rolled back by the
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// manager) rather than merely ignored once it has already committed.
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this._cancelActiveSceneTravel();
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this._usesAuthoredCamera = !!shot.move;
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this._loadAbort?.abort();
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const controller = new AbortController();
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this._loadAbort = controller;
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@@ -1017,7 +1042,9 @@ export class SceneDirector {
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return { started: false, reason: 'layers-refused' };
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}
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if (seekState) {
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this._setCameraView(seekState.camera || shot.camera);
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this._setCameraView(
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seekState.camera || resolveCameraPose(scene, shot.camera),
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);
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this._setProgress(seekState.sceneProgress);
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this._publishSceneClock(scene, shot, seekState.sceneElapsedSec, {
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running: false,
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@@ -1044,10 +1071,10 @@ export class SceneDirector {
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);
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const cameraTravel = this._beginShotTravel(scene, shot, flyDuration);
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try {
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// _flyCamera calls Cesium's flyTo synchronously before yielding. Publish
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// the trail phase immediately afterward so its clock overlaps actual
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// Camera motion starts synchronously before yielding. Publish the
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// trail phase immediately afterward so its clock overlaps actual
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// camera motion, never an earlier asynchronous layer-reconcile wait.
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const flight = this._flyCamera(shot.camera, flyDuration, token);
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const flight = this._flyShotCamera(scene, shot, flyDuration, token);
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this._publishShotTravel(scene, shot, cameraTravel);
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await flight;
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} catch (error) {
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@@ -1171,6 +1198,8 @@ export class SceneDirector {
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/** Revoke layer-owned travel motion before a newer load, STOP, or teardown. */
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_cancelActiveSceneTravel() {
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this._cameraMotion?.cancel();
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this._usesAuthoredCamera = false;
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// The opening locator owns an additional delayed approach/orbit even after
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// the director's authored flight has settled. Revoke it before cancelling
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// the camera, whose moveEnd/complete callbacks may already be queued.
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@@ -1242,7 +1271,9 @@ export class SceneDirector {
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scene.shots[(shotIndex - 1 + scene.shots.length) % scene.shots.length];
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const result = await this.loadShot(sceneId, shotId, {
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flyDuration: shot.durationSec || DEFAULT_SHOT_DURATION_SEC,
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fromCamera: previousShot?.camera || null,
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fromCamera: shot.move
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? null
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: resolveCameraPose(scene, previousShot?.camera),
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});
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return result || { started: false, reason: 'cancelled' };
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}
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@@ -1291,7 +1322,8 @@ export class SceneDirector {
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/** Read timing diagnostics without exposing timer handles or mutable clock state. */
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getPlaybackTimingState() {
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return {
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activeTimers: this._clock.activeTimers,
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activeTimers:
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this._clock.activeTimers + (this._cameraMotion?.active ? 1 : 0),
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snapshot: this._clock.snapshot,
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};
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}
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@@ -1345,7 +1377,9 @@ export class SceneDirector {
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}
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}
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if (!applied) return false;
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this._setCameraView(seekState.camera || shot.camera);
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this._setCameraView(
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seekState.camera || resolveCameraPose(scene, shot.camera),
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);
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this._setProgress(seekState.sceneProgress);
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this._publishSceneClock(scene, shot, seekState.sceneElapsedSec, {
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running: false,
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@@ -1419,10 +1453,13 @@ export class SceneDirector {
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// Older/headless style managers may predate the facade — proceed then.
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if (typeof this.styleManager?.runImmediateNavigation !== 'function')
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return true;
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const claimed = this.styleManager.runImmediateNavigation(
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'scene',
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() => true,
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);
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let claimed;
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this._claimingCamera = true;
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try {
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claimed = this.styleManager.runImmediateNavigation('scene', () => true);
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} finally {
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this._claimingCamera = false;
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}
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if (claimed === false) {
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this._updateStatus('Camera unavailable — exit cockpit first');
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return false;
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@@ -1444,7 +1481,7 @@ export class SceneDirector {
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),
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orientation: {
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heading: Cesium.Math.toRadians(cameraState.heading || 0),
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pitch: Cesium.Math.toRadians(cameraState.pitch || -35),
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pitch: Cesium.Math.toRadians(cameraState.pitch ?? -35),
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roll: Cesium.Math.toRadians(cameraState.roll || 0),
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},
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});
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@@ -1581,6 +1618,8 @@ export class SceneDirector {
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this._loadGeneration++;
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this._clock.stopShot();
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this._usesAuthoredCamera = queue.some(({ shot }) => !!shot.move);
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// Transition to running state
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this._running = true;
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this._previewRun = preview;
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@@ -1957,6 +1996,23 @@ export class SceneDirector {
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return true;
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}
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/** Use the authored sampler only for explicit moves; ordinary shots keep their existing flights. */
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async _flyShotCamera(scene, shot, durationSec, token) {
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const move = resolveCameraMove(scene, shot);
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if (!move)
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return this._flyCamera(
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resolveCameraPose(scene, shot.camera),
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durationSec,
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token,
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);
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const completed = await this._cameraMotion.play(
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{ ...move, durationSec },
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token,
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);
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if (!completed && !token.cancelled && !this._destroyed)
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this.stopScene('Camera move interrupted');
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}
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/**
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* Fly the Cesium camera to the given position over the specified duration
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* using cubic ease-in-out. Resolves when the flight completes, is cancelled,
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@@ -1998,7 +2054,7 @@ export class SceneDirector {
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destination,
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orientation: {
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heading: Cesium.Math.toRadians(cameraState.heading || 0),
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pitch: Cesium.Math.toRadians(cameraState.pitch || -35),
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pitch: Cesium.Math.toRadians(cameraState.pitch ?? -35),
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roll: Cesium.Math.toRadians(cameraState.roll || 0),
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},
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duration,
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