@adatechnology/game-characters-three 0.9.5 → 0.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -728,6 +728,10 @@ type PlayPoseOptions = {
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/** Overrides the avatar's blend for this clip. */
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blend?: number;
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};
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/** How the first-person view draws the body: `arms` hides the body's arms from the eye too, for a view that draws arms of its own (the first-person arms of the viewmodel). */
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type AvatarViewOptions = {
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readonly arms?: boolean;
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};
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/** The colours the body was drawn with, for whatever has to match it (the first-person arms): skin, shirt, trousers and shoes as 0xRRGGBB, and whether the sleeves cover the forearms. */
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type PlayerAvatarColors = {
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skin: number;
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@@ -750,7 +754,7 @@ type PlayerAvatar = {
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*/
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eye(out?: THREE_NS.Vector3): THREE_NS.Vector3;
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/** In 'first' with a camera, the head and neck are not drawn for that camera only (shadows, mirrors and every other camera still see them); 'third' draws them. */
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setView(mode: AvatarViewMode, camera: THREE_NS.Object3D | null): void;
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setView(mode: AvatarViewMode, camera: THREE_NS.Object3D | null, options?: AvatarViewOptions): void;
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play(clip: string | PoseClip, options?: PlayPoseOptions): void;
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stop(): void;
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readonly playing: string | null;
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@@ -810,4 +814,4 @@ declare function createAvatarTestModule(options: AvatarTestOptions): TestableMod
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};
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};
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export { type
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export { type UndeadVoice as $, type ArmRig as A, type BestSpec as B, type CharacterSound as C, type CharactersTestOptions as D, type FilmSink as E, type FluidsBridge as F, type FluidsBridgeOptions as G, HIT_PRESETS as H, type HitPreset as I, PERSON_ITEM_PREFIX as J, PLAYER_SOUNDS as K, type LegRig as L, type PlayPoseOptions as M, type PlayerAvatarColors as N, type PlayerAvatarOptions as O, type PersonSpec as P, type PlayerAvatarSpec as Q, type RichRig as R, type PoseTargets as S, type Three as T, type ProfessionCard as U, type RigAnimator as V, type RigAnimatorOptions as W, UNDEAD_VOICES as X, UNDEAD_VOICE_SOURCES as Y, type UndeadCard as Z, type UndeadLike as _, type BestPose as a, type VoiceMoment as a0, type VoiceStep as a1, type WoundSpray as a2, ZOMBIE_ITEM_PREFIX as a3, bloodLookOfAge as a4, createAvatarTestModule as a5, createCharacterSound as a6, createCharactersTestModule as a7, createFluidsBridge as a8, createPlayerAvatar as a9, createRigAnimator as aa, personSpecOf as ab, registerBodyMaterial as ac, type PersonCharacter as b, type PersonGroupSpec as c, type PersonExtra as d, type BloodLook as e, type AvatarItemUsePose as f, type AvatarViewMode as g, type AvatarViewOptions as h, type ReachView as i, type PlayerAvatar as j, AVATAR_AREA_ID as k, type AreaContext as l, type AvatarEvent as m, type AvatarTestOptions as n, type AvatarUpdate as o, BODY_MATERIAL_DEF as p, BODY_SOUNDS as q, type BloodAge as r, type BloodLookOptions as s, type BloodSink as t, type BodySegment as u, type BodySoundRule as v, CHARACTERS_AREA_ID as w, type CharacterSoundOptions as x, type CharacterSoundSink as y, type CharacterSoundStyle as z };
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package/dist/testing.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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export {
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export { k as AVATAR_AREA_ID, l as AreaContext, n as AvatarTestOptions, p as BODY_MATERIAL_DEF, w as CHARACTERS_AREA_ID, D as CharactersTestOptions, H as HIT_PRESETS, I as HitPreset, J as PERSON_ITEM_PREFIX, U as ProfessionCard, Z as UndeadCard, _ as UndeadLike, a3 as ZOMBIE_ITEM_PREFIX, a5 as createAvatarTestModule, a7 as createCharactersTestModule, ab as personSpecOf, ac as registerBodyMaterial } from './testing-7EIhFq92.js';
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import '@adatechnology/game-contracts';
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import 'three';
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import '@adatechnology/game-characters';
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@adatechnology/game-characters-three",
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"version": "0.
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"version": "0.10.0",
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"license": "MIT",
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"description": "three.js presentation for @adatechnology/game-characters: the instanced crowd body (GPU animation, LOD, baking, variants, flying limbs) and the rich bodies (the Bestiário v17 builder, survivors with accessories and hands, the animator, wounds, eyes).",
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"keywords": [
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@@ -42,10 +42,10 @@
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"dist"
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],
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"dependencies": {
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"@adatechnology/game-audio": "^0.
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"@adatechnology/game-characters": "^0.2.
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"@adatechnology/game-audio": "^0.9.1",
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"@adatechnology/game-characters": "^0.2.13",
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"@adatechnology/game-characters-people": "^0.4.1",
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"@adatechnology/game-contracts": "^0.
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"@adatechnology/game-contracts": "^0.27.0",
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"@adatechnology/game-render-three": "^0.2.0",
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"@adatechnology/game-shapes-three": "^0.3.1"
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},
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@@ -62,7 +62,7 @@
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"vitest": "^3.2.4",
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"@adatechnology/game-characters-undead": "^0.3.0",
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"@adatechnology/game-kit-defaults": "^0.2.0",
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"@adatechnology/game-test-room": "^0.
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"@adatechnology/game-test-room": "^0.28.0",
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"@adatechnology/golden-tool": "^0.0.0"
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},
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"scripts": {
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