@directivegames/genesys.js 3.1.24
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/README.md +123 -0
- package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
- package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
- package/assets/character/SKM_SB_MediumHuman.glb +0 -0
- package/assets/character/config/AnimationStateMachineComponent.md +107 -0
- package/assets/character/config/mannequin-anim.json +53 -0
- package/assets/character/mannequin.glb +0 -0
- package/assets/character/mannequinG.glb +0 -0
- package/assets/default.genesys-scene +194 -0
- package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
- package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
- package/assets/models/SM_Capsule.glb +0 -0
- package/assets/models/SM_ChamferCube.glb +0 -0
- package/assets/models/SM_Cone.glb +0 -0
- package/assets/models/SM_Cube.glb +0 -0
- package/assets/models/SM_Cylinder.glb +0 -0
- package/assets/models/SM_Plane.glb +0 -0
- package/assets/models/SM_Pyramid.glb +0 -0
- package/assets/models/SM_Sphere.glb +0 -0
- package/assets/models/SM_Torus.glb +0 -0
- package/assets/models/SM_Wedge.glb +0 -0
- package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
- package/assets/models/demo/Characters/Knightdude.glb +0 -0
- package/assets/models/demo/Characters/Spacedude.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
- package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimD.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimE.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimF.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimG.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimH.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimI.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimJ.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Brick01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Vineswall01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_WallDecoA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02C_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02D_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb +0 -0
- package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
- package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
- package/assets/prefabs/actors/test.prefab.json +87 -0
- package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
- package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
- package/assets/shaders/M_Chrome.material.json +18 -0
- package/assets/shaders/M_Emissive_Blue.material.json +26 -0
- package/assets/shaders/M_Glass_Frosted.material.json +24 -0
- package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
- package/assets/shaders/M_Glossy_Grey.material.json +20 -0
- package/assets/shaders/M_Matte_White.material.json +20 -0
- package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
- package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
- package/assets/shaders/M_Metal_Brushed.material.json +61 -0
- package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
- package/assets/shaders/M_Stone_Mossy.material.json +153 -0
- package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
- package/assets/shaders/M_Toon_Anime.material.json +49 -0
- package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
- package/assets/shaders/M_Toon_Cel.material.json +49 -0
- package/assets/shaders/M_Transmission.material.json +42 -0
- package/assets/shaders/M_Velvet_Blue.material.json +33 -0
- package/assets/shaders/M_Velvet_Purple.material.json +30 -0
- package/assets/shaders/M_Velvet_Red.material.json +33 -0
- package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
- package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
- package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
- package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
- package/assets/sounds/birds.mp3 +0 -0
- package/assets/sounds/explosion.mp3 +0 -0
- package/assets/sounds/game-gun-short.mp3 +0 -0
- package/assets/sounds/laser.mp3 +0 -0
- package/assets/sounds/pickup.mp3 +0 -0
- package/assets/sounds/tuba.mp3 +0 -0
- package/assets/textures/Checkerboard.png +0 -0
- package/assets/textures/Grid_10x10.png +0 -0
- package/assets/textures/T_AnisotropyMap_Radial.png +0 -0
- package/assets/textures/T_Anisotropy_Roughness.png +0 -0
- package/assets/textures/T_Gradient.png +0 -0
- package/assets/textures/T_Grid_01.png +0 -0
- package/assets/textures/T_Grid_01.texture.json +7 -0
- package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
- package/assets/textures/T_Normal.png +0 -0
- package/assets/textures/T_Stone_Mossy_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Roughness.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Roughness.jpg +0 -0
- package/assets/textures/T_Toon_Anime_4Step.png +0 -0
- package/assets/textures/T_Toon_Anime_5Step.png +0 -0
- package/assets/textures/T_Toon_Cel_2Step.png +0 -0
- package/assets/textures/T_Wax_Thickness.png +0 -0
- package/assets/textures/matcaps/T_Matcap_Rainbow.png.png +0 -0
- package/assets/textures/matcaps/beige.png +0 -0
- package/assets/textures/matcaps/black.png +0 -0
- package/assets/textures/matcaps/blue.png +0 -0
- package/assets/textures/matcaps/brown.png +0 -0
- package/assets/textures/matcaps/emeraldGreen.png +0 -0
- package/assets/textures/matcaps/gold.png +0 -0
- package/assets/textures/matcaps/gray.png +0 -0
- package/assets/textures/matcaps/green.png +0 -0
- package/assets/textures/matcaps/metal.png +0 -0
- package/assets/textures/matcaps/orange.png +0 -0
- package/assets/textures/matcaps/purple.png +0 -0
- package/assets/textures/matcaps/red.png +0 -0
- package/assets/textures/matcaps/white.png +0 -0
- package/assets/textures/matcaps/yellow.png +0 -0
- package/assets/textures/skybox/citrus_orchard_road_puresky_2k.hdr +0 -0
- package/assets/textures/skybox/venice_sunset_4k.hdr +0 -0
- package/assets/ui/styles/ammo-counter.css +58 -0
- package/assets/ui/styles/compass.css +54 -0
- package/assets/ui/styles/controls-help.css +21 -0
- package/assets/ui/styles/crosshair.css +51 -0
- package/assets/ui/styles/inventory-bar.css +112 -0
- package/assets/ui/styles/inventory-grid.css +257 -0
- package/assets/ui/styles/main-menu.css +59 -0
- package/assets/ui/styles/minimap.css +12 -0
- package/assets/ui/styles/number-display.css +18 -0
- package/assets/ui/styles/progress-bar.css +199 -0
- package/assets/ui/styles/reload-indicator.css +76 -0
- package/assets/ui/templates/ammo-counter.html +7 -0
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- package/src/npc/behavior-tree/behaviors/actions/utility/LookAtTargetAction.ts +136 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/WaitAction.ts +70 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/index.ts +4 -0
- package/src/npc/behavior-tree/behaviors/conditions/BlackboardValueCondition.ts +144 -0
- package/src/npc/behavior-tree/behaviors/conditions/CanSeeTargetCondition.ts +171 -0
- package/src/npc/behavior-tree/behaviors/conditions/HasLastKnownPositionCondition.ts +63 -0
- package/src/npc/behavior-tree/behaviors/conditions/HpAbovePercentCondition.ts +83 -0
- package/src/npc/behavior-tree/behaviors/conditions/IsPlayerNearCondition.ts +49 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetBelowHpPercentCondition.ts +61 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetInConeCondition.ts +106 -0
- package/src/npc/behavior-tree/behaviors/conditions/TimeLimitCondition.ts +65 -0
- package/src/npc/behavior-tree/behaviors/conditions/index.ts +19 -0
- package/src/npc/behavior-tree/behaviors/index.ts +9 -0
- package/src/npc/behavior-tree/blackboard/Blackboard.ts +127 -0
- package/src/npc/behavior-tree/blackboard/BlackboardKey.ts +59 -0
- package/src/npc/behavior-tree/blackboard/index.ts +2 -0
- package/src/npc/behavior-tree/index.ts +27 -0
- package/src/npc/behavior-tree/loader/BehaviorTreeLoader.ts +296 -0
- package/src/npc/behavior-tree/nodes/CompositeNode.ts +100 -0
- package/src/npc/behavior-tree/nodes/LeafNode.ts +11 -0
- package/src/npc/behavior-tree/nodes/composite/SelectorNode.ts +56 -0
- package/src/npc/behavior-tree/nodes/composite/SequenceNode.ts +56 -0
- package/src/physics/BasePhysicsEngine.ts +1486 -0
- package/src/physics/IPhysicsVehicle.ts +162 -0
- package/src/physics/PhysicsEngine.ts +517 -0
- package/src/physics/PhysicsTypes.ts +116 -0
- package/src/physics/implementations/RapierDebugRender.ts +55 -0
- package/src/physics/implementations/RapierPhysics.ts +1419 -0
- package/src/physics/implementations/RapierVehicle.ts +267 -0
- package/src/physics/index.ts +16 -0
- package/src/render/EdgeOutlineEffect.ts +365 -0
- package/src/render/PostProcessManager.ts +1025 -0
- package/src/render/Renderer.ts +310 -0
- package/src/render/Texture.ts +140 -0
- package/src/render/index.ts +22 -0
- package/src/render/lightmapping/LightmapAtlas.ts +248 -0
- package/src/render/lightmapping/LightmapBaker.ts +333 -0
- package/src/render/lightmapping/LightmapManager.ts +752 -0
- package/src/render/lightmapping/LightmapMaterial.ts +283 -0
- package/src/render/lightmapping/LightmapSerialization.ts +336 -0
- package/src/render/lightmapping/LightmapSerializer.ts +309 -0
- package/src/render/lightmapping/MultiLightmapperMaterial.ts +484 -0
- package/src/render/lightmapping/index.ts +18 -0
- package/src/render/postprocessing/EffectPassWrapper.ts +47 -0
- package/src/render/postprocessing/ObjectOutlineEffect.ts +356 -0
- package/src/render/postprocessing/index.ts +2 -0
- package/src/runtime/GameRuntime.ts +153 -0
- package/src/runtime/InjectedDependencies.ts +70 -0
- package/src/runtime/Utils.ts +146 -0
- package/src/runtime/index.ts +4 -0
- package/src/runtime/materials/MatcapShaderMaterial.ts +242 -0
- package/src/runtime/materials/index.ts +1 -0
- package/src/scripting/Plugin.ts +67 -0
- package/src/scripting/PluginManager.ts +99 -0
- package/src/scripting/index.ts +1 -0
- package/src/storage/defaultStorageProvider.ts +95 -0
- package/src/storage/index.ts +16 -0
- package/src/storage/projectContext.ts +176 -0
- package/src/storage/storageProvider.ts +271 -0
- package/src/systems/ClassRegistry.ts +484 -0
- package/src/systems/ConsoleManager.ts +484 -0
- package/src/systems/ConsoleVariableHandler.ts +105 -0
- package/src/systems/ConsoleVariableManager.ts +288 -0
- package/src/systems/InputManager.ts +1255 -0
- package/src/systems/ObjectNamingSystem.ts +30 -0
- package/src/systems/Stats.ts +178 -0
- package/src/systems/TimerSystem.ts +353 -0
- package/src/systems/TweenManager.ts +107 -0
- package/src/systems/WorldSerialization.ts +1211 -0
- package/src/systems/collision/CollisionConfig.ts +281 -0
- package/src/systems/collision/CollisionTypes.ts +185 -0
- package/src/systems/collision/index.ts +15 -0
- package/src/systems/index.ts +23 -0
- package/src/templates/MyActor.ts +29 -0
- package/src/templates/MySceneComponent.ts +29 -0
- package/src/templates/README.md +1 -0
- package/src/types/rapier-es.d.ts +16 -0
- package/src/types/stats.js.d.ts +22 -0
- package/src/ui/LoadingScreen.ts +110 -0
- package/src/ui/UIElement.ts +224 -0
- package/src/ui/UILayout.ts +269 -0
- package/src/ui/UIManager.ts +161 -0
- package/src/ui/UIResource.ts +20 -0
- package/src/ui/components/AmmoCounter.ts +126 -0
- package/src/ui/components/BaseUIComponent.md +296 -0
- package/src/ui/components/BaseUIComponent.ts +390 -0
- package/src/ui/components/Compass.ts +144 -0
- package/src/ui/components/ControlsPanel.ts +62 -0
- package/src/ui/components/Crosshair.ts +76 -0
- package/src/ui/components/InventoryBar.ts +224 -0
- package/src/ui/components/InventoryGrid.ts +471 -0
- package/src/ui/components/Minimap.ts +181 -0
- package/src/ui/components/NumberDisplay.ts +198 -0
- package/src/ui/components/ProgressBar.ts +403 -0
- package/src/ui/components/ReloadIndicator.ts +159 -0
- package/src/ui/components/index.ts +12 -0
- package/src/ui/index.ts +21 -0
- package/src/ui/ui-loader.ts +87 -0
- package/src/utils/Color.ts +51 -0
- package/src/utils/Delegate.ts +112 -0
- package/src/utils/DescriptionHelpers.ts +93 -0
- package/src/utils/EditorClassMeta.ts +91 -0
- package/src/utils/GlobalAudioManager.ts +370 -0
- package/src/utils/IAsyncLoadable.ts +122 -0
- package/src/utils/MaterialHelpers.ts +321 -0
- package/src/utils/MathHelpers.ts +79 -0
- package/src/utils/NodeJs.ts +79 -0
- package/src/utils/Perlin.ts +346 -0
- package/src/utils/ResourceManager.ts +716 -0
- package/src/utils/SceneGraphUtils.ts +173 -0
- package/src/utils/Spawn.ts +93 -0
- package/src/utils/ThreeJsExtensions.ts +1200 -0
- package/src/utils/TweenExtensions.ts +124 -0
- package/src/utils/UserCodeEngine.ts +243 -0
- package/src/utils/Utils.ts +328 -0
- package/src/utils/VRButtonUtils.ts +125 -0
- package/src/utils/browser-polyfills/module.ts +36 -0
- package/src/utils/browser-polyfills/path.ts +232 -0
- package/src/utils/index.ts +29 -0
- package/src/utils/serialization/cdo.ts +87 -0
- package/src/utils/serialization/clsAlias.ts +92 -0
- package/src/utils/serialization/decorator.ts +176 -0
- package/src/utils/serialization/index.ts +7 -0
- package/src/utils/serialization/prefab.ts +78 -0
- package/src/utils/serialization/prefabManager.ts +88 -0
- package/src/utils/serialization/serializable.ts +28 -0
- package/src/utils/serialization/serializer.ts +1111 -0
- package/src/utils/serialization/specialization.ts +224 -0
- package/src/utils/serialization/specializationUtils.ts +185 -0
- package/src/vfx/VFXComponent.ts +206 -0
- package/src/vfx/index.ts +17 -0
- package/src/vfx/types.ts +287 -0
- package/src/vfx/wawa-vfx-reference.md +399 -0
- package/src/world-commands/common.ts +25 -0
- package/src/world-commands/generate-code.ts +99 -0
- package/src/world-commands/index.ts +19 -0
- package/src/world-commands/place-gltf.ts +63 -0
- package/src/world-commands/place-prefab.ts +62 -0
- package/src/world-commands/place-primitive.ts +128 -0
- package/src/world-commands/remove-actors.ts +32 -0
- package/src/xr/VRActor.ts +71 -0
- package/src/xr/VRControllerHandler.ts +87 -0
- package/src/xr/VRControllerManager.ts +559 -0
- package/src/xr/VRDeviceHandler.ts +77 -0
- package/src/xr/VRHandHandler.ts +166 -0
- package/src/xr/VRInputDevice.ts +374 -0
- package/src/xr/VRPawn.ts +815 -0
- package/src/xr/actor-components/CanvasUIComponent.ts +425 -0
- package/src/xr/actor-components/VRBaseComponent.ts +26 -0
- package/src/xr/actor-components/VRGrabbableComponent.ts +73 -0
- package/src/xr/actor-components/VRInteractableComponent.ts +43 -0
- package/src/xr/index.ts +17 -0
- package/src/xr/pawn-components/VRGrabComponent.ts +435 -0
- package/src/xr/pawn-components/VRInteractComponent.ts +77 -0
- package/src/xr/pawn-components/VRSnapTurnComponent.ts +103 -0
- package/src/xr/pawn-components/VRTeleportComponent.ts +284 -0
- package/src/xr/ui/CanvasColorPicker.ts +172 -0
- package/src/xr/ui/CanvasKeyboard.ts +283 -0
- package/src/xr/ui/CanvasSlider.ts +83 -0
- package/src/xr/ui/CanvasUI.ts +879 -0
- package/src/xr/ui/index.ts +9 -0
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import * as ENGINE from 'genesys.js';
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import * as THREE from 'three';
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import { VehicleGamePlayer } from './player.js';
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/**
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* Base vehicle class that provides common vehicle functionality
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*
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* Key points:
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* - Handles camera setup with follow component for smooth third-person view
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* - Manages player interaction (enter/exit vehicle with proximity detection)
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* - Provides E key input handler for vehicle exit
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* - Calculates safe exit position when player leaves vehicle
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* - Automatically switches possession between player and vehicle
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*
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*/
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export class BaseVehicle extends ENGINE.Pawn {
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constructor() {
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super(...arguments);
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Object.defineProperty(this, "interactionDistance", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: 5
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});
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Object.defineProperty(this, "nearbyPlayer", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: null
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});
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Object.defineProperty(this, "enteredPlayer", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: null
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});
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}
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doBeginPlay() {
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super.doBeginPlay();
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this.setupCamera();
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this.setupVicinityCheck();
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this.setupExitHandler();
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}
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setupCamera() {
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// create a follow component for smooth camera movement
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const followComponent = new ENGINE.FollowComponent({
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positionOffset: new THREE.Vector3(0, 4, 10),
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positionDamping: 0.02,
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lookAtOffset: new THREE.Vector3(0, 0, 0),
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target: this.rootComponent,
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useCameraLookAtConvention: true,
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});
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this.rootComponent.add(followComponent);
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// create a camera and add it to the follow component
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const camera = new THREE.PerspectiveCamera(ENGINE.CAMERA_FOV, 1, ENGINE.CAMERA_NEAR, ENGINE.CAMERA_FAR);
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followComponent.add(camera);
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}
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setupVicinityCheck() {
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// Check every frame for nearby players using tick delegate
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this.onTickPostPhysics.add(() => {
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this.checkForNearbyPlayer();
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});
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}
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checkForNearbyPlayer() {
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const players = this.world.getActors(VehicleGamePlayer);
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let foundNearbyPlayer = false;
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for (const player of players) {
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const distance = this.rootComponent.position.distanceTo(player.rootComponent.position);
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if (distance <= this.interactionDistance) {
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this.nearbyPlayer = player;
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foundNearbyPlayer = true;
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break;
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}
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}
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if (!foundNearbyPlayer) {
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this.nearbyPlayer = null;
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}
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}
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canBeEntered() {
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return this.nearbyPlayer !== null;
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}
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getNearbyPlayer() {
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return this.nearbyPlayer;
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}
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setupExitHandler() {
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// Add E key input handler for vehicle exit
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this.onKeyDown.add((e) => {
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if (e.key.toLowerCase() === 'e' && this.enteredPlayer) {
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this.exitVehicle();
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return true;
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}
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else if (e.key.toLowerCase() === 'f') {
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if (this.movementComponent instanceof ENGINE.VehicleMovementComponent) {
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this.movementComponent.flipVehicle(false);
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}
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return true;
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}
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return false;
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});
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}
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setEnteredPlayer(player) {
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this.enteredPlayer = player;
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}
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onPlayerEntered() {
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if (!this.enteredPlayer)
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return;
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// Only the root component has physics, do not propagate to children
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this.enteredPlayer.rootComponent.setPhysicsEnabled(false, false);
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}
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exitVehicle() {
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if (!this.enteredPlayer)
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return;
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// Calculate exit position (to the side of the vehicle)
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const exitPosition = this.calculateExitPosition();
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// Get the current player controller
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const controller = this.getPlayerController();
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if (controller) {
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// Move player to exit position
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this.enteredPlayer.rootComponent.position.copy(exitPosition);
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// Make player face the same direction as the vehicle (yaw only)
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// Get vehicle's forward direction vector (accounts for all rotations)
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const vehicleForward = this.forwardDirection();
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// Flatten to XZ plane to extract yaw only
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vehicleForward.y = 0;
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vehicleForward.normalize();
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// Calculate yaw from forward direction, rotated 180 degrees
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const yaw = Math.atan2(vehicleForward.x, vehicleForward.z) + Math.PI;
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// Set player rotation to match vehicle's heading direction
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this.enteredPlayer.rootComponent.rotation.x = 0;
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this.enteredPlayer.rootComponent.rotation.z = 0;
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this.enteredPlayer.rootComponent.rotation.y = yaw;
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// Restore player visibility and physics
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this.enteredPlayer.rootComponent.visible = true;
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// Only the root component has physics, do not propagate to children
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this.enteredPlayer.rootComponent.setPhysicsEnabled(true, false);
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// Switch possession back to player
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136
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controller.unpossess();
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controller.possess(this.enteredPlayer);
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// Clear entered player reference
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this.enteredPlayer = null;
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}
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}
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142
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calculateExitPosition() {
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143
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// Calculate a position to the right side of the vehicle
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144
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+
const vehiclePosition = this.rootComponent.position.clone();
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145
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const vehicleRotation = this.rootComponent.rotation;
|
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146
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// Create a vector pointing to the right of the vehicle
|
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147
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const rightVector = new THREE.Vector3(1, 0, 0);
|
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148
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+
rightVector.applyEuler(vehicleRotation);
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149
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// Position the player 2 units to the right and slightly forward
|
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150
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+
const exitOffset = rightVector.multiplyScalar(2);
|
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151
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exitOffset.y = 1; // Raise slightly above ground
|
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152
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return vehiclePosition.add(exitOffset);
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}
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}
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+
//# 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MsS0FBSyxFQUFFLENBQUM7UUFDNUQsTUFBTSxlQUFlLEdBQUcsSUFBSSxDQUFDLGFBQWEsQ0FBQyxRQUFRLENBQUM7UUFFcEQsdURBQXVEO1FBQ3ZELE1BQU0sV0FBVyxHQUFHLElBQUksS0FBSyxDQUFDLE9BQU8sQ0FBQyxDQUFDLEVBQUUsQ0FBQyxFQUFFLENBQUMsQ0FBQyxDQUFDO1FBQy9DLFdBQVcsQ0FBQyxVQUFVLENBQUMsZUFBZSxDQUFDLENBQUM7UUFFeEMsZ0VBQWdFO1FBQ2hFLE1BQU0sVUFBVSxHQUFHLFdBQVcsQ0FBQyxjQUFjLENBQUMsQ0FBQyxDQUFDLENBQUM7UUFDakQsVUFBVSxDQUFDLENBQUMsR0FBRyxDQUFDLENBQUMsQ0FBQyw4QkFBOEI7UUFFaEQsT0FBTyxlQUFlLENBQUMsR0FBRyxDQUFDLFVBQVUsQ0FBQyxDQUFDO0lBQ3pDLENBQUM7Q0FDRiJ9
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1
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import * as ENGINE from 'genesys.js';
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export declare class VehicleGame extends ENGINE.BaseGameLoop {
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private controlsUI;
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constructor(container: HTMLElement);
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5
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protected preStart(): Promise<void>;
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protected createLoadingScreen(): ENGINE.ILoadingScreen | null;
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private createVehicle;
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private showControlsUI;
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private dismissControlsUI;
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destroy(): void;
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}
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@@ -0,0 +1,140 @@
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1
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import * as ENGINE from 'genesys.js';
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import * as THREE from 'three';
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3
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import { MeshVehicle } from './mesh-vehicle.js';
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4
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import { VehicleGamePlayer } from './player.js';
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import { PrimitiveVehicle } from './primitive-vehicle.js';
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export class VehicleGame extends ENGINE.BaseGameLoop {
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constructor(container) {
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super(container);
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9
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Object.defineProperty(this, "controlsUI", {
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enumerable: true,
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11
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configurable: true,
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writable: true,
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value: null
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});
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15
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}
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16
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async preStart() {
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// Setup lighting
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ENGINE.GameBuilder.createDefaultLighting(this.world, false);
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ENGINE.GameBuilder.createDefaultSkybox(this.world);
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// Create ground
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21
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ENGINE.GameBuilder.createDefaultGround(this.world);
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22
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// Create vehicle
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23
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this.createVehicle();
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24
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// Show controls UI
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25
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this.showControlsUI();
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26
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+
}
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27
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+
createLoadingScreen() {
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28
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return new ENGINE.DefaultLoadingScreen();
|
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29
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+
}
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30
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+
createVehicle() {
|
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31
|
+
const primitiveVehicle = new PrimitiveVehicle({
|
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32
|
+
position: new THREE.Vector3(0, 0, -5),
|
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33
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+
camera: null,
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34
|
+
// the movement component is set in the constructor of the vehicle class
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35
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movementComponent: null,
|
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36
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+
});
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37
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+
const meshVehicle = new MeshVehicle({
|
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38
|
+
position: new THREE.Vector3(5, 0, -5),
|
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39
|
+
camera: null,
|
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40
|
+
// the movement component is set in the constructor of the vehicle class
|
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41
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movementComponent: null,
|
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42
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+
});
|
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43
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+
const player = new VehicleGamePlayer({
|
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44
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+
position: new THREE.Vector3(0, 2, 0),
|
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45
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+
});
|
|
46
|
+
const controller = new ENGINE.PlayerController();
|
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47
|
+
controller.possess(player);
|
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48
|
+
this.world.addActors(controller, player, primitiveVehicle, meshVehicle);
|
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49
|
+
}
|
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50
|
+
showControlsUI() {
|
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51
|
+
// Create the controls overlay
|
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52
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+
this.controlsUI = document.createElement('div');
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53
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+
this.controlsUI.style.cssText = `
|
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position: absolute;
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+
top: 50%;
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+
left: 50%;
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+
transform: translate(-50%, -50%);
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+
background: rgba(0, 0, 0, 0.9);
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color: white;
|
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60
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padding: 30px;
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61
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border-radius: 15px;
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62
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font-family: Arial, sans-serif;
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63
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font-size: 16px;
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max-width: 500px;
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z-index: 1000;
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box-shadow: 0 4px 20px rgba(0, 0, 0, 0.5);
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border: 2px solid #00ff88;
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68
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`;
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69
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this.controlsUI.innerHTML = `
|
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70
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<h2 style="color: #00ff88; margin-top: 0; text-align: center;">Vehicle Demo Controls</h2>
|
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71
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+
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72
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<div style="margin: 20px 0;">
|
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73
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<h3 style="color: #ffff88; margin-bottom: 10px;">Player Movement:</h3>
|
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74
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<ul style="margin: 0; padding-left: 20px;">
|
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75
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<li><strong>WASD</strong> - Move around</li>
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76
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+
<li><strong>Mouse</strong> - Look around</li>
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77
|
+
<li><strong>Space</strong> - Jump</li>
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78
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+
</ul>
|
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79
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+
</div>
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80
|
+
|
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81
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+
<div style="margin: 20px 0;">
|
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82
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+
<h3 style="color: #ffff88; margin-bottom: 10px;">Vehicle Interaction:</h3>
|
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83
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<ul style="margin: 0; padding-left: 20px;">
|
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84
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+
<li><strong>E</strong> - Enter vehicle (when close to one)</li>
|
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85
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+
<li><strong>E</strong> - Exit vehicle (when inside)</li>
|
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86
|
+
</ul>
|
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+
</div>
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88
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+
|
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89
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+
<div style="margin: 20px 0;">
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90
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+
<h3 style="color: #ffff88; margin-bottom: 10px;">Vehicle Controls:</h3>
|
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91
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+
<ul style="margin: 0; padding-left: 20px;">
|
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92
|
+
<li><strong>W</strong> - Accelerate</li>
|
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93
|
+
<li><strong>S</strong> - Reverse</li>
|
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94
|
+
<li><strong>A/D</strong> - Steer left/right</li>
|
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95
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+
<li><strong>Space</strong> - Brake</li>
|
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96
|
+
<li><strong>F</strong> - Flip vehicle upright</li>
|
|
97
|
+
</ul>
|
|
98
|
+
</div>
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99
|
+
|
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100
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+
<button id="dismissControlsBtn" style="
|
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display: block;
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102
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margin: 20px auto 0;
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103
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padding: 10px 20px;
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104
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background: #00ff88;
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color: black;
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106
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+
border: none;
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107
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+
border-radius: 5px;
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108
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+
font-size: 16px;
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109
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+
font-weight: bold;
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110
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+
cursor: pointer;
|
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111
|
+
">Got it!</button>
|
|
112
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+
`;
|
|
113
|
+
// Add to the game container
|
|
114
|
+
this.container.appendChild(this.controlsUI);
|
|
115
|
+
// Add dismiss functionality
|
|
116
|
+
const dismissBtn = this.controlsUI.querySelector('#dismissControlsBtn');
|
|
117
|
+
dismissBtn.addEventListener('click', () => {
|
|
118
|
+
this.dismissControlsUI();
|
|
119
|
+
});
|
|
120
|
+
// Also allow dismissing with Escape key
|
|
121
|
+
const handleKeyPress = (e) => {
|
|
122
|
+
if (e.key === 'Escape') {
|
|
123
|
+
this.dismissControlsUI();
|
|
124
|
+
document.removeEventListener('keydown', handleKeyPress);
|
|
125
|
+
}
|
|
126
|
+
};
|
|
127
|
+
document.addEventListener('keydown', handleKeyPress);
|
|
128
|
+
}
|
|
129
|
+
dismissControlsUI() {
|
|
130
|
+
if (this.controlsUI) {
|
|
131
|
+
this.controlsUI.remove();
|
|
132
|
+
this.controlsUI = null;
|
|
133
|
+
}
|
|
134
|
+
}
|
|
135
|
+
destroy() {
|
|
136
|
+
super.destroy();
|
|
137
|
+
this.dismissControlsUI();
|
|
138
|
+
}
|
|
139
|
+
}
|
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140
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import * as ENGINE from 'genesys.js';
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import { BaseVehicle } from './base-vehicle.js';
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/**
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* A vehicle that uses a 3D mesh model for visual representation
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*
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* Key points:
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* - Uses invisible collision box for physics simulation (separate from visual mesh)
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* - Loads GLB model for visual representation via GLTFMeshComponent
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* - Movement parameters configured in createVehicleMovementComponent
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* - No component is persisted (root is transient) in order to support recreating all the components in code (which is desired)
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* - Do not create the builtin wheel mesh since the GLB models are used instead (createWheelMeshes = false)
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* - Visual mesh is positioned and scaled to match collision box
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* - Wheel mesh transforms are updated using the onWheelUpdated delegate
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*
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*/
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export declare class MeshVehicle extends BaseVehicle {
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constructor(options: ENGINE.PawnOptions);
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static createVehicleMovementComponent(): ENGINE.VehicleMovementComponent;
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}
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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var __metadata = (this && this.__metadata) || function (k, v) {
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if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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};
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var MeshVehicle_1;
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import * as ENGINE from 'genesys.js';
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import * as THREE from 'three';
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import { BaseVehicle } from './base-vehicle.js';
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/**
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* A vehicle that uses a 3D mesh model for visual representation
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+
*
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* Key points:
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* - Uses invisible collision box for physics simulation (separate from visual mesh)
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* - Loads GLB model for visual representation via GLTFMeshComponent
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20
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+
* - Movement parameters configured in createVehicleMovementComponent
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* - No component is persisted (root is transient) in order to support recreating all the components in code (which is desired)
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* - Do not create the builtin wheel mesh since the GLB models are used instead (createWheelMeshes = false)
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* - Visual mesh is positioned and scaled to match collision box
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* - Wheel mesh transforms are updated using the onWheelUpdated delegate
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*
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*/
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let MeshVehicle = MeshVehicle_1 = class MeshVehicle extends BaseVehicle {
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constructor(options) {
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// the root component is only used for collision and physics simulation
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const rootComponent = new ENGINE.MeshComponent({
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geometry: new THREE.BoxGeometry(2.77, 1.79, 5.75),
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material: new THREE.MeshStandardMaterial({
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color: 0x4444FF,
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roughness: 0.7,
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metalness: 0.3,
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visible: false,
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transparent: true,
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opacity: 0.5,
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}),
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physicsOptions: {
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enabled: true,
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motionType: ENGINE.PhysicsMotionType.Dynamic,
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generateCollisionEvents: true,
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},
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});
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rootComponent.name = 'root';
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options.rootComponent = rootComponent;
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// mark the component as transient, this prevents all the components from being saved since we're recreating them in code
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rootComponent.setTransient(true);
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const chassisComponent = new ENGINE.GLTFMeshComponent({
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modelUrl: '@engine/assets/dev/models/Vehicles/cyberTruck/chassis.glb',
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position: new THREE.Vector3(0, 0, -0.75),
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material: new THREE.MeshStandardMaterial({
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color: 0x4444FF,
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roughness: 0.7,
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metalness: 0.3,
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}),
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physicsOptions: {
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enabled: false,
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}
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});
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chassisComponent.castShadow = true;
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chassisComponent.name = 'chassis';
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rootComponent.add(chassisComponent);
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const wheelMeshes = [];
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for (let i = 0; i < 4; i++) {
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const wheelComponent = new ENGINE.GLTFMeshComponent({
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modelUrl: '@engine/assets/dev/models/Vehicles/cyberTruck/wheel.glb',
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material: new THREE.MeshStandardMaterial({
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color: 0x44FF44,
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roughness: 0.7,
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metalness: 0.3,
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}),
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physicsOptions: {
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enabled: false,
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}
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});
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wheelComponent.castShadow = true;
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wheelComponent.name = `wheel_${i}`;
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wheelMeshes.push(wheelComponent);
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}
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rootComponent.add(...wheelMeshes);
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const vehicleMovementComponent = MeshVehicle_1.createVehicleMovementComponent();
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options.movementComponent = vehicleMovementComponent;
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super(options);
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const wheelComponents = this.getComponents(ENGINE.GLTFMeshComponent).filter(component => component.name.startsWith('wheel_'));
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vehicleMovementComponent.onWheelUpdated.add((component, wheelIndex, wheelState) => {
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// The first mesh component is the chassis component, so we need to skip it
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const wheelMesh = wheelComponents[wheelIndex];
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// Apply the final transformation to the wheel mesh
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wheelMesh.position.copy(wheelState.relativePosition);
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wheelMesh.quaternion.copy(wheelState.relativeQuaternion);
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// Apply additional 180-degree rotation around Y-axis for wheels 0 and 2
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if (wheelIndex === 0 || wheelIndex === 2) {
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const yRotation = new THREE.Quaternion();
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yRotation.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI);
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wheelMesh.quaternion.multiplyQuaternions(wheelMesh.quaternion, yRotation);
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}
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});
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}
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static createVehicleMovementComponent() {
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const wheelBaseWidth = 3.2;
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const wheelBaseLength = 3.8;
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const wheelBaseHeight = -0.5;
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const wheelRadius = 0.55;
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const suspensionRestLength = 0.8;
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const wheelWidth = 0.53;
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const suspensionStiffness = 20;
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const suspensionCompression = 1.83;
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const suspensionRelaxation = 1.88;
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const sideFrictionStiffness = 2;
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const frictionSlip = 50;
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// Create vehicle movement component
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const vehicleMovement = new ENGINE.VehicleMovementComponent({
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...ENGINE.BasePawnMovementComponent.DEFAULT_OPTIONS,
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createWheelMeshes: false,
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maxEnginePower: 100,
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maxBrakeForce: 1.5,
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maxSteeringAngle: Math.PI / 6, // 30 degrees
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engineResponseRate: 8.0,
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steeringResponseRate: 12.0,
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brakeResponseRate: 15.0,
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wheelMaterialColor: 0x333333,
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autoBreakWhenNotPossessed: 1,
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autoStopBreak: 1,
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wheels: [
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// Default 4-wheel configuration
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{
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position: new THREE.Vector3(-wheelBaseWidth / 2, wheelBaseHeight, -wheelBaseLength / 2), // Front left
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radius: wheelRadius,
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width: wheelWidth,
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canSteer: true,
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isPowered: false,
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canBrake: true,
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135
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suspensionRestLength,
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suspensionStiffness,
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137
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suspensionCompression,
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138
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suspensionRelaxation,
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sideFrictionStiffness,
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frictionSlip,
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},
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{
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position: new THREE.Vector3(wheelBaseWidth / 2, wheelBaseHeight, -wheelBaseLength / 2), // Front right
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radius: wheelRadius,
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width: wheelWidth,
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canSteer: true,
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isPowered: false,
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148
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canBrake: true,
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149
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+
suspensionRestLength,
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150
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+
suspensionStiffness,
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151
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+
suspensionCompression,
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152
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suspensionRelaxation,
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153
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sideFrictionStiffness,
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154
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frictionSlip,
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155
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},
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{
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position: new THREE.Vector3(-wheelBaseWidth / 2, wheelBaseHeight, wheelBaseLength / 2), // Rear left
|
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+
radius: wheelRadius,
|
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159
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+
width: wheelWidth,
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160
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+
canSteer: false,
|
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161
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+
isPowered: true,
|
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162
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+
canBrake: true,
|
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163
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+
suspensionRestLength,
|
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164
|
+
suspensionStiffness,
|
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165
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+
suspensionCompression,
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166
|
+
suspensionRelaxation,
|
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167
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+
sideFrictionStiffness,
|
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168
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+
frictionSlip,
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169
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+
},
|
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170
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+
{
|
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171
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+
position: new THREE.Vector3(wheelBaseWidth / 2, wheelBaseHeight, wheelBaseLength / 2), // Rear right
|
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172
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+
radius: wheelRadius,
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173
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+
width: wheelWidth,
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174
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+
canSteer: false,
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175
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+
isPowered: true,
|
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176
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+
canBrake: true,
|
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177
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+
suspensionRestLength,
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178
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+
suspensionStiffness,
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179
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+
suspensionCompression,
|
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180
|
+
suspensionRelaxation,
|
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181
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+
sideFrictionStiffness,
|
|
182
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+
frictionSlip,
|
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183
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+
},
|
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184
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+
],
|
|
185
|
+
});
|
|
186
|
+
return vehicleMovement;
|
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187
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+
}
|
|
188
|
+
};
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189
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+
MeshVehicle = MeshVehicle_1 = __decorate([
|
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190
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+
ENGINE.GameClass(),
|
|
191
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+
__metadata("design:paramtypes", [Object])
|
|
192
|
+
], MeshVehicle);
|
|
193
|
+
export { MeshVehicle };
|
|
194
|
+
//# 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lBQUk7b0JBQ2QsU0FBUyxFQUFFLEtBQUs7b0JBQ2hCLFFBQVEsRUFBRSxJQUFJO29CQUNkLG9CQUFvQjtvQkFDcEIsbUJBQW1CO29CQUNuQixxQkFBcUI7b0JBQ3JCLG9CQUFvQjtvQkFDcEIscUJBQXFCO29CQUNyQixZQUFZO2lCQUNiO2dCQUNEO29CQUNFLFFBQVEsRUFBRSxJQUFJLEtBQUssQ0FBQyxPQUFPLENBQUMsY0FBYyxHQUFHLENBQUMsRUFBRSxlQUFlLEVBQUUsQ0FBQyxlQUFlLEdBQUcsQ0FBQyxDQUFDLEVBQUUsY0FBYztvQkFDdEcsTUFBTSxFQUFFLFdBQVc7b0JBQ25CLEtBQUssRUFBRSxVQUFVO29CQUNqQixRQUFRLEVBQUUsSUFBSTtvQkFDZCxTQUFTLEVBQUUsS0FBSztvQkFDaEIsUUFBUSxFQUFFLElBQUk7b0JBQ2Qsb0JBQW9CO29CQUNwQixtQkFBbUI7b0JBQ25CLHFCQUFxQjtvQkFDckIsb0JBQW9CO29CQUNwQixxQkFBcUI7b0JBQ3JCLFlBQVk7aUJBQ2I7Z0JBQ0Q7b0JBQ0UsUUFBUSxFQUFFLElBQUksS0FBSyxDQUFDLE9BQU8sQ0FBQyxDQUFDLGNBQWMsR0FBRyxDQUFDLEVBQUUsZUFBZSxFQUFFLGVBQWUsR0FBRyxDQUFDLENBQUMsRUFBRSxZQUFZO29CQUNwRyxNQUFNLEVBQUUsV0FBVztvQkFDbkIsS0FBSyxFQUFFLFVBQVU7b0JBQ2pCLFFBQVEsRUFBRSxLQUFLO29CQUNmLFNBQVMsRUFBRSxJQUFJO29CQUNmLFFBQVEsRUFBRSxJQUFJO29CQUNkLG9CQUFvQjtvQkFDcEIsbUJBQW1CO29CQUNuQixxQkFBcUI7b0JBQ3JCLG9CQUFvQjtvQkFDcEIscUJBQXFCO29CQUNyQixZQUFZO2lCQUNiO2dCQUNEO29CQUNFLFFBQVEsRUFBRSxJQUFJLEtBQUssQ0FBQyxPQUFPLENBQUMsY0FBYyxHQUFHLENBQUMsRUFBRSxlQUFlLEVBQUUsZUFBZSxHQUFHLENBQUMsQ0FBQyxFQUFFLGFBQWE7b0JBQ3BHLE1BQU0sRUFBRSxXQUFXO29CQUNuQixLQUFLLEVBQUUsVUFBVTtvQkFDakIsUUFBUSxFQUFFLEtBQUs7b0JBQ2YsU0FBUyxFQUFFLElBQUk7b0JBQ2YsUUFBUSxFQUFFLElBQUk7b0JBQ2Qsb0JBQW9CO29CQUNwQixtQkFBbUI7b0JBQ25CLHFCQUFxQjtvQkFDckIsb0JBQW9CO29CQUNwQixxQkFBcUI7b0JBQ3JCLFlBQVk7aUJBQ2I7YUFDRjtTQUNGLENBQUMsQ0FBQztRQUNILE9BQU8sZUFBZSxDQUFDO0lBQ3pCLENBQUM7Q0FDRixDQUFBO0FBM0tZLFdBQVc7SUFEdkIsTUFBTSxDQUFDLFNBQVMsRUFBRTs7R0FDTixXQUFXLENBMkt2QiJ9
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@@ -0,0 +1,9 @@
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1
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+
import * as ENGINE from 'genesys.js';
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2
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+
import { BaseVehicle } from './base-vehicle.js';
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3
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+
export declare class VehicleGamePlayer extends ENGINE.ThirdPersonCharacterPawn {
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4
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+
constructor(options: ENGINE.ActorOptions);
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5
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+
protected doBeginPlay(): void;
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6
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+
protected setupVehicleInteraction(): void;
|
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7
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+
protected tryEnterVehicle(): void;
|
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8
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+
protected enterVehicle(vehicle: BaseVehicle): void;
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9
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+
}
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@@ -0,0 +1,87 @@
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1
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+
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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+
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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3
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+
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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4
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+
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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5
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+
return c > 3 && r && Object.defineProperty(target, key, r), r;
|
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+
};
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7
|
+
var __metadata = (this && this.__metadata) || function (k, v) {
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+
if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
|
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9
|
+
};
|
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10
|
+
import * as ENGINE from 'genesys.js';
|
|
11
|
+
import * as THREE from 'three';
|
|
12
|
+
import { BaseVehicle } from './base-vehicle.js';
|
|
13
|
+
let VehicleGamePlayer = class VehicleGamePlayer extends ENGINE.ThirdPersonCharacterPawn {
|
|
14
|
+
constructor(options) {
|
|
15
|
+
const camera = new THREE.PerspectiveCamera(ENGINE.CAMERA_FOV, 1, ENGINE.CAMERA_NEAR, ENGINE.CAMERA_FAR);
|
|
16
|
+
camera.position.set(0, ENGINE.CHARACTER_HEIGHT * 1.3, ENGINE.CHARACTER_HEIGHT * 2);
|
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17
|
+
camera.lookAt(0, 0, 0);
|
|
18
|
+
const rootComponent = new ENGINE.MeshComponent({
|
|
19
|
+
geometry: ENGINE.GameBuilder.createDefaultPawnCapsuleGeometry(),
|
|
20
|
+
material: new THREE.MeshStandardMaterial({ color: ENGINE.Color.YELLOW, visible: false, transparent: true, opacity: 0.5 }),
|
|
21
|
+
physicsOptions: {
|
|
22
|
+
enabled: true,
|
|
23
|
+
motionType: ENGINE.PhysicsMotionType.KinematicVelocityBased,
|
|
24
|
+
collisionProfile: ENGINE.DefaultCollisionProfile.Character,
|
|
25
|
+
},
|
|
26
|
+
});
|
|
27
|
+
const movementComponent = new ENGINE.CharacterMovementComponent({
|
|
28
|
+
...ENGINE.CharacterMovementComponent.DEFAULT_OPTIONS,
|
|
29
|
+
movementType: ENGINE.CharacterMovementType.ThirdPerson,
|
|
30
|
+
});
|
|
31
|
+
super({
|
|
32
|
+
...options,
|
|
33
|
+
modelUrl: '@engine/assets/character/mannequinG.glb',
|
|
34
|
+
configUrl: '@engine/assets/character/config/mannequin-anim.json',
|
|
35
|
+
meshPosition: new THREE.Vector3(0, -ENGINE.CHARACTER_HEIGHT / 2, 0),
|
|
36
|
+
meshRotation: new THREE.Euler(0, Math.PI, 0),
|
|
37
|
+
meshScale: new THREE.Vector3(1, 1, 1),
|
|
38
|
+
movementComponent,
|
|
39
|
+
rootComponent,
|
|
40
|
+
camera,
|
|
41
|
+
});
|
|
42
|
+
}
|
|
43
|
+
doBeginPlay() {
|
|
44
|
+
super.doBeginPlay();
|
|
45
|
+
this.setupVehicleInteraction();
|
|
46
|
+
}
|
|
47
|
+
setupVehicleInteraction() {
|
|
48
|
+
// Add E key input handler for vehicle possession
|
|
49
|
+
this.onKeyDown.add((e) => {
|
|
50
|
+
if (e.key.toLowerCase() === 'e') {
|
|
51
|
+
this.tryEnterVehicle();
|
|
52
|
+
return true;
|
|
53
|
+
}
|
|
54
|
+
return false;
|
|
55
|
+
});
|
|
56
|
+
}
|
|
57
|
+
tryEnterVehicle() {
|
|
58
|
+
// Find nearby vehicles that can be entered
|
|
59
|
+
const vehicles = this.world.getActors(BaseVehicle);
|
|
60
|
+
for (const vehicle of vehicles) {
|
|
61
|
+
if (vehicle.canBeEntered() && vehicle.getNearbyPlayer() === this) {
|
|
62
|
+
this.enterVehicle(vehicle);
|
|
63
|
+
break;
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
}
|
|
67
|
+
enterVehicle(vehicle) {
|
|
68
|
+
// Get the current player controller
|
|
69
|
+
const controller = this.getPlayerController();
|
|
70
|
+
if (controller) {
|
|
71
|
+
// Set this player as the entered player in the vehicle
|
|
72
|
+
vehicle.setEnteredPlayer(this);
|
|
73
|
+
// Unpossess current pawn and possess the vehicle
|
|
74
|
+
controller.unpossess();
|
|
75
|
+
controller.possess(vehicle);
|
|
76
|
+
// Hide the player character
|
|
77
|
+
this.rootComponent.visible = false;
|
|
78
|
+
vehicle.onPlayerEntered();
|
|
79
|
+
}
|
|
80
|
+
}
|
|
81
|
+
};
|
|
82
|
+
VehicleGamePlayer = __decorate([
|
|
83
|
+
ENGINE.GameClass(),
|
|
84
|
+
__metadata("design:paramtypes", [Object])
|
|
85
|
+
], VehicleGamePlayer);
|
|
86
|
+
export { VehicleGamePlayer };
|
|
87
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