File: //var/www/aspa/three/addons/misc/MD2CharacterComplex.js
import {
	Box3,
	MathUtils,
	MeshLambertMaterial,
	Object3D,
	TextureLoader,
	UVMapping,
	SRGBColorSpace
} from 'three';
import { MD2Loader } from '../loaders/MD2Loader.js';
import { MorphBlendMesh } from './MorphBlendMesh.js';
class MD2CharacterComplex {
	constructor() {
		this.scale = 1;
		// animation parameters
		this.animationFPS = 6;
		this.transitionFrames = 15;
		// movement model parameters
		this.maxSpeed = 275;
		this.maxReverseSpeed = - 275;
		this.frontAcceleration = 600;
		this.backAcceleration = 600;
		this.frontDecceleration = 600;
		this.angularSpeed = 2.5;
		// rig
		this.root = new Object3D();
		this.meshBody = null;
		this.meshWeapon = null;
		this.controls = null;
		// skins
		this.skinsBody = [];
		this.skinsWeapon = [];
		this.weapons = [];
		this.currentSkin = undefined;
		//
		this.onLoadComplete = function () {};
		// internals
		this.meshes = [];
		this.animations = {};
		this.loadCounter = 0;
		// internal movement control variables
		this.speed = 0;
		this.bodyOrientation = 0;
		this.walkSpeed = this.maxSpeed;
		this.crouchSpeed = this.maxSpeed * 0.5;
		// internal animation parameters
		this.activeAnimation = null;
		this.oldAnimation = null;
		// API
	}
	enableShadows( enable ) {
		for ( let i = 0; i < this.meshes.length; i ++ ) {
			this.meshes[ i ].castShadow = enable;
			this.meshes[ i ].receiveShadow = enable;
		}
	}
	setVisible( enable ) {
		for ( let i = 0; i < this.meshes.length; i ++ ) {
			this.meshes[ i ].visible = enable;
			this.meshes[ i ].visible = enable;
		}
	}
	shareParts( original ) {
		this.animations = original.animations;
		this.walkSpeed = original.walkSpeed;
		this.crouchSpeed = original.crouchSpeed;
		this.skinsBody = original.skinsBody;
		this.skinsWeapon = original.skinsWeapon;
		// BODY
		const mesh = this._createPart( original.meshBody.geometry, this.skinsBody[ 0 ] );
		mesh.scale.set( this.scale, this.scale, this.scale );
		this.root.position.y = original.root.position.y;
		this.root.add( mesh );
		this.meshBody = mesh;
		this.meshes.push( mesh );
		// WEAPONS
		for ( let i = 0; i < original.weapons.length; i ++ ) {
			const meshWeapon = this._createPart( original.weapons[ i ].geometry, this.skinsWeapon[ i ] );
			meshWeapon.scale.set( this.scale, this.scale, this.scale );
			meshWeapon.visible = false;
			meshWeapon.name = original.weapons[ i ].name;
			this.root.add( meshWeapon );
			this.weapons[ i ] = meshWeapon;
			this.meshWeapon = meshWeapon;
			this.meshes.push( meshWeapon );
		}
	}
	loadParts( config ) {
		const scope = this;
		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.animations = config.animations;
		this.walkSpeed = config.walkSpeed;
		this.crouchSpeed = config.crouchSpeed;
		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 = scope._createPart( geo, scope.skinsBody[ 0 ] );
			mesh.scale.set( scope.scale, scope.scale, scope.scale );
			scope.root.add( mesh );
			scope.meshBody = mesh;
			scope.meshes.push( mesh );
			checkLoadingComplete();
		} );
		// WEAPONS
		const generateCallback = function ( index, name ) {
			return function ( geo ) {
				const mesh = scope._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;
				scope.meshes.push( 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 ( this.meshBody ) this.meshBody.duration = this.meshBody.baseDuration / rate;
		if ( this.meshWeapon ) this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
	}
	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 ];
			this.currentSkin = 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;
			if ( this.activeAnimation ) {
				activeWeapon.playAnimation( this.activeAnimation );
				this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
			}
		}
	}
	setAnimation( animationName ) {
		if ( animationName === this.activeAnimation || ! animationName ) return;
		if ( this.meshBody ) {
			this.meshBody.setAnimationWeight( animationName, 0 );
			this.meshBody.playAnimation( animationName );
			this.oldAnimation = this.activeAnimation;
			this.activeAnimation = animationName;
			this.blendCounter = this.transitionFrames;
		}
		if ( this.meshWeapon ) {
			this.meshWeapon.setAnimationWeight( animationName, 0 );
			this.meshWeapon.playAnimation( animationName );
		}
	}
	update( delta ) {
		if ( this.controls ) this.updateMovementModel( delta );
		if ( this.animations ) {
			this.updateBehaviors();
			this.updateAnimations( delta );
		}
	}
	updateAnimations( delta ) {
		let mix = 1;
		if ( this.blendCounter > 0 ) {
			mix = ( this.transitionFrames - this.blendCounter ) / this.transitionFrames;
			this.blendCounter -= 1;
		}
		if ( this.meshBody ) {
			this.meshBody.update( delta );
			this.meshBody.setAnimationWeight( this.activeAnimation, mix );
			this.meshBody.setAnimationWeight( this.oldAnimation, 1 - mix );
		}
		if ( this.meshWeapon ) {
			this.meshWeapon.update( delta );
			this.meshWeapon.setAnimationWeight( this.activeAnimation, mix );
			this.meshWeapon.setAnimationWeight( this.oldAnimation, 1 - mix );
		}
	}
	updateBehaviors() {
		const controls = this.controls;
		const animations = this.animations;
		let moveAnimation, idleAnimation;
		// crouch vs stand
		if ( controls.crouch ) {
			moveAnimation = animations[ 'crouchMove' ];
			idleAnimation = animations[ 'crouchIdle' ];
		} else {
			moveAnimation = animations[ 'move' ];
			idleAnimation = animations[ 'idle' ];
		}
		// actions
		if ( controls.jump ) {
			moveAnimation = animations[ 'jump' ];
			idleAnimation = animations[ 'jump' ];
		}
		if ( controls.attack ) {
			if ( controls.crouch ) {
				moveAnimation = animations[ 'crouchAttack' ];
				idleAnimation = animations[ 'crouchAttack' ];
			} else {
				moveAnimation = animations[ 'attack' ];
				idleAnimation = animations[ 'attack' ];
			}
		}
		// set animations
		if ( controls.moveForward || controls.moveBackward || controls.moveLeft || controls.moveRight ) {
			if ( this.activeAnimation !== moveAnimation ) {
				this.setAnimation( moveAnimation );
			}
		}
		if ( Math.abs( this.speed ) < 0.2 * this.maxSpeed && ! ( controls.moveLeft || controls.moveRight || controls.moveForward || controls.moveBackward ) ) {
			if ( this.activeAnimation !== idleAnimation ) {
				this.setAnimation( idleAnimation );
			}
		}
		// set animation direction
		if ( controls.moveForward ) {
			if ( this.meshBody ) {
				this.meshBody.setAnimationDirectionForward( this.activeAnimation );
				this.meshBody.setAnimationDirectionForward( this.oldAnimation );
			}
			if ( this.meshWeapon ) {
				this.meshWeapon.setAnimationDirectionForward( this.activeAnimation );
				this.meshWeapon.setAnimationDirectionForward( this.oldAnimation );
			}
		}
		if ( controls.moveBackward ) {
			if ( this.meshBody ) {
				this.meshBody.setAnimationDirectionBackward( this.activeAnimation );
				this.meshBody.setAnimationDirectionBackward( this.oldAnimation );
			}
			if ( this.meshWeapon ) {
				this.meshWeapon.setAnimationDirectionBackward( this.activeAnimation );
				this.meshWeapon.setAnimationDirectionBackward( this.oldAnimation );
			}
		}
	}
	updateMovementModel( delta ) {
		function exponentialEaseOut( k ) {
			return k === 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1;
		}
		const controls = this.controls;
		// speed based on controls
		if ( controls.crouch ) 	this.maxSpeed = this.crouchSpeed;
		else this.maxSpeed = this.walkSpeed;
		this.maxReverseSpeed = - this.maxSpeed;
		if ( controls.moveForward ) this.speed = MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
		if ( controls.moveBackward ) this.speed = MathUtils.clamp( this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed );
		// orientation based on controls
		// (don't just stand while turning)
		const dir = 1;
		if ( controls.moveLeft ) {
			this.bodyOrientation += delta * this.angularSpeed;
			this.speed = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
		}
		if ( controls.moveRight ) {
			this.bodyOrientation -= delta * this.angularSpeed;
			this.speed = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
		}
		// speed decay
		if ( ! ( controls.moveForward || controls.moveBackward ) ) {
			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 };