Worked on vertical Camera movement
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@ -130,22 +130,28 @@ function mouseMoveEvent(e) {
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//changeVertical = 0.01;
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//changeVertical = 0.01;
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horizontalVal = (horizontalVal + changeHorizontal) % 360;
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horizontalVal = (horizontalVal + changeHorizontal) % 360;
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verticalVal = (verticalVal + changeHorizontal) % 360;
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verticalVal = verticalVal + changeVertical;
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if (verticalVal > 1) {
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verticalVal = 1;
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} else if (verticalVal < -1) {
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verticalVal = -1;
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}
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let sinX = (Math.round(((Math.sin(horizontalVal))*100)))/100;
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let sinX = (Math.round(((Math.sin(horizontalVal))*100)))/100;
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let cosY = (Math.round(((Math.cos(verticalVal))*100)))/100;
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let negCosZ = -(Math.round(((Math.cos(horizontalVal))*100)))/100;
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let negCosZ = -(Math.round(((Math.cos(horizontalVal))*100)))/100;
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target[0] = sinX*distanceEyeTarget;
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target[0] = sinX * cosY * 10;
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target[1] = target[1] + changeVertical*distanceEyeTarget;
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target[1] = verticalVal * 10;
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target[2] = negCosZ*distanceEyeTarget;
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target[2] = negCosZ * cosY * 10;
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//set the viewMatrix
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//set the viewMatrix
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const viewLoc = gl.getUniformLocation(program, "viewMatrix");
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const viewLoc = gl.getUniformLocation(program, "viewMatrix");
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mat4.lookAt(viewMatrix, eye, target, up);
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mat4.lookAt(viewMatrix, eye, target, up);
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gl.uniformMatrix4fv(viewLoc, false, viewMatrix);
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gl.uniformMatrix4fv(viewLoc, false, viewMatrix);
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}
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}
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//console.log(changeX);
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}
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}
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function changeView(e)
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function changeView(e)
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