File: //var/www/aspa/three/addons/misc/MD2Character.js
import {
	AnimationMixer,
	Box3,
	Mesh,
	MeshLambertMaterial,
	Object3D,
	TextureLoader,
	UVMapping,
	SRGBColorSpace
} from 'three';
import { MD2Loader } from '../loaders/MD2Loader.js';
class MD2Character {
	constructor() {
		this.scale = 1;
		this.animationFPS = 6;
		this.root = new Object3D();
		this.meshBody = null;
		this.meshWeapon = null;
		this.skinsBody = [];
		this.skinsWeapon = [];
		this.weapons = [];
		this.activeAnimation = null;
		this.mixer = null;
		this.onLoadComplete = function () {};
		this.loadCounter = 0;
	}
	loadParts( config ) {
		const scope = this;
		function createPart( geometry, skinMap ) {
			const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
			const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );
			//
			const mesh = new Mesh( geometry, materialTexture );
			mesh.rotation.y = - Math.PI / 2;
			mesh.castShadow = true;
			mesh.receiveShadow = true;
			//
			mesh.materialTexture = materialTexture;
			mesh.materialWireframe = materialWireframe;
			return mesh;
		}
		function loadTextures( baseUrl, textureUrls ) {
			const textureLoader = new TextureLoader();
			const textures = [];
			for ( let i = 0; i < textureUrls.length; i ++ ) {
				textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
				textures[ i ].mapping = UVMapping;
				textures[ i ].name = textureUrls[ i ];
				textures[ i ].colorSpace = SRGBColorSpace;
			}
			return textures;
		}
		function checkLoadingComplete() {
			scope.loadCounter -= 1;
			if ( scope.loadCounter === 0 ) scope.onLoadComplete();
		}
		this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
		const weaponsTextures = [];
		for ( let i = 0; i < config.weapons.length; i ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ];
		// SKINS
		this.skinsBody = loadTextures( config.baseUrl + 'skins/', config.skins );
		this.skinsWeapon = loadTextures( config.baseUrl + 'skins/', weaponsTextures );
		// BODY
		const loader = new MD2Loader();
		loader.load( config.baseUrl + config.body, function ( geo ) {
			const boundingBox = new Box3();
			boundingBox.setFromBufferAttribute( geo.attributes.position );
			scope.root.position.y = - scope.scale * boundingBox.min.y;
			const mesh = createPart( geo, scope.skinsBody[ 0 ] );
			mesh.scale.set( scope.scale, scope.scale, scope.scale );
			scope.root.add( mesh );
			scope.meshBody = mesh;
			scope.meshBody.clipOffset = 0;
			scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name;
			scope.mixer = new AnimationMixer( mesh );
			checkLoadingComplete();
		} );
		// WEAPONS
		const generateCallback = function ( index, name ) {
			return function ( geo ) {
				const mesh = createPart( geo, scope.skinsWeapon[ index ] );
				mesh.scale.set( scope.scale, scope.scale, scope.scale );
				mesh.visible = false;
				mesh.name = name;
				scope.root.add( mesh );
				scope.weapons[ index ] = mesh;
				scope.meshWeapon = mesh;
				checkLoadingComplete();
			};
		};
		for ( let i = 0; i < config.weapons.length; i ++ ) {
			loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
		}
	}
	setPlaybackRate( rate ) {
		if ( rate !== 0 ) {
			this.mixer.timeScale = 1 / rate;
		} else {
			this.mixer.timeScale = 0;
		}
	}
	setWireframe( wireframeEnabled ) {
		if ( wireframeEnabled ) {
			if ( this.meshBody ) this.meshBody.material = this.meshBody.materialWireframe;
			if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialWireframe;
		} else {
			if ( this.meshBody ) this.meshBody.material = this.meshBody.materialTexture;
			if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialTexture;
		}
	}
	setSkin( index ) {
		if ( this.meshBody && this.meshBody.material.wireframe === false ) {
			this.meshBody.material.map = this.skinsBody[ index ];
		}
	}
	setWeapon( index ) {
		for ( let i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
		const activeWeapon = this.weapons[ index ];
		if ( activeWeapon ) {
			activeWeapon.visible = true;
			this.meshWeapon = activeWeapon;
			this.syncWeaponAnimation();
		}
	}
	setAnimation( clipName ) {
		if ( this.meshBody ) {
			if ( this.meshBody.activeAction ) {
				this.meshBody.activeAction.stop();
				this.meshBody.activeAction = null;
			}
			const action = this.mixer.clipAction( clipName, this.meshBody );
			if ( action ) {
				this.meshBody.activeAction = action.play();
			}
		}
		this.activeClipName = clipName;
		this.syncWeaponAnimation();
	}
	syncWeaponAnimation() {
		const clipName = this.activeClipName;
		if ( this.meshWeapon ) {
			if ( this.meshWeapon.activeAction ) {
				this.meshWeapon.activeAction.stop();
				this.meshWeapon.activeAction = null;
			}
			const action = this.mixer.clipAction( clipName, this.meshWeapon );
			if ( action ) {
				this.meshWeapon.activeAction = action.syncWith( this.meshBody.activeAction ).play();
			}
		}
	}
	update( delta ) {
		if ( this.mixer ) this.mixer.update( delta );
	}
}
export { MD2Character };