Update Templates
This commit is contained in:
6
archery/README.md
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6
archery/README.md
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First-person archery template.
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- Click the canvas to lock the mouse; Escape to release.
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- WASD to move, Shift to run, Space to jump, mouse to look.
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- Left mouse button to draw and shoot arrows.
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- Keys 1 and 2 adjust the time scale.
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@ -82,15 +82,13 @@ class FirstPersonController extends CameraController {
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function updateBones() {
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// Fetch bone
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var bone1 = anim.getBone("mixamorig:LeftForeLnx");
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var bone2 = anim.getBone("mixamorig:RightForeLnx");
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var bone1 = anim.getBone("mixamorig:LeftForeArm");
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var bone2 = anim.getBone("mixamorig:RightForeArm");
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// Fetch bone matrix - this is in local bone space for now
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var m1 = anim.getBoneMat(bone1);
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var m2 = anim.getBoneMat(bone2);
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var m1b = anim.getBoneMatBlend(bone1);
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var m2b = anim.getBoneMatBlend(bone2);
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var a1 = anim.getAbsMat(bone1.parent);
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var a2 = anim.getAbsMat(bone2.parent);
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var m1 = anim.getBoneMat(anim.skeletonMats, bone1);
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var m2 = anim.getBoneMat(anim.skeletonMats, bone2);
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var a1 = anim.getWorldMat(anim.skeletonMats, bone1.parent).clone();
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var a2 = anim.getWorldMat(anim.skeletonMats, bone2.parent).clone();
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// Rotate hand bones to aim with gun
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// Some raw math follows..
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@ -124,36 +122,6 @@ class FirstPersonController extends CameraController {
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m2._31 = ty;
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m2._32 = tz;
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// Animation blending is in progress, we need to rotate those bones too
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if (m1b != null && m2b != null) {
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var tx = m1b._30;
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var ty = m1b._31;
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var tz = m1b._32;
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m1b._30 = 0;
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m1b._31 = 0;
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m1b._32 = 0;
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mat.getInverse(a1);
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q.fromAxisAngle(mat.right(), angle);
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m1b.applyQuat(q);
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m1b._30 = tx;
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m1b._31 = ty;
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m1b._32 = tz;
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var tx = m2b._30;
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var ty = m2b._31;
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var tz = m2b._32;
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m2b._30 = 0;
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m2b._31 = 0;
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m2b._32 = 0;
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mat.getInverse(a2);
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var v = mat.right();
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v.mult(-1);
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q.fromAxisAngle(v, -angle / 3.0);
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m2b.applyQuat(q);
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m2b._30 = tx;
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m2b._31 = ty;
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m2b._32 = tz;
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}
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}
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function update() {
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5
first_person/README.md
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5
first_person/README.md
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First-person shooter template with physics.
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- Click the canvas to lock the mouse; Escape to release.
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- WASD to move, Shift to run, Space to jump, mouse to look.
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- Left mouse button to fire.
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@ -76,16 +76,14 @@ class FirstPersonController extends CameraController {
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function updateBones() {
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// Fetch bone
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var bone1 = anim.getBone("mixamorig:LeftForeLnx");
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var bone2 = anim.getBone("mixamorig:RightForeLnx");
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var bone1 = anim.getBone("mixamorig:LeftForeArm");
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var bone2 = anim.getBone("mixamorig:RightForeArm");
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// Fetch bone matrix - this is in local bone space for now
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var m1 = anim.getBoneMat(bone1);
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var m2 = anim.getBoneMat(bone2);
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var m1b = anim.getBoneMatBlend(bone1);
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var m2b = anim.getBoneMatBlend(bone2);
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var a1 = anim.getAbsMat(bone1.parent);
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var a2 = anim.getAbsMat(bone2.parent);
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var m1 = anim.getBoneMat(anim.skeletonMats, bone1);
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var m2 = anim.getBoneMat(anim.skeletonMats, bone2);
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var a1 = anim.getWorldMat(anim.skeletonMats, bone1.parent).clone();
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var a2 = anim.getWorldMat(anim.skeletonMats, bone2.parent).clone();
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// Rotate hand bones to aim with gun
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// Some raw math follows..
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@ -119,37 +117,6 @@ class FirstPersonController extends CameraController {
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m2._31 = ty;
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m2._32 = tz;
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// Animation blending is in progress, we need to rotate those bones too
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if (m1b != null && m2b != null) {
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var tx = m1b._30;
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var ty = m1b._31;
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var tz = m1b._32;
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m1b._30 = 0;
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m1b._31 = 0;
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m1b._32 = 0;
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mat.getInverse(a1);
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q.fromAxisAngle(mat.right(), -angle);
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m1b.applyQuat(q);
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m1b._30 = tx;
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m1b._31 = ty;
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m1b._32 = tz;
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var tx = m2b._30;
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var ty = m2b._31;
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var tz = m2b._32;
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m2b._30 = 0;
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m2b._31 = 0;
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m2b._32 = 0;
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mat.getInverse(a2);
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var v = mat.right();
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v.mult(-1);
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q.fromAxisAngle(v, -1.6);
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// q.fromAxisAngle(v, angle);
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m2b.applyQuat(q);
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m2b._30 = tx;
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m2b._31 = ty;
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m2b._32 = tz;
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}
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}
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function preUpdate() {
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5
platformer/README.md
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5
platformer/README.md
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Third-person platformer template.
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- Click the canvas to lock the mouse; Escape to release.
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- WASD to move, Shift to run, Space to jump, mouse to orbit the camera.
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- Collect the gems.
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4
race_track/README.md
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4
race_track/README.md
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Vehicle driving template with a lap timer.
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- WASD / arrow keys to drive the car.
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- Drive through the checkpoints to time your lap.
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5
third_person/README.md
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5
third_person/README.md
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Third-person shooter template.
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- Click the canvas to lock the mouse; Escape to release.
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- WASD to move, Shift to run, Space to jump, mouse to orbit the camera.
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- Left mouse button to fire.
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@ -75,16 +75,14 @@ class ThirdPersonController extends CameraController {
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function updateBones() {
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// Fetch bone
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var bone1 = anim.getBone("mixamorig:LeftForeLnx");
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var bone2 = anim.getBone("mixamorig:RightForeLnx");
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var bone1 = anim.getBone("mixamorig:LeftForeArm");
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var bone2 = anim.getBone("mixamorig:RightForeArm");
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// Fetch bone matrix - this is in local bone space for now
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var m1 = anim.getBoneMat(bone1);
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var m2 = anim.getBoneMat(bone2);
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var m1b = anim.getBoneMatBlend(bone1);
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var m2b = anim.getBoneMatBlend(bone2);
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var a1 = anim.getAbsMat(bone1.parent);
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var a2 = anim.getAbsMat(bone2.parent);
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var m1 = anim.getBoneMat(anim.skeletonMats, bone1);
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var m2 = anim.getBoneMat(anim.skeletonMats, bone2);
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var a1 = anim.getWorldMat(anim.skeletonMats, bone1.parent).clone();
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var a2 = anim.getWorldMat(anim.skeletonMats, bone2.parent).clone();
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// Rotate hand bones to aim with gun
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// Some raw math follows..
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@ -116,36 +114,6 @@ class ThirdPersonController extends CameraController {
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m2._31 = ty;
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m2._32 = tz;
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// Animation blending is in progress, we need to rotate those bones too
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if (m1b != null && m2b != null) {
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var tx = m1b._30;
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var ty = m1b._31;
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var tz = m1b._32;
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m1b._30 = 0;
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m1b._31 = 0;
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m1b._32 = 0;
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mat.getInverse(a1);
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q.fromAxisAngle(mat.right(), -angle);
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m1b.applyQuat(q);
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m1b._30 = tx;
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m1b._31 = ty;
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m1b._32 = tz;
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var tx = m2b._30;
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var ty = m2b._31;
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var tz = m2b._32;
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m2b._30 = 0;
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m2b._31 = 0;
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m2b._32 = 0;
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mat.getInverse(a2);
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var v = mat.right();
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v.mult(-1);
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q.fromAxisAngle(v, angle);
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m2b.applyQuat(q);
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m2b._30 = tx;
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m2b._31 = ty;
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m2b._32 = tz;
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}
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}
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function preUpdate() {
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Binary file not shown.
@ -75,16 +75,14 @@ class ThirdPersonController extends CameraController {
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function updateBones() {
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// Fetch bone
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var bone1 = anim.getBone("mixamorig:LeftForeLnx");
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var bone2 = anim.getBone("mixamorig:RightForeLnx");
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var bone1 = anim.getBone("mixamorig:LeftForeArm");
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var bone2 = anim.getBone("mixamorig:RightForeArm");
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// Fetch bone matrix - this is in local bone space for now
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var m1 = anim.getBoneMat(bone1);
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var m2 = anim.getBoneMat(bone2);
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var m1b = anim.getBoneMatBlend(bone1);
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var m2b = anim.getBoneMatBlend(bone2);
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var a1 = anim.getAbsMat(bone1.parent);
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var a2 = anim.getAbsMat(bone2.parent);
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var m1 = anim.getBoneMat(anim.skeletonMats, bone1);
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var m2 = anim.getBoneMat(anim.skeletonMats, bone2);
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var a1 = anim.getWorldMat(anim.skeletonMats, bone1.parent).clone();
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var a2 = anim.getWorldMat(anim.skeletonMats, bone2.parent).clone();
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// Rotate hand bones to aim with gun
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// Some raw math follows..
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@ -116,36 +114,6 @@ class ThirdPersonController extends CameraController {
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m2._31 = ty;
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m2._32 = tz;
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// Animation blending is in progress, we need to rotate those bones too
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if (m1b != null && m2b != null) {
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var tx = m1b._30;
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var ty = m1b._31;
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var tz = m1b._32;
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m1b._30 = 0;
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m1b._31 = 0;
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m1b._32 = 0;
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mat.getInverse(a1);
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q.fromAxisAngle(mat.right(), -angle);
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m1b.applyQuat(q);
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m1b._30 = tx;
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m1b._31 = ty;
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m1b._32 = tz;
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var tx = m2b._30;
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var ty = m2b._31;
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var tz = m2b._32;
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m2b._30 = 0;
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m2b._31 = 0;
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m2b._32 = 0;
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mat.getInverse(a2);
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var v = mat.right();
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v.mult(-1);
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q.fromAxisAngle(v, angle);
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m2b.applyQuat(q);
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m2b._30 = tx;
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m2b._31 = ty;
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m2b._32 = tz;
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}
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}
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function preUpdate() {
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@ -1,11 +1,16 @@
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{
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"rp_bloom": true,
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"rp_chromatic_aberration": true,
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"rp_dynres": false,
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"rp_gi": true,
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"rp_fsr1": false,
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"rp_fsr1_sharpness": 0.25,
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"rp_gi": false,
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"rp_motionblur": false,
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"rp_shadowmap_cascade": 2048,
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"rp_shadowmap_cube": 512,
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"rp_ssgi": true,
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"rp_ss_refraction": true,
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"rp_ssao": true,
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"rp_ssgi": false,
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"rp_ssr": true,
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"rp_supersample": 1.0,
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"window_h": 720,
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4
top_down/README.md
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4
top_down/README.md
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Top-down shooter template.
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- WASD to move, mouse to aim.
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- Left mouse button to fire.
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4
twin_stick/README.md
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4
twin_stick/README.md
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Twin-stick shooter template.
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- WASD to move, mouse (or gamepad right stick) to aim.
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- Left mouse button to fire.
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Binary file not shown.
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