webvr js meetup initial commit
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560
node_modules/three/examples/js/MD2CharacterComplex.js
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560
node_modules/three/examples/js/MD2CharacterComplex.js
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.MD2CharacterComplex = function () {
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var scope = this;
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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 THREE.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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this.enableShadows = function ( enable ) {
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for ( var 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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this.setVisible = function ( enable ) {
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for ( var 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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this.shareParts = function ( 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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var mesh = 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 ( var i = 0; i < original.weapons.length; i ++ ) {
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var meshWeapon = 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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this.loadParts = function ( config ) {
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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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var weaponsTextures = [];
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for ( var 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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var loader = new THREE.MD2Loader();
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loader.load( config.baseUrl + config.body, function( geo ) {
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geo.computeBoundingBox();
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scope.root.position.y = - scope.scale * geo.boundingBox.min.y;
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var 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.meshes.push( mesh );
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checkLoadingComplete();
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} );
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// WEAPONS
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var generateCallback = function ( index, name ) {
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return function( geo ) {
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var 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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scope.meshes.push( mesh );
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checkLoadingComplete();
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}
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};
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for ( var 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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this.setPlaybackRate = function ( 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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this.setWireframe = function ( 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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this.setSkin = function( 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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this.setWeapon = function ( index ) {
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for ( var i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
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var 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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this.setAnimation = function ( 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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this.update = function ( delta ) {
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if ( this.controls ) this.updateMovementModel( delta );
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if ( this.animations ) {
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this.updateBehaviors( delta );
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this.updateAnimations( delta );
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}
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};
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this.updateAnimations = function ( delta ) {
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var 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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this.updateBehaviors = function ( delta ) {
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var controls = this.controls;
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var animations = this.animations;
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var 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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this.updateMovementModel = function ( delta ) {
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var 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 = THREE.Math.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
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if ( controls.moveBackward ) this.speed = THREE.Math.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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var dir = 1;
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if ( controls.moveLeft ) {
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this.bodyOrientation += delta * this.angularSpeed;
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this.speed = THREE.Math.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 = THREE.Math.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 ) {
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var k = exponentialEaseOut( this.speed / this.maxSpeed );
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this.speed = THREE.Math.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );
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} else {
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var k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
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this.speed = THREE.Math.clamp( this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0 );
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}
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}
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// displacement
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var 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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// steering
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this.root.rotation.y = this.bodyOrientation;
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};
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// internal helpers
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function loadTextures( baseUrl, textureUrls ) {
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var textureLoader = new THREE.TextureLoader();
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var textures = [];
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for ( var 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 = THREE.UVMapping;
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textures[ i ].name = textureUrls[ i ];
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}
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return textures;
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}
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function createPart( geometry, skinMap ) {
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var materialWireframe = new THREE.MeshLambertMaterial( { color: 0xffaa00, wireframe: true, morphTargets: true, morphNormals: true } );
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var materialTexture = new THREE.MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap, morphTargets: true, morphNormals: true } );
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//
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var mesh = new THREE.MorphBlendMesh( geometry, materialTexture );
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mesh.rotation.y = - Math.PI / 2;
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//
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mesh.materialTexture = materialTexture;
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mesh.materialWireframe = materialWireframe;
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//
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mesh.autoCreateAnimations( scope.animationFPS );
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return mesh;
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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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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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};
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