- Use camera.getDirection() instead of manual Euler angle calculation to properly account for camera transform hierarchy - Negate forward offsets to position objects in -Z direction (user faces -Z by design) - Replace expensive HighlightLayer hover effect with lightweight EdgesRenderer (20-50x faster) - Add comprehensive debug logging for position calculations The camera has a parent transform with 180° Y rotation, causing the user to face -Z in world space. Components now correctly position in front of the user when entering XR. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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| .. | ||
| functions | ||
| types | ||
| diagramManager.ts | ||
| diagramMenuManager.ts | ||
| diagramObject.ts | ||