Working2 - #76
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- Added `mapArrowKeys` method to allow movement control using arrow keys (Up, Down, Left, Right). - Added `mapWASDKeys` method to restore the default WASD configuration for movement. - These methods enhance flexibility in input customization, making the component adaptable to different user preferences and control schemes.
bleeding - Implemented UV coordinates for each cube face (Top, Bottom, Left, Right, Front, Back). - Added a small epsilon value to UV coordinates to prevent texture bleeding.
lights via processing. lights() sets processing defaults, so this was needed.
- Added a new constructor to `SceneNode`: `public SceneNode(String name, Component... components)` This constructor allows for initializing a scene node with a name and a variable number of components directly, improving usability and reducing boilerplate code when setting up nodes with multiple components.
functional, this version requires significant performance optimizations and code cleanup. It's a starting point with something working.
height, and depth.
Frame drops result in large tpf values, which can lead to exaggerated
changes in movement or rotation. To mitigate this:
Clamp tpf to a maximum value to avoid extreme adjustments.
on zero Compute directionInv from the normalized ray direction instead of the original input Preserve sign when handling zero components using signed infinity Ensures correct and robust Ray–AABB slab intersection behavior Prevents subtle picking errors caused by mismatched direction and inverse
Adjusted ray–AABB intersection implementation to clearly define supported and unsupported edge cases. Updated JavaDoc to reflect actual runtime behavior, including handling of parallel rays, inside-box hits, and degenerate bounds. This implementation is optimized for real-time picking and visual interaction rather than exhaustive geometric edge cases.
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