@adatechnology/game-weapons-three 0.11.0 → 0.11.1
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 +5 -6
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +5 -6
- package/dist/index.js.map +1 -1
- package/package.json +5 -5
package/dist/index.global.js
CHANGED
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@@ -39055,9 +39055,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
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39055
39055
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/** How far the shooting hand slides on its grip so the thumb reaches the safety lever. */
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39056
39056
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thumbReach: 0.02,
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39057
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/** How fast the supporting hand goes to the magazine and back, per second. */
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39058
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-
magRate: 7
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39059
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-
/** The hands shrink with the tool: a tool drawn at scale `s` takes hands at `s ** handScaleExponent`. */
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39060
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-
handScaleExponent: 0.55
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39058
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+
magRate: 7
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39061
39059
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};
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39060
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var handFrame = (THREE, x, y) => {
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const ax = x.clone().normalize();
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@@ -39147,7 +39145,8 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
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right,
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39148
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left,
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leftMagazine,
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39150
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-
scale:
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39148
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+
// the hands at the tool's scale: a tool drawn smaller than the hands looks like a toy in them
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39149
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+
scale: holderScale,
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grip: HAND_HOLD.closed,
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gripLeft: HAND_HOLD.forend
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};
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@@ -39162,7 +39161,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
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const long = head && ["smg", "carbine", "rifle", "sniper", "shotgun", "crossbow", "flame"].includes(category);
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const headSize = head ? size(head) : null;
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const left = long && head && headSize ? { part: group, offset: head.position.clone().add(V(THREE, -headSize.x * 0.15, -headSize.y / 2 - HAND_HOLD.palm, 0)), quaternion: forendFrame(THREE) } : null;
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39165
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-
return { right, left, leftMagazine: null, scale
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39164
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+
return { right, left, leftMagazine: null, scale, grip: HAND_HOLD.closed, gripLeft: HAND_HOLD.forend };
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39165
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}
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// ../game-fluids/dist/index.js
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@@ -60364,7 +60363,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
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ahead.set(0, 0, -1).applyQuaternion(camera2.quaternion);
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if (reach === 0) reach = Math.max(0.01, measureReach(session));
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const free = options.contact(camera2.position, ahead, WALL_PULL.probe);
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60367
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-
const want = free === null ? 0 : Math.max(0, Math.min(WALL_PULL.max, reach + WALL_PULL.margin - free));
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60366
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+
const want = free === null ? 0 : Math.max(0, Math.min(Math.max(WALL_PULL.max, session.lengthMetres * session.holderScale), reach + WALL_PULL.margin - free));
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pull += (want - pull) * Math.min(1, dt * WALL_PULL.rate);
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if (pull < 1e-4) return;
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hand.position.addScaledVector(ahead, -pull);
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