@pmndrs/viverse 0.1.20 → 0.2.0

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Files changed (55) hide show
  1. package/dist/animation/bvh.d.ts +2 -2
  2. package/dist/animation/default.d.ts +1 -0
  3. package/dist/animation/default.js +18 -0
  4. package/dist/animation/fbx.d.ts +2 -2
  5. package/dist/animation/gltf.d.ts +2 -2
  6. package/dist/animation/index.d.ts +14 -16
  7. package/dist/animation/index.js +18 -36
  8. package/dist/animation/mask.d.ts +3 -0
  9. package/dist/animation/mask.js +3 -0
  10. package/dist/camera.d.ts +3 -7
  11. package/dist/camera.js +16 -24
  12. package/dist/index.d.ts +3 -2
  13. package/dist/index.js +3 -2
  14. package/dist/input/index.d.ts +6 -7
  15. package/dist/input/index.js +5 -4
  16. package/dist/input/keyboard.d.ts +3 -4
  17. package/dist/input/keyboard.js +8 -10
  18. package/dist/input/pointer-capture.d.ts +3 -3
  19. package/dist/input/pointer-capture.js +11 -12
  20. package/dist/input/pointer-lock.d.ts +3 -3
  21. package/dist/input/pointer-lock.js +10 -10
  22. package/dist/input/screen-joystick.d.ts +6 -10
  23. package/dist/input/screen-joystick.js +29 -36
  24. package/dist/input/screen-jump-button.d.ts +1 -1
  25. package/dist/model/index.d.ts +10 -13
  26. package/dist/model/index.js +12 -34
  27. package/dist/physics/index.d.ts +2 -5
  28. package/dist/physics/index.js +7 -16
  29. package/dist/simple-character/defaults.d.ts +2 -0
  30. package/dist/simple-character/defaults.js +2 -0
  31. package/dist/simple-character/index.d.ts +101 -0
  32. package/dist/simple-character/index.js +109 -0
  33. package/dist/simple-character/state/index.d.ts +6 -0
  34. package/dist/simple-character/state/index.js +6 -0
  35. package/dist/simple-character/state/jump-down.d.ts +3 -0
  36. package/dist/simple-character/state/jump-down.js +25 -0
  37. package/dist/simple-character/state/jump-forward.d.ts +5 -0
  38. package/dist/simple-character/state/jump-forward.js +39 -0
  39. package/dist/simple-character/state/jump-loop.d.ts +3 -0
  40. package/dist/simple-character/state/jump-loop.js +23 -0
  41. package/dist/simple-character/state/jump-start.d.ts +4 -0
  42. package/dist/simple-character/state/jump-start.js +30 -0
  43. package/dist/simple-character/state/jump-up.d.ts +5 -0
  44. package/dist/simple-character/state/jump-up.js +38 -0
  45. package/dist/simple-character/state/movement.d.ts +3 -0
  46. package/dist/simple-character/state/movement.js +59 -0
  47. package/dist/simple-character/update-input-velocity.d.ts +5 -0
  48. package/dist/simple-character/update-input-velocity.js +25 -0
  49. package/dist/simple-character/update-rotation.d.ts +6 -0
  50. package/dist/simple-character/update-rotation.js +40 -0
  51. package/dist/utils.d.ts +12 -5
  52. package/dist/utils.js +28 -39
  53. package/package.json +2 -2
  54. package/dist/simple-character.d.ts +0 -107
  55. package/dist/simple-character.js +0 -344
@@ -0,0 +1,30 @@
1
+ import { action, timePassed } from '@pmndrs/timeline';
2
+ import { RunField } from '../../input/index.js';
3
+ import { startAnimation } from '../../utils.js';
4
+ import { DefaultCrossFadeDuration, DefaultJumDelay } from '../defaults.js';
5
+ export async function loadSimpleCharacterJumpStartState(jumpUp, jumpForward, state, options) {
6
+ const model = state.model;
7
+ if (model == null) {
8
+ throw new Error(`Unable to load animation state without existing model`);
9
+ }
10
+ return {
11
+ timeline: () => action({
12
+ init() {
13
+ startAnimation(jumpUp, model.currentAnimations, {
14
+ fadeDuration: options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration,
15
+ paused: true,
16
+ });
17
+ startAnimation(jumpForward, model.currentAnimations, {
18
+ fadeDuration: options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration,
19
+ paused: true,
20
+ });
21
+ },
22
+ update: () => void state.physics.inputVelocity.multiplyScalar(0.3),
23
+ until: timePassed((typeof options.movement?.jump === 'object' ? options.movement?.jump.delay : undefined) ?? DefaultJumDelay, 'seconds'),
24
+ }),
25
+ transitionTo: {
26
+ jumpDown: { whenUpdate: () => !state.physics.isGrounded },
27
+ finally: () => (state.inputSystem.get(RunField) ? 'jumpForward' : 'jumpUp'),
28
+ },
29
+ };
30
+ }
@@ -0,0 +1,5 @@
1
+ import { GraphTimelineState } from '@pmndrs/timeline';
2
+ import { AnimationAction } from 'three';
3
+ import { SimpleCharacterState, SimpleCharacterOptions } from '../index.js';
4
+ export declare function loadSimpleCharacterJumpUpAction(state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<AnimationAction>;
5
+ export declare function loadSimpleCharacterJumpUpState<T>(jumpUp: AnimationAction, state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<GraphTimelineState<T>>;
@@ -0,0 +1,38 @@
1
+ import { action, animationFinished } from '@pmndrs/timeline';
2
+ import { LoopOnce, Vector3 } from 'three';
3
+ import { flattenCharacterAnimationOptions, loadCharacterAnimation } from '../../animation/index.js';
4
+ import { startAnimation } from '../../utils.js';
5
+ export async function loadSimpleCharacterJumpUpAction(state, options) {
6
+ const model = state.model;
7
+ if (model == null) {
8
+ throw new Error(`Unable to load animation without existing model`);
9
+ }
10
+ const jumpUp = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions(options.animation?.jumpUp ?? {
11
+ url: { default: 'jumpUp' },
12
+ })));
13
+ jumpUp.loop = LoopOnce;
14
+ jumpUp.clampWhenFinished = true;
15
+ return jumpUp;
16
+ }
17
+ export async function loadSimpleCharacterJumpUpState(jumpUp, state, options) {
18
+ const model = state.model;
19
+ if (model == null) {
20
+ throw new Error(`Unable to load animation state without existing model`);
21
+ }
22
+ return {
23
+ timeline: () => action({
24
+ init: () => {
25
+ startAnimation(jumpUp, model.currentAnimations, { fadeDuration: 0.1 });
26
+ state.lastJump = performance.now() / 1000;
27
+ state.physics.applyVelocity(new Vector3(0, (typeof options.movement?.jump === 'object' ? options.movement?.jump.speed : undefined) ?? 8, 0));
28
+ },
29
+ until: animationFinished(jumpUp),
30
+ }),
31
+ transitionTo: {
32
+ jumpDown: {
33
+ whenUpdate: (_, _clock, actionTime) => actionTime > 0.3 && state.physics.isGrounded,
34
+ },
35
+ finally: 'jumpLoop',
36
+ },
37
+ };
38
+ }
@@ -0,0 +1,3 @@
1
+ import { type GraphTimelineState } from '@pmndrs/timeline';
2
+ import type { SimpleCharacterOptions, SimpleCharacterState } from '../index.js';
3
+ export declare function loadSimpleCharacterMovingState<T>(state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<GraphTimelineState<T>>;
@@ -0,0 +1,59 @@
1
+ import { action } from '@pmndrs/timeline';
2
+ import { flattenCharacterAnimationOptions, loadCharacterAnimation } from '../../animation/index.js';
3
+ import { RunField } from '../../input/index.js';
4
+ import { shouldJump, startAnimation } from '../../utils.js';
5
+ import { DefaultCrossFadeDuration } from '../defaults.js';
6
+ export async function loadSimpleCharacterMovingState(state, options) {
7
+ const model = state.model;
8
+ if (model == null) {
9
+ throw new Error(`Unable to load animation without existing model`);
10
+ }
11
+ const idle = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions(options.animation?.idle ?? {
12
+ url: { default: 'idle' },
13
+ })));
14
+ const run = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions({
15
+ url: { default: 'run' },
16
+ scaleTime: 0.8,
17
+ })));
18
+ const walk = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions(options.animation?.walk ?? {
19
+ scaleTime: 0.5,
20
+ url: { default: 'walk' },
21
+ })));
22
+ return {
23
+ timeline: () => {
24
+ let currentAnimation;
25
+ return action({
26
+ update: () => {
27
+ let nextAnimation;
28
+ if (state.physics.inputVelocity.lengthSq() === 0) {
29
+ nextAnimation = idle;
30
+ }
31
+ else if (state.inputSystem.get(RunField) && options.movement?.run != false) {
32
+ nextAnimation = run;
33
+ }
34
+ else if (options.movement?.walk != false) {
35
+ nextAnimation = walk;
36
+ }
37
+ else {
38
+ nextAnimation = idle;
39
+ }
40
+ if (nextAnimation === currentAnimation) {
41
+ return;
42
+ }
43
+ currentAnimation?.fadeOut(options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration);
44
+ startAnimation(nextAnimation, model.currentAnimations, {
45
+ fadeDuration: options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration,
46
+ });
47
+ currentAnimation = nextAnimation;
48
+ },
49
+ });
50
+ },
51
+ transitionTo: {
52
+ jumpStart: {
53
+ whenUpdate: () => options.movement?.jump !== false &&
54
+ shouldJump(state.physics, state.inputSystem, state.lastJump, options.movement?.jump === true ? undefined : options.movement?.jump?.bufferTime),
55
+ },
56
+ jumpLoop: { whenUpdate: () => !state.physics.isGrounded },
57
+ },
58
+ };
59
+ }
@@ -0,0 +1,5 @@
1
+ import { Object3D } from 'three';
2
+ import { InputSystem } from '../input/index.js';
3
+ import type { SimpleCharacterMovementOptions } from './index.js';
4
+ import type { BvhCharacterPhysics } from '../physics/index.js';
5
+ export declare function updateSimpleCharacterInputVelocity(camera: Object3D, inputSystem: InputSystem, physics: BvhCharacterPhysics, options?: SimpleCharacterMovementOptions): void;
@@ -0,0 +1,25 @@
1
+ import { Euler, Quaternion } from 'three';
2
+ import { RunField, MoveLeftField, MoveRightField, MoveForwardField, MoveBackwardField, } from '../input/index.js';
3
+ const cameraEuler = new Euler();
4
+ const cameraRotation = new Quaternion();
5
+ export function updateSimpleCharacterInputVelocity(camera, inputSystem, physics, options) {
6
+ cameraEuler.setFromQuaternion(camera.getWorldQuaternion(cameraRotation), 'YXZ');
7
+ cameraEuler.x = 0;
8
+ cameraEuler.z = 0;
9
+ let inputSpeed = 0;
10
+ let runOptions = options?.run ?? true;
11
+ if (inputSystem.get(RunField) && runOptions !== false) {
12
+ runOptions = runOptions === true ? {} : runOptions;
13
+ inputSpeed = runOptions.speed ?? 6;
14
+ }
15
+ let walkOptions = options?.walk ?? true;
16
+ if (inputSpeed === 0 && walkOptions !== false) {
17
+ walkOptions = walkOptions === true ? {} : walkOptions;
18
+ inputSpeed = walkOptions.speed ?? 3;
19
+ }
20
+ physics.inputVelocity
21
+ .set(-inputSystem.get(MoveLeftField) + inputSystem.get(MoveRightField), 0, -inputSystem.get(MoveForwardField) + inputSystem.get(MoveBackwardField))
22
+ .normalize()
23
+ .applyEuler(cameraEuler)
24
+ .multiplyScalar(inputSpeed);
25
+ }
@@ -0,0 +1,6 @@
1
+ import { Object3D } from 'three';
2
+ import { BvhCharacterPhysics } from '../physics/index.js';
3
+ import type { SimpleCharacterAnimationOptions } from './index.js';
4
+ export declare function updateSimpleCharacterRotation(delta: number, physics: BvhCharacterPhysics, camera: Object3D, model: {
5
+ scene: Object3D;
6
+ }, options?: SimpleCharacterAnimationOptions): true | undefined;
@@ -0,0 +1,40 @@
1
+ import { Euler, Quaternion, Vector3 } from 'three';
2
+ const NegZAxis = new Vector3(0, 0, -1);
3
+ const _2MathPI = 2 * Math.PI;
4
+ const characterTargetEuler = new Euler();
5
+ const goalTargetEuler = new Euler();
6
+ const inputDirection = new Vector3();
7
+ const quaternion = new Quaternion();
8
+ export function updateSimpleCharacterRotation(delta, physics, camera, model, options) {
9
+ // Character yaw rotation logic
10
+ const basedOn = options?.yawRotationBasdOn ?? 'movement';
11
+ // compute goalTargetEuler
12
+ if (basedOn === 'camera') {
13
+ goalTargetEuler.setFromQuaternion(camera.getWorldQuaternion(quaternion), 'YXZ');
14
+ }
15
+ else {
16
+ //don't rotate if not moving
17
+ if (physics.inputVelocity.lengthSq() === 0) {
18
+ // run forever
19
+ return true;
20
+ }
21
+ inputDirection.copy(physics.inputVelocity).normalize();
22
+ quaternion.setFromUnitVectors(NegZAxis, inputDirection);
23
+ goalTargetEuler.setFromQuaternion(quaternion, 'YXZ');
24
+ }
25
+ // compute currentTargetEuler
26
+ model.scene.getWorldQuaternion(quaternion);
27
+ characterTargetEuler.setFromQuaternion(quaternion, 'YXZ');
28
+ // apply delta yaw rotation
29
+ let deltaYaw = (goalTargetEuler.y - characterTargetEuler.y + _2MathPI) % _2MathPI;
30
+ if (deltaYaw > Math.PI) {
31
+ deltaYaw = deltaYaw - _2MathPI;
32
+ }
33
+ const absDeltaYaw = Math.abs(deltaYaw);
34
+ if (absDeltaYaw < 0.001) {
35
+ // run forever
36
+ return true;
37
+ }
38
+ const yawRotationDirection = deltaYaw / absDeltaYaw;
39
+ model.scene.rotation.y += Math.min((options?.maxYawRotationSpeed ?? 10) * delta, absDeltaYaw) * yawRotationDirection;
40
+ }
package/dist/utils.d.ts CHANGED
@@ -1,7 +1,14 @@
1
- export declare function cached<D extends ReadonlyArray<unknown>, T>(fn: (...deps: D) => Promise<T>, dependencies: D): Promise<T>;
2
- export declare function clearCache(fn: Function, dependencies: Array<unknown>): void;
3
- export declare function extractProxy<K extends string, T extends {
4
- [key in K]?: {};
5
- }>(value: T, key: K): Partial<Exclude<T[K], undefined>>;
1
+ import { type InputSystem } from './input/index.js';
2
+ import type { CharacterAnimationMask } from './animation/index.js';
3
+ import type { CharacterModel } from './model/index.js';
4
+ import type { BvhCharacterPhysics } from './physics/index.js';
5
+ import type { AnimationAction } from 'three';
6
6
  export declare function getIsMobileMediaQuery(): MediaQueryList | undefined;
7
7
  export declare function isMobile(): boolean;
8
+ export type StartAnimationOptions = {
9
+ fadeDuration?: number;
10
+ paused?: boolean;
11
+ mask?: CharacterAnimationMask;
12
+ };
13
+ export declare function startAnimation(animation: AnimationAction, currentAnimations: CharacterModel['currentAnimations'], { fadeDuration, paused, mask }: StartAnimationOptions): void;
14
+ export declare function shouldJump(physics: BvhCharacterPhysics, inputSystem: InputSystem, lastJump: number, bufferTime?: number): boolean;
package/dist/utils.js CHANGED
@@ -1,42 +1,4 @@
1
- function shallowEqual(a, b) {
2
- if (a.length !== b.length)
3
- return false;
4
- for (let i = 0; i < a.length; i++) {
5
- if (a[i] !== b[i])
6
- return false;
7
- }
8
- return true;
9
- }
10
- const cacheMap = new Map();
11
- export function cached(fn, dependencies) {
12
- let cache = cacheMap.get(fn);
13
- if (cache == null) {
14
- cacheMap.set(fn, (cache = []));
15
- }
16
- const entry = cache.find(({ deps }) => shallowEqual(deps, dependencies));
17
- if (entry != null) {
18
- return entry.result;
19
- }
20
- const result = fn(...dependencies);
21
- cache.push({ deps: dependencies, result });
22
- return result;
23
- }
24
- export function clearCache(fn, dependencies) {
25
- const cache = cacheMap.get(fn);
26
- if (cache == null) {
27
- return;
28
- }
29
- const index = cache.findIndex(({ deps }) => shallowEqual(deps, dependencies));
30
- if (index === -1) {
31
- return;
32
- }
33
- cache.splice(index, 1);
34
- }
35
- export function extractProxy(value, key) {
36
- return new Proxy({}, {
37
- get: (_, p) => value[key]?.[p],
38
- });
39
- }
1
+ import { LastTimeJumpPressedField } from './input/index.js';
40
2
  export function getIsMobileMediaQuery() {
41
3
  if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') {
42
4
  return undefined;
@@ -46,3 +8,30 @@ export function getIsMobileMediaQuery() {
46
8
  export function isMobile() {
47
9
  return getIsMobileMediaQuery()?.matches ?? false;
48
10
  }
11
+ export function startAnimation(animation, currentAnimations, { fadeDuration = 0.1, paused = false, mask }) {
12
+ animation.reset();
13
+ animation.play();
14
+ animation.paused = paused;
15
+ const currentAnimation = currentAnimations.get(mask);
16
+ if (currentAnimation != null) {
17
+ animation.crossFadeFrom(currentAnimation, fadeDuration);
18
+ }
19
+ else {
20
+ animation.fadeIn(fadeDuration);
21
+ }
22
+ currentAnimations.set(mask, animation);
23
+ }
24
+ export function shouldJump(physics, inputSystem, lastJump, bufferTime = 0.1) {
25
+ if (!physics.isGrounded) {
26
+ return false;
27
+ }
28
+ const lastTimePressed = inputSystem.get(LastTimeJumpPressedField);
29
+ if (lastTimePressed == null || lastJump > lastTimePressed) {
30
+ return false;
31
+ }
32
+ //last jump must be more then 0.3 second ago, if not, we dont jump, this is to give the character time to get off the ground
33
+ if (lastJump > performance.now() / 1000 - 0.3) {
34
+ return false;
35
+ }
36
+ return performance.now() / 1000 - lastTimePressed < bufferTime;
37
+ }
package/package.json CHANGED
@@ -21,12 +21,12 @@
21
21
  "peerDependencies": {
22
22
  "three": "*"
23
23
  },
24
- "version": "0.1.20",
24
+ "version": "0.2.0",
25
25
  "type": "module",
26
26
  "dependencies": {
27
27
  "@pixiv/three-vrm": "^3.4.2",
28
28
  "@pixiv/three-vrm-animation": "^3.4.2",
29
- "@pmndrs/timeline": "^0.2.6",
29
+ "@pmndrs/timeline": "^0.3.5",
30
30
  "@viverse/sdk": "1.2.10-alpha.0",
31
31
  "three-mesh-bvh": "^0.9.1"
32
32
  },
@@ -1,107 +0,0 @@
1
- import { VRM } from '@pixiv/three-vrm';
2
- import { AnimationAction, AnimationClip, AnimationMixer, Group, Object3D, Object3DEventMap, Quaternion } from 'three';
3
- import { simpleCharacterAnimationNames, ModelAnimationOptions } from './animation/index.js';
4
- import { SimpleCharacterCameraBehavior, SimpleCharacterCameraBehaviorOptions } from './camera.js';
5
- import { Input, InputSystem, ScreenJoystickInputOptions, LocomotionKeyboardInputOptions, PointerCaptureInputOptions, PointerLockInputOptions } from './input/index.js';
6
- import { CharacterModelOptions, loadCharacterModel } from './model/index.js';
7
- import { BvhCharacterPhysicsOptions, BvhCharacterPhysics, BvhPhysicsWorld } from './physics/index.js';
8
- export type SimpleCharacterMovementOptions = {
9
- /**
10
- * @default true
11
- */
12
- jump?: {
13
- /**
14
- * @default 0.2
15
- */
16
- delay?: number;
17
- /**
18
- * @default 0.1
19
- */
20
- bufferTime?: number;
21
- /**
22
- * @default 8
23
- */
24
- speed?: number;
25
- } | boolean;
26
- /**
27
- * @default true
28
- */
29
- walk?: {
30
- speed?: number;
31
- } | boolean;
32
- /**
33
- * @default true
34
- */
35
- run?: {
36
- speed?: number;
37
- } | boolean;
38
- };
39
- export type SimpleCharacterAnimationOptions = {
40
- readonly walk?: ModelAnimationOptions;
41
- readonly run?: ModelAnimationOptions;
42
- readonly idle?: ModelAnimationOptions;
43
- readonly jumpUp?: ModelAnimationOptions;
44
- readonly jumpLoop?: ModelAnimationOptions;
45
- readonly jumpDown?: ModelAnimationOptions;
46
- readonly jumpForward?: ModelAnimationOptions;
47
- /**
48
- * @default "movement"
49
- */
50
- yawRotationBasdOn?: 'camera' | 'movement';
51
- /**
52
- * @default 10
53
- */
54
- maxYawRotationSpeed?: number;
55
- /**
56
- * @default 0.3
57
- */
58
- crossFadeDuration?: number;
59
- };
60
- export type SimpleCharacterInputOptions = ScreenJoystickInputOptions & PointerCaptureInputOptions & PointerLockInputOptions & LocomotionKeyboardInputOptions;
61
- export type SimpleCharacterOptions = {
62
- readonly input?: ReadonlyArray<Input | {
63
- new (domElement: HTMLElement): Input;
64
- }> | InputSystem;
65
- inputOptions?: SimpleCharacterInputOptions;
66
- movement?: SimpleCharacterMovementOptions;
67
- readonly model?: CharacterModelOptions;
68
- physics?: BvhCharacterPhysicsOptions;
69
- cameraBehavior?: SimpleCharacterCameraBehaviorOptions;
70
- readonly animation?: SimpleCharacterAnimationOptions;
71
- };
72
- export declare function preloadSimpleCharacterAssets(options: Pick<SimpleCharacterOptions, 'animation' | 'model'>): Promise<{
73
- model?: undefined;
74
- animations?: undefined;
75
- } | {
76
- model: ((VRM & {
77
- scene: Object3D<Object3DEventMap & {
78
- dispose: {};
79
- }>;
80
- }) | (import("three/examples/jsm/Addons.js").GLTF & {
81
- scene: Object3D<Object3DEventMap & {
82
- dispose: {};
83
- }>;
84
- })) & {
85
- boneRotationOffset?: Quaternion;
86
- };
87
- animations: Record<"walk" | "run" | "jumpForward" | "idle" | "jumpUp" | "jumpLoop" | "jumpDown", AnimationClip>;
88
- }>;
89
- export declare class SimpleCharacter extends Group<Object3DEventMap & {
90
- loaded: {};
91
- }> {
92
- private readonly camera;
93
- readonly options: SimpleCharacterOptions;
94
- readonly cameraBehavior: SimpleCharacterCameraBehavior;
95
- readonly physics: BvhCharacterPhysics;
96
- readonly mixer: AnimationMixer;
97
- inputSystem: InputSystem;
98
- actions?: Record<(typeof simpleCharacterAnimationNames)[number], AnimationAction> | undefined;
99
- model?: Awaited<Exclude<ReturnType<typeof loadCharacterModel>, undefined>>;
100
- private updateTimeline?;
101
- private readonly abortController;
102
- constructor(camera: Object3D | (() => Object3D), world: BvhPhysicsWorld, domElement: HTMLElement, options?: SimpleCharacterOptions);
103
- getCamera(): Object3D<Object3DEventMap>;
104
- private init;
105
- update(delta: number): void;
106
- dispose(): void;
107
- }