@adatechnology/game-floorplan-three 0.8.3 → 0.9.0
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- package/README.md +4 -0
- package/dist/chunk-QUVGWVEC.js +8882 -0
- package/dist/chunk-QUVGWVEC.js.map +1 -0
- package/dist/index.d.ts +6 -349
- package/dist/index.global.js +418 -96
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +23 -8627
- package/dist/index.js.map +1 -1
- package/dist/testing-ikPy2Nxl.d.ts +379 -0
- package/dist/testing.d.ts +3 -0
- package/dist/testing.js +19 -0
- package/dist/testing.js.map +1 -0
- package/package.json +20 -14
package/README.md
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@@ -138,3 +138,7 @@ Desenho em three.js das plantas do `game-floorplan`: porte literal do `Casa3DSDK
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pisos, lajes, escadas, telhado, calhas, lote, móveis, luzes, espelhos e carros; cada peça sabe a faixa de vértices que ocupa na malha fundida para a destruição
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(fratura, colapso, fileiras de tijolo no LOD 0, decalque de lascamento e armadura aparente). Os pacotes (frota, interativos, vegetação, espelho) são injetados. Os
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textos vêm de `locales` (`en`, `pt-BR`).
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## Effect lights in the rooms
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With a `LightBudget` (`host.lights`), the room lights of `lighting({ budget })` keep their slots and their masks. The lights of effects (a blast, a fire, a flare) hold the other slots: `renderer.effectLights({ budget }).update(houses)`, once a frame after the budget's `present`, points the mask of each lit one at the room where its point is, and at the rooms either side of an open door or window within 2.5 m of it, so a grenade lights the room it goes off in and not the next one. `lighting()` does this by itself for the slots it does not lease. The renderer option `effectLightsIndoors: false` brings back the old behaviour (an effect light reaches no house surface). The houses area has a layer `room_lights` that turns the house's own lamps on with these masks.
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