@umicat/three-sdk 0.3.0 → 0.4.0

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@@ -14,6 +14,9 @@ export interface CharacterOptions {
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  stepHeight?: number;
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  /** Steeper than this and they slide instead of climbing. Degrees. */
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  maxSlopeDegrees?: number;
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+ /** Fall acceleration, in world units. Defaults to the world's own gravity;
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+ * set it only to make this character deliberately heavier or floatier than
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+ * its surroundings. */
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  gravity?: number;
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  /** Start position. */
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  position?: {
@@ -83,6 +86,21 @@ export declare class CharacterController3D {
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  get state(): CharacterState;
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  /** Rising under its own power, as opposed to merely off the ground. */
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  get airborne(): boolean;
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+ /** How high a HELD jump rises, in world units.
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+ *
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+ * Level geometry is authored against these two numbers, so they are exposed
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+ * rather than left to be re-derived. Getting the algebra wrong is not
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+ * hypothetical: a course laid out against a mis-computed apex produced a
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+ * first step the character could not clear, which reads to a player as
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+ * "that platform is unreachable" rather than as a bug. */
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+ get maxJumpRise(): number;
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+ /** How high a TAPPED jump rises — the button released as early as the
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+ * variable-height cut can see it.
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+ *
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+ * **Author rises against this one, not `maxJumpRise`.** A jump is a range,
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+ * not a number: releasing early cuts it deliberately, so a gap only the
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+ * held jump clears is a gap half your players will believe is closed. */
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+ get minJumpRise(): number;
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  /** Put the character somewhere, cancelling any fall. The respawn primitive:
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  * without clearing the velocity, a character teleported out of a long drop
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  * arrives still travelling at the speed it fell. */
@@ -29,7 +29,14 @@ export class CharacterController3D {
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  speed: options.speed ?? 4,
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  stepHeight: options.stepHeight ?? 0.4,
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  maxSlopeDegrees: options.maxSlopeDegrees ?? 50,
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- gravity: options.gravity ?? 9.81,
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+ // Default to the WORLD's gravity, not to Earth's. A kinematic character
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+ // integrates its own fall, so a hard-coded 9.81 put a second gravity in
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+ // the scene: in a world authored in Kenney's unit (gravity -4.17) the
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+ // character fell 2.35x faster than everything around it, and every jump
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+ // came out less than half the height the docs promised. One world, one
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+ // gravity — pass the option only to give this character a deliberately
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+ // different feel.
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+ gravity: options.gravity ?? (Math.abs(world.gravity.y) || 9.81),
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  jumpSpeed: options.jumpSpeed ?? 0,
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  coyoteTime: options.coyoteTime ?? 0.12,
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  jumpBuffer: options.jumpBuffer ?? 0.12,
@@ -53,6 +60,30 @@ export class CharacterController3D {
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  get state() { return this._state; }
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  /** Rising under its own power, as opposed to merely off the ground. */
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  get airborne() { return !this.grounded; }
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+ /** How high a HELD jump rises, in world units.
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+ *
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+ * Level geometry is authored against these two numbers, so they are exposed
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+ * rather than left to be re-derived. Getting the algebra wrong is not
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+ * hypothetical: a course laid out against a mis-computed apex produced a
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+ * first step the character could not clear, which reads to a player as
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+ * "that platform is unreachable" rather than as a bug. */
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+ get maxJumpRise() {
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+ if (this.opts.jumpSpeed <= 0)
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+ return 0;
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+ return (this.opts.jumpSpeed * this.opts.jumpSpeed) / (2 * this.opts.gravity);
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+ }
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+ /** How high a TAPPED jump rises — the button released as early as the
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+ * variable-height cut can see it.
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+ *
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+ * **Author rises against this one, not `maxJumpRise`.** A jump is a range,
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+ * not a number: releasing early cuts it deliberately, so a gap only the
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+ * held jump clears is a gap half your players will believe is closed. */
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+ get minJumpRise() {
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+ if (this.opts.jumpSpeed <= 0)
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+ return 0;
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+ const cut = this.opts.jumpSpeed * this.opts.jumpCut;
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+ return (cut * cut) / (2 * this.opts.gravity);
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+ }
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  /** Put the character somewhere, cancelling any fall. The respawn primitive:
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  * without clearing the velocity, a character teleported out of a long drop
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  * arrives still travelling at the speed it fell. */
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@umicat/three-sdk",
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- "version": "0.3.0",
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+ "version": "0.4.0",
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  "description": "Three.js runtime for Umicat games: the scene3d design format, its loader with physics, a kinematic character controller, and the Umicat platform via @umicat/platform-sdk.",
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  "type": "module",
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  "main": "dist/index.js",