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https://github.com/bilawalsidhu/gods-eye-view.git
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refactor: extract reusable Director playback
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@@ -14,6 +14,8 @@
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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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import { createScenePlaybackAdapter } from './playbackAdapter.js';
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import * as Cesium from 'cesium';
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import {
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SCENE_APPEND_RECIPES,
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@@ -2064,28 +2066,7 @@ export class SceneDirector {
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* @returns {Array<{ scene: Object, shot: Object }>}
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*/
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_buildPlaybackQueue(startSceneId, { single = false } = {}) {
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if (!this._project.scenes.length) return [];
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// Rotate the scene list so startSceneId comes first
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const startIdx = Math.max(
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0,
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this._project.scenes.findIndex((scene) => scene.id === startSceneId),
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);
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const ordered = single
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? this._project.scenes.slice(startIdx, startIdx + 1)
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: [
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...this._project.scenes.slice(startIdx),
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...this._project.scenes.slice(0, startIdx),
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];
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// Flatten scenes into a sequential shot queue
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const queue = [];
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for (const scene of ordered) {
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for (const shot of scene.shots) {
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queue.push({ scene, shot });
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}
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}
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return queue;
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return buildPlaybackQueue(this._project.scenes, startSceneId, { single });
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}
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/**
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@@ -2255,110 +2236,21 @@ export class SceneDirector {
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this._logEvent('scene_run_start', { count: queue.length });
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this._setPlaybackKeyboardEnabled(true);
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let activeScene = null;
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try {
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const loadedScene = this._project.scenes.find(
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(scene) => scene.id === this._loadedSceneId,
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);
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if (loadedScene && loadedScene.id !== queue[0].scene.id) {
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const released = await this._releaseSceneLayers(loadedScene, token);
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if (!released)
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throw new Error(`Could not leave scene: ${loadedScene.title}`);
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this._loadedSceneId = null;
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}
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// Main shot sequencing loop
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for (let idx = 0; idx < queue.length; idx++) {
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if (token.cancelled) break;
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const { scene, shot } = queue[idx];
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if (activeScene && activeScene.id !== scene.id) {
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await this._releaseSceneLayers(activeScene);
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this._loadedSceneId = null;
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activeScene = null;
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if (token.cancelled) break;
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}
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activeScene = scene;
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// Update UI selection to track the active shot
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this._selectedSceneId = scene.id;
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this._selectedShotId = shot.id;
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this._renderSceneSelect();
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this._renderShotList();
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this._updateStatus(
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`Running ${idx + 1}/${queue.length}: ${scene.title} / ${shot.title}`,
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);
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this._logEvent('shot_start', {
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sceneId: scene.id,
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shotId: shot.id,
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title: shot.title,
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index: idx,
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});
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// Apply visual state (style, bloom, sharpen, HUD, detection) then layers, then fly.
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// Awaited: applyVisualState suspends on a map-stack switch, and a shot
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// captured by the operator carries one — un-awaited, its shader uniforms
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// land after the NEXT shot has already been applied.
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//
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// Every await is a place STOP/Esc can arrive. A suspended map-stack
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// switch can hold this shot for seconds; without a re-check the layer
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// pass below still runs and the operator watches layers keep toggling
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// after they hit Stop. Cancellation is re-read after each one.
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await this.styleManager.applyVisualState(
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this._visualStateForShot(shot),
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{
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isCurrent: () => !token.cancelled,
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},
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);
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if (token.cancelled) break;
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const flightDuration = shot.durationSec || DEFAULT_SHOT_DURATION_SEC;
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await this._applyLayerStates(
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this._layerStatesForShot(scene, shot),
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token,
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);
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if (token.cancelled) break;
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this._loadedSceneId = scene.id;
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const sceneTiming = this._startSceneClockTicker(scene, shot, token);
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const cameraTravel = this._beginShotTravel(scene, shot, flightDuration);
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const flight = this._flyCamera(shot.camera, flightDuration, token);
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this._publishShotTravel(scene, shot, cameraTravel);
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await flight;
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if (token.cancelled) break;
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this._settleShotLayerStates(scene, shot, token, cameraTravel);
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if (token.cancelled) break;
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// Hold on the final frame before transitioning to the next shot
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await this._holdShot(scene, shot, token);
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if (token.cancelled) break;
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clearInterval(this._sceneClockTimer);
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this._sceneClockTimer = null;
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this._publishSceneClock(scene, shot, sceneTiming.endElapsedSec, {
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running: true,
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});
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this._logEvent('shot_end', {
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sceneId: scene.id,
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shotId: shot.id,
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index: idx,
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});
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}
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if (!token.cancelled) {
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this._setProgress(1);
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this._updateStatus('Scene run complete');
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this._logEvent('scene_run_complete', {});
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}
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await playSceneQueue(queue, {
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token,
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adapter: createScenePlaybackAdapter(this, DEFAULT_SHOT_DURATION_SEC),
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previousScene: this._project.scenes.find(
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(scene) => scene.id === this._loadedSceneId,
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),
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releaseOnFinish: preview,
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});
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} catch (error) {
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this._updateStatus(`Error: ${error.message || 'run failed'}`);
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this._logEvent('scene_run_error', {
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message: error.message || 'unknown error',
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});
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} finally {
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if (preview) {
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await this._releaseSceneLayers(activeScene);
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if (activeScene?.id === this._loadedSceneId) this._loadedSceneId = null;
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}
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this._finishRun();
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}
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}
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@@ -0,0 +1,71 @@
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/** Connect the portable Director runner to the existing scene presentation. */
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export function createScenePlaybackAdapter(director, defaultShotDurationSec) {
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let timing;
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let travel;
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return {
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async releaseScene(scene, token) {
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const released = await director._releaseSceneLayers(scene, token);
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if (!token || released) director._loadedSceneId = null;
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return released;
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},
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selectShot({ scene, shot, index, total }) {
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director._selectedSceneId = scene.id;
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director._selectedShotId = shot.id;
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director._renderSceneSelect();
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director._renderShotList();
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director._updateStatus(
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`Running ${index + 1}/${total}: ${scene.title} / ${shot.title}`,
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);
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director._logEvent('shot_start', {
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sceneId: scene.id,
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shotId: shot.id,
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title: shot.title,
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index,
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});
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},
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applyVisual({ shot, token }) {
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return director.styleManager.applyVisualState(
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director._visualStateForShot(shot),
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{ isCurrent: () => !token.cancelled && !token.signal?.aborted },
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);
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},
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applyLayers({ scene, shot, token }) {
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return director._applyLayerStates(
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director._layerStatesForShot(scene, shot),
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token,
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);
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},
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travel({ scene, shot, token }) {
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director._loadedSceneId = scene.id;
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const duration = shot.durationSec || defaultShotDurationSec;
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timing = director._startSceneClockTicker(scene, shot, token);
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travel = director._beginShotTravel(scene, shot, duration);
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const flight = director._flyCamera(shot.camera, duration, token);
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director._publishShotTravel(scene, shot, travel);
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return flight;
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},
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settle({ scene, shot, token }) {
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director._settleShotLayerStates(scene, shot, token, travel);
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},
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hold({ scene, shot, token }) {
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return director._holdShot(scene, shot, token);
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},
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completeShot({ scene, shot, index }) {
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clearInterval(director._sceneClockTimer);
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director._sceneClockTimer = null;
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director._publishSceneClock(scene, shot, timing.endElapsedSec, {
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running: true,
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});
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director._logEvent('shot_end', {
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sceneId: scene.id,
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shotId: shot.id,
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index,
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});
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},
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complete() {
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director._setProgress(1);
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director._updateStatus('Scene run complete');
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director._logEvent('scene_run_complete', {});
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},
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};
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}
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