feat: initialize project with core dependencies and game entry point
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391
node_modules/three/examples/jsm/misc/MD2Character.js
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391
node_modules/three/examples/jsm/misc/MD2Character.js
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import {
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AnimationMixer,
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Box3,
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Mesh,
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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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/**
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* This class represents a management component for animated MD2
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* character assets.
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*
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* @three_import import { MD2Character } from 'three/addons/misc/MD2Character.js';
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*/
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class MD2Character {
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/**
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* Constructs a new MD2 character.
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*/
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constructor() {
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/**
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* The mesh scale.
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*
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* @type {number}
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* @default 1
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*/
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this.scale = 1;
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/**
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* The FPS
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*
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* @type {number}
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* @default 6
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*/
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this.animationFPS = 6;
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/**
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* The root 3D object
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*
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* @type {Object3D}
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*/
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this.root = new Object3D();
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/**
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* The body mesh.
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*
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* @type {?Mesh}
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* @default null
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*/
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this.meshBody = null;
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/**
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* The weapon mesh.
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*
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* @type {?Mesh}
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* @default null
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*/
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this.meshWeapon = null;
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/**
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* The body skins.
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*
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* @type {Array<Texture>}
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*/
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this.skinsBody = [];
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/**
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* The weapon skins.
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*
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* @type {Array<Texture>}
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*/
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this.skinsWeapon = [];
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/**
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* The weapon meshes.
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*
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* @type {Array<Mesh>}
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*/
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this.weapons = [];
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/**
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* The name of the active animation clip.
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*
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* @type {?string}
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* @default null
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*/
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this.activeAnimationClipName = null;
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/**
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* The animation mixer.
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*
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* @type {?AnimationMixer}
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* @default null
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*/
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this.mixer = null;
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/**
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* The `onLoad` callback function.
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*
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* @type {Function}
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*/
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this.onLoadComplete = function () {};
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// internal
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this.loadCounter = 0;
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}
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/**
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* Loads the character model for the given config.
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*
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* @param {Object} config - The config which defines the model and textures paths.
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*/
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loadParts( config ) {
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const scope = this;
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function createPart( geometry, skinMap ) {
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const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
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const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );
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//
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const mesh = new Mesh( geometry, materialTexture );
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mesh.rotation.y = - Math.PI / 2;
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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//
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mesh.materialTexture = materialTexture;
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mesh.materialWireframe = materialWireframe;
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return mesh;
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}
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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.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 = 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.meshBody.clipOffset = 0;
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scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name;
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scope.mixer = new AnimationMixer( 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 = 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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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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/**
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* Sets the animation playback rate.
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*
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* @param {number} rate - The playback rate to set.
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*/
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setPlaybackRate( rate ) {
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if ( rate !== 0 ) {
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this.mixer.timeScale = 1 / rate;
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} else {
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this.mixer.timeScale = 0;
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}
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}
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/**
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* Sets the wireframe material flag.
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*
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* @param {boolean} wireframeEnabled - Whether to enable wireframe rendering or not.
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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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/**
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* Sets the skin defined by the given skin index. This will result in a different texture
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* for the body mesh.
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*
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* @param {number} index - The skin index.
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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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}
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}
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/**
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* Sets the weapon defined by the given weapon index. This will result in a different weapon
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* hold by the character.
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*
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* @param {number} index - The weapon index.
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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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this.syncWeaponAnimation();
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}
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}
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/**
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* Sets the defined animation clip as the active animation.
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*
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* @param {string} clipName - The name of the animation clip.
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*/
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setAnimation( clipName ) {
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if ( this.meshBody ) {
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if ( this.meshBody.activeAction ) {
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this.meshBody.activeAction.stop();
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this.meshBody.activeAction = null;
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}
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const action = this.mixer.clipAction( clipName, this.meshBody );
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if ( action ) {
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this.meshBody.activeAction = action.play();
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}
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}
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this.activeClipName = clipName;
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this.syncWeaponAnimation();
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}
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/**
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* Synchronizes the weapon with the body animation.
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*/
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syncWeaponAnimation() {
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const clipName = this.activeClipName;
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if ( this.meshWeapon ) {
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if ( this.meshWeapon.activeAction ) {
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this.meshWeapon.activeAction.stop();
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this.meshWeapon.activeAction = null;
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}
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const action = this.mixer.clipAction( clipName, this.meshWeapon );
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if ( action ) {
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this.meshWeapon.activeAction = action.syncWith( this.meshBody.activeAction ).play();
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}
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}
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}
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/**
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* Updates the animations of the mesh. Must be called inside the animation loop.
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*
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* @param {number} delta - The delta time in seconds.
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*/
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update( delta ) {
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if ( this.mixer ) this.mixer.update( delta );
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}
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}
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export { MD2Character };
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