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Step 5 — VELOCITY-STRETCH FLYTHROUGH: sandbox derives camera velocity per frame (one Vector3, zero compute) and pushes view-space apparent velocity to the storm; flythrough relaxes the camera clamp floor (lerp 30→6) so the camera plunges inside the shell. Storm stretches each sprite along screen-space velocity via rotationNode + scaleNode (clamped streak), separate output graph (no extra positionView read). Defaults 0 → no-op until wired. Step 6 — INTERACTIVE PARALLAX: pointer orbits / scroll + pinch zoom the camera with frame-rate-independent damping, composed onto the director's base pose in loop() (after director.update, before render); idle >2.5s eases back to 0 so it's a toy when touched and a film when left alone. sandbox.render re-clamps so the user can't break framing. Per-beat flythrough strength wired from shot.tension; dream mode flies through at 0.6. Fully gated off under reduced-motion (no listeners, flythrough 0). The 4-feature immersion stack (infinite zoom + flythrough + parallax + DOF/fog) now composes. Gate: svelte-check 0/0, 937 tests, build green, verified live (all 4 compose, no white-out, no recursion, parallax responds without breaking framing). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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