@adatechnology/game-floorplan-three 0.6.0 → 0.8.0
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/dist/index.d.ts +5 -1
- package/dist/index.global.js +549 -98
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +389 -74
- package/dist/index.js.map +1 -1
- package/package.json +20 -21
package/dist/index.d.ts
CHANGED
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@@ -50,6 +50,8 @@ interface HouseRendererOptions {
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destruction?: any;
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/** `createDestructionRenderer(THREE, { scene, world })` of `@adatechnology/game-destruction-three`: draws fracture, collapse, fragments, spalls and the rebar cage on the house's meshes. */
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destructionRenderer?: any;
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+
/** Milliseconds per frame the house may spend repainting damaged walls (chipped plaster, holes); events of one frame are painted together. Default `Infinity` (all of them at the frame's flush); a game loop sets a few ms. */
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+
breachPaintBudgetMs?: number;
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/** The interactables kit, injected: `{ GameInteractables, GameInteractablesHousehold, GameInteractablesThree, adapter (optional), adapterOptions, locale, region, items, effects, camera, onEvent, onSeat }`. */
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interactives?: any;
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/** The vegetation packages, injected: `{ GameVegetation, GameVegetationSpecies }`. */
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@@ -654,11 +656,13 @@ interface WallPiece {
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/**
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* Once a drawing from `build` is in a destruction world as `objectId` (with this `spec`), the house renderer follows its events and draws on it what
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* a generic destruction renderer cannot: the bricks that shots and blows knock out (`chip`) and the opening of a breach, as gaps in the wall's
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-
* courses. `restore` puts the wall back (after `world.reset`), `dispose` stops following.
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* courses. `restore` puts the wall back (after `world.reset`), `dispose` stops following. `update` paints the damage of the events since the last call, once
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* per wall (call it every frame; without it the damage is painted 100 ms after the event).
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*/
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follow(root: any, world: any, objectId: string): {
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restore(): void;
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dispose(): void;
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+
update(): void;
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} | null;
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}
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/**
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