feat: initialize project with core dependencies and game entry point
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78
node_modules/three/examples/jsm/misc/Gyroscope.js
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78
node_modules/three/examples/jsm/misc/Gyroscope.js
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import {
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Object3D,
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Quaternion,
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Vector3
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} from 'three';
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const _translationObject = new Vector3();
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const _quaternionObject = new Quaternion();
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const _scaleObject = new Vector3();
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const _translationWorld = new Vector3();
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const _quaternionWorld = new Quaternion();
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const _scaleWorld = new Vector3();
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/**
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* A special type of 3D object that takes a position from the scene graph hierarchy
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* but uses its local rotation as world rotation. It works like real-world gyroscope -
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* you can move it around using hierarchy while its orientation stays fixed with
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* respect to the world.
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*
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* @augments Object3D
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* @three_import import { Gyroscope } from 'three/addons/misc/Gyroscope.js';
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*/
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class Gyroscope extends Object3D {
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/**
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* Constructs a new gyroscope.
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*/
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constructor() {
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super();
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}
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updateMatrixWorld( force ) {
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this.matrixAutoUpdate && this.updateMatrix();
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// update matrixWorld
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if ( this.matrixWorldNeedsUpdate || force ) {
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if ( this.parent !== null ) {
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this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
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this.matrixWorld.decompose( _translationWorld, _quaternionWorld, _scaleWorld );
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this.matrix.decompose( _translationObject, _quaternionObject, _scaleObject );
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this.matrixWorld.compose( _translationWorld, _quaternionObject, _scaleWorld );
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} else {
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this.matrixWorld.copy( this.matrix );
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}
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this.matrixWorldNeedsUpdate = false;
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force = true;
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}
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// update children
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for ( let i = 0, l = this.children.length; i < l; i ++ ) {
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this.children[ i ].updateMatrixWorld( force );
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}
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}
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}
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export { Gyroscope };
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