@dcl/hammurabi-server 1.0.0-17268386187.commit-b609629
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/CLAUDE.md +90 -0
- package/LICENSE +201 -0
- package/README.md +125 -0
- package/dist/cli.d.ts +3 -0
- package/dist/cli.d.ts.map +1 -0
- package/dist/cli.js +79 -0
- package/dist/cli.js.map +1 -0
- package/dist/lib/babylon/avatar-rendering-system.d.ts +16 -0
- package/dist/lib/babylon/avatar-rendering-system.d.ts.map +1 -0
- package/dist/lib/babylon/avatar-rendering-system.js +96 -0
- package/dist/lib/babylon/avatar-rendering-system.js.map +1 -0
- package/dist/lib/babylon/avatars/AvatarRenderer.d.ts +40 -0
- package/dist/lib/babylon/avatars/AvatarRenderer.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/AvatarRenderer.js +260 -0
- package/dist/lib/babylon/avatars/AvatarRenderer.js.map +1 -0
- package/dist/lib/babylon/avatars/CharacterController.d.ts +88 -0
- package/dist/lib/babylon/avatars/CharacterController.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/CharacterController.js +463 -0
- package/dist/lib/babylon/avatars/CharacterController.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/body.d.ts +4 -0
- package/dist/lib/babylon/avatars/adr-65/body.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/body.js +47 -0
- package/dist/lib/babylon/avatars/adr-65/body.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/customizations.d.ts +11 -0
- package/dist/lib/babylon/avatars/adr-65/customizations.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/customizations.js +111 -0
- package/dist/lib/babylon/avatars/adr-65/customizations.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/emote.d.ts +9 -0
- package/dist/lib/babylon/avatars/adr-65/emote.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/emote.js +46 -0
- package/dist/lib/babylon/avatars/adr-65/emote.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/loader.d.ts +8 -0
- package/dist/lib/babylon/avatars/adr-65/loader.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/loader.js +54 -0
- package/dist/lib/babylon/avatars/adr-65/loader.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/representation.d.ts +12 -0
- package/dist/lib/babylon/avatars/adr-65/representation.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/representation.js +77 -0
- package/dist/lib/babylon/avatars/adr-65/representation.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/slots.d.ts +5 -0
- package/dist/lib/babylon/avatars/adr-65/slots.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/slots.js +62 -0
- package/dist/lib/babylon/avatars/adr-65/slots.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/types.d.ts +17 -0
- package/dist/lib/babylon/avatars/adr-65/types.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/types.js +3 -0
- package/dist/lib/babylon/avatars/adr-65/types.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/utils.d.ts +8 -0
- package/dist/lib/babylon/avatars/adr-65/utils.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/utils.js +29 -0
- package/dist/lib/babylon/avatars/adr-65/utils.js.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/wearable.d.ts +7 -0
- package/dist/lib/babylon/avatars/adr-65/wearable.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/adr-65/wearable.js +64 -0
- package/dist/lib/babylon/avatars/adr-65/wearable.js.map +1 -0
- package/dist/lib/babylon/avatars/avatar-asset-manager.d.ts +12 -0
- package/dist/lib/babylon/avatars/avatar-asset-manager.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/avatar-asset-manager.js +31 -0
- package/dist/lib/babylon/avatars/avatar-asset-manager.js.map +1 -0
- package/dist/lib/babylon/avatars/loader.d.ts +6 -0
- package/dist/lib/babylon/avatars/loader.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/loader.js +108 -0
- package/dist/lib/babylon/avatars/loader.js.map +1 -0
- package/dist/lib/babylon/avatars/urn.d.ts +2 -0
- package/dist/lib/babylon/avatars/urn.d.ts.map +1 -0
- package/dist/lib/babylon/avatars/urn.js +9 -0
- package/dist/lib/babylon/avatars/urn.js.map +1 -0
- package/dist/lib/babylon/index.d.ts +6 -0
- package/dist/lib/babylon/index.d.ts.map +1 -0
- package/dist/lib/babylon/index.js +85 -0
- package/dist/lib/babylon/index.js.map +1 -0
- package/dist/lib/babylon/input.d.ts +35 -0
- package/dist/lib/babylon/input.d.ts.map +1 -0
- package/dist/lib/babylon/input.js +137 -0
- package/dist/lib/babylon/input.js.map +1 -0
- package/dist/lib/babylon/scene/AssetManager.d.ts +19 -0
- package/dist/lib/babylon/scene/AssetManager.d.ts.map +1 -0
- package/dist/lib/babylon/scene/AssetManager.js +271 -0
- package/dist/lib/babylon/scene/AssetManager.js.map +1 -0
- package/dist/lib/babylon/scene/BabylonEntity.d.ts +84 -0
- package/dist/lib/babylon/scene/BabylonEntity.d.ts.map +1 -0
- package/dist/lib/babylon/scene/BabylonEntity.js +174 -0
- package/dist/lib/babylon/scene/BabylonEntity.js.map +1 -0
- package/dist/lib/babylon/scene/connect-context-rpc.d.ts +8 -0
- package/dist/lib/babylon/scene/connect-context-rpc.d.ts.map +1 -0
- package/dist/lib/babylon/scene/connect-context-rpc.js +210 -0
- package/dist/lib/babylon/scene/connect-context-rpc.js.map +1 -0
- package/dist/lib/babylon/scene/coordinates.d.ts +5 -0
- package/dist/lib/babylon/scene/coordinates.d.ts.map +1 -0
- package/dist/lib/babylon/scene/coordinates.js +17 -0
- package/dist/lib/babylon/scene/coordinates.js.map +1 -0
- package/dist/lib/babylon/scene/hot-reload.d.ts +9 -0
- package/dist/lib/babylon/scene/hot-reload.d.ts.map +1 -0
- package/dist/lib/babylon/scene/hot-reload.js +65 -0
- package/dist/lib/babylon/scene/hot-reload.js.map +1 -0
- package/dist/lib/babylon/scene/load.d.ts +54 -0
- package/dist/lib/babylon/scene/load.d.ts.map +1 -0
- package/dist/lib/babylon/scene/load.js +154 -0
- package/dist/lib/babylon/scene/load.js.map +1 -0
- package/dist/lib/babylon/scene/logic/apply-animations.d.ts +3 -0
- package/dist/lib/babylon/scene/logic/apply-animations.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/apply-animations.js +50 -0
- package/dist/lib/babylon/scene/logic/apply-animations.js.map +1 -0
- package/dist/lib/babylon/scene/logic/billboards.d.ts +3 -0
- package/dist/lib/babylon/scene/logic/billboards.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/billboards.js +12 -0
- package/dist/lib/babylon/scene/logic/billboards.js.map +1 -0
- package/dist/lib/babylon/scene/logic/camera-follows-player.d.ts +7 -0
- package/dist/lib/babylon/scene/logic/camera-follows-player.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/camera-follows-player.js +35 -0
- package/dist/lib/babylon/scene/logic/camera-follows-player.js.map +1 -0
- package/dist/lib/babylon/scene/logic/colliders.d.ts +9 -0
- package/dist/lib/babylon/scene/logic/colliders.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/colliders.js +79 -0
- package/dist/lib/babylon/scene/logic/colliders.js.map +1 -0
- package/dist/lib/babylon/scene/logic/cyclic-transform.d.ts +12 -0
- package/dist/lib/babylon/scene/logic/cyclic-transform.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/cyclic-transform.js +67 -0
- package/dist/lib/babylon/scene/logic/cyclic-transform.js.map +1 -0
- package/dist/lib/babylon/scene/logic/delayed-interpolation.d.ts +27 -0
- package/dist/lib/babylon/scene/logic/delayed-interpolation.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/delayed-interpolation.js +49 -0
- package/dist/lib/babylon/scene/logic/delayed-interpolation.js.map +1 -0
- package/dist/lib/babylon/scene/logic/easings.d.ts +7 -0
- package/dist/lib/babylon/scene/logic/easings.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/easings.js +100 -0
- package/dist/lib/babylon/scene/logic/easings.js.map +1 -0
- package/dist/lib/babylon/scene/logic/hide-camera-obstuction-system.d.ts +5 -0
- package/dist/lib/babylon/scene/logic/hide-camera-obstuction-system.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/hide-camera-obstuction-system.js +145 -0
- package/dist/lib/babylon/scene/logic/hide-camera-obstuction-system.js.map +1 -0
- package/dist/lib/babylon/scene/logic/local-avatar-scene.d.ts +10 -0
- package/dist/lib/babylon/scene/logic/local-avatar-scene.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/local-avatar-scene.js +50 -0
- package/dist/lib/babylon/scene/logic/local-avatar-scene.js.map +1 -0
- package/dist/lib/babylon/scene/logic/pointer-events.d.ts +12 -0
- package/dist/lib/babylon/scene/logic/pointer-events.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/pointer-events.js +199 -0
- package/dist/lib/babylon/scene/logic/pointer-events.js.map +1 -0
- package/dist/lib/babylon/scene/logic/raycasts.d.ts +21 -0
- package/dist/lib/babylon/scene/logic/raycasts.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/raycasts.js +142 -0
- package/dist/lib/babylon/scene/logic/raycasts.js.map +1 -0
- package/dist/lib/babylon/scene/logic/static-entities.d.ts +18 -0
- package/dist/lib/babylon/scene/logic/static-entities.d.ts.map +1 -0
- package/dist/lib/babylon/scene/logic/static-entities.js +64 -0
- package/dist/lib/babylon/scene/logic/static-entities.js.map +1 -0
- package/dist/lib/babylon/scene/nodejs-runtime.d.ts +4 -0
- package/dist/lib/babylon/scene/nodejs-runtime.d.ts.map +1 -0
- package/dist/lib/babylon/scene/nodejs-runtime.js +100 -0
- package/dist/lib/babylon/scene/nodejs-runtime.js.map +1 -0
- package/dist/lib/babylon/scene/scene-context.d.ts +116 -0
- package/dist/lib/babylon/scene/scene-context.d.ts.map +1 -0
- package/dist/lib/babylon/scene/scene-context.js +492 -0
- package/dist/lib/babylon/scene/scene-context.js.map +1 -0
- package/dist/lib/babylon/scene/scene-culling.d.ts +6 -0
- package/dist/lib/babylon/scene/scene-culling.d.ts.map +1 -0
- package/dist/lib/babylon/scene/scene-culling.js +23 -0
- package/dist/lib/babylon/scene/scene-culling.js.map +1 -0
- package/dist/lib/babylon/scene/update-scheduler.d.ts +7 -0
- package/dist/lib/babylon/scene/update-scheduler.d.ts.map +1 -0
- package/dist/lib/babylon/scene/update-scheduler.js +40 -0
- package/dist/lib/babylon/scene/update-scheduler.js.map +1 -0
- package/dist/lib/babylon/time-based-animation.d.ts +13 -0
- package/dist/lib/babylon/time-based-animation.d.ts.map +1 -0
- package/dist/lib/babylon/time-based-animation.js +35 -0
- package/dist/lib/babylon/time-based-animation.js.map +1 -0
- package/dist/lib/babylon/visual/ambientLights.d.ts +6 -0
- package/dist/lib/babylon/visual/ambientLights.d.ts.map +1 -0
- package/dist/lib/babylon/visual/ambientLights.js +65 -0
- package/dist/lib/babylon/visual/ambientLights.js.map +1 -0
- package/dist/lib/babylon/visual/glowLayer.d.ts +6 -0
- package/dist/lib/babylon/visual/glowLayer.d.ts.map +1 -0
- package/dist/lib/babylon/visual/glowLayer.js +59 -0
- package/dist/lib/babylon/visual/glowLayer.js.map +1 -0
- package/dist/lib/babylon/visual/parcelOutline.d.ts +7 -0
- package/dist/lib/babylon/visual/parcelOutline.d.ts.map +1 -0
- package/dist/lib/babylon/visual/parcelOutline.js +88 -0
- package/dist/lib/babylon/visual/parcelOutline.js.map +1 -0
- package/dist/lib/babylon/visual/reticle.d.ts +3 -0
- package/dist/lib/babylon/visual/reticle.d.ts.map +1 -0
- package/dist/lib/babylon/visual/reticle.js +60 -0
- package/dist/lib/babylon/visual/reticle.js.map +1 -0
- package/dist/lib/babylon/visual/ui.d.ts +8 -0
- package/dist/lib/babylon/visual/ui.d.ts.map +1 -0
- package/dist/lib/babylon/visual/ui.js +54 -0
- package/dist/lib/babylon/visual/ui.js.map +1 -0
- package/dist/lib/common-runtime/game-loop.d.ts +4 -0
- package/dist/lib/common-runtime/game-loop.d.ts.map +1 -0
- package/dist/lib/common-runtime/game-loop.js +31 -0
- package/dist/lib/common-runtime/game-loop.js.map +1 -0
- package/dist/lib/common-runtime/modules.d.ts +244 -0
- package/dist/lib/common-runtime/modules.d.ts.map +1 -0
- package/dist/lib/common-runtime/modules.js +74 -0
- package/dist/lib/common-runtime/modules.js.map +1 -0
- package/dist/lib/common-runtime/startup.d.ts +8 -0
- package/dist/lib/common-runtime/startup.d.ts.map +1 -0
- package/dist/lib/common-runtime/startup.js +45 -0
- package/dist/lib/common-runtime/startup.js.map +1 -0
- package/dist/lib/common-runtime/types.d.ts +15 -0
- package/dist/lib/common-runtime/types.d.ts.map +1 -0
- package/dist/lib/common-runtime/types.js +7 -0
- package/dist/lib/common-runtime/types.js.map +1 -0
- package/dist/lib/decentraland/ByteBuffer/index.d.ts +75 -0
- package/dist/lib/decentraland/ByteBuffer/index.d.ts.map +1 -0
- package/dist/lib/decentraland/ByteBuffer/index.js +279 -0
- package/dist/lib/decentraland/ByteBuffer/index.js.map +1 -0
- package/dist/lib/decentraland/ByteBuffer/types.d.ts +109 -0
- package/dist/lib/decentraland/ByteBuffer/types.d.ts.map +1 -0
- package/dist/lib/decentraland/ByteBuffer/types.js +3 -0
- package/dist/lib/decentraland/ByteBuffer/types.js.map +1 -0
- package/dist/lib/decentraland/communications/CommsTransportWrapper.d.ts +45 -0
- package/dist/lib/decentraland/communications/CommsTransportWrapper.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/CommsTransportWrapper.js +174 -0
- package/dist/lib/decentraland/communications/CommsTransportWrapper.js.map +1 -0
- package/dist/lib/decentraland/communications/avatar-communication-system.d.ts +18 -0
- package/dist/lib/decentraland/communications/avatar-communication-system.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/avatar-communication-system.js +203 -0
- package/dist/lib/decentraland/communications/avatar-communication-system.js.map +1 -0
- package/dist/lib/decentraland/communications/connect-adapter.d.ts +5 -0
- package/dist/lib/decentraland/communications/connect-adapter.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/connect-adapter.js +110 -0
- package/dist/lib/decentraland/communications/connect-adapter.js.map +1 -0
- package/dist/lib/decentraland/communications/connect-transport.d.ts +5 -0
- package/dist/lib/decentraland/communications/connect-transport.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/connect-transport.js +32 -0
- package/dist/lib/decentraland/communications/connect-transport.js.map +1 -0
- package/dist/lib/decentraland/communications/networked-profile-system.d.ts +10 -0
- package/dist/lib/decentraland/communications/networked-profile-system.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/networked-profile-system.js +73 -0
- package/dist/lib/decentraland/communications/networked-profile-system.js.map +1 -0
- package/dist/lib/decentraland/communications/player-entity-manager.d.ts +55 -0
- package/dist/lib/decentraland/communications/player-entity-manager.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/player-entity-manager.js +167 -0
- package/dist/lib/decentraland/communications/player-entity-manager.js.map +1 -0
- package/dist/lib/decentraland/communications/position-report-system.d.ts +8 -0
- package/dist/lib/decentraland/communications/position-report-system.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/position-report-system.js +51 -0
- package/dist/lib/decentraland/communications/position-report-system.js.map +1 -0
- package/dist/lib/decentraland/communications/realm-communications-system.d.ts +17 -0
- package/dist/lib/decentraland/communications/realm-communications-system.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/realm-communications-system.js +111 -0
- package/dist/lib/decentraland/communications/realm-communications-system.js.map +1 -0
- package/dist/lib/decentraland/communications/scene-comms.d.ts +9 -0
- package/dist/lib/decentraland/communications/scene-comms.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/scene-comms.js +20 -0
- package/dist/lib/decentraland/communications/scene-comms.js.map +1 -0
- package/dist/lib/decentraland/communications/transports/livekit.d.ts +27 -0
- package/dist/lib/decentraland/communications/transports/livekit.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/transports/livekit.js +135 -0
- package/dist/lib/decentraland/communications/transports/livekit.js.map +1 -0
- package/dist/lib/decentraland/communications/transports/ws-room.d.ts +26 -0
- package/dist/lib/decentraland/communications/transports/ws-room.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/transports/ws-room.js +235 -0
- package/dist/lib/decentraland/communications/transports/ws-room.js.map +1 -0
- package/dist/lib/decentraland/communications/types.d.ts +76 -0
- package/dist/lib/decentraland/communications/types.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/types.js +6 -0
- package/dist/lib/decentraland/communications/types.js.map +1 -0
- package/dist/lib/decentraland/communications/ws-async-channel.d.ts +6 -0
- package/dist/lib/decentraland/communications/ws-async-channel.d.ts.map +1 -0
- package/dist/lib/decentraland/communications/ws-async-channel.js +52 -0
- package/dist/lib/decentraland/communications/ws-async-channel.js.map +1 -0
- package/dist/lib/decentraland/crdt-internal/components.d.ts +156 -0
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- package/dist/lib/decentraland/crdt-internal/components.js.map +1 -0
- package/dist/lib/decentraland/crdt-internal/conflict-resolution.d.ts +45 -0
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- package/dist/lib/decentraland/crdt-internal/dataCompare.d.ts +6 -0
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- package/dist/lib/decentraland/crdt-internal/generational-index-pool.d.ts +22 -0
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- package/dist/lib/decentraland/crdt-internal/generational-index-pool.js.map +1 -0
- package/dist/lib/decentraland/crdt-internal/grow-only-set.d.ts +10 -0
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- package/dist/lib/decentraland/crdt-internal/grow-only-set.js.map +1 -0
- package/dist/lib/decentraland/crdt-internal/last-write-win-element-set.d.ts +11 -0
- package/dist/lib/decentraland/crdt-internal/last-write-win-element-set.d.ts.map +1 -0
- package/dist/lib/decentraland/crdt-internal/last-write-win-element-set.js +224 -0
- package/dist/lib/decentraland/crdt-internal/last-write-win-element-set.js.map +1 -0
- package/dist/lib/decentraland/crdt-wire-protocol/appendValue.d.ts +15 -0
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- package/dist/lib/decentraland/crdt-wire-protocol/appendValue.js +50 -0
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- package/dist/lib/decentraland/crdt-wire-protocol/crdtMessageProtocol.d.ts +31 -0
- package/dist/lib/decentraland/crdt-wire-protocol/crdtMessageProtocol.d.ts.map +1 -0
- package/dist/lib/decentraland/crdt-wire-protocol/crdtMessageProtocol.js +72 -0
- package/dist/lib/decentraland/crdt-wire-protocol/crdtMessageProtocol.js.map +1 -0
- package/dist/lib/decentraland/crdt-wire-protocol/deleteComponent.d.ts +14 -0
- package/dist/lib/decentraland/crdt-wire-protocol/deleteComponent.d.ts.map +1 -0
- package/dist/lib/decentraland/crdt-wire-protocol/deleteComponent.js +44 -0
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- package/dist/lib/decentraland/crdt-wire-protocol/deleteEntity.d.ts +11 -0
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"use strict";
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// Based on https://github.com/ssatguru/BabylonJS-CharacterController
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.ActionData = exports.CharacterController = exports.createCharacterControllerSystem = exports.movementSpeed = void 0;
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const core_1 = require("@babylonjs/core");
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const colliders_1 = require("../scene/logic/colliders");
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const static_entities_1 = require("../scene/logic/static-entities");
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const input_1 = require("../input");
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exports.movementSpeed = {
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WALK: 5,
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RUN: 10
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};
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async function createCharacterControllerSystem(scene) {
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// init the character controller and input system
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const characterControllerSystem = new CharacterController(scene);
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// the height of steps which the player can climb
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characterControllerSystem.stepOffset = 0.3;
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// the minimum and maximum slope the player can go up
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// between the two the player will start sliding down if it stops
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characterControllerSystem.setSlopeLimit(30, 60);
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(0, input_1.initKeyboard)(scene, characterControllerSystem);
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return characterControllerSystem;
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}
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exports.createCharacterControllerSystem = createCharacterControllerSystem;
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class CharacterController {
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constructor(scene) {
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this.scene = scene;
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this.gravity = 9.8;
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// slopeLimit in degrees
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this.minSlopeLimit = 30;
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this.maxSlopeLimit = 45;
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// slopeLimit in radians
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this.sl1 = (Math.PI * this.minSlopeLimit) / 180;
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this.sl2 = (Math.PI * this.maxSlopeLimit) / 180;
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/**
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* The av will step up a stair only if it is closer to the ground than the indicated value.
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* Default value is 0.25 m
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*/
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this.stepOffset = 0.25;
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// total amount by which the av has moved up
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this.vMoveTot = 0;
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// position of av when it started moving up
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this.vMovStartPos = core_1.Vector3.Zero();
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this.animationStartPosition = core_1.Vector3.Zero();
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this.grounded = false;
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// distance by which AV would move down if in freefall
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this.freeFallDist = 0;
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this.inFreeFall = false;
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this.moveVector = new core_1.Vector3();
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// verical position of AV when it is about to start a jump
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this.jumpStartPosY = 0;
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// for how long the AV has been in the jump
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this.jumpTime = 0;
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//for how long has the av been falling while moving
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this.movFallTime = 0;
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//for how long has the av been falling while idle (not moving)
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this.idleFallTime = 0;
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this.groundFrameCount = 0;
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this.groundFrameMax = 10;
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this.savedCameraCollision = true;
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this.inFirstPerson = false;
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this.capsule = (0, core_1.CreateCapsule)("player", { height: static_entities_1.PLAYER_HEIGHT, radius: 0.4 }, scene);
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this.capsule.material = (0, colliders_1.colliderMaterial)(scene);
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this.camera = new core_1.ArcRotateCamera("3rd person camera", -Math.PI / 2, Math.PI / 2.5, 15, new core_1.Vector3(0, 0, 0), this.scene);
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scene.activeCamera = this.camera;
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//standard camera setting
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this.camera.wheelPrecision = 15;
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this.camera.checkCollisions = true;
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//make sure the keyboard keys controlling camera are different from those controlling player
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//here we will not use any keyboard keys to control camera
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this.camera.keysLeft = [];
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this.camera.keysRight = [];
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this.camera.keysUp = [];
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this.camera.keysDown = [];
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// how close can the camera come to player
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this.camera.lowerRadiusLimit = 0.5;
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// how far can the camera go from the player
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this.camera.upperRadiusLimit = 20;
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this.camera.radius = 8;
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// Skip attachControl() in headless mode - not needed
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this.camera.inertia = 0.6;
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this.camera.speed = 0.7;
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this.camera.fov = Math.PI / 2;
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this.camera.minZ = 0.1; // near plane
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|
+
this.camera.collisionRadius.setAll(this.camera.minZ);
|
|
87
|
+
this.savedCameraCollision = this.camera.checkCollisions;
|
|
88
|
+
this.act = new _Action();
|
|
89
|
+
this.act.reset();
|
|
90
|
+
this.movFallTime = 0;
|
|
91
|
+
//first time we enter render loop, delta time is zero
|
|
92
|
+
this.idleFallTime = 0.001;
|
|
93
|
+
this.grounded = false;
|
|
94
|
+
this.updateTargetValue();
|
|
95
|
+
}
|
|
96
|
+
setSlopeLimit(minSlopeLimit, maxSlopeLimit) {
|
|
97
|
+
this.minSlopeLimit = minSlopeLimit;
|
|
98
|
+
this.maxSlopeLimit = maxSlopeLimit;
|
|
99
|
+
this.sl1 = (Math.PI * this.minSlopeLimit) / 180;
|
|
100
|
+
this.sl2 = (Math.PI * this.maxSlopeLimit) / 180;
|
|
101
|
+
}
|
|
102
|
+
update() {
|
|
103
|
+
this.animationStartPosition.copyFrom(this.capsule.position);
|
|
104
|
+
const dt = this.scene.getEngine().getDeltaTime() / 1000;
|
|
105
|
+
if (this.act.jump && !this.inFreeFall) {
|
|
106
|
+
this.grounded = false;
|
|
107
|
+
this.idleFallTime = 0;
|
|
108
|
+
this.doJump(dt);
|
|
109
|
+
}
|
|
110
|
+
else if (this.anyMovement() || this.inFreeFall) {
|
|
111
|
+
this.grounded = false;
|
|
112
|
+
this.idleFallTime = 0;
|
|
113
|
+
this.doMove(dt);
|
|
114
|
+
}
|
|
115
|
+
else if (!this.inFreeFall) {
|
|
116
|
+
this.doIdle(dt);
|
|
117
|
+
}
|
|
118
|
+
// prevent precision errors with huge delta times and falling to the void
|
|
119
|
+
if (this.capsule.position.y < -10)
|
|
120
|
+
this.capsule.position.y = 10;
|
|
121
|
+
this.updateTargetValue();
|
|
122
|
+
return;
|
|
123
|
+
}
|
|
124
|
+
doJump(dt) {
|
|
125
|
+
if (this.jumpTime === 0) {
|
|
126
|
+
this.jumpStartPosY = this.capsule.position.y;
|
|
127
|
+
}
|
|
128
|
+
this.jumpTime = this.jumpTime + dt;
|
|
129
|
+
const jumpDist = this.calcJumpDist(exports.movementSpeed.WALK, dt);
|
|
130
|
+
this.capsule.rotation.y = (3 * Math.PI) / 2 - this.camera.alpha;
|
|
131
|
+
this.calculateMovementVector(dt);
|
|
132
|
+
this.moveVector.y = jumpDist;
|
|
133
|
+
// moveWithCollision only seems to happen if length of displacment is atleast 0.001
|
|
134
|
+
this.capsule.moveWithCollisions(this.moveVector);
|
|
135
|
+
if (jumpDist < 0) {
|
|
136
|
+
// this.avatar.ellipsoid.y=this._ellipsoid.y;
|
|
137
|
+
// check if going up a slope or back on flat ground
|
|
138
|
+
if (this.capsule.position.y > this.animationStartPosition.y ||
|
|
139
|
+
(this.capsule.position.y === this.animationStartPosition.y && this.moveVector.length() > 0.001)) {
|
|
140
|
+
this.endJump();
|
|
141
|
+
}
|
|
142
|
+
else if (this.capsule.position.y < this.jumpStartPosY) {
|
|
143
|
+
// the avatar is below the point from where it started the jump
|
|
144
|
+
// so it is either in free fall or is sliding along a downward slope
|
|
145
|
+
//
|
|
146
|
+
// if the actual displacemnt is same as the desired displacement then AV is in freefall
|
|
147
|
+
// else it is on a slope
|
|
148
|
+
const actDisp = this.capsule.position.subtract(this.animationStartPosition);
|
|
149
|
+
if (!areVectorsEqual(actDisp, this.moveVector, 0.001)) {
|
|
150
|
+
// AV is on slope
|
|
151
|
+
// Should AV continue to slide or stop?
|
|
152
|
+
// if slope is less steeper than acceptable then stop else slide
|
|
153
|
+
if (verticalSlope(actDisp) <= this.sl1) {
|
|
154
|
+
this.endJump();
|
|
155
|
+
}
|
|
156
|
+
}
|
|
157
|
+
else {
|
|
158
|
+
return 'falling';
|
|
159
|
+
}
|
|
160
|
+
}
|
|
161
|
+
}
|
|
162
|
+
return 'jumping';
|
|
163
|
+
}
|
|
164
|
+
calcJumpDist(speed, dt) {
|
|
165
|
+
// up velocity at the begining of the lastt frame (v=u+at)
|
|
166
|
+
let js = speed - this.gravity * this.jumpTime;
|
|
167
|
+
// distance travelled up since last frame to this frame (s=ut+1/2*at^2)
|
|
168
|
+
let jumpDist = js * dt - 0.5 * this.gravity * dt * dt;
|
|
169
|
+
return jumpDist;
|
|
170
|
+
}
|
|
171
|
+
/**
|
|
172
|
+
* does cleanup at the end of a jump
|
|
173
|
+
*/
|
|
174
|
+
endJump() {
|
|
175
|
+
this.act.jump = false;
|
|
176
|
+
this.jumpTime = 0;
|
|
177
|
+
}
|
|
178
|
+
calculateMovementVector(dt) {
|
|
179
|
+
let moving = false;
|
|
180
|
+
// first get the direction of the movement in 2D x,z
|
|
181
|
+
const direction = core_1.Vector3.Zero();
|
|
182
|
+
let amount = 0;
|
|
183
|
+
if (this.act.stepLeft) {
|
|
184
|
+
direction.x -= 1;
|
|
185
|
+
amount++;
|
|
186
|
+
}
|
|
187
|
+
if (this.act.stepRight) {
|
|
188
|
+
direction.x += 1;
|
|
189
|
+
amount++;
|
|
190
|
+
}
|
|
191
|
+
if (this.act.walk) {
|
|
192
|
+
direction.z += 1;
|
|
193
|
+
amount++;
|
|
194
|
+
}
|
|
195
|
+
if (this.act.walkback) {
|
|
196
|
+
direction.z -= 1;
|
|
197
|
+
amount++;
|
|
198
|
+
}
|
|
199
|
+
if (amount) {
|
|
200
|
+
direction.normalize();
|
|
201
|
+
// then apply the camera rotation to this direction and place result into this.moveVector
|
|
202
|
+
direction.applyRotationQuaternionToRef(this.camera.absoluteRotation, this.moveVector);
|
|
203
|
+
// then apply the speed to the movement vector
|
|
204
|
+
const speed = this.act.speedMod ? exports.movementSpeed.RUN : exports.movementSpeed.WALK;
|
|
205
|
+
this.moveVector.scaleInPlace(speed * dt);
|
|
206
|
+
// finally adjust the Y component for jump/falling
|
|
207
|
+
this.moveVector.y = 0;
|
|
208
|
+
moving = true;
|
|
209
|
+
}
|
|
210
|
+
else {
|
|
211
|
+
moving = false;
|
|
212
|
+
}
|
|
213
|
+
if (this.freeFallDist) {
|
|
214
|
+
this.moveVector.y = -this.freeFallDist;
|
|
215
|
+
moving = true;
|
|
216
|
+
}
|
|
217
|
+
return moving;
|
|
218
|
+
}
|
|
219
|
+
doMove(dt) {
|
|
220
|
+
// initial down velocity
|
|
221
|
+
const u = this.movFallTime * this.gravity;
|
|
222
|
+
// calculate the distance by which av should fall down since last frame
|
|
223
|
+
// assuming it is in freefall
|
|
224
|
+
this.freeFallDist = u * dt + this.gravity * dt * dt;
|
|
225
|
+
this.movFallTime = this.movFallTime + dt;
|
|
226
|
+
const moving = this.calculateMovementVector(dt);
|
|
227
|
+
if (moving) {
|
|
228
|
+
if (this.moveVector.length() > 0.001) {
|
|
229
|
+
this.capsule.moveWithCollisions(this.moveVector);
|
|
230
|
+
// walking up a slope
|
|
231
|
+
if (this.capsule.position.y > this.animationStartPosition.y) {
|
|
232
|
+
const actDisp = this.capsule.position.subtract(this.animationStartPosition);
|
|
233
|
+
const slp = verticalSlope(actDisp);
|
|
234
|
+
if (slp >= this.sl2) {
|
|
235
|
+
//this._climbingSteps=true;
|
|
236
|
+
//is av trying to go up steps
|
|
237
|
+
if (this.stepOffset > 0) {
|
|
238
|
+
if (this.vMoveTot == 0) {
|
|
239
|
+
//if just started climbing note down the position
|
|
240
|
+
this.vMovStartPos.copyFrom(this.animationStartPosition);
|
|
241
|
+
}
|
|
242
|
+
this.vMoveTot = this.vMoveTot + (this.capsule.position.y - this.animationStartPosition.y);
|
|
243
|
+
if (this.vMoveTot > this.stepOffset) {
|
|
244
|
+
//move av back to its position at begining of steps
|
|
245
|
+
this.vMoveTot = 0;
|
|
246
|
+
this.capsule.position.copyFrom(this.vMovStartPos);
|
|
247
|
+
this.endFreeFall();
|
|
248
|
+
}
|
|
249
|
+
}
|
|
250
|
+
else {
|
|
251
|
+
//move av back to old position
|
|
252
|
+
this.capsule.position.copyFrom(this.animationStartPosition);
|
|
253
|
+
this.endFreeFall();
|
|
254
|
+
}
|
|
255
|
+
}
|
|
256
|
+
else {
|
|
257
|
+
this.vMoveTot = 0;
|
|
258
|
+
if (slp > this.sl1) {
|
|
259
|
+
//av is on a steep slope , continue increasing the moveFallTIme to deaccelerate it
|
|
260
|
+
this.inFreeFall = false;
|
|
261
|
+
}
|
|
262
|
+
else {
|
|
263
|
+
//continue walking
|
|
264
|
+
this.endFreeFall();
|
|
265
|
+
}
|
|
266
|
+
}
|
|
267
|
+
}
|
|
268
|
+
else if (this.capsule.position.y < this.animationStartPosition.y) {
|
|
269
|
+
const actDisp = this.capsule.position.subtract(this.animationStartPosition);
|
|
270
|
+
if (!areVectorsEqual(actDisp, this.moveVector, 0.001)) {
|
|
271
|
+
//AV is on slope
|
|
272
|
+
//Should AV continue to slide or walk?
|
|
273
|
+
//if slope is less steeper than acceptable then walk else slide
|
|
274
|
+
if (verticalSlope(actDisp) <= this.sl1) {
|
|
275
|
+
this.endFreeFall();
|
|
276
|
+
}
|
|
277
|
+
else {
|
|
278
|
+
//av is on a steep slope , continue increasing the moveFallTIme to deaccelerate it
|
|
279
|
+
this.inFreeFall = false;
|
|
280
|
+
}
|
|
281
|
+
}
|
|
282
|
+
else {
|
|
283
|
+
this.inFreeFall = true;
|
|
284
|
+
}
|
|
285
|
+
}
|
|
286
|
+
else {
|
|
287
|
+
this.endFreeFall();
|
|
288
|
+
}
|
|
289
|
+
}
|
|
290
|
+
}
|
|
291
|
+
}
|
|
292
|
+
endFreeFall() {
|
|
293
|
+
this.movFallTime = 0;
|
|
294
|
+
this.inFreeFall = false;
|
|
295
|
+
}
|
|
296
|
+
doIdle(dt) {
|
|
297
|
+
if (this.grounded) {
|
|
298
|
+
return;
|
|
299
|
+
}
|
|
300
|
+
this.movFallTime = 0;
|
|
301
|
+
if (dt === 0) {
|
|
302
|
+
this.freeFallDist = 5;
|
|
303
|
+
}
|
|
304
|
+
else {
|
|
305
|
+
const u = this.idleFallTime * this.gravity;
|
|
306
|
+
this.freeFallDist = u * dt + this.gravity * dt * dt;
|
|
307
|
+
this.idleFallTime = this.idleFallTime + dt;
|
|
308
|
+
}
|
|
309
|
+
//if displacement is less than 0.01(? need to verify further) then
|
|
310
|
+
//moveWithDisplacement down against a surface seems to push the AV up by a small amount!!
|
|
311
|
+
if (this.freeFallDist < 0.01)
|
|
312
|
+
return;
|
|
313
|
+
const disp = new core_1.Vector3(0, -this.freeFallDist, 0);
|
|
314
|
+
this.capsule.rotation.y = (3 * Math.PI) / 2 - this.camera.alpha;
|
|
315
|
+
this.capsule.moveWithCollisions(disp);
|
|
316
|
+
if (this.capsule.position.y > this.animationStartPosition.y || this.capsule.position.y === this.animationStartPosition.y) {
|
|
317
|
+
// this.grounded = true;
|
|
318
|
+
// this.idleFallTime = 0;
|
|
319
|
+
this.groundIt();
|
|
320
|
+
}
|
|
321
|
+
else if (this.capsule.position.y < this.animationStartPosition.y) {
|
|
322
|
+
//AV is going down.
|
|
323
|
+
//AV is either in free fall or is sliding along a downward slope
|
|
324
|
+
//
|
|
325
|
+
//if the actual displacemnt is same as the desired displacement then AV is in freefall
|
|
326
|
+
//else it is on a slope
|
|
327
|
+
const actDisp = this.capsule.position.subtract(this.animationStartPosition);
|
|
328
|
+
if (!areVectorsEqual(actDisp, disp, 0.001)) {
|
|
329
|
+
//AV is on slope
|
|
330
|
+
//Should AV continue to slide or stop?
|
|
331
|
+
//if slope is less steeper than accebtable then stop else slide
|
|
332
|
+
if (verticalSlope(actDisp) <= this.sl1) {
|
|
333
|
+
// this.grounded = true;
|
|
334
|
+
// this.idleFallTime = 0;
|
|
335
|
+
this.groundIt();
|
|
336
|
+
this.capsule.position.copyFrom(this.animationStartPosition);
|
|
337
|
+
}
|
|
338
|
+
else {
|
|
339
|
+
this.unGroundIt();
|
|
340
|
+
}
|
|
341
|
+
}
|
|
342
|
+
}
|
|
343
|
+
}
|
|
344
|
+
/**
|
|
345
|
+
* donot ground immediately
|
|
346
|
+
* wait few more frames
|
|
347
|
+
*/
|
|
348
|
+
groundIt() {
|
|
349
|
+
this.groundFrameCount++;
|
|
350
|
+
if (this.groundFrameCount > this.groundFrameMax) {
|
|
351
|
+
this.grounded = true;
|
|
352
|
+
this.idleFallTime = 0;
|
|
353
|
+
}
|
|
354
|
+
}
|
|
355
|
+
unGroundIt() {
|
|
356
|
+
this.grounded = false;
|
|
357
|
+
this.groundFrameCount = 0;
|
|
358
|
+
}
|
|
359
|
+
updateTargetValue() {
|
|
360
|
+
// // donot move camera if av is trying to clinb steps
|
|
361
|
+
// if (this.vMoveTot == 0)
|
|
362
|
+
// this.playerEntity.position.addToRef(this.cameraTarget, this.camera.target);
|
|
363
|
+
// if user so desire, make the AV invisible if camera comes close to it
|
|
364
|
+
if (this.camera.radius <= this.camera.lowerRadiusLimit) {
|
|
365
|
+
if (!this.inFirstPerson) {
|
|
366
|
+
this.camera.checkCollisions = false;
|
|
367
|
+
this.inFirstPerson = true;
|
|
368
|
+
}
|
|
369
|
+
}
|
|
370
|
+
else {
|
|
371
|
+
if (this.inFirstPerson) {
|
|
372
|
+
this.inFirstPerson = false;
|
|
373
|
+
this.camera.checkCollisions = this.savedCameraCollision;
|
|
374
|
+
}
|
|
375
|
+
}
|
|
376
|
+
}
|
|
377
|
+
anyMovement() {
|
|
378
|
+
return this.act.walk || this.act.walkback || this.act.stepLeft || this.act.stepRight;
|
|
379
|
+
}
|
|
380
|
+
// control movement by commands rather than keyboard.
|
|
381
|
+
walk(b) {
|
|
382
|
+
this.act.walk = b;
|
|
383
|
+
}
|
|
384
|
+
walkBack(b) {
|
|
385
|
+
this.act.walkback = b;
|
|
386
|
+
}
|
|
387
|
+
walkBackFast(b) {
|
|
388
|
+
this.act.walkback = b;
|
|
389
|
+
this.act.speedMod = b;
|
|
390
|
+
}
|
|
391
|
+
run(b) {
|
|
392
|
+
this.act.walk = b;
|
|
393
|
+
this.act.speedMod = b;
|
|
394
|
+
}
|
|
395
|
+
strafeLeft(b) {
|
|
396
|
+
this.act.stepLeft = b;
|
|
397
|
+
}
|
|
398
|
+
strafeLeftFast(b) {
|
|
399
|
+
this.act.stepLeft = b;
|
|
400
|
+
this.act.speedMod = b;
|
|
401
|
+
}
|
|
402
|
+
strafeRight(b) {
|
|
403
|
+
this.act.stepRight = b;
|
|
404
|
+
}
|
|
405
|
+
strafeRightFast(b) {
|
|
406
|
+
this.act.stepRight = b;
|
|
407
|
+
this.act.speedMod = b;
|
|
408
|
+
}
|
|
409
|
+
jump() {
|
|
410
|
+
this.act.jump = true;
|
|
411
|
+
}
|
|
412
|
+
idle() {
|
|
413
|
+
this.act.reset();
|
|
414
|
+
}
|
|
415
|
+
teleport(position) {
|
|
416
|
+
this.moveVector.setAll(0);
|
|
417
|
+
this.act.reset();
|
|
418
|
+
this.capsule.position.copyFrom(position);
|
|
419
|
+
this.inFreeFall = false;
|
|
420
|
+
this.animationStartPosition.copyFrom(position);
|
|
421
|
+
this.idleFallTime = 0;
|
|
422
|
+
this.jumpTime = 0;
|
|
423
|
+
this.movFallTime = 0;
|
|
424
|
+
this.grounded = true;
|
|
425
|
+
}
|
|
426
|
+
}
|
|
427
|
+
exports.CharacterController = CharacterController;
|
|
428
|
+
class _Action {
|
|
429
|
+
constructor() {
|
|
430
|
+
this.walk = false;
|
|
431
|
+
this.walkback = false;
|
|
432
|
+
this.stepRight = false;
|
|
433
|
+
this.stepLeft = false;
|
|
434
|
+
this.jump = false;
|
|
435
|
+
// speed modifier - changes speed of movement
|
|
436
|
+
this.speedMod = true;
|
|
437
|
+
this.reset();
|
|
438
|
+
}
|
|
439
|
+
reset() {
|
|
440
|
+
this.walk = false;
|
|
441
|
+
this.walkback = false;
|
|
442
|
+
this.stepRight = false;
|
|
443
|
+
this.stepLeft = false;
|
|
444
|
+
this.jump = false;
|
|
445
|
+
this.speedMod = true;
|
|
446
|
+
}
|
|
447
|
+
}
|
|
448
|
+
class ActionData {
|
|
449
|
+
constructor(id, speed = 1) {
|
|
450
|
+
this.id = id;
|
|
451
|
+
this.speed = speed;
|
|
452
|
+
}
|
|
453
|
+
}
|
|
454
|
+
exports.ActionData = ActionData;
|
|
455
|
+
// checks if two vectors v1 and v2 are equal within a precision of p
|
|
456
|
+
function areVectorsEqual(v1, v2, p) {
|
|
457
|
+
return Math.abs(v1.x - v2.x) < p && Math.abs(v1.y - v2.y) < p && Math.abs(v1.z - v2.z) < p;
|
|
458
|
+
}
|
|
459
|
+
// returns the slope (in radians) of a vector in the vertical plane
|
|
460
|
+
function verticalSlope(v) {
|
|
461
|
+
return Math.atan(Math.abs(v.y / Math.sqrt(v.x * v.x + v.z * v.z)));
|
|
462
|
+
}
|
|
463
|
+
//# sourceMappingURL=CharacterController.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,4 @@
|
|
|
1
|
+
import { InstantiatedEntries } from '@babylonjs/core';
|
|
2
|
+
import { WearableWithContainer } from './types';
|
|
3
|
+
export declare function getBodyShapeAndHideBodyParts(loadedWearables: WearableWithContainer[], bodyShapeInstancedMeshes: InstantiatedEntries): WearableWithContainer | null;
|
|
4
|
+
//# sourceMappingURL=body.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../../../../src/lib/babylon/avatars/adr-65/body.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AACrD,OAAO,EAAE,qBAAqB,EAAE,MAAM,SAAS,CAAA;AAE/C,wBAAgB,4BAA4B,CAAC,eAAe,EAAE,qBAAqB,EAAE,EAAE,wBAAwB,EAAE,mBAAmB,gCA0CnI"}
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
|
+
exports.getBodyShapeAndHideBodyParts = void 0;
|
|
4
|
+
const schemas_1 = require("@dcl/schemas");
|
|
5
|
+
const utils_1 = require("./utils");
|
|
6
|
+
function getBodyShapeAndHideBodyParts(loadedWearables, bodyShapeInstancedMeshes) {
|
|
7
|
+
const bodyShape = loadedWearables.find((part) => part.wearable.data.category === schemas_1.WearableCategory.BODY_SHAPE);
|
|
8
|
+
if (!bodyShape) {
|
|
9
|
+
return null;
|
|
10
|
+
}
|
|
11
|
+
// hide base body parts if necessary
|
|
12
|
+
const hasSkin = loadedWearables.some((part) => part.wearable.data.category === schemas_1.WearableCategory.SKIN);
|
|
13
|
+
const hideUpperBody = hasSkin || loadedWearables.some((0, utils_1.isCategoryHidden)(schemas_1.WearableCategory.UPPER_BODY));
|
|
14
|
+
const hideLowerBody = hasSkin || loadedWearables.some((0, utils_1.isCategoryHidden)(schemas_1.WearableCategory.LOWER_BODY));
|
|
15
|
+
const hideFeet = hasSkin || loadedWearables.some((0, utils_1.isCategoryHidden)(schemas_1.WearableCategory.FEET));
|
|
16
|
+
const hideHead = hasSkin || loadedWearables.some((0, utils_1.isCategoryHidden)(schemas_1.WearableCategory.HEAD));
|
|
17
|
+
for (const mesh of bodyShapeInstancedMeshes.rootNodes.flatMap($ => $.getChildMeshes())) {
|
|
18
|
+
const name = mesh.name.toLowerCase();
|
|
19
|
+
if (name.endsWith('ubody_basemesh') && hideUpperBody) {
|
|
20
|
+
mesh.setEnabled(false);
|
|
21
|
+
}
|
|
22
|
+
if (name.endsWith('lbody_basemesh') && hideLowerBody) {
|
|
23
|
+
mesh.setEnabled(false);
|
|
24
|
+
}
|
|
25
|
+
if (name.endsWith('feet_basemesh') && hideFeet) {
|
|
26
|
+
mesh.setEnabled(false);
|
|
27
|
+
}
|
|
28
|
+
if (name.endsWith('head') && hideHead) {
|
|
29
|
+
mesh.setEnabled(false);
|
|
30
|
+
}
|
|
31
|
+
if (name.endsWith('head_basemesh') && hideHead) {
|
|
32
|
+
mesh.setEnabled(false);
|
|
33
|
+
}
|
|
34
|
+
if (name.endsWith('mask_eyes') && hideHead) {
|
|
35
|
+
mesh.setEnabled(false);
|
|
36
|
+
}
|
|
37
|
+
if (name.endsWith('mask_eyebrows') && hideHead) {
|
|
38
|
+
mesh.setEnabled(false);
|
|
39
|
+
}
|
|
40
|
+
if (name.endsWith('mask_mouth') && hideHead) {
|
|
41
|
+
mesh.setEnabled(false);
|
|
42
|
+
}
|
|
43
|
+
}
|
|
44
|
+
return bodyShape;
|
|
45
|
+
}
|
|
46
|
+
exports.getBodyShapeAndHideBodyParts = getBodyShapeAndHideBodyParts;
|
|
47
|
+
//# sourceMappingURL=body.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"body.js","sourceRoot":"","sources":["../../../../../src/lib/babylon/avatars/adr-65/body.ts"],"names":[],"mappings":";;;AAAA,0CAA+C;AAC/C,mCAA0C;AAI1C,SAAgB,4BAA4B,CAAC,eAAwC,EAAE,wBAA6C;IAClI,MAAM,SAAS,GAAG,eAAe,CAAC,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,KAAK,0BAAgB,CAAC,UAAU,CAAC,CAAA;IAC7G,IAAI,CAAC,SAAS,EAAE;QACd,OAAO,IAAI,CAAA;KACZ;IAED,oCAAoC;IACpC,MAAM,OAAO,GAAG,eAAe,CAAC,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,KAAK,0BAAgB,CAAC,IAAI,CAAC,CAAA;IACrG,MAAM,aAAa,GAAG,OAAO,IAAI,eAAe,CAAC,IAAI,CAAC,IAAA,wBAAgB,EAAC,0BAAgB,CAAC,UAAU,CAAC,CAAC,CAAA;IACpG,MAAM,aAAa,GAAG,OAAO,IAAI,eAAe,CAAC,IAAI,CAAC,IAAA,wBAAgB,EAAC,0BAAgB,CAAC,UAAU,CAAC,CAAC,CAAA;IACpG,MAAM,QAAQ,GAAG,OAAO,IAAI,eAAe,CAAC,IAAI,CAAC,IAAA,wBAAgB,EAAC,0BAAgB,CAAC,IAAI,CAAC,CAAC,CAAA;IACzF,MAAM,QAAQ,GAAG,OAAO,IAAI,eAAe,CAAC,IAAI,CAAC,IAAA,wBAAgB,EAAC,0BAAgB,CAAC,IAAI,CAAC,CAAC,CAAA;IAEzF,KAAK,MAAM,IAAI,IAAI,wBAAwB,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE;QACtF,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAA;QACpC,IAAI,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,aAAa,EAAE;YACpD,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,aAAa,EAAE;YACpD,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,IAAI,QAAQ,EAAE;YAC9C,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,QAAQ,EAAE;YACrC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,IAAI,QAAQ,EAAE;YAC9C,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,IAAI,QAAQ,EAAE;YAC1C,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,IAAI,QAAQ,EAAE;YAC9C,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,IAAI,QAAQ,EAAE;YAC3C,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAA;SACvB;KACF;IAED,OAAO,SAAS,CAAA;AAClB,CAAC;AA1CD,oEA0CC"}
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
import { InstantiatedEntries, Scene, Texture } from '@babylonjs/core';
|
|
2
|
+
import { AvatarShapeWithAssetManagers } from './types';
|
|
3
|
+
import { AssetManager } from '../../scene/AssetManager';
|
|
4
|
+
export declare function getFacialFeatures(assetManagers: AssetManager[], bodyShape: string): Promise<{
|
|
5
|
+
eyes: [Texture | null, Texture | null];
|
|
6
|
+
eyebrows: [Texture | null, Texture | null];
|
|
7
|
+
mouth: [Texture | null, Texture | null];
|
|
8
|
+
}>;
|
|
9
|
+
export declare function applyFacialFeaturesToMeshes(scene: Scene, instance: InstantiatedEntries, eyes: [Texture | null, Texture | null], eyebrows: [Texture | null, Texture | null], mouth: [Texture | null, Texture | null], config: AvatarShapeWithAssetManagers): Promise<void>;
|
|
10
|
+
export declare function applySkinMaterialsToInstances(instances: InstantiatedEntries, loadableAvatar: AvatarShapeWithAssetManagers): void;
|
|
11
|
+
//# sourceMappingURL=customizations.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"customizations.d.ts","sourceRoot":"","sources":["../../../../../src/lib/babylon/avatars/adr-65/customizations.ts"],"names":[],"mappings":"AAAA,OAAO,EAAwB,mBAAmB,EAA4B,KAAK,EAAoB,OAAO,EAAE,MAAM,iBAAiB,CAAA;AAGvI,OAAO,EAAE,4BAA4B,EAAE,MAAM,SAAS,CAAA;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAA;AAgBvD,wBAAsB,iBAAiB,CAAC,aAAa,EAAE,YAAY,EAAE,EAAE,SAAS,EAAE,MAAM;;;;GAQvF;AAED,wBAAsB,2BAA2B,CAC/C,KAAK,EAAE,KAAK,EACZ,QAAQ,EAAE,mBAAmB,EAC7B,IAAI,EAAE,CAAC,OAAO,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI,CAAC,EACtC,QAAQ,EAAE,CAAC,OAAO,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI,CAAC,EAC1C,KAAK,EAAE,CAAC,OAAO,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI,CAAC,EACvC,MAAM,EAAE,4BAA4B,iBA4BrC;AAgCD,wBAAgB,6BAA6B,CAAC,SAAS,EAAE,mBAAmB,EAAE,cAAc,EAAE,4BAA4B,QAwCzH"}
|