examples: First-person and third-person gsplat examples on Sunnyvale#8736
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mvaligursky wants to merge 2 commits into
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examples: First-person and third-person gsplat examples on Sunnyvale#8736mvaligursky wants to merge 2 commits into
mvaligursky wants to merge 2 commits into
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Adds two new Gaussian Splatting examples that demonstrate walking through a gsplat scene with physics, plus a new reusable third-person camera / character controller and a small enhancement to ShadowCatcher.
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Adds two new Gaussian Splatting examples that demonstrate walking through a gsplat scene with physics, plus a new reusable third-person camera/character controller and a small enhancement to ShadowCatcher.
Examples (new):
gaussian-splatting/first-person— First-person walkthrough of the Sunnyvale Heritage Park Museum gsplat with FPS-style movement, jump, mesh collision (driven by an invisible GLB collision proxy), and Ammo + Draco loaded up front.gaussian-splatting/third-person— Same scene with a third-person animated character (bitmoji), driven via a newThirdPersonControllerscript. Adds:speed/jumpevents plus aQkey to trigger the dance.drawBucket: 0so it renders after the gsplat.lod-streaming), with CC BY 4.0 attribution tozeitgeistarchivescans(https://superspl.at/scene/d5d397aa) in the example headers.gaussian-splatting_first-person_*.webp,gaussian-splatting_third-person_*.webp).New reusable script:
scripts/esm/third-person-controller.mjsModeled directly after
first-person-controller.mjs(same input pipeline:KeyboardMouseSource+DualGestureSource+GamepadSource, same grounded-raycast pattern). Public@attributeAPI:camera,characterModellookSens,invertLookY,speedGround,speedAir,sprintMult,velocityDampingGround,velocityDampingAir,jumpForceinitialPitch,pitchMin,pitchMax,cameraDistance,cameraDistanceMin,cameraDistanceMax,cameraHeight,cameraMinHeightAboveCharacter,cameraMinDistance,cameraCollisionPadding,cameraPositionDamping,cameraLookAtDamping,cameraCollisionDamping,zoomSpeed,zoomDampingmodelTurnSmoothing,modelYawOffsetwalkSpeedThreshold,jogSpeedThresholdFires script events
speed(0/1/2 idle/walk/jog when the bucket changes) andjumpso consumers can drive an anim state graph without coupling.ShadowCatcher enhancement:
scripts/esm/shadow-catcher.mjs@attribute drawBucket(default250— preserves existing behaviour). Lets consumers control where the catcher sits in the transparent render order without poking mesh instances. Useful when the catcher needs to render after a transparent object like a gsplat ground (set to0).update()so runtime changes todrawBucket(and the existingscale) take effect.