Add mouse camera inversion support and refactor first-person controller context usage
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@@ -198,6 +198,7 @@ import {
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PLAYER_START_GAMEPAD_CAMERA_LOOK_SCENE_DOCUMENT_VERSION,
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PLAYER_START_INTERACT_BINDINGS_SCENE_DOCUMENT_VERSION,
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PLAYER_START_INPUT_BINDINGS_SCENE_DOCUMENT_VERSION,
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PLAYER_START_MOUSE_INVERT_SCENE_DOCUMENT_VERSION,
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PLAYER_START_TARGETING_SETTINGS_SCENE_DOCUMENT_VERSION,
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PLAYER_START_NAVIGATION_MODE_SCENE_DOCUMENT_VERSION,
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PLAYER_START_PAUSE_BINDINGS_SCENE_DOCUMENT_VERSION,
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@@ -510,23 +510,25 @@ export class FirstPersonNavigationController implements NavigationController {
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};
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private handleMouseMove = (event: MouseEvent) => {
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const context = this.context;
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if (
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!this.pointerLocked ||
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this.context?.isInputSuspended() === true ||
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this.context?.isCameraDrivenExternally() === true
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context === null ||
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context.isInputSuspended() === true ||
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context.isCameraDrivenExternally() === true
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) {
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return;
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}
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const horizontalMouseLookSign =
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this.context.getRuntimeScene().playerStart?.invertMouseCameraHorizontal ===
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true
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context.getRuntimeScene().playerStart?.invertMouseCameraHorizontal === true
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? -1
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: 1;
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const horizontalMovement = event.movementX * horizontalMouseLookSign;
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const targetLookResult =
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this.context?.handleRuntimeTargetLookInput?.({
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context.handleRuntimeTargetLookInput?.({
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horizontal: horizontalMovement,
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vertical: -event.movementY
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}) ?? null;
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@@ -705,6 +705,7 @@ describe("validateSceneDocument", () => {
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interactionAngleDegrees: Number.NaN,
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allowLookInputTargetSwitch: "yes" as unknown as boolean,
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targetButtonCyclesActiveTarget: 1 as unknown as boolean,
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invertMouseCameraHorizontal: "yes" as unknown as boolean,
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movementTemplate: {
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kind: "invalidTemplate",
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moveSpeed: 0,
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