@adatechnology/game-characters-three 0.8.1 → 0.9.0

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package/dist/index.js CHANGED
@@ -1309,9 +1309,9 @@ var createPlayerAvatar = (THREE, options = {}) => {
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  const pivot = new THREE.Vector3(0, HIP_HEIGHT, 0).applyEuler(tilt.rotation);
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  tilt.position.set(0, hip, 0).sub(pivot);
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  };
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- const placeBody = (progress) => {
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+ const placeBody = (progress, forward) => {
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  const fk = progress * progress * (3 - 2 * progress);
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- const flip = fract(cycles * 1.7) >= 0.5 ? 1 : 0;
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+ const flip = forward === void 0 ? fract(cycles * 1.7) >= 0.5 ? 1 : 0 : forward ? 1 : 0;
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  tilt.rotation.set((-DOWN.tilt + flip * 2 * DOWN.tilt) * fk, 0, Math.sin(cycles * 7) * DOWN.roll * fk, "XYZ");
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  const hip = new THREE.Vector3(0, HIP_HEIGHT, 0);
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  const target = new THREE.Vector3(0, DOWN.hipY, -DOWN.hipZ + flip * DOWN.hipZFlip);
@@ -1402,7 +1402,7 @@ var createPlayerAvatar = (THREE, options = {}) => {
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  }
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  }
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  if (seat?.pose === "lie") layBody(seat.hip);
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- else placeBody(fall);
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+ else placeBody(fall, state.fallForward);
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  stepClip(dt, down, Boolean(state.crouch || seat));
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  const cascadeDt = run && !run.clip.loop ? dt * clipCascade : dt;
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  const targetWithoutBob = rig.fig.position.y - bob;
@@ -1548,7 +1548,8 @@ var toRoomAvatar = (avatar, options = {}) => {
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  ...state.itemUse !== void 0 ? { itemUse: state.itemUse } : {},
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  ...state.push !== void 0 ? { push: state.push } : {},
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  ...state.seat !== void 0 ? { seat: state.seat } : {},
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- ...state.door !== void 0 ? { door: state.door } : {}
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+ ...state.door !== void 0 ? { door: state.door } : {},
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+ ...state.fallForward !== void 0 ? { fallForward: state.fallForward } : {}
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  });
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  readFeet();
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  },