@anov/3d-ability 0.0.32 → 0.0.33
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.
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@@ -6,7 +6,7 @@ function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key i
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function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); }
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function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); }
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import { Mesh, Vector3 } from '@anov/3d-core';
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import { acceleratedRaycast } from
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import { acceleratedRaycast } from "three-mesh-bvh/build/index.module.js";
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import { SPEED } from "../config/constants";
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Mesh.prototype.raycast = acceleratedRaycast;
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var Character_control = /*#__PURE__*/function () {
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{"version":3,"names":["Mesh","Vector3","acceleratedRaycast","SPEED","prototype","raycast","Character_control","_ref","scene","character","input","animation","characterRotateBox","camera","_classCallCheck","_defineProperty","allowSet","angle","currentPosition","forwardVector","getWorldDirection","y","normalize","_createClass","key","value","updateNewPosition","deltaT","_this$input$keys","keys","forward","backward","left","right","vectorUp","vectorRight","crossVectors","moveDirection","add","sub","moveVector","multiplyScalar","preventAction","position","update","default"],"sources":["../../../../../src/controls/src/ThirdViewControl/player/control.ts"],"sourcesContent":["import type { Object3D, OrbitControls, PerspectiveCamera, Scene } from '@anov/3d-core'\nimport { BufferGeometry, Mesh, Quaternion, Vector3 } from '@anov/3d-core'\nimport { MeshBVH, acceleratedRaycast } from 'three-mesh-bvh'\nimport { SPEED } from '../config/constants'\nimport type BasicCharacterControllerInput from '../action/input'\nimport type Character_animation from './animation'\n\nMesh.prototype.raycast = acceleratedRaycast\n\ninterface PropsType {\n scene: Scene\n character: Object3D\n characterRotateBox: Object3D\n input: BasicCharacterControllerInput\n animation: Character_animation\n camera: PerspectiveCamera\n}\n\nexport default class Character_control {\n input: BasicCharacterControllerInput\n character: Object3D\n control: OrbitControls | any\n currentPosition: Vector3\n camera: PerspectiveCamera\n isRoll: boolean | any\n isMove = false\n animation: Character_animation\n characterRotateBox: Object3D<THREE.Event>\n characterRotateAngle = {\n allowSet: true,\n angle: 1,\n }\n\n scene: Scene\n forwardVector: Vector3\n\n constructor({\n scene,\n character,\n input,\n animation,\n characterRotateBox,\n camera,\n }: PropsType) {\n this.input = input\n this.character = character\n this.characterRotateBox = characterRotateBox\n this.animation = animation\n this.scene = scene\n this.camera = camera\n\n this.currentPosition = new Vector3()\n this.forwardVector = new Vector3()\n this.character.getWorldDirection(this.forwardVector)\n this.forwardVector.y = 0\n this.forwardVector.normalize()\n }\n\n updateNewPosition(deltaT: number) {\n const { forward, backward, left, right } = this.input.keys\n\n // 获取当前角色的前向向量\n const forwardVector = new Vector3()\n this.characterRotateBox.getWorldDirection(forwardVector)\n forwardVector.y = 0\n forwardVector.normalize()\n\n const vectorUp = new Vector3(0, 1, 0)\n const vectorRight = new Vector3().crossVectors(vectorUp, forwardVector).normalize()\n\n const moveDirection = new Vector3()\n\n if (forward)\n moveDirection.add(forwardVector)\n if (backward)\n moveDirection.sub(forwardVector)\n if (left)\n moveDirection.add(vectorRight)\n if (right)\n moveDirection.sub(vectorRight)\n\n // 计算最终移动向量\n const moveVector = moveDirection.normalize().multiplyScalar(SPEED * deltaT)\n\n // 更新角色的位置\n if (!this.animation.preventAction)\n this.character.position.add(moveVector)\n }\n\n update(deltaT: number) {\n this.updateNewPosition(deltaT)\n }\n}\n"],"mappings":";;;;;;;AACA,SAAyBA,IAAI,EAAcC,OAAO,QAAQ,eAAe;AACzE,SAAkBC,kBAAkB
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{"version":3,"names":["Mesh","Vector3","acceleratedRaycast","SPEED","prototype","raycast","Character_control","_ref","scene","character","input","animation","characterRotateBox","camera","_classCallCheck","_defineProperty","allowSet","angle","currentPosition","forwardVector","getWorldDirection","y","normalize","_createClass","key","value","updateNewPosition","deltaT","_this$input$keys","keys","forward","backward","left","right","vectorUp","vectorRight","crossVectors","moveDirection","add","sub","moveVector","multiplyScalar","preventAction","position","update","default"],"sources":["../../../../../src/controls/src/ThirdViewControl/player/control.ts"],"sourcesContent":["import type { Object3D, OrbitControls, PerspectiveCamera, Scene } from '@anov/3d-core'\nimport { BufferGeometry, Mesh, Quaternion, Vector3 } from '@anov/3d-core'\nimport { MeshBVH, acceleratedRaycast } from 'three-mesh-bvh'\nimport { SPEED } from '../config/constants'\nimport type BasicCharacterControllerInput from '../action/input'\nimport type Character_animation from './animation'\n\nMesh.prototype.raycast = acceleratedRaycast\n\ninterface PropsType {\n scene: Scene\n character: Object3D\n characterRotateBox: Object3D\n input: BasicCharacterControllerInput\n animation: Character_animation\n camera: PerspectiveCamera\n}\n\nexport default class Character_control {\n input: BasicCharacterControllerInput\n character: Object3D\n control: OrbitControls | any\n currentPosition: Vector3\n camera: PerspectiveCamera\n isRoll: boolean | any\n isMove = false\n animation: Character_animation\n characterRotateBox: Object3D<THREE.Event>\n characterRotateAngle = {\n allowSet: true,\n angle: 1,\n }\n\n scene: Scene\n forwardVector: Vector3\n\n constructor({\n scene,\n character,\n input,\n animation,\n characterRotateBox,\n camera,\n }: PropsType) {\n this.input = input\n this.character = character\n this.characterRotateBox = characterRotateBox\n this.animation = animation\n this.scene = scene\n this.camera = camera\n\n this.currentPosition = new Vector3()\n this.forwardVector = new Vector3()\n this.character.getWorldDirection(this.forwardVector)\n this.forwardVector.y = 0\n this.forwardVector.normalize()\n }\n\n updateNewPosition(deltaT: number) {\n const { forward, backward, left, right } = this.input.keys\n\n // 获取当前角色的前向向量\n const forwardVector = new Vector3()\n this.characterRotateBox.getWorldDirection(forwardVector)\n forwardVector.y = 0\n forwardVector.normalize()\n\n const vectorUp = new Vector3(0, 1, 0)\n const vectorRight = new Vector3().crossVectors(vectorUp, forwardVector).normalize()\n\n const moveDirection = new Vector3()\n\n if (forward)\n moveDirection.add(forwardVector)\n if (backward)\n moveDirection.sub(forwardVector)\n if (left)\n moveDirection.add(vectorRight)\n if (right)\n moveDirection.sub(vectorRight)\n\n // 计算最终移动向量\n const moveVector = moveDirection.normalize().multiplyScalar(SPEED * deltaT)\n\n // 更新角色的位置\n if (!this.animation.preventAction)\n this.character.position.add(moveVector)\n }\n\n update(deltaT: number) {\n this.updateNewPosition(deltaT)\n }\n}\n"],"mappings":";;;;;;;AACA,SAAyBA,IAAI,EAAcC,OAAO,QAAQ,eAAe;AACzE,SAAkBC,kBAAkB;AACpC,SAASC,KAAK;AAIdH,IAAI,CAACI,SAAS,CAACC,OAAO,GAAGH,kBAAkB;AAAA,IAWtBI,iBAAiB;EAkBpC,SAAAA,kBAAAC,IAAA,EAOc;IAAA,IANZC,KAAK,GAAAD,IAAA,CAALC,KAAK;MACLC,SAAS,GAAAF,IAAA,CAATE,SAAS;MACTC,KAAK,GAAAH,IAAA,CAALG,KAAK;MACLC,SAAS,GAAAJ,IAAA,CAATI,SAAS;MACTC,kBAAkB,GAAAL,IAAA,CAAlBK,kBAAkB;MAClBC,MAAM,GAAAN,IAAA,CAANM,MAAM;IAAAC,eAAA,OAAAR,iBAAA;IAAAS,eAAA;IAAAA,eAAA;IAAAA,eAAA;IAAAA,eAAA;IAAAA,eAAA;IAAAA,eAAA;IAAAA,eAAA,iBAjBC,KAAK;IAAAA,eAAA;IAAAA,eAAA;IAAAA,eAAA,+BAGS;MACrBC,QAAQ,EAAE,IAAI;MACdC,KAAK,EAAE;IACT,CAAC;IAAAF,eAAA;IAAAA,eAAA;IAaC,IAAI,CAACL,KAAK,GAAGA,KAAK;IAClB,IAAI,CAACD,SAAS,GAAGA,SAAS;IAC1B,IAAI,CAACG,kBAAkB,GAAGA,kBAAkB;IAC5C,IAAI,CAACD,SAAS,GAAGA,SAAS;IAC1B,IAAI,CAACH,KAAK,GAAGA,KAAK;IAClB,IAAI,CAACK,MAAM,GAAGA,MAAM;IAEpB,IAAI,CAACK,eAAe,GAAG,IAAIjB,OAAO,CAAC,CAAC;IACpC,IAAI,CAACkB,aAAa,GAAG,IAAIlB,OAAO,CAAC,CAAC;IAClC,IAAI,CAACQ,SAAS,CAACW,iBAAiB,CAAC,IAAI,CAACD,aAAa,CAAC;IACpD,IAAI,CAACA,aAAa,CAACE,CAAC,GAAG,CAAC;IACxB,IAAI,CAACF,aAAa,CAACG,SAAS,CAAC,CAAC;EAChC;EAACC,YAAA,CAAAjB,iBAAA;IAAAkB,GAAA;IAAAC,KAAA,EAED,SAAAC,kBAAkBC,MAAc,EAAE;MAChC,IAAAC,gBAAA,GAA2C,IAAI,CAAClB,KAAK,CAACmB,IAAI;QAAlDC,OAAO,GAAAF,gBAAA,CAAPE,OAAO;QAAEC,QAAQ,GAAAH,gBAAA,CAARG,QAAQ;QAAEC,IAAI,GAAAJ,gBAAA,CAAJI,IAAI;QAAEC,KAAK,GAAAL,gBAAA,CAALK,KAAK;;MAEtC;MACA,IAAMd,aAAa,GAAG,IAAIlB,OAAO,CAAC,CAAC;MACnC,IAAI,CAACW,kBAAkB,CAACQ,iBAAiB,CAACD,aAAa,CAAC;MACxDA,aAAa,CAACE,CAAC,GAAG,CAAC;MACnBF,aAAa,CAACG,SAAS,CAAC,CAAC;MAEzB,IAAMY,QAAQ,GAAG,IAAIjC,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;MACrC,IAAMkC,WAAW,GAAG,IAAIlC,OAAO,CAAC,CAAC,CAACmC,YAAY,CAACF,QAAQ,EAAEf,aAAa,CAAC,CAACG,SAAS,CAAC,CAAC;MAEnF,IAAMe,aAAa,GAAG,IAAIpC,OAAO,CAAC,CAAC;MAEnC,IAAI6B,OAAO,EACTO,aAAa,CAACC,GAAG,CAACnB,aAAa,CAAC;MAClC,IAAIY,QAAQ,EACVM,aAAa,CAACE,GAAG,CAACpB,aAAa,CAAC;MAClC,IAAIa,IAAI,EACNK,aAAa,CAACC,GAAG,CAACH,WAAW,CAAC;MAChC,IAAIF,KAAK,EACPI,aAAa,CAACE,GAAG,CAACJ,WAAW,CAAC;;MAEhC;MACA,IAAMK,UAAU,GAAGH,aAAa,CAACf,SAAS,CAAC,CAAC,CAACmB,cAAc,CAACtC,KAAK,GAAGwB,MAAM,CAAC;;MAE3E;MACA,IAAI,CAAC,IAAI,CAAChB,SAAS,CAAC+B,aAAa,EAC/B,IAAI,CAACjC,SAAS,CAACkC,QAAQ,CAACL,GAAG,CAACE,UAAU,CAAC;IAC3C;EAAC;IAAAhB,GAAA;IAAAC,KAAA,EAED,SAAAmB,OAAOjB,MAAc,EAAE;MACrB,IAAI,CAACD,iBAAiB,CAACC,MAAM,CAAC;IAChC;EAAC;EAAA,OAAArB,iBAAA;AAAA;AAAA,SAzEkBA,iBAAiB,IAAAuC,OAAA"}
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package/package.json
CHANGED
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{
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"name": "@anov/3d-ability",
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"version": "0.0.
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"version": "0.0.33",
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"description": "",
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"author": "",
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"license": "MIT",
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"package.json"
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],
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"peerDependencies": {
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"@anov/3d-core": "^0.0.
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"@anov/3d-core": "^0.0.30"
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},
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"dependencies": {
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"@types/suncalc": "^1.9.2",
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},
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"devDependencies": {
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"@types/javascript-state-machine": "^2.4.6",
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"@anov/3d-core": "^0.0.
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"@anov/3d-core": "^0.0.30"
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},
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"scripts": {
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"build": "father build",
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