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Camera speed increase
1 parent adf958d commit 4b14c74

1 file changed

Lines changed: 5 additions & 5 deletions

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SpawnScene/Services/CameraController.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -17,7 +17,7 @@ public class CameraController : IDisposable
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private float _yaw; // Horizontal rotation (radians)
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private float _pitch; // Vertical rotation (radians, clamped ±89°)
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private Vector3 _position = new(0, 0, 3);
20-
private float _moveSpeed = 2.0f;
20+
private float _moveSpeed = 1.0f;
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// Drag state
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private bool _isDragging;
@@ -33,7 +33,7 @@ public class CameraController : IDisposable
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private const float ZoomSensitivity = 0.02f;
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private const float MinPitch = -MathF.PI / 2f + 0.01f;
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private const float MaxPitch = MathF.PI / 2f - 0.01f;
36-
private const float FastMultiplier = 3.0f;
36+
private const float FastMultiplier = 4.0f;
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/// <summary>Whether any movement keys are currently held.</summary>
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public bool IsMoving => _heldKeys.Count > 0;
@@ -62,7 +62,7 @@ public void FitToScene()
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// Depth scenes place all splats at Z > 0 (posZ = depth).
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// Yaw = π gives Forward = (0,0,+1), looking in +Z direction toward the splats.
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_position = Vector3.Zero;
65-
_moveSpeed = 0.1f;
65+
_moveSpeed = 1.0f;
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_yaw = MathF.PI;
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_pitch = 0f;
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}
@@ -85,7 +85,7 @@ public void FitToScene()
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float D = radius / MathF.Sin(fovY * 0.5f);
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D = MathF.Max(D, 0.5f);
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_position = center - Vector3.UnitZ * D;
88-
_moveSpeed = MathF.Max(radius * 0.05f, 0.1f);
88+
_moveSpeed = MathF.Max(radius * 0.5f, 1.0f);
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var dir = Vector3.Normalize(center - _position);
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_yaw = MathF.Atan2(dir.X, -dir.Z);
@@ -95,7 +95,7 @@ public void FitToScene()
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{
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// GPU-only scene, unknown source — safe default
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_position = new Vector3(0f, 0f, -3f);
98-
_moveSpeed = 0.1f;
98+
_moveSpeed = 1.0f;
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_yaw = 0f;
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_pitch = 0f;
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}

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