@adatechnology/game-interactables-three 0.1.5 → 0.1.7
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- package/README.md +3 -1
- package/dist/index.d.ts +3 -0
- package/dist/index.global.js +2337 -225
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +62 -173
- package/dist/index.js.map +1 -1
- package/package.json +6 -4
package/README.md
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@@ -48,7 +48,9 @@ Every function also exists unbound and takes `THREE` first: `createMeshApi(THREE
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### Mesh api
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`createMeshApi(THREE, { materials, quality, shadows })` returns `{ api, finish, materials }`.
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`createMeshApi(THREE, { materials, quality, shadows })` returns `{ api, finish, materials }`. The builders draw into a
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[`game-shapes`](../game-shapes) schema (`createShapeRecorder` of game-props3d) and `finish` bakes it with `generate`; the bytes are the
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ones this api made with its own templates before the move (`tests/exact-golden.test.ts`, 222 cases).
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- Implements `box`, `cylinder` (shapes `cyl`, `cyl6`, `cone`, `sphere`), `leaf`, `plane` (with atlas `uv`), `light` and `part`.
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- Static primitives are baked (vertex colors) into **one `BufferGeometry` per material**: the draw calls of the static body are the number
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package/dist/index.d.ts
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@@ -148,6 +148,9 @@ declare function createDefaultMaterials(THREE: ThreeLib, quality?: Quality): Rec
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/**
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* Mesh api for content packs. Every primitive is baked (vertex colors) into one `BufferGeometry` per material and per target
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* (the root, or a part), so the draw calls are the number of materials in use plus the same again for each part.
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*
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* The builders draw into a `game-shapes` schema (`createShapeRecorder` of game-props3d: unit templates, the item frame, parts and lights) and
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* `generate` bakes it; the bytes are the ones this api made with its own templates before (tests/exact-golden.test.ts).
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*/
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declare function createMeshApi(THREE: ThreeLib, options?: MeshApiOptions): MeshApi;
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