@adatechnology/game-fluids-three 0.4.3 → 0.4.5
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.global.js +30 -3
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +12 -3
- package/dist/index.js.map +1 -1
- package/package.json +5 -5
package/dist/index.global.js
CHANGED
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@@ -6358,6 +6358,24 @@ var GameFluidsThree = (() => {
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6358
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for (const decal2 of this.decals) decal2.on = false;
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6359
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this.count = 0;
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6360
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}
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6361
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+
/**
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6362
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* Takes away the marks inside a box: world `center`, `half` extents along the axes of the world `rotation` (a quaternion, x y z w; none means the
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6363
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* world axes). The surface they were on is gone (a brick came out of a wall with its bullet holes). Returns how many went.
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6364
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*/
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6365
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clearInside(center, half, rotation = [0, 0, 0, 1]) {
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6366
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const qx = -rotation[0], qy = -rotation[1], qz = -rotation[2], qw = rotation[3];
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6367
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let gone = 0;
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6368
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for (const decal2 of this.decals) {
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6369
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if (!decal2.on) continue;
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6370
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const vx2 = decal2.x - center[0], vy2 = decal2.y - center[1], vz2 = decal2.z - center[2];
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6371
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const tx = 2 * (qy * vz2 - qz * vy2), ty = 2 * (qz * vx2 - qx * vz2), tz = 2 * (qx * vy2 - qy * vx2);
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6372
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const lx = vx2 + qw * tx + (qy * tz - qz * ty), ly = vy2 + qw * ty + (qz * tx - qx * tz), lz = vz2 + qw * tz + (qx * ty - qy * tx);
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6373
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if (Math.abs(lx) > half[0] || Math.abs(ly) > half[1] || Math.abs(lz) > half[2]) continue;
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6374
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decal2.on = false;
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6375
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gone++;
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6376
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}
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6377
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return gone;
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6378
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}
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update(dt) {
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this.count = 0;
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6363
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for (const decal2 of this.decals) {
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@@ -8691,6 +8709,12 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
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// src/liquid-body.ts
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var INSET = 0.985;
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8712
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var narrowMouth = (state) => {
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8713
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const shape = state.shape;
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8714
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if (!shape || state.lipRadius === void 0) return false;
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8715
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const inner = shape.kind === "cylinder" ? shape.radius : Math.min(shape.size[0], shape.size[2]) / 2;
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8716
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return state.lipRadius < inner * 0.5;
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8717
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};
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var LiquidBody = class {
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constructor(THREE, containerId, object, offset) {
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__publicField(this, "THREE", THREE);
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@@ -8753,7 +8777,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
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this.vertices = 0;
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return;
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}
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-
if (state.closed && this.isShellOpaque()) {
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if ((state.closed || narrowMouth(state)) && this.isShellOpaque()) {
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if (this.mesh) this.mesh.visible = false;
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this.vertices = 0;
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return;
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@@ -8783,12 +8807,15 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
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}
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} else this.steamAcc = 0;
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}
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8786
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-
/**
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8810
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+
/**
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* Every mesh of the bound object (the liquid itself aside) is drawn with an opaque material. The marks drawn on its surface (bullet holes, scorches: the
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8812
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* `userData.destructionDebris` meshes of `game-destruction-three`) are see-through discs on the shell, not windows into it.
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8813
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*/
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isShellOpaque() {
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let opaque = true;
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this.object.traverse((child) => {
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const mesh2 = child;
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8791
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-
if (!opaque || !mesh2.isMesh || child === this.mesh) return;
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8818
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if (!opaque || !mesh2.isMesh || child === this.mesh || child.userData?.destructionDebris === true) return;
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const materials = Array.isArray(mesh2.material) ? mesh2.material : [mesh2.material];
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if (materials.some((material) => material.transparent || material.opacity < 1)) opaque = false;
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});
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