minecraft-renderer 0.1.85 → 0.1.87
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package/package.json
CHANGED
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@@ -147,27 +147,27 @@ export class WalkingGeneralSwing extends PlayerAnimation {
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}
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149
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if (this.isRunning) {
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150
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-
player.skin.leftLeg.rotation.x
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151
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-
player.skin.rightLeg.rotation.x
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150
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+
player.skin.leftLeg.rotation.x += Math.cos(t + Math.PI) * 1.3 * this._moveBlend
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151
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+
player.skin.rightLeg.rotation.x += Math.cos(t) * 1.3 * this._moveBlend
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} else {
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153
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-
player.skin.leftLeg.rotation.x
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154
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-
player.skin.rightLeg.rotation.x
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153
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+
player.skin.leftLeg.rotation.x += Math.sin(t) * 0.5 * this._moveBlend
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154
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+
player.skin.rightLeg.rotation.x += Math.sin(t + Math.PI) * 0.5 * this._moveBlend
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}
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if (this.isRunning) {
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158
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-
player.skin.leftArm.rotation.x
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159
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player.skin.rightArm.rotation.x
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158
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+
player.skin.leftArm.rotation.x += Math.cos(t) * 1.5 * this._moveBlend
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159
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+
player.skin.rightArm.rotation.x += Math.cos(t + Math.PI) * 1.5 * this._moveBlend
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const basicArmRotationZ = Math.PI * 0.1
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162
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player.skin.leftArm.rotation.z
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163
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player.skin.rightArm.rotation.z
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162
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player.skin.leftArm.rotation.z += (Math.cos(t) * 0.1 + basicArmRotationZ) * this._moveBlend
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163
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player.skin.rightArm.rotation.z += (Math.cos(t + Math.PI) * 0.1 - basicArmRotationZ) * this._moveBlend
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} else {
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165
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-
player.skin.leftArm.rotation.x
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166
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-
player.skin.rightArm.rotation.x
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165
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+
player.skin.leftArm.rotation.x += Math.sin(t + Math.PI) * 0.5 * this._moveBlend
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166
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+
player.skin.rightArm.rotation.x += Math.sin(t) * 0.5 * this._moveBlend
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const basicArmRotationZ = Math.PI * 0.02
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169
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player.skin.leftArm.rotation.z
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player.skin.rightArm.rotation.z
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169
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player.skin.leftArm.rotation.z += (Math.cos(t) * 0.03 + basicArmRotationZ) * this._moveBlend
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170
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player.skin.rightArm.rotation.z += (Math.cos(t + Math.PI) * 0.03 - basicArmRotationZ) * this._moveBlend
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}
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if (this._swingTime !== null) {
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@@ -178,15 +178,15 @@ export class WalkingGeneralSwing extends PlayerAnimation {
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}
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if (this.isRunning) {
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181
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-
player.rotation.z = Math.cos(t + Math.PI) * 0.01
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+
player.rotation.z = Math.cos(t + Math.PI) * 0.01 * this._moveBlend
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}
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if (this.isRunning) {
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const basicCapeRotationX = Math.PI * 0.3
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186
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-
player.cape.rotation.x
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186
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player.cape.rotation.x += (Math.sin(t * 2) * 0.1 + basicCapeRotationX) * this._moveBlend
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} else {
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const basicCapeRotationX = Math.PI * 0.06
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189
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-
player.cape.rotation.x
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189
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+
player.cape.rotation.x += (Math.sin(t / 1.5) * 0.06 + basicCapeRotationX) * this._moveBlend
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}
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if (reset) {
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@@ -9,7 +9,7 @@ const threeVersion = parseInt(THREE.REVISION.replaceAll(/\D+/g, ''), 10)
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class StarfieldMaterial extends THREE.ShaderMaterial {
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constructor() {
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super({
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-
uniforms: { time: { value: 0 }
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+
uniforms: { time: { value: 0 } },
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vertexShader: /* glsl */ `
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uniform float time;
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attribute float size;
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@@ -23,13 +23,9 @@ class StarfieldMaterial extends THREE.ShaderMaterial {
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}`,
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fragmentShader: /* glsl */ `
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uniform sampler2D pointTexture;
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uniform float fade;
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varying vec3 vColor;
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void main() {
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29
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-
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// the only way to dim stars — scene fog never reaches this shader. Driven by the
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// rain state so stars disappear in rain like in vanilla.
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gl_FragColor = vec4(vColor * fade, 1.0);
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gl_FragColor = vec4(vColor, 1.0);
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#include <tonemapping_fragment>
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#include <${threeVersion >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
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@@ -43,8 +39,6 @@ export class StarfieldModule implements RendererModuleController {
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private timer = new THREE.Timer()
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private enabled = false
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private currentTime?: number
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/** Current star brightness multiplier; lerps toward 0 while raining, 1 otherwise. */
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private fade = 1
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constructor(private readonly worldRenderer: WorldRendererThree) {}
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@@ -76,20 +70,13 @@ export class StarfieldModule implements RendererModuleController {
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return this.currentTime > nightTime && this.currentTime < morningStart
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}
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79
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-
render?: (deltaTime: number) => void =
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render?: (deltaTime: number) => void = () => {
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if (!this.points) return
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this.points.position.set(0, 0, 0)
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const material = this.points.material as StarfieldMaterial
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this.timer.update(performance.now())
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material.uniforms.time.value = this.timer.getElapsed() * 0.2
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-
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// Fade stars out while raining (vanilla scales star brightness by 1 - rainLevel).
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// isRaining is a boolean here, so ease toward the target instead of snapping.
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const target = this.worldRenderer.worldRendererConfig.isRaining ? 0 : 1
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const t = Math.min(1, deltaTime * 2)
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this.fade += (target - this.fade) * t
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material.uniforms.fade.value = this.fade
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}
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/**
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