577 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			577 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	Box3,
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	MathUtils,
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	MeshLambertMaterial,
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	Object3D,
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	TextureLoader,
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	UVMapping,
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	SRGBColorSpace
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} from 'three';
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import { MD2Loader } from '../loaders/MD2Loader.js';
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import { MorphBlendMesh } from '../misc/MorphBlendMesh.js';
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class MD2CharacterComplex {
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	constructor() {
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		this.scale = 1;
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		// animation parameters
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		this.animationFPS = 6;
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		this.transitionFrames = 15;
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		// movement model parameters
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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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		// rig
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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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		// skins
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		this.skinsBody = [];
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		this.skinsWeapon = [];
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		this.weapons = [];
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		this.currentSkin = undefined;
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		//
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		this.onLoadComplete = function () {};
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		// internals
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		this.meshes = [];
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		this.animations = {};
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		this.loadCounter = 0;
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		// internal movement control variables
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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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		// internal animation parameters
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		this.activeAnimation = null;
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		this.oldAnimation = null;
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		// API
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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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		// BODY
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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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		// WEAPONS
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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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				textures[ i ].colorSpace = SRGBColorSpace;
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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 ) 	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 ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ];
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		// SKINS
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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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		// BODY
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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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		// WEAPONS
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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 ) this.meshBody.duration = this.meshBody.baseDuration / rate;
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		if ( this.meshWeapon ) 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 ) this.meshBody.material = this.meshBody.materialWireframe;
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			if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialWireframe;
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		} else {
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			if ( this.meshBody ) this.meshBody.material = this.meshBody.materialTexture;
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			if ( this.meshWeapon ) 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 ++ ) 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 ) 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 ) 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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		// crouch vs stand
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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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		// actions
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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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		// set animations
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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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		// set animation direction
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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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		// speed based on controls
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		if ( controls.crouch ) 	this.maxSpeed = this.crouchSpeed;
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		else this.maxSpeed = this.walkSpeed;
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		this.maxReverseSpeed = - this.maxSpeed;
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		if ( controls.moveForward ) this.speed = MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
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		if ( controls.moveBackward ) this.speed = MathUtils.clamp( this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed );
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		// orientation based on controls
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		// (don't just stand while turning)
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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( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
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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( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
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		}
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		// speed decay
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		if ( ! ( controls.moveForward || controls.moveBackward ) ) {
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			if ( this.speed > 0 ) {
 | 
						|
 | 
						|
				const k = exponentialEaseOut( this.speed / this.maxSpeed );
 | 
						|
				this.speed = MathUtils.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				const k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
 | 
						|
				this.speed = MathUtils.clamp( this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// displacement
 | 
						|
 | 
						|
		const forwardDelta = this.speed * delta;
 | 
						|
 | 
						|
		this.root.position.x += Math.sin( this.bodyOrientation ) * forwardDelta;
 | 
						|
		this.root.position.z += Math.cos( this.bodyOrientation ) * forwardDelta;
 | 
						|
 | 
						|
		// steering
 | 
						|
 | 
						|
		this.root.rotation.y = this.bodyOrientation;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// internal
 | 
						|
 | 
						|
	_createPart( geometry, skinMap ) {
 | 
						|
 | 
						|
		const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
 | 
						|
		const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		const mesh = new MorphBlendMesh( geometry, materialTexture );
 | 
						|
		mesh.rotation.y = - Math.PI / 2;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		mesh.materialTexture = materialTexture;
 | 
						|
		mesh.materialWireframe = materialWireframe;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		mesh.autoCreateAnimations( this.animationFPS );
 | 
						|
 | 
						|
		return mesh;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
export { MD2CharacterComplex };
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