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333
node_modules/three-stdlib/misc/MD2CharacterComplex.js
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333
node_modules/three-stdlib/misc/MD2CharacterComplex.js
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import { Object3D, Box3, MathUtils, MeshLambertMaterial, TextureLoader, UVMapping } from "three";
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import { MD2Loader } from "../loaders/MD2Loader.js";
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import { MorphBlendMesh } from "./MorphBlendMesh.js";
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class MD2CharacterComplex {
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constructor() {
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this.scale = 1;
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this.animationFPS = 6;
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this.transitionFrames = 15;
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this.maxSpeed = 275;
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this.maxReverseSpeed = -275;
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this.frontAcceleration = 600;
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this.backAcceleration = 600;
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this.frontDecceleration = 600;
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this.angularSpeed = 2.5;
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this.root = new Object3D();
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this.meshBody = null;
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this.meshWeapon = null;
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this.controls = null;
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this.skinsBody = [];
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this.skinsWeapon = [];
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this.weapons = [];
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this.currentSkin = void 0;
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this.onLoadComplete = function() {
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};
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this.meshes = [];
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this.animations = {};
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this.loadCounter = 0;
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this.speed = 0;
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this.bodyOrientation = 0;
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this.walkSpeed = this.maxSpeed;
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this.crouchSpeed = this.maxSpeed * 0.5;
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this.activeAnimation = null;
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this.oldAnimation = null;
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}
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enableShadows(enable) {
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for (let i = 0; i < this.meshes.length; i++) {
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this.meshes[i].castShadow = enable;
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this.meshes[i].receiveShadow = enable;
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}
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}
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setVisible(enable) {
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for (let i = 0; i < this.meshes.length; i++) {
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this.meshes[i].visible = enable;
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this.meshes[i].visible = enable;
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}
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}
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shareParts(original) {
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this.animations = original.animations;
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this.walkSpeed = original.walkSpeed;
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this.crouchSpeed = original.crouchSpeed;
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this.skinsBody = original.skinsBody;
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this.skinsWeapon = original.skinsWeapon;
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const mesh = this._createPart(original.meshBody.geometry, this.skinsBody[0]);
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mesh.scale.set(this.scale, this.scale, this.scale);
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this.root.position.y = original.root.position.y;
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this.root.add(mesh);
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this.meshBody = mesh;
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this.meshes.push(mesh);
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for (let i = 0; i < original.weapons.length; i++) {
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const meshWeapon = this._createPart(original.weapons[i].geometry, this.skinsWeapon[i]);
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meshWeapon.scale.set(this.scale, this.scale, this.scale);
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meshWeapon.visible = false;
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meshWeapon.name = original.weapons[i].name;
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this.root.add(meshWeapon);
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this.weapons[i] = meshWeapon;
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this.meshWeapon = meshWeapon;
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this.meshes.push(meshWeapon);
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}
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}
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loadParts(config) {
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const scope = this;
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function loadTextures(baseUrl, textureUrls) {
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const textureLoader = new TextureLoader();
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const textures = [];
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for (let i = 0; i < textureUrls.length; i++) {
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textures[i] = textureLoader.load(baseUrl + textureUrls[i], checkLoadingComplete);
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textures[i].mapping = UVMapping;
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textures[i].name = textureUrls[i];
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if ("colorSpace" in textures[i])
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textures[i].colorSpace = "srgb";
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else
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textures[i].encoding = 3001;
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}
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return textures;
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}
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function checkLoadingComplete() {
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scope.loadCounter -= 1;
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if (scope.loadCounter === 0)
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scope.onLoadComplete();
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}
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this.animations = config.animations;
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this.walkSpeed = config.walkSpeed;
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this.crouchSpeed = config.crouchSpeed;
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this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
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const weaponsTextures = [];
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for (let i = 0; i < config.weapons.length; i++)
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weaponsTextures[i] = config.weapons[i][1];
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this.skinsBody = loadTextures(config.baseUrl + "skins/", config.skins);
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this.skinsWeapon = loadTextures(config.baseUrl + "skins/", weaponsTextures);
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const loader = new MD2Loader();
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loader.load(config.baseUrl + config.body, function(geo) {
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const boundingBox = new Box3();
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boundingBox.setFromBufferAttribute(geo.attributes.position);
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scope.root.position.y = -scope.scale * boundingBox.min.y;
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const mesh = scope._createPart(geo, scope.skinsBody[0]);
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mesh.scale.set(scope.scale, scope.scale, scope.scale);
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scope.root.add(mesh);
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scope.meshBody = mesh;
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scope.meshes.push(mesh);
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checkLoadingComplete();
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});
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const generateCallback = function(index, name) {
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return function(geo) {
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const mesh = scope._createPart(geo, scope.skinsWeapon[index]);
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mesh.scale.set(scope.scale, scope.scale, scope.scale);
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mesh.visible = false;
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mesh.name = name;
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scope.root.add(mesh);
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scope.weapons[index] = mesh;
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scope.meshWeapon = mesh;
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scope.meshes.push(mesh);
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checkLoadingComplete();
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};
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};
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for (let i = 0; i < config.weapons.length; i++) {
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loader.load(config.baseUrl + config.weapons[i][0], generateCallback(i, config.weapons[i][0]));
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}
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}
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setPlaybackRate(rate) {
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if (this.meshBody)
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this.meshBody.duration = this.meshBody.baseDuration / rate;
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if (this.meshWeapon)
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this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
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}
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setWireframe(wireframeEnabled) {
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if (wireframeEnabled) {
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if (this.meshBody)
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this.meshBody.material = this.meshBody.materialWireframe;
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if (this.meshWeapon)
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this.meshWeapon.material = this.meshWeapon.materialWireframe;
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} else {
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if (this.meshBody)
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this.meshBody.material = this.meshBody.materialTexture;
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if (this.meshWeapon)
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this.meshWeapon.material = this.meshWeapon.materialTexture;
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}
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}
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setSkin(index) {
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if (this.meshBody && this.meshBody.material.wireframe === false) {
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this.meshBody.material.map = this.skinsBody[index];
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this.currentSkin = index;
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}
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}
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setWeapon(index) {
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for (let i = 0; i < this.weapons.length; i++)
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this.weapons[i].visible = false;
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const activeWeapon = this.weapons[index];
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if (activeWeapon) {
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activeWeapon.visible = true;
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this.meshWeapon = activeWeapon;
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if (this.activeAnimation) {
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activeWeapon.playAnimation(this.activeAnimation);
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this.meshWeapon.setAnimationTime(this.activeAnimation, this.meshBody.getAnimationTime(this.activeAnimation));
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}
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}
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}
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setAnimation(animationName) {
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if (animationName === this.activeAnimation || !animationName)
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return;
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if (this.meshBody) {
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this.meshBody.setAnimationWeight(animationName, 0);
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this.meshBody.playAnimation(animationName);
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this.oldAnimation = this.activeAnimation;
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this.activeAnimation = animationName;
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this.blendCounter = this.transitionFrames;
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}
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if (this.meshWeapon) {
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this.meshWeapon.setAnimationWeight(animationName, 0);
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this.meshWeapon.playAnimation(animationName);
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}
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}
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update(delta) {
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if (this.controls)
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this.updateMovementModel(delta);
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if (this.animations) {
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this.updateBehaviors();
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this.updateAnimations(delta);
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}
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}
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updateAnimations(delta) {
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let mix = 1;
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if (this.blendCounter > 0) {
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mix = (this.transitionFrames - this.blendCounter) / this.transitionFrames;
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this.blendCounter -= 1;
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}
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if (this.meshBody) {
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this.meshBody.update(delta);
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this.meshBody.setAnimationWeight(this.activeAnimation, mix);
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this.meshBody.setAnimationWeight(this.oldAnimation, 1 - mix);
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}
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if (this.meshWeapon) {
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this.meshWeapon.update(delta);
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this.meshWeapon.setAnimationWeight(this.activeAnimation, mix);
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this.meshWeapon.setAnimationWeight(this.oldAnimation, 1 - mix);
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}
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}
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updateBehaviors() {
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const controls = this.controls;
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const animations = this.animations;
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let moveAnimation, idleAnimation;
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if (controls.crouch) {
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moveAnimation = animations["crouchMove"];
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idleAnimation = animations["crouchIdle"];
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} else {
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moveAnimation = animations["move"];
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idleAnimation = animations["idle"];
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}
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if (controls.jump) {
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moveAnimation = animations["jump"];
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idleAnimation = animations["jump"];
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}
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if (controls.attack) {
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if (controls.crouch) {
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moveAnimation = animations["crouchAttack"];
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idleAnimation = animations["crouchAttack"];
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} else {
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moveAnimation = animations["attack"];
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idleAnimation = animations["attack"];
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}
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}
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if (controls.moveForward || controls.moveBackward || controls.moveLeft || controls.moveRight) {
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if (this.activeAnimation !== moveAnimation) {
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this.setAnimation(moveAnimation);
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}
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}
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if (Math.abs(this.speed) < 0.2 * this.maxSpeed && !(controls.moveLeft || controls.moveRight || controls.moveForward || controls.moveBackward)) {
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if (this.activeAnimation !== idleAnimation) {
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this.setAnimation(idleAnimation);
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}
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}
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if (controls.moveForward) {
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if (this.meshBody) {
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this.meshBody.setAnimationDirectionForward(this.activeAnimation);
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this.meshBody.setAnimationDirectionForward(this.oldAnimation);
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}
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if (this.meshWeapon) {
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this.meshWeapon.setAnimationDirectionForward(this.activeAnimation);
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this.meshWeapon.setAnimationDirectionForward(this.oldAnimation);
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}
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}
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if (controls.moveBackward) {
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if (this.meshBody) {
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this.meshBody.setAnimationDirectionBackward(this.activeAnimation);
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this.meshBody.setAnimationDirectionBackward(this.oldAnimation);
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}
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if (this.meshWeapon) {
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this.meshWeapon.setAnimationDirectionBackward(this.activeAnimation);
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this.meshWeapon.setAnimationDirectionBackward(this.oldAnimation);
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}
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}
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}
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updateMovementModel(delta) {
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function exponentialEaseOut(k) {
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return k === 1 ? 1 : -Math.pow(2, -10 * k) + 1;
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}
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const controls = this.controls;
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if (controls.crouch)
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this.maxSpeed = this.crouchSpeed;
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else
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this.maxSpeed = this.walkSpeed;
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this.maxReverseSpeed = -this.maxSpeed;
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if (controls.moveForward)
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this.speed = MathUtils.clamp(this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed);
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if (controls.moveBackward)
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this.speed = MathUtils.clamp(this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed);
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const dir = 1;
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if (controls.moveLeft) {
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this.bodyOrientation += delta * this.angularSpeed;
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this.speed = MathUtils.clamp(
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this.speed + dir * delta * this.frontAcceleration,
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this.maxReverseSpeed,
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this.maxSpeed
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);
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}
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if (controls.moveRight) {
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this.bodyOrientation -= delta * this.angularSpeed;
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this.speed = MathUtils.clamp(
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this.speed + dir * delta * this.frontAcceleration,
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this.maxReverseSpeed,
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this.maxSpeed
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);
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}
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if (!(controls.moveForward || controls.moveBackward)) {
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if (this.speed > 0) {
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const k = exponentialEaseOut(this.speed / this.maxSpeed);
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this.speed = MathUtils.clamp(this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed);
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} else {
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const k = exponentialEaseOut(this.speed / this.maxReverseSpeed);
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this.speed = MathUtils.clamp(this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0);
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}
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}
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const forwardDelta = this.speed * delta;
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this.root.position.x += Math.sin(this.bodyOrientation) * forwardDelta;
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this.root.position.z += Math.cos(this.bodyOrientation) * forwardDelta;
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this.root.rotation.y = this.bodyOrientation;
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}
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// internal
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_createPart(geometry, skinMap) {
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const materialWireframe = new MeshLambertMaterial({
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color: 16755200,
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wireframe: true,
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morphTargets: true,
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morphNormals: true
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});
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const materialTexture = new MeshLambertMaterial({
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color: 16777215,
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wireframe: false,
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map: skinMap,
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morphTargets: true,
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morphNormals: true
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});
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const mesh = new MorphBlendMesh(geometry, materialTexture);
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mesh.rotation.y = -Math.PI / 2;
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mesh.materialTexture = materialTexture;
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mesh.materialWireframe = materialWireframe;
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mesh.autoCreateAnimations(this.animationFPS);
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return mesh;
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}
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}
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export {
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MD2CharacterComplex
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};
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//# sourceMappingURL=MD2CharacterComplex.js.map
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