@adatechnology/game-destruction-three 0.15.3 → 0.16.0
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.
- package/README.md +2 -2
- package/dist/index.global.js +729 -67
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +411 -17
- package/dist/index.js.map +1 -1
- package/package.json +6 -6
package/README.md
CHANGED
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@@ -107,7 +107,7 @@ loose meshes. An invalid range (outside the geometry or empty) throws from `bind
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| `crack` | star of jagged white lines on glass (transparent materials) only; an opaque body draws no lines, its damage shows as chips, holes and dents | `impact_*` |
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| `ricochet` | sparks along the reflected direction | `ricochet` |
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| `debris` | a burst of the requested kind (`sparks`, `dust`, `shards`, `splinters`, `chips`, `fibers`, `leaves`, `drips`, `ash`, `smoke`, `steam`) | |
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| `fracture` | part hidden; fragments (boxes, thin irregular prisms for shards) with gravity, ground bounce, settling, sleep and shrink-away; debris burst by style | `shatter_glass`, `crumble`, `splinter`, `impact_*` |
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| `fracture` | part hidden; fragments (boxes, thin irregular prisms for shards; by the material's `splitForm`: pointed frayed slivers for wood splinters, a torn end on the stub of a broken board, irregular lumps for MDF, ragged veneer for plywood sheets) with gravity, ground bounce, settling, sleep and shrink-away; debris burst by style | `shatter_glass`, `crumble`, `splinter`, `impact_*` |
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| `spall` | opaque patch (disc decal) in the colour of the part's core material where a coat came off, under the holes; sits on the face of the mesh the point is nearest to (the thin axis of its world box) | |
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| `stage` (2, with `fragments`) | the unit-sized fragments of the breach fly out with the same physics as `fracture` fragments, the holes of `Fragment.marks` ride on them as dark discs, a dust burst; the part stays drawn (cutting the opening in its faces is left to the house renderer) | `crumble`, `impact_*` |
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| `expose` | the bars as instanced cylinders (radius 4 mm), one mesh per part, replaced by each new `expose`; empty `bars` removes the cage; `renderer.rebarCount()` | |
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@@ -140,7 +140,7 @@ pane shatters and a thrown chair can lose a leg. `Piece.localCenter` is the cent
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| Vertex dents / melt noise on meshes over 20k vertices | yes | skipped |
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- Particles are two fixed-size ring buffers (additive 40 %, normal 60 %), one draw call each; dead particles cost a loop iteration, nothing else.
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- Fragments share one box geometry, six shard geometries and one material per source material id and colour; they shrink away instead of fading.
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- Fragments share one box geometry, six shard geometries, six of each wood shape (sliver, broken board, MDF lump, plywood veneer; 20 to 100 triangles each) and one material per source material id and colour; they shrink away instead of fading.
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- Decals share one disc geometry and one material; a mesh keeps at most 48 and the renderer 600.
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- Heat, char and melt are only read for "active" parts (hot, burning, melting) plus a scan of all parts every 0.4 s.
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- The explosion light is created on the first explosion (one light in the scene afterwards, intensity 0 at rest) so plan for the one-time shader recompile.
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