@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,21 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import { BaseVehicle } from './base-vehicle.js';
3
+ /**
4
+ * A simple vehicle with a box geometry
5
+ *
6
+ * Key points:
7
+ * - Movement parameters configured in createVehicleMovementComponent
8
+ * - No component is persisted (root is transient) in order to support recreating all the components in code (which is desired)
9
+ * - Rely on the builtin feature to create the wheel mesh (createWheelMeshes = true), no need to create them manually
10
+ * - All decorative meshes have physics disabled won't mess with the handling
11
+ * - Find the tail light meshes after the constructor so it works with deserialized actor
12
+ * - Rely on the base vehicle class to handle the camera and player interaction
13
+ */
14
+ export declare class PrimitiveVehicle extends BaseVehicle {
15
+ private tailLightComponents;
16
+ constructor(options: ENGINE.PawnOptions);
17
+ tickPrePhysics(deltaTime: number): void;
18
+ private updateBrakeLights;
19
+ static createDecorativeMeshes(rootComponent: ENGINE.MeshComponent): void;
20
+ static createVehicleMovementComponent(): ENGINE.VehicleMovementComponent;
21
+ }
@@ -0,0 +1,269 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ 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;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ var PrimitiveVehicle_1;
11
+ import * as ENGINE from 'genesys.js';
12
+ import * as THREE from 'three';
13
+ import { BaseVehicle } from './base-vehicle.js';
14
+ /**
15
+ * A simple vehicle with a box geometry
16
+ *
17
+ * Key points:
18
+ * - Movement parameters configured in createVehicleMovementComponent
19
+ * - No component is persisted (root is transient) in order to support recreating all the components in code (which is desired)
20
+ * - Rely on the builtin feature to create the wheel mesh (createWheelMeshes = true), no need to create them manually
21
+ * - All decorative meshes have physics disabled won't mess with the handling
22
+ * - Find the tail light meshes after the constructor so it works with deserialized actor
23
+ * - Rely on the base vehicle class to handle the camera and player interaction
24
+ */
25
+ let PrimitiveVehicle = PrimitiveVehicle_1 = class PrimitiveVehicle extends BaseVehicle {
26
+ constructor(options) {
27
+ // Create chassis mesh
28
+ const rootComponent = new ENGINE.MeshComponent({
29
+ geometry: new THREE.BoxGeometry(2, 1, 4),
30
+ material: new THREE.MeshStandardMaterial({
31
+ color: 0x4444FF,
32
+ roughness: 0.7,
33
+ metalness: 0.3,
34
+ }),
35
+ physicsOptions: {
36
+ enabled: true,
37
+ motionType: ENGINE.PhysicsMotionType.Dynamic,
38
+ generateCollisionEvents: true,
39
+ },
40
+ });
41
+ rootComponent.castShadow = true;
42
+ rootComponent.name = 'chassis';
43
+ // mark the component as transient, this prevents all the components from being saved since we're recreating them in code
44
+ rootComponent.setTransient(true);
45
+ options.rootComponent = rootComponent;
46
+ // create decorative meshes
47
+ PrimitiveVehicle_1.createDecorativeMeshes(rootComponent);
48
+ options.movementComponent = PrimitiveVehicle_1.createVehicleMovementComponent();
49
+ super(options);
50
+ Object.defineProperty(this, "tailLightComponents", {
51
+ enumerable: true,
52
+ configurable: true,
53
+ writable: true,
54
+ value: []
55
+ });
56
+ this.tailLightComponents = this.getComponents(ENGINE.MeshComponent)
57
+ .filter((component) => component.name.includes('_taillight'));
58
+ }
59
+ tickPrePhysics(deltaTime) {
60
+ super.tickPrePhysics(deltaTime);
61
+ this.updateBrakeLights();
62
+ }
63
+ updateBrakeLights() {
64
+ if (!this.movementComponent || this.tailLightComponents.length === 0)
65
+ return;
66
+ const inputState = this.movementComponent.getInputState();
67
+ const isBraking = inputState.brakeInput > 0;
68
+ for (const tailLightComponent of this.tailLightComponents) {
69
+ const mesh = tailLightComponent.getMesh();
70
+ if (mesh && mesh.material) {
71
+ const material = mesh.material;
72
+ if (isBraking) {
73
+ material.color.setHex(0xFF0000);
74
+ }
75
+ else {
76
+ material.color.setHex(0xFFFFFF);
77
+ }
78
+ }
79
+ }
80
+ }
81
+ static createDecorativeMeshes(rootComponent) {
82
+ // Add windshield
83
+ const windshieldComponent = new ENGINE.MeshComponent({
84
+ geometry: new THREE.BoxGeometry(1.8, 1.8, 0.1),
85
+ material: new THREE.MeshStandardMaterial({
86
+ color: 0x87CEEB,
87
+ transparent: true,
88
+ opacity: 0.5,
89
+ roughness: 0.1,
90
+ metalness: 0.1,
91
+ }),
92
+ physicsOptions: {
93
+ enabled: false,
94
+ }
95
+ });
96
+ windshieldComponent.position.set(0, 0.4, -1.5);
97
+ windshieldComponent.rotation.x = Math.PI / 8; // Slight tilt
98
+ windshieldComponent.name = 'windshield';
99
+ rootComponent.add(windshieldComponent);
100
+ // Add left headlight
101
+ const leftHeadlightComponent = new ENGINE.MeshComponent({
102
+ geometry: new THREE.CylinderGeometry(0.15, 0.15, 0.1, 8),
103
+ material: new THREE.MeshStandardMaterial({
104
+ color: 0xFFFFFF,
105
+ emissive: 0xFFFFAA,
106
+ emissiveIntensity: 0.3,
107
+ }),
108
+ physicsOptions: {
109
+ enabled: false,
110
+ }
111
+ });
112
+ leftHeadlightComponent.position.set(-0.7, 0.1, -2.05);
113
+ leftHeadlightComponent.rotation.z = Math.PI / 2;
114
+ leftHeadlightComponent.name = 'left_headlight';
115
+ rootComponent.add(leftHeadlightComponent);
116
+ // Add right headlight
117
+ const rightHeadlightComponent = new ENGINE.MeshComponent({
118
+ geometry: new THREE.CylinderGeometry(0.15, 0.15, 0.1, 8),
119
+ material: new THREE.MeshStandardMaterial({
120
+ color: 0xFFFFFF,
121
+ emissive: 0xFFFFAA,
122
+ emissiveIntensity: 0.3,
123
+ }),
124
+ physicsOptions: {
125
+ enabled: false,
126
+ }
127
+ });
128
+ rightHeadlightComponent.position.set(0.7, 0.1, -2.05);
129
+ rightHeadlightComponent.rotation.z = Math.PI / 2;
130
+ rightHeadlightComponent.name = 'right_headlight';
131
+ rootComponent.add(rightHeadlightComponent);
132
+ // Add left tail light
133
+ const leftTaillightMaterial = new THREE.MeshStandardMaterial({
134
+ color: 0xFF0000,
135
+ emissive: 0x440000,
136
+ emissiveIntensity: 0.2,
137
+ });
138
+ const leftTaillightComponent = new ENGINE.MeshComponent({
139
+ geometry: new THREE.CylinderGeometry(0.1, 0.1, 0.1, 8),
140
+ material: leftTaillightMaterial,
141
+ physicsOptions: {
142
+ enabled: false,
143
+ }
144
+ });
145
+ leftTaillightComponent.position.set(-0.7, 0.1, 2.05);
146
+ leftTaillightComponent.rotation.z = Math.PI / 2;
147
+ leftTaillightComponent.name = 'left_taillight';
148
+ rootComponent.add(leftTaillightComponent);
149
+ // Add right tail light
150
+ const rightTaillightMaterial = new THREE.MeshStandardMaterial({
151
+ color: 0xFF0000,
152
+ emissive: 0x440000,
153
+ emissiveIntensity: 0.2,
154
+ });
155
+ const rightTaillightComponent = new ENGINE.MeshComponent({
156
+ geometry: new THREE.CylinderGeometry(0.1, 0.1, 0.1, 8),
157
+ material: rightTaillightMaterial,
158
+ physicsOptions: {
159
+ enabled: false,
160
+ }
161
+ });
162
+ rightTaillightComponent.position.set(0.7, 0.1, 2.05);
163
+ rightTaillightComponent.rotation.z = Math.PI / 2;
164
+ rightTaillightComponent.name = 'right_taillight';
165
+ rootComponent.add(rightTaillightComponent);
166
+ }
167
+ static createVehicleMovementComponent() {
168
+ const wheelBaseWidth = 2.6;
169
+ const wheelBaseLength = 3.0;
170
+ const wheelBaseHeight = 0;
171
+ const suspensionRestLength = 0.6;
172
+ const wheelRadius = 0.5;
173
+ const wheelWidth = 0.4;
174
+ const suspensionStiffness = 20;
175
+ const suspensionCompression = 0.83;
176
+ const suspensionRelaxation = 0.88;
177
+ const maxSuspensionForce = 6000.0;
178
+ const maxSuspensionTravel = 5.0;
179
+ const sideFrictionStiffness = 2;
180
+ const frictionSlip = 8;
181
+ const options = {
182
+ ...ENGINE.BasePawnMovementComponent.DEFAULT_OPTIONS,
183
+ maxEnginePower: 35,
184
+ maxSteeringAngle: Math.PI / 6, // 30 degrees
185
+ maxBrakeForce: 1,
186
+ engineResponseRate: 8.0,
187
+ steeringResponseRate: 12.0,
188
+ brakeResponseRate: 15.0,
189
+ createWheelMeshes: true,
190
+ wheelMaterialColor: 0x333333,
191
+ autoBreakWhenNotPossessed: 1,
192
+ autoStopBreak: 0.5,
193
+ wheels: [
194
+ // Default 4-wheel configuration
195
+ {
196
+ position: new THREE.Vector3(-wheelBaseWidth / 2, wheelBaseHeight, -wheelBaseLength / 2), // Front left
197
+ radius: wheelRadius,
198
+ width: wheelWidth,
199
+ canSteer: true,
200
+ isPowered: false,
201
+ canBrake: true,
202
+ suspensionRestLength,
203
+ suspensionStiffness,
204
+ suspensionCompression,
205
+ suspensionRelaxation,
206
+ maxSuspensionForce,
207
+ maxSuspensionTravel,
208
+ sideFrictionStiffness,
209
+ frictionSlip,
210
+ },
211
+ {
212
+ position: new THREE.Vector3(wheelBaseWidth / 2, wheelBaseHeight, -wheelBaseLength / 2), // Front right
213
+ radius: wheelRadius,
214
+ width: wheelWidth,
215
+ canSteer: true,
216
+ isPowered: false,
217
+ canBrake: true,
218
+ suspensionRestLength,
219
+ suspensionStiffness,
220
+ suspensionCompression,
221
+ suspensionRelaxation,
222
+ maxSuspensionForce,
223
+ maxSuspensionTravel,
224
+ sideFrictionStiffness,
225
+ frictionSlip,
226
+ },
227
+ {
228
+ position: new THREE.Vector3(-wheelBaseWidth / 2, wheelBaseHeight, wheelBaseLength / 2), // Rear left
229
+ radius: wheelRadius,
230
+ width: wheelWidth,
231
+ canSteer: false,
232
+ isPowered: true,
233
+ canBrake: true,
234
+ suspensionRestLength,
235
+ suspensionStiffness,
236
+ suspensionCompression,
237
+ suspensionRelaxation,
238
+ maxSuspensionForce,
239
+ maxSuspensionTravel,
240
+ sideFrictionStiffness,
241
+ frictionSlip,
242
+ },
243
+ {
244
+ position: new THREE.Vector3(wheelBaseWidth / 2, wheelBaseHeight, wheelBaseLength / 2), // Rear right
245
+ radius: wheelRadius,
246
+ width: wheelWidth,
247
+ canSteer: false,
248
+ isPowered: true,
249
+ canBrake: true,
250
+ suspensionRestLength,
251
+ suspensionStiffness,
252
+ suspensionCompression,
253
+ suspensionRelaxation,
254
+ maxSuspensionForce,
255
+ maxSuspensionTravel,
256
+ sideFrictionStiffness,
257
+ frictionSlip,
258
+ },
259
+ ],
260
+ };
261
+ return new ENGINE.VehicleMovementComponent(options);
262
+ }
263
+ };
264
+ PrimitiveVehicle = PrimitiveVehicle_1 = __decorate([
265
+ ENGINE.GameClass(),
266
+ __metadata("design:paramtypes", [Object])
267
+ ], PrimitiveVehicle);
268
+ export { PrimitiveVehicle };
269
+ //# 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@@ -0,0 +1,8 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ /**
3
+ * Simple VR Attachable Cube - demonstrates minimal implementation with physics
4
+ */
5
+ export declare class VRAttachableCube extends ENGINE.Actor {
6
+ private meshComponent;
7
+ constructor(color?: number);
8
+ }
@@ -0,0 +1,41 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ /**
4
+ * Simple VR Attachable Cube - demonstrates minimal implementation with physics
5
+ */
6
+ export class VRAttachableCube extends ENGINE.Actor {
7
+ constructor(color = 0xff0000) {
8
+ super({
9
+ rootComponent: new ENGINE.MeshComponent({
10
+ geometry: new THREE.BoxGeometry(0.5, 0.5, 0.5),
11
+ material: new THREE.MeshStandardMaterial({
12
+ color: color,
13
+ roughness: 0.4,
14
+ metalness: 0.6
15
+ }),
16
+ // Add physics properties
17
+ physicsOptions: {
18
+ motionType: ENGINE.PhysicsMotionType.Dynamic,
19
+ density: 1.0,
20
+ generateCollisionEvents: false
21
+ }
22
+ })
23
+ });
24
+ Object.defineProperty(this, "meshComponent", {
25
+ enumerable: true,
26
+ configurable: true,
27
+ writable: true,
28
+ value: void 0
29
+ });
30
+ this.meshComponent = this.rootComponent;
31
+ const grabbable = new ENGINE.VRGrabbableComponent({
32
+ vrAttachmentInputType: 'select',
33
+ attachmentMode: 'beam',
34
+ useBeamPickupDistance: true,
35
+ beamPickupDistance: 2,
36
+ hideController: false
37
+ });
38
+ this.addComponent(grabbable);
39
+ }
40
+ }
41
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiVlJBdHRhY2hhYmxlQ3ViZS5qcyIsInNvdXJjZVJvb3QiOiIiLCJzb3VyY2VzIjpbIi4uLy4uLy4uLy4uL2dhbWVzL2V4YW1wbGVzL3ZyLWdhbWUvVlJBdHRhY2hhYmxlQ3ViZS50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQSxPQUFPLEtBQUssTUFBTSxNQUFNLFlBQVksQ0FBQztBQUNyQyxPQUFPLEtBQUssS0FBSyxNQUFNLE9BQU8sQ0FBQztBQUUvQjs7R0FFRztBQUNILE1BQU0sT0FBTyxnQkFBaUIsU0FBUSxNQUFNLENBQUMsS0FBSztJQUdoRCxZQUFZLFFBQWdCLFFBQVE7UUFDbEMsS0FBSyxDQUFDO1lBQ0osYUFBYSxFQUFFLElBQUksTUFBTSxDQUFDLGFBQWEsQ0FBQztnQkFDdEMsUUFBUSxFQUFFLElBQUksS0FBSyxDQUFDLFdBQVcsQ0FBQyxHQUFHLEVBQUUsR0FBRyxFQUFFLEdBQUcsQ0FBQztnQkFDOUMsUUFBUSxFQUFFLElBQUksS0FBSyxDQUFDLG9CQUFvQixDQUFDO29CQUN2QyxLQUFLLEVBQUUsS0FBSztvQkFDWixTQUFTLEVBQUUsR0FBRztvQkFDZCxTQUFTLEVBQUUsR0FBRztpQkFDZixDQUFDO2dCQUNGLHlCQUF5QjtnQkFDekIsY0FBYyxFQUFFO29CQUNkLFVBQVUsRUFBRSxNQUFNLENBQUMsaUJBQWlCLENBQUMsT0FBTztvQkFDNUMsT0FBTyxFQUFFLEdBQUc7b0JBQ1osdUJBQXVCLEVBQUUsS0FBSztpQkFDL0I7YUFDRixDQUFDO1NBQ0gsQ0FBQyxDQUFDO1FBbEJHOzs7OztXQUFvQztRQW9CMUMsSUFBSSxDQUFDLGFBQWEsR0FBRyxJQUFJLENBQUMsYUFBcUMsQ0FBQztRQUVoRSxNQUFNLFNBQVMsR0FBRyxJQUFJLE1BQU0sQ0FBQyxvQkFBb0IsQ0FBQztZQUNoRCxxQkFBcUIsRUFBRSxRQUFRO1lBQy9CLGNBQWMsRUFBRSxNQUFNO1lBQ3RCLHFCQUFxQixFQUFFLElBQUk7WUFDM0Isa0JBQWtCLEVBQUUsQ0FBQztZQUNyQixjQUFjLEVBQUUsS0FBSztTQUN0QixDQUFDLENBQUM7UUFDSCxJQUFJLENBQUMsWUFBWSxDQUFDLFNBQVMsQ0FBQyxDQUFDO0lBQy9CLENBQUM7Q0FDRiJ9
@@ -0,0 +1,10 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ /**
4
+ * Interactable cylinder that shoots a ball upward when selected
5
+ */
6
+ export declare class VRInteractableCylinder extends ENGINE.Actor<{}> {
7
+ private meshComponent;
8
+ constructor(position?: THREE.Vector3);
9
+ onVRInteract(hand: 'left' | 'right'): boolean;
10
+ }
@@ -0,0 +1,76 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ /**
4
+ * Interactable cylinder that shoots a ball upward when selected
5
+ */
6
+ export class VRInteractableCylinder extends ENGINE.Actor {
7
+ constructor(position = new THREE.Vector3(0, 1, -2)) {
8
+ super({
9
+ rootComponent: new ENGINE.MeshComponent({
10
+ geometry: new THREE.CylinderGeometry(0.25, 0.25, 0.5, 24),
11
+ material: new THREE.MeshStandardMaterial({
12
+ color: 0x33aaee,
13
+ roughness: 0.4,
14
+ metalness: 0.2
15
+ }),
16
+ physicsOptions: {
17
+ motionType: ENGINE.PhysicsMotionType.Static,
18
+ generateCollisionEvents: false
19
+ }
20
+ })
21
+ });
22
+ Object.defineProperty(this, "meshComponent", {
23
+ enumerable: true,
24
+ configurable: true,
25
+ writable: true,
26
+ value: void 0
27
+ });
28
+ this.setWorldPosition(position);
29
+ this.meshComponent = this.rootComponent;
30
+ const interactable = new ENGINE.VRInteractableComponent({
31
+ vrInteractionRange: 6
32
+ });
33
+ this.addComponent(interactable);
34
+ interactable.onInteract.add(this.onVRInteract.bind(this));
35
+ }
36
+ onVRInteract(hand) {
37
+ // Spawn a small sphere and launch it upward
38
+ const world = this.getWorld();
39
+ if (!world)
40
+ return false;
41
+ const spawnPos = this.rootComponent.getWorldPosition(new THREE.Vector3());
42
+ spawnPos.y += 0.4;
43
+ const ball = new ENGINE.Actor({
44
+ rootComponent: new ENGINE.MeshComponent({
45
+ geometry: new THREE.SphereGeometry(0.1, 16, 16),
46
+ material: new THREE.MeshStandardMaterial({ color: 0xffaa00 }),
47
+ physicsOptions: {
48
+ motionType: ENGINE.PhysicsMotionType.Dynamic,
49
+ density: 0.5,
50
+ generateCollisionEvents: false,
51
+ gravityScale: 1
52
+ }
53
+ })
54
+ });
55
+ world.addActor(ball);
56
+ ball.rootComponent.setWorldPosition(spawnPos);
57
+ // Apply upward velocity
58
+ const physics = world.getPhysicsEngine();
59
+ const root = ball.rootComponent;
60
+ if (physics && root instanceof ENGINE.PrimitiveComponent) {
61
+ const up = new THREE.Vector3(0, 1, 0);
62
+ const velocity = up.multiplyScalar(6); // m/s
63
+ root.setPhysicsVectorParam(ENGINE.PhysicsVectorParam.LinearVelocity, [velocity.x, velocity.y, velocity.z]);
64
+ }
65
+ // Brief emissive flash as feedback
66
+ const mesh = this.meshComponent.getMesh();
67
+ if (mesh && mesh.material?.emissive) {
68
+ const std = mesh.material;
69
+ const original = std.emissive.clone();
70
+ std.emissive.setHex(0x2244ff);
71
+ setTimeout(() => std.emissive.copy(original), 150);
72
+ }
73
+ return true;
74
+ }
75
+ }
76
+ //# sourceMappingURL=data:application/json;base64,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
@@ -0,0 +1,24 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ export interface VRPressableButtonOptions {
4
+ baseSize?: THREE.Vector3;
5
+ plungerSize?: THREE.Vector3;
6
+ surfaceY?: number;
7
+ restingY?: number;
8
+ fullPressDistance?: number;
9
+ recoverySpeed?: number;
10
+ onPressed?: () => void;
11
+ }
12
+ export declare class VRPressableButtonActor extends ENGINE.Actor<{}> {
13
+ private base;
14
+ private plunger;
15
+ private contactZone;
16
+ private surfaceY;
17
+ private restingY;
18
+ private fullPressDistance;
19
+ private recoverySpeed;
20
+ private pressedFired;
21
+ private onPressed?;
22
+ constructor(options?: VRPressableButtonOptions);
23
+ private updateButton;
24
+ }
@@ -0,0 +1,135 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ export class VRPressableButtonActor extends ENGINE.Actor {
4
+ constructor(options = {}) {
5
+ super({
6
+ rootComponent: new ENGINE.SceneComponent({})
7
+ });
8
+ Object.defineProperty(this, "base", {
9
+ enumerable: true,
10
+ configurable: true,
11
+ writable: true,
12
+ value: void 0
13
+ });
14
+ Object.defineProperty(this, "plunger", {
15
+ enumerable: true,
16
+ configurable: true,
17
+ writable: true,
18
+ value: void 0
19
+ });
20
+ Object.defineProperty(this, "contactZone", {
21
+ enumerable: true,
22
+ configurable: true,
23
+ writable: true,
24
+ value: void 0
25
+ });
26
+ Object.defineProperty(this, "surfaceY", {
27
+ enumerable: true,
28
+ configurable: true,
29
+ writable: true,
30
+ value: void 0
31
+ });
32
+ Object.defineProperty(this, "restingY", {
33
+ enumerable: true,
34
+ configurable: true,
35
+ writable: true,
36
+ value: void 0
37
+ });
38
+ Object.defineProperty(this, "fullPressDistance", {
39
+ enumerable: true,
40
+ configurable: true,
41
+ writable: true,
42
+ value: void 0
43
+ });
44
+ Object.defineProperty(this, "recoverySpeed", {
45
+ enumerable: true,
46
+ configurable: true,
47
+ writable: true,
48
+ value: void 0
49
+ });
50
+ Object.defineProperty(this, "pressedFired", {
51
+ enumerable: true,
52
+ configurable: true,
53
+ writable: true,
54
+ value: false
55
+ });
56
+ Object.defineProperty(this, "onPressed", {
57
+ enumerable: true,
58
+ configurable: true,
59
+ writable: true,
60
+ value: void 0
61
+ });
62
+ const baseSize = options.baseSize ?? new THREE.Vector3(0.5, 0.12, 0.15);
63
+ const plungerSize = options.plungerSize ?? new THREE.Vector3(0.08, 0.1, 0.08);
64
+ this.surfaceY = options.surfaceY ?? 0.05;
65
+ this.restingY = options.restingY ?? 0.04;
66
+ this.fullPressDistance = options.fullPressDistance ?? 0.02;
67
+ this.recoverySpeed = options.recoverySpeed ?? 0.4;
68
+ this.onPressed = options.onPressed;
69
+ // Base
70
+ this.base = new ENGINE.MeshComponent({
71
+ geometry: new THREE.BoxGeometry(baseSize.x, baseSize.y, baseSize.z),
72
+ material: new THREE.MeshStandardMaterial({ color: 0x595959 }),
73
+ physicsOptions: {
74
+ motionType: ENGINE.PhysicsMotionType.Static,
75
+ generateCollisionEvents: false
76
+ }
77
+ });
78
+ this.rootComponent.add(this.base);
79
+ // Plunger (kinematic in local Y; no physics)
80
+ this.plunger = new ENGINE.MeshComponent({
81
+ geometry: new THREE.BoxGeometry(plungerSize.x, plungerSize.y, plungerSize.z),
82
+ material: new THREE.MeshStandardMaterial({ color: 0x355c7d }),
83
+ physicsOptions: { enabled: false }
84
+ });
85
+ this.plunger.position.set(0, this.restingY, 0);
86
+ this.base.add(this.plunger);
87
+ // Contact zone above the plunger cap (trigger only)
88
+ this.contactZone = new ENGINE.TriggerZoneComponent({
89
+ size: new THREE.Vector3(plungerSize.x * 1.2, plungerSize.y * 1.2, plungerSize.z * 1.2),
90
+ enableStayEvents: true,
91
+ offset: new THREE.Vector3(0, this.restingY + (plungerSize.y * 0.5), 0),
92
+ enableDebugVisualization: false
93
+ });
94
+ this.base.add(this.contactZone);
95
+ // Tick each frame to update motion/state
96
+ this.rootComponent.onTickPrePhysics.add((_comp, dt) => this.updateButton(dt));
97
+ }
98
+ updateButton(deltaTime) {
99
+ // Gather overlapping actors; find any with a fingertip pointer component name
100
+ const overlapping = this.contactZone.getActorsInZone();
101
+ let pressingDistance = 0;
102
+ if (overlapping.length > 0) {
103
+ for (const actor of overlapping) {
104
+ // Use actor world position (assumes fingertip collider actor root at tip)
105
+ const tipWorld = actor.rootComponent.getWorldPosition(new THREE.Vector3());
106
+ // Convert to plunger parent local
107
+ const local = this.base.worldToLocal(tipWorld.clone());
108
+ const depth = this.surfaceY - local.y;
109
+ if (depth > pressingDistance)
110
+ pressingDistance = depth;
111
+ }
112
+ }
113
+ if (pressingDistance > 0) {
114
+ const targetY = THREE.MathUtils.clamp(this.restingY - pressingDistance, this.restingY - this.fullPressDistance, this.restingY);
115
+ this.plunger.position.y = targetY;
116
+ const fraction = (this.restingY - targetY) / this.fullPressDistance;
117
+ if (fraction >= 0.99 && !this.pressedFired) {
118
+ this.pressedFired = true;
119
+ if (this.onPressed)
120
+ this.onPressed();
121
+ }
122
+ }
123
+ else {
124
+ // Recover toward resting
125
+ if (this.plunger.position.y < this.restingY) {
126
+ this.plunger.position.y = Math.min(this.restingY, this.plunger.position.y + this.recoverySpeed * deltaTime);
127
+ }
128
+ else {
129
+ this.plunger.position.y = this.restingY;
130
+ this.pressedFired = false;
131
+ }
132
+ }
133
+ }
134
+ }
135
+ //# 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FBQyxhQUFhLEdBQUcsU0FBUyxDQUFDLENBQUM7WUFDOUcsQ0FBQztpQkFBTSxDQUFDO2dCQUNOLElBQUksQ0FBQyxPQUFPLENBQUMsUUFBUSxDQUFDLENBQUMsR0FBRyxJQUFJLENBQUMsUUFBUSxDQUFDO2dCQUN4QyxJQUFJLENBQUMsWUFBWSxHQUFHLEtBQUssQ0FBQztZQUM1QixDQUFDO1FBQ0gsQ0FBQztJQUNILENBQUM7Q0FDRiJ9
@@ -0,0 +1,19 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ /**
4
+ * Simple projectile actor for rifle shots
5
+ */
6
+ export declare class VRProjectileActor extends ENGINE.Actor {
7
+ private direction;
8
+ private speed;
9
+ private lifetime;
10
+ private startTime;
11
+ constructor(options: {
12
+ startPosition: THREE.Vector3;
13
+ direction: THREE.Vector3;
14
+ speed: number;
15
+ lifetime: number;
16
+ });
17
+ protected doBeginPlay(): void;
18
+ private updateProjectile;
19
+ }