three-player-controller 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/assets/drone.glb +0 -0
- package/assets/person.glb +0 -0
- package/assets/remoteControl.glb +0 -0
- package/dist/index.d.mts +33 -0
- package/dist/index.d.ts +33 -0
- package/dist/index.js +894 -0
- package/dist/index.js.map +1 -0
- package/dist/index.mjs +856 -0
- package/dist/index.mjs.map +1 -0
- package/package.json +44 -0
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/playerController.ts"],"sourcesContent":["import * as THREE from \"three\";\r\nimport { MeshBVH, MeshBVHHelper } from \"three-mesh-bvh\";\r\nimport type { GLTF } from \"three/examples/jsm/Addons.js\";\r\nimport { OrbitControls } from \"three/examples/jsm/controls/OrbitControls.js\";\r\nimport { RoundedBoxGeometry } from \"three/examples/jsm/geometries/RoundedBoxGeometry.js\";\r\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\r\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\r\nimport * as BufferGeometryUtils from \"three/examples/jsm/utils/BufferGeometryUtils.js\";\r\n\r\nlet controllerInstance: PlayerController | null = null; // 单例实例\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\r\n\r\n // 基本配置与参数\r\n scene!: THREE.Scene;\r\n camera!: THREE.PerspectiveCamera;\r\n controls!: OrbitControls;\r\n initPos!: THREE.Vector3;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale?: number;\r\n };\r\n isFirstPerson: boolean = false;\r\n\r\n mouseSensity: number = 5;\r\n boundingBoxMinY: number = 0;\r\n\r\n visualizeDepth: number;\r\n gravity: number;\r\n jumpHeight: number;\r\n highJumpHeight: number;\r\n playerSpeed: number;\r\n\r\n // 测试参数\r\n displayPlayer: boolean = false;\r\n displayCollider: boolean = false;\r\n displayVisualizer: boolean = false;\r\n\r\n // 场景对象\r\n collider: THREE.Mesh | null = null;\r\n visualizer: MeshBVHHelper | null = null;\r\n player!: THREE.Mesh & { capsuleInfo?: any };\r\n person: THREE.Object3D | null = null;\r\n\r\n // 状态开关\r\n playerIsOnGround: boolean = false;\r\n isUpdatePlayer: boolean = true;\r\n\r\n // 输入状态\r\n fwdPressed: boolean = false; // w\r\n bkdPressed: boolean = false; // s\r\n lftPressed: boolean = false; // a\r\n rgtPressed: boolean = false; // d\r\n spacePressed: boolean = false; // 空格\r\n ctPressed: boolean = false; // ctrl\r\n shiftPressed: boolean = false; // shift\r\n sustainSpacePressed: boolean = false; // 空格键是否持续按下\r\n spaceLongPressTimer: number | null = null;\r\n\r\n // 第三人称\r\n _camCollisionLerp = 0.18; // 平滑系数\r\n _camEpsilon = 0.35; // 摄像机与障碍物之间的安全距离(米)\r\n _minCamDistance = 1.0; // 摄像机最小距离\r\n _maxCamDistance = 4.4; // 摄像机最大距离\r\n\r\n // 物理/运动\r\n playerVelocity = new THREE.Vector3(); // 玩家速度向量\r\n readonly upVector = new THREE.Vector3(0, 1, 0);\r\n\r\n // 临时复用向量/矩阵\r\n readonly tempVector = new THREE.Vector3();\r\n readonly tempVector2 = new THREE.Vector3();\r\n readonly tempBox = new THREE.Box3();\r\n readonly tempMat = new THREE.Matrix4();\r\n readonly tempSegment = new THREE.Line3();\r\n\r\n // 动画相关\r\n personMixer?: THREE.AnimationMixer;\r\n droneMixer?: THREE.AnimationMixer;\r\n personActions?: Map<string, THREE.AnimationAction>;\r\n droneActions?: Map<string, THREE.AnimationAction>;\r\n idleAction!: THREE.AnimationAction;\r\n walkAction!: THREE.AnimationAction;\r\n leftWalkAction!: THREE.AnimationAction;\r\n rightWalkAction!: THREE.AnimationAction;\r\n backwardAction!: THREE.AnimationAction;\r\n jumpAction!: THREE.AnimationAction;\r\n runAction!: THREE.AnimationAction;\r\n controlDroneAction!: THREE.AnimationAction;\r\n actionState!: THREE.AnimationAction;\r\n\r\n // 复用向量:用于相机朝向 / 移动\r\n readonly camDir = new THREE.Vector3();\r\n readonly moveDir = new THREE.Vector3();\r\n readonly targetQuat = new THREE.Quaternion();\r\n readonly targetMat = new THREE.Matrix4();\r\n readonly rotationSpeed = 10;\r\n readonly DIR_FWD = new THREE.Vector3(0, 0, -1);\r\n readonly DIR_BKD = new THREE.Vector3(0, 0, 1);\r\n readonly DIR_LFT = new THREE.Vector3(-1, 0, 0);\r\n readonly DIR_RGT = new THREE.Vector3(1, 0, 0);\r\n\r\n readonly _personToCam = new THREE.Vector3();\r\n\r\n readonly _originTmp = new THREE.Vector3();\r\n readonly _raycaster = new THREE.Raycaster(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -1, 0)\r\n );\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(\r\n new THREE.Vector3(),\r\n new THREE.Vector3()\r\n );\r\n\r\n // 射线检测时只返回第一个碰撞\r\n constructor() {\r\n (this._raycaster as any).firstHitOnly = true;\r\n (this._raycasterPersonToCam as any).firstHitOnly = true;\r\n }\r\n\r\n // 初始化\r\n async init(\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n scale?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.controls = opts.controls;\r\n this.playerModel = opts.playerModel;\r\n this.playerModel.scale = opts.playerModel.scale ? opts.playerModel.scale : 1;\r\n this.initPos = opts.initPos ? opts.initPos : new THREE.Vector3(0, 0, 0);\r\n\r\n this.visualizeDepth = 0 * this.playerModel.scale;\r\n this.gravity = -2400 * this.playerModel.scale;\r\n this.jumpHeight = 300 * this.playerModel.scale;\r\n this.highJumpHeight = 1000 * this.playerModel.scale;\r\n this.playerSpeed = 400 * this.playerModel.scale;\r\n\r\n // 创建bvh\r\n await this.createBVH();\r\n\r\n // 创建玩家\r\n this.createPlayer();\r\n\r\n // 加载玩家模型\r\n await this.loadPersonGLB();\r\n\r\n // 等待资源加载完毕再设置摄像机\r\n if (this.isFirstPerson && this.player) {\r\n this.player.add(this.camera);\r\n }\r\n this.onAllEvent(); // 绑定事件\r\n this.setCameraPos();\r\n this.setControls();\r\n if (callback) callback();\r\n }\r\n\r\n // 第一/三视角切换\r\n changeView() {\r\n this.isFirstPerson = !this.isFirstPerson;\r\n if (this.isFirstPerson) {\r\n this.player.attach(this.camera);\r\n this.camera.position.set(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\r\n this.camera.rotation.set(0, Math.PI, 0);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n } else {\r\n this.scene.attach(this.camera);\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\r\n this.camera.position.copy(worldPos).add(offset);\r\n this.controls.target.copy(worldPos);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n }\r\n }\r\n\r\n // 摄像机/控制器设置\r\n setCameraPos() {\r\n if (this.isFirstPerson) {\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\r\n this.camera.position.copy(worldPos).add(offset);\r\n }\r\n this.camera.updateProjectionMatrix();\r\n }\r\n\r\n // 设置控制器\r\n setControls() {\r\n this.controls.enabled = false;\r\n this.controls.maxPolarAngle = Math.PI * (230 / 360);\r\n }\r\n\r\n // 重置控制器\r\n resetControls() {\r\n this.controls.enabled = true;\r\n this.controls.enablePan = true;\r\n this.controls.maxPolarAngle = Math.PI / 2;\r\n this.controls.rotateSpeed = 1;\r\n this.controls.enableZoom = true;\r\n this.controls.mouseButtons = {\r\n LEFT: 0,\r\n MIDDLE: 1,\r\n RIGHT: 2,\r\n };\r\n }\r\n\r\n // 初始化加载器\r\n async initLoader() {\r\n const dracoLoader = new DRACOLoader();\r\n dracoLoader.setDecoderPath(\r\n \"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\"\r\n );\r\n dracoLoader.setDecoderConfig({ type: \"js\" });\r\n this.loader.setDRACOLoader(dracoLoader);\r\n }\r\n\r\n // 人物与动画加载\r\n async loadPersonGLB() {\r\n try {\r\n const gltf: GLTF = await this.loader.loadAsync(\r\n this.playerModel.url,\r\n (xhr) => {\r\n // console.log('人物模型努力加载中... 请稍等', (xhr.loaded / xhr.total) * 100 + '% ');\r\n }\r\n );\r\n this.person = gltf.scene;\r\n this.person.name = \"角色\";\r\n this.person.scale.set(\r\n 0.9 * this.playerModel.scale,\r\n 0.9 * this.playerModel.scale,\r\n 0.9 * this.playerModel.scale\r\n );\r\n this.person.position.set(0, -125 * this.playerModel.scale, 0);\r\n this.player.add(this.person);\r\n this.reset();\r\n\r\n // 创建人物 mixer 与 actions\r\n this.personMixer = new THREE.AnimationMixer(this.person);\r\n const animations = gltf.animations ?? [];\r\n this.personActions = new Map<string, THREE.AnimationAction>();\r\n // 取出动作并注册到 map\r\n const findClip = (name: string) =>\r\n animations.find((a: any) => a.name === name);\r\n // const regs:[string, string][] = [\r\n // [\"Idle_2\", \"idle\"],\r\n // [\"Walking_11\", \"walking\"],\r\n // [\"Left Walking_5\", \"left_walking\"],\r\n // [\"Right Walking_8\", \"right_walking\"],\r\n // [\"Walking Backward_10\", \"walking_backward\"],\r\n // [\"Jump_3\", \"jumping\"],\r\n // [\"Running_9\", \"running\"],\r\n // ];\r\n\r\n const regs:[string, string][] = [\r\n [this.playerModel.idleAnim, \"idle\"],\r\n [this.playerModel.walkAnim, \"walking\"],\r\n [this.playerModel.leftWalkAnim || this.playerModel.walkAnim, \"left_walking\"],\r\n [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, \"right_walking\"],\r\n [this.playerModel.backwardAnim || this.playerModel.walkAnim, \"walking_backward\"],\r\n [this.playerModel.jumpAnim, \"jumping\"],\r\n [this.playerModel.runAnim, \"running\"],\r\n ];\r\n\r\n // 注册动作并设置循环模式\r\n for (const [key, clipName] of regs) {\r\n const clip = findClip(key);\r\n if (!clip) continue;\r\n const action = this.personMixer.clipAction(clip);\r\n\r\n // 针对不同动作显式设置循环模式\r\n if (clipName === \"jumping\") {\r\n action.setLoop(THREE.LoopOnce, 1); // 播放一次\r\n action.clampWhenFinished = true;\r\n action.setEffectiveTimeScale(1.2); // 播放速度\r\n } else {\r\n action.setLoop(THREE.LoopRepeat, Infinity); // 循环播放\r\n action.clampWhenFinished = false;\r\n action.setEffectiveTimeScale(1);\r\n }\r\n\r\n action.enabled = true; // 激活\r\n action.setEffectiveWeight(0); // 初始权重为0\r\n this.personActions.set(clipName, action);\r\n }\r\n\r\n // 把actions激活\r\n this.idleAction = this.personActions.get(\"idle\")!;\r\n this.walkAction = this.personActions.get(\"walking\")!;\r\n this.leftWalkAction = this.personActions.get(\"left_walking\")!;\r\n this.rightWalkAction = this.personActions.get(\"right_walking\")!;\r\n this.backwardAction = this.personActions.get(\"walking_backward\")!;\r\n this.jumpAction = this.personActions.get(\"jumping\")!;\r\n this.runAction = this.personActions.get(\"running\")!;\r\n\r\n // 激活空闲动作\r\n this.idleAction.setEffectiveWeight(1);\r\n this.idleAction.play();\r\n this.actionState = this.idleAction;\r\n\r\n this.personMixer.addEventListener(\"finished\", (ev: any) => {\r\n const finishedAction: THREE.AnimationAction = ev.action;\r\n\r\n if (finishedAction === this.jumpAction) {\r\n // jump 播放结束后的逻辑\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) this.playPersonAnimationByName(\"running\");\r\n else this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n if (this.rgtPressed || this.lftPressed) {\r\n this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"idle\");\r\n }\r\n });\r\n } catch (error) {}\r\n }\r\n\r\n // 平滑切换人物动画\r\n playPersonAnimationByName(name: string, fade = 0.18) {\r\n if (!this.personActions) return;\r\n if (this.ctPressed) return;\r\n\r\n const next = this.personActions.get(name);\r\n if (!next) return;\r\n\r\n // 如果是同一个action,直接返回\r\n if (this.actionState === next) return;\r\n\r\n const prev = this.actionState;\r\n\r\n // 对于一次性动作先reset()\r\n next.reset();\r\n next.setEffectiveWeight(1);\r\n next.play();\r\n\r\n if (prev && prev !== next) {\r\n // 让 prev 淡出,next 淡入\r\n prev.fadeOut(fade);\r\n next.fadeIn(fade);\r\n } else {\r\n // 时直接淡入\r\n next.fadeIn(fade);\r\n }\r\n\r\n this.actionState = next;\r\n }\r\n\r\n // 创建玩家胶囊体\r\n createPlayer() {\r\n const material = new THREE.MeshStandardMaterial({\r\n color: new THREE.Color(1, 0, 0),\r\n shadowSide: THREE.DoubleSide,\r\n depthTest: false,\r\n });\r\n material.transparent = true;\r\n material.opacity = this.displayPlayer ? 0.5 : 0;\r\n material.wireframe = true;\r\n\r\n this.player = new THREE.Mesh(\r\n new RoundedBoxGeometry(\r\n 75.0 * this.playerModel.scale,\r\n 180.0 * this.playerModel.scale,\r\n 75.0 * this.playerModel.scale,\r\n 100 * this.playerModel.scale,\r\n 75 * this.playerModel.scale\r\n ),\r\n material\r\n ) as typeof this.player;\r\n\r\n this.player.geometry.translate(0, -30 * this.playerModel.scale, 0);\r\n this.player.capsuleInfo = {\r\n radius: 25 * this.playerModel.scale,\r\n segment: new THREE.Line3(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -1.0, 0.0)\r\n ),\r\n };\r\n\r\n this.player.name = \"角色胶囊体\";\r\n this.player.rotateY(Math.PI / 2);\r\n this.scene.add(this.player);\r\n this.reset();\r\n }\r\n\r\n // 每帧更新\r\n async updatePlayer(delta: number) {\r\n if (!this.isUpdatePlayer || !this.player) return;\r\n\r\n delta = Math.min(delta, 1 / 30);\r\n\r\n this.updateMixers(delta);\r\n \r\n // 非路径行走逻辑\r\n if (!this.collider) return;\r\n this.camera.getWorldDirection(this.camDir);\r\n let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;\r\n angle = 2 * Math.PI - angle;\r\n\r\n this.moveDir.set(0, 0, 0);\r\n if (this.fwdPressed) this.moveDir.add(this.DIR_FWD);\r\n if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);\r\n if (this.lftPressed) this.moveDir.add(this.DIR_LFT);\r\n if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);\r\n\r\n // 跳跃(短按)\r\n if (this.spacePressed && this.playerIsOnGround) {\r\n // 设置跳跃动作\r\n this.playPersonAnimationByName(\"jumping\");\r\n // 延迟施加跳跃速度(与动画起跳同步)\r\n setTimeout(() => {\r\n this.playerVelocity.y = this.jumpHeight;\r\n this.playerIsOnGround = false;\r\n this.spacePressed = false;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.player.updateMatrixWorld();\r\n }, 200);\r\n }\r\n\r\n // 强行拉回(长按)\r\n if (this.sustainSpacePressed && this.playerIsOnGround) {\r\n this.playPersonAnimationByName(\"jumping\");\r\n setTimeout(() => {\r\n this.playerVelocity.y = this.highJumpHeight;\r\n this.playerIsOnGround = false;\r\n this.spacePressed = false;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.player.updateMatrixWorld();\r\n }, 200);\r\n }\r\n\r\n // 设置速度\r\n this.playerSpeed = this.shiftPressed\r\n ? 900 * this.playerModel.scale\r\n : 400 * this.playerModel.scale;\r\n if (this.moveDir.lengthSq() > 1e-6) {\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(\r\n this.moveDir,\r\n this.playerSpeed * delta\r\n );\r\n }\r\n\r\n // 向下射线检测地面高度 超过阈值判定为没在地面 加上重力\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(\r\n this.player.position.x,\r\n this.player.position.y,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\r\n if (intersects.length > 0) {\r\n playerDistanceFromGround =\r\n this.player.position.y - intersects[0].point.y;\r\n }\r\n if (playerDistanceFromGround > 130 * this.playerModel.scale) {\r\n // 重力\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n // this.playerIsOnGround = false;\r\n } else {\r\n // 不设置重力\r\n this.playerIsOnGround = true;\r\n }\r\n this.player.updateMatrixWorld();\r\n\r\n // 碰撞检测\r\n const capsuleInfo = this.player.capsuleInfo;\r\n this.tempBox.makeEmpty();\r\n this.tempMat.copy(this.collider!.matrixWorld).invert();\r\n this.tempSegment.copy(capsuleInfo.segment);\r\n this.tempSegment.start\r\n .applyMatrix4(this.player.matrixWorld)\r\n .applyMatrix4(this.tempMat);\r\n this.tempSegment.end\r\n .applyMatrix4(this.player.matrixWorld)\r\n .applyMatrix4(this.tempMat);\r\n\r\n this.tempBox.expandByPoint(this.tempSegment.start);\r\n this.tempBox.expandByPoint(this.tempSegment.end);\r\n this.tempBox.expandByScalar(capsuleInfo.radius);\r\n\r\n const bvh = this.collider?.geometry;\r\n (bvh as any)?.boundsTree?.shapecast({\r\n // 检测包围盒碰撞\r\n intersectsBounds: (box: THREE.Box3) => box.intersectsBox(this.tempBox),\r\n // 检测三角形碰撞\r\n intersectsTriangle: (tri: any) => {\r\n const triPoint = this.tempVector;\r\n const capsulePoint = this.tempVector2;\r\n const distance = tri.closestPointToSegment(\r\n this.tempSegment,\r\n triPoint,\r\n capsulePoint\r\n );\r\n // 距离小于人物半径,发生碰撞\r\n if (distance < capsuleInfo.radius) {\r\n const depth = capsuleInfo.radius - distance;\r\n const direction = capsulePoint.sub(triPoint).normalize();\r\n this.tempSegment.start.addScaledVector(direction, depth);\r\n this.tempSegment.end.addScaledVector(direction, depth);\r\n }\r\n },\r\n });\r\n\r\n // 设置玩家位置\r\n const newPosition = this.tempVector\r\n .copy(this.tempSegment.start)\r\n .applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(\r\n newPosition,\r\n this.player.position\r\n );\r\n\r\n // 应用位移\r\n const len = deltaVector.length();\r\n const offset = Math.max(0, len - 1e-5);\r\n if (offset > 0 && len > 0) {\r\n const n = deltaVector.multiplyScalar(1 / len);\r\n this.player.position.addScaledVector(n, offset);\r\n this.playerVelocity.set(0, 0, 0);\r\n }\r\n\r\n // 第三人称-朝向\r\n if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {\r\n this.camDir.y = 0;\r\n this.camDir.normalize();\r\n this.camDir.negate();\r\n this.moveDir.normalize();\r\n this.moveDir.negate(); // 翻转\r\n const lookTarget = this.player.position\r\n .clone()\r\n .add( this.moveDir);\r\n this.targetMat.lookAt(this.player.position, lookTarget, this.player.up);\r\n this.targetQuat.setFromRotationMatrix(this.targetMat);\r\n const alpha = Math.min(1, this.rotationSpeed * delta);\r\n this.player.quaternion.slerp(this.targetQuat, alpha);\r\n }\r\n\r\n // 第三人称-相机跟随\r\n if (!this.isFirstPerson) {\r\n const lookTarget = this.player.position.clone();\r\n lookTarget.y += 30 * this.playerModel.scale;\r\n this.camera.position.sub(this.controls.target); // 减去控制器向量\r\n this.controls.target.copy(lookTarget); // 设置控制器目标\r\n this.camera.position.add(lookTarget); // 设置相机位置\r\n this.controls.update(); // 更新控制器\r\n\r\n // 当视线被遮挡时判断\r\n this._personToCam.subVectors(this.camera.position, this.player.position); // 计算从player指向camera的向量(camera - player)\r\n const origin = this.player.position\r\n .clone()\r\n .add(new THREE.Vector3(0, 0, 0)); // 射线起点\r\n const direction = this._personToCam.clone().normalize(); // 方向\r\n const desiredDist = this._personToCam.length(); // 与期望距离\r\n this._raycasterPersonToCam.set(origin, direction);\r\n this._raycasterPersonToCam.far = desiredDist;\r\n\r\n // 做相交检测\r\n const intersects = this._raycasterPersonToCam.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\r\n if (intersects.length > 0) {\r\n // 相机拉近\r\n const hit = intersects[0]; // 找到第一个命中\r\n const safeDist = Math.max(\r\n hit.distance - this._camEpsilon,\r\n this._minCamDistance\r\n ); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin\r\n .clone()\r\n .add(direction.clone().multiplyScalar(safeDist)); // 目标相机位置 = origin + direction * safeDist\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp); // 平滑移动相机到targetCamPos\r\n } else {\r\n // 相机恢复\r\n const dis = this.player.position.distanceTo(this.camera.position); // 计算当前人物到相机距离\r\n this._raycasterPersonToCam.far = this._maxCamDistance;\r\n // 检查预设相机位置是否有遮挡\r\n const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\r\n // 距离小于最大距离且没有遮挡 恢复相机\r\n if (dis < this._maxCamDistance) {\r\n let safeDist = this._maxCamDistance;\r\n if (intersectsMaxDis.length) {\r\n const hitMax = intersectsMaxDis[0]; // 找到第一个命中\r\n safeDist = hitMax.distance - this._camEpsilon;\r\n }\r\n const targetCamPos = origin\r\n .clone()\r\n .add(direction.clone().multiplyScalar(safeDist));\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp);\r\n }\r\n }\r\n }\r\n\r\n // 掉出场景重置\r\n if (this.player.position.y < this.boundingBoxMinY - 1) {\r\n // 检测当前位置与碰撞体是否相交\r\n this._originTmp.set(\r\n this.player.position.x,\r\n 10000,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\r\n if (intersects.length > 0) {\r\n // 出现碰撞 说明玩家为bug意外掉落\r\n console.log(\"玩家为bug意外掉落\");\r\n this.reset(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n intersects[0].point.y + 5,\r\n this.player.position.z\r\n )\r\n );\r\n } else {\r\n // 无碰撞 正常掉落\r\n console.log(\"玩家正常掉落\");\r\n this.reset(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n this.player.position.y + 15,\r\n this.player.position.z\r\n )\r\n );\r\n }\r\n }\r\n }\r\n\r\n // 重置 / 销毁\r\n reset(position?: THREE.Vector3) {\r\n if (!this.player) return;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.copy(position ? position : this.initPos);\r\n }\r\n\r\n // 销毁\r\n destroy() {\r\n this.offAllEvent();\r\n if (this.player) {\r\n this.player.remove(this.camera);\r\n this.scene.remove(this.player);\r\n }\r\n (this.player as any) = null;\r\n if (this.person) {\r\n this.scene.remove(this.person);\r\n this.person = null;\r\n }\r\n\r\n this.resetControls();\r\n\r\n // 清理 BVH 可视化\r\n if (this.visualizer) {\r\n this.scene.remove(this.visualizer);\r\n this.visualizer = null;\r\n }\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n controllerInstance = null;\r\n }\r\n\r\n // 事件绑定\r\n onAllEvent() {\r\n this.isUpdatePlayer = true;\r\n document.body.requestPointerLock();\r\n window.addEventListener(\"keydown\", this._boundOnKeydown);\r\n window.addEventListener(\"keyup\", this._boundOnKeyup);\r\n window.addEventListener(\"mousemove\", this._mouseMove);\r\n window.addEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 事件解绑\r\n offAllEvent() {\r\n this.isUpdatePlayer = false;\r\n document.exitPointerLock();\r\n window.removeEventListener(\"keydown\", this._boundOnKeydown);\r\n window.removeEventListener(\"keyup\", this._boundOnKeyup);\r\n window.removeEventListener(\"mousemove\", this._mouseMove);\r\n window.removeEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 键盘按下事件\r\n private _boundOnKeydown = async (e: KeyboardEvent) => {\r\n if (\r\n e.ctrlKey &&\r\n (e.code === \"KeyW\" ||\r\n e.code === \"KeyA\" ||\r\n e.code === \"KeyS\" ||\r\n e.code === \"KeyD\")\r\n ) {\r\n e.preventDefault();\r\n }\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n if (!this.spacePressed) this.spacePressed = true;\r\n if (!this.spaceLongPressTimer) {\r\n this.spaceLongPressTimer = setTimeout(() => {\r\n this.sustainSpacePressed = true;\r\n }, 2000);\r\n }\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = true;\r\n break;\r\n\r\n case \"KeyV\":\r\n this.changeView();\r\n break;\r\n }\r\n };\r\n\r\n // 键盘抬起事件\r\n private _boundOnKeyup = (e: KeyboardEvent) => {\r\n // console.log(\"this.playerIsOnGround\", this.playerIsOnGround);\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n // 清除定时器\r\n if (this.spaceLongPressTimer) {\r\n clearTimeout(this.spaceLongPressTimer);\r\n this.spaceLongPressTimer = null;\r\n }\r\n this.spacePressed = false;\r\n this.sustainSpacePressed = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = false;\r\n break;\r\n }\r\n };\r\n\r\n // 根据按键设置人物动画\r\n setAnimationByPressed = () => {\r\n if (this.playerIsOnGround) {\r\n if (\r\n !this.fwdPressed &&\r\n !this.bkdPressed &&\r\n !this.lftPressed &&\r\n !this.rgtPressed\r\n ) {\r\n this.playPersonAnimationByName(\"idle\");\r\n return;\r\n }\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第三人称下动画统一使用 前进 动画\r\n if (\r\n !this.isFirstPerson &&\r\n (this.lftPressed || this.rgtPressed || this.bkdPressed)\r\n ) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第一人称下根据方向播放不同动画\r\n if (this.lftPressed) {\r\n this.playPersonAnimationByName(\"left_walking\");\r\n return;\r\n }\r\n if (this.rgtPressed) {\r\n this.playPersonAnimationByName(\"right_walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n }\r\n };\r\n\r\n // 鼠标移动事件\r\n private _mouseMove = (e: MouseEvent) => {\r\n // 记录状态\r\n if (document.pointerLockElement !== document.body) return;\r\n if (this.isFirstPerson) {\r\n const yaw = -e.movementX * 0.0001 * this.mouseSensity;\r\n const pitch = -e.movementY * 0.0001 * this.mouseSensity;\r\n this.player.rotateY(yaw);\r\n this.camera.rotation.x = THREE.MathUtils.clamp(\r\n this.camera.rotation.x + pitch,\r\n -1.3,\r\n 1.4\r\n );\r\n } else {\r\n const sensitivity = 0.0001 * this.mouseSensity;\r\n const deltaX = -e.movementX * sensitivity;\r\n const deltaY = -e.movementY * sensitivity;\r\n // 获取目标点\r\n const target = this.player.position.clone();\r\n // 计算相机到目标的距离\r\n const distance = this.camera.position.distanceTo(target);\r\n // 计算当前角度\r\n const currentPosition = this.camera.position.clone().sub(target);\r\n let theta = Math.atan2(currentPosition.x, currentPosition.z);\r\n let phi = Math.acos(currentPosition.y / distance);\r\n // 应用旋转\r\n theta += deltaX;\r\n phi += deltaY;\r\n // 限制phi角度\r\n phi = Math.max(0.1, Math.min(Math.PI - 0.1, phi));\r\n // 计算新的相机位置\r\n const newX = distance * Math.sin(phi) * Math.sin(theta);\r\n const newY = distance * Math.cos(phi);\r\n const newZ = distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n this.camera.position.set(\r\n target.x + newX,\r\n target.y + newY,\r\n target.z + newZ\r\n );\r\n this.camera.lookAt(target);\r\n }\r\n };\r\n\r\n private _mouseClick = (e: MouseEvent) => {\r\n if (document.pointerLockElement !== document.body)\r\n document.body.requestPointerLock();\r\n };\r\n\r\n // 更新模型动画\r\n private updateMixers(delta: number) {\r\n if (this.personMixer) this.personMixer.update(delta);\r\n if (this.droneMixer) this.droneMixer.update(delta);\r\n }\r\n\r\n // BVH构建\r\n async createBVH(meshUrl: string = \"\"): Promise<void> {\r\n await this.initLoader(); // 初始化加载器\r\n\r\n const ensureAttributesMinimal = (\r\n geom: THREE.BufferGeometry\r\n ): THREE.BufferGeometry | null => {\r\n if (!geom.attributes.position) {\r\n // console.warn(\"跳过无 position 的几何体\", geom);\r\n return null;\r\n }\r\n if (!geom.attributes.normal) geom.computeVertexNormals();\r\n if (!geom.attributes.uv) {\r\n const count = geom.attributes.position.count;\r\n const dummyUV = new Float32Array(count * 2);\r\n geom.setAttribute(\"uv\", new THREE.BufferAttribute(dummyUV, 2));\r\n }\r\n return geom;\r\n };\r\n\r\n const collected: THREE.BufferGeometry[] = [];\r\n if (meshUrl == \"\") {\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n this.scene.traverse((c) => {\r\n const mesh = c as THREE.Mesh;\r\n if (mesh?.isMesh && mesh.geometry && c.name !== \"角色胶囊体\") {\r\n try {\r\n let geom = (mesh.geometry as THREE.BufferGeometry).clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n } catch (e) {\r\n console.warn(\"处理网格时出错:\", mesh, e);\r\n }\r\n }\r\n });\r\n\r\n if (!collected.length) {\r\n return;\r\n }\r\n\r\n // 统一属性集合\r\n type AttrMeta = { itemSize: number; arrayCtor: any; examples: number };\r\n const attrMap = new Map<string, AttrMeta>();\r\n const attrConflict = new Set<string>();\r\n\r\n for (const g of collected) {\r\n for (const name of Object.keys(g.attributes)) {\r\n const attr = g.attributes[name] as THREE.BufferAttribute;\r\n const ctor = (attr.array as any).constructor;\r\n const itemSize = attr.itemSize;\r\n if (!attrMap.has(name)) {\r\n attrMap.set(name, { itemSize, arrayCtor: ctor, examples: 1 });\r\n } else {\r\n const m = attrMap.get(name)!;\r\n if (m.itemSize !== itemSize || m.arrayCtor !== ctor)\r\n attrConflict.add(name);\r\n else m.examples++;\r\n }\r\n }\r\n }\r\n\r\n if (attrConflict.size) {\r\n for (const g of collected) {\r\n for (const name of Array.from(attrConflict)) {\r\n if (g.attributes[name]) g.deleteAttribute(name);\r\n }\r\n }\r\n for (const name of attrConflict) attrMap.delete(name);\r\n }\r\n\r\n const attrNames = Array.from(attrMap.keys());\r\n for (const g of collected) {\r\n const count = g.attributes.position.count;\r\n for (const name of attrNames) {\r\n if (!g.attributes[name]) {\r\n const meta = attrMap.get(name)!;\r\n const len = count * meta.itemSize;\r\n const array = new meta.arrayCtor(len);\r\n g.setAttribute(\r\n name,\r\n new THREE.BufferAttribute(array, meta.itemSize)\r\n );\r\n }\r\n }\r\n }\r\n } else {\r\n const gltf: GLTF = await this.loader.loadAsync(meshUrl, (xhr) => {});\r\n const mesh = gltf.scene.children[0] as THREE.Mesh;\r\n mesh.name = \"BVH加载模型\";\r\n\r\n // 推入几何体\r\n let geom = mesh.geometry.clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n }\r\n\r\n // 合并几何体\r\n const merged = BufferGeometryUtils.mergeGeometries(collected, false);\r\n if (!merged) {\r\n console.error(\"合并几何失败\");\r\n return;\r\n }\r\n\r\n // 构建bvh\r\n (merged as any).boundsTree = new MeshBVH(merged);\r\n this.collider = new THREE.Mesh(\r\n merged,\r\n new THREE.MeshBasicMaterial({\r\n color: \"red\",\r\n opacity: 0.2,\r\n transparent: true,\r\n wireframe: false,\r\n })\r\n );\r\n\r\n if (this.displayCollider) this.scene.add(this.collider);\r\n if (this.displayVisualizer) {\r\n if (this.visualizer) this.scene.remove(this.visualizer);\r\n this.visualizer = new MeshBVHHelper(this.collider, this.visualizeDepth);\r\n this.scene.add(this.visualizer);\r\n }\r\n this.boundingBoxMinY = (this.collider as any).geometry.boundingBox.min.y;\r\n console.log(\"bvh加载模型成功\", this.collider);\r\n }\r\n}\r\n\r\n// 导出API\r\nexport function usePlayer() {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n const c = controllerInstance;\r\n return {\r\n init: (\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale?: number;\r\n }\r\n initPos?: THREE.Vector3;\r\n scale?: number;\r\n },\r\n callback?: () => void\r\n ) => c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n createBVH: (url: string = \"\") => c.createBVH(url),\r\n createPlayer: () => c.createPlayer(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n updatePlayer: (dt: number) => c.updatePlayer(dt),\r\n destroy: () => c.destroy(),\r\n };\r\n}\r\n\r\n// 打开所有事件\r\nexport function onAllEvent(): void {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n controllerInstance.onAllEvent();\r\n}\r\n\r\n// 关闭所有事件\r\nexport function offAllEvent(): void {\r\n if (!controllerInstance) return;\r\n controllerInstance.offAllEvent();\r\n}\r\n"],"mappings":";AAAA,YAAY,WAAW;AACvB,SAAS,SAAS,qBAAqB;AAGvC,SAAS,0BAA0B;AACnC,SAAS,mBAAmB;AAC5B,SAAS,kBAAkB;AAC3B,YAAY,yBAAyB;AAErC,IAAI,qBAA8C;AAClD,IAAM,mBAAN,MAAuB;AAAA;AAAA,EAgHrB,cAAc;AA/Gd,kBAAqB,IAAI,WAAW;AAkBpC,yBAAyB;AAEzB,wBAAuB;AACvB,2BAA0B;AAS1B;AAAA,yBAAyB;AACzB,2BAA2B;AAC3B,6BAA6B;AAG7B;AAAA,oBAA8B;AAC9B,sBAAmC;AAEnC,kBAAgC;AAGhC;AAAA,4BAA4B;AAC5B,0BAA0B;AAG1B;AAAA,sBAAsB;AACtB;AAAA,sBAAsB;AACtB;AAAA,sBAAsB;AACtB;AAAA,sBAAsB;AACtB;AAAA,wBAAwB;AACxB;AAAA,qBAAqB;AACrB;AAAA,wBAAwB;AACxB;AAAA,+BAA+B;AAC/B;AAAA,+BAAqC;AAGrC;AAAA,6BAAoB;AACpB;AAAA,uBAAc;AACd;AAAA,2BAAkB;AAClB;AAAA,2BAAkB;AAGlB;AAAA;AAAA,0BAAiB,IAAU,cAAQ;AACnC;AAAA,SAAS,WAAW,IAAU,cAAQ,GAAG,GAAG,CAAC;AAG7C;AAAA,SAAS,aAAa,IAAU,cAAQ;AACxC,SAAS,cAAc,IAAU,cAAQ;AACzC,SAAS,UAAU,IAAU,WAAK;AAClC,SAAS,UAAU,IAAU,cAAQ;AACrC,SAAS,cAAc,IAAU,YAAM;AAkBvC;AAAA,SAAS,SAAS,IAAU,cAAQ;AACpC,SAAS,UAAU,IAAU,cAAQ;AACrC,SAAS,aAAa,IAAU,iBAAW;AAC3C,SAAS,YAAY,IAAU,cAAQ;AACvC,SAAS,gBAAgB;AACzB,SAAS,UAAU,IAAU,cAAQ,GAAG,GAAG,EAAE;AAC7C,SAAS,UAAU,IAAU,cAAQ,GAAG,GAAG,CAAC;AAC5C,SAAS,UAAU,IAAU,cAAQ,IAAI,GAAG,CAAC;AAC7C,SAAS,UAAU,IAAU,cAAQ,GAAG,GAAG,CAAC;AAE5C,SAAS,eAAe,IAAU,cAAQ;AAE1C,SAAS,aAAa,IAAU,cAAQ;AACxC,SAAS,aAAa,IAAU;AAAA,MAC9B,IAAU,cAAQ;AAAA,MAClB,IAAU,cAAQ,GAAG,IAAI,CAAC;AAAA,IAC5B;AACA,SAAS,wBAAwB,IAAU;AAAA,MACzC,IAAU,cAAQ;AAAA,MAClB,IAAU,cAAQ;AAAA,IACpB;AAknBA;AAAA,SAAQ,kBAAkB,OAAO,MAAqB;AACpD,UACE,EAAE,YACD,EAAE,SAAS,UACV,EAAE,SAAS,UACX,EAAE,SAAS,UACX,EAAE,SAAS,SACb;AACA,UAAE,eAAe;AAAA,MACnB;AACA,cAAQ,EAAE,MAAM;AAAA,QACd,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,eAAe;AACpB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,cAAI,CAAC,KAAK,aAAc,MAAK,eAAe;AAC5C,cAAI,CAAC,KAAK,qBAAqB;AAC7B,iBAAK,sBAAsB,WAAW,MAAM;AAC1C,mBAAK,sBAAsB;AAAA,YAC7B,GAAG,GAAI;AAAA,UACT;AACA;AAAA,QACF,KAAK;AACH,eAAK,YAAY;AACjB;AAAA,QAEF,KAAK;AACH,eAAK,WAAW;AAChB;AAAA,MACJ;AAAA,IACF;AAGA;AAAA,SAAQ,gBAAgB,CAAC,MAAqB;AAE5C,cAAQ,EAAE,MAAM;AAAA,QACd,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,aAAa;AAClB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,eAAe;AACpB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AAEH,cAAI,KAAK,qBAAqB;AAC5B,yBAAa,KAAK,mBAAmB;AACrC,iBAAK,sBAAsB;AAAA,UAC7B;AACA,eAAK,eAAe;AACpB,eAAK,sBAAsB;AAC3B;AAAA,QACF,KAAK;AACH,eAAK,YAAY;AACjB;AAAA,MACJ;AAAA,IACF;AAGA;AAAA,iCAAwB,MAAM;AAC5B,UAAI,KAAK,kBAAkB;AACzB,YACE,CAAC,KAAK,cACN,CAAC,KAAK,cACN,CAAC,KAAK,cACN,CAAC,KAAK,YACN;AACA,eAAK,0BAA0B,MAAM;AACrC;AAAA,QACF;AACA,YAAI,KAAK,YAAY;AACnB,cAAI,KAAK,cAAc;AACrB,iBAAK,0BAA0B,SAAS;AAAA,UAC1C,OAAO;AACL,iBAAK,0BAA0B,SAAS;AAAA,UAC1C;AACA;AAAA,QACF;AAEA,YACE,CAAC,KAAK,kBACL,KAAK,cAAc,KAAK,cAAc,KAAK,aAC5C;AACA,cAAI,KAAK,cAAc;AACrB,iBAAK,0BAA0B,SAAS;AAAA,UAC1C,OAAO;AACL,iBAAK,0BAA0B,SAAS;AAAA,UAC1C;AACA;AAAA,QACF;AAEA,YAAI,KAAK,YAAY;AACnB,eAAK,0BAA0B,cAAc;AAC7C;AAAA,QACF;AACA,YAAI,KAAK,YAAY;AACnB,eAAK,0BAA0B,eAAe;AAC9C;AAAA,QACF;AACA,YAAI,KAAK,YAAY;AACnB,eAAK,0BAA0B,kBAAkB;AACjD;AAAA,QACF;AAAA,MACF;AAAA,IACF;AAGA;AAAA,SAAQ,aAAa,CAAC,MAAkB;AAEtC,UAAI,SAAS,uBAAuB,SAAS,KAAM;AACnD,UAAI,KAAK,eAAe;AACtB,cAAM,MAAM,CAAC,EAAE,YAAY,OAAS,KAAK;AACzC,cAAM,QAAQ,CAAC,EAAE,YAAY,OAAS,KAAK;AAC3C,aAAK,OAAO,QAAQ,GAAG;AACvB,aAAK,OAAO,SAAS,IAAU,gBAAU;AAAA,UACvC,KAAK,OAAO,SAAS,IAAI;AAAA,UACzB;AAAA,UACA;AAAA,QACF;AAAA,MACF,OAAO;AACL,cAAM,cAAc,OAAS,KAAK;AAClC,cAAM,SAAS,CAAC,EAAE,YAAY;AAC9B,cAAM,SAAS,CAAC,EAAE,YAAY;AAE9B,cAAM,SAAS,KAAK,OAAO,SAAS,MAAM;AAE1C,cAAM,WAAW,KAAK,OAAO,SAAS,WAAW,MAAM;AAEvD,cAAM,kBAAkB,KAAK,OAAO,SAAS,MAAM,EAAE,IAAI,MAAM;AAC/D,YAAI,QAAQ,KAAK,MAAM,gBAAgB,GAAG,gBAAgB,CAAC;AAC3D,YAAI,MAAM,KAAK,KAAK,gBAAgB,IAAI,QAAQ;AAEhD,iBAAS;AACT,eAAO;AAEP,cAAM,KAAK,IAAI,KAAK,KAAK,IAAI,KAAK,KAAK,KAAK,GAAG,CAAC;AAEhD,cAAM,OAAO,WAAW,KAAK,IAAI,GAAG,IAAI,KAAK,IAAI,KAAK;AACtD,cAAM,OAAO,WAAW,KAAK,IAAI,GAAG;AACpC,cAAM,OAAO,WAAW,KAAK,IAAI,GAAG,IAAI,KAAK,IAAI,KAAK;AAEtD,aAAK,OAAO,SAAS;AAAA,UACnB,OAAO,IAAI;AAAA,UACX,OAAO,IAAI;AAAA,UACX,OAAO,IAAI;AAAA,QACb;AACA,aAAK,OAAO,OAAO,MAAM;AAAA,MAC3B;AAAA,IACF;AAEA,SAAQ,cAAc,CAAC,MAAkB;AACvC,UAAI,SAAS,uBAAuB,SAAS;AAC3C,iBAAS,KAAK,mBAAmB;AAAA,IACrC;AAryBE,IAAC,KAAK,WAAmB,eAAe;AACxC,IAAC,KAAK,sBAA8B,eAAe;AAAA,EACrD;AAAA;AAAA,EAGA,MAAM,KACJ,MAkBA,UACA;AACA,SAAK,QAAQ,KAAK;AAClB,SAAK,SAAS,KAAK;AACnB,SAAK,WAAW,KAAK;AACrB,SAAK,cAAc,KAAK;AACxB,SAAK,YAAY,QAAQ,KAAK,YAAY,QAAQ,KAAK,YAAY,QAAQ;AAC3E,SAAK,UAAU,KAAK,UAAU,KAAK,UAAU,IAAU,cAAQ,GAAG,GAAG,CAAC;AAEtE,SAAK,iBAAiB,IAAI,KAAK,YAAY;AAC3C,SAAK,UAAU,QAAQ,KAAK,YAAY;AACxC,SAAK,aAAa,MAAM,KAAK,YAAY;AACzC,SAAK,iBAAiB,MAAO,KAAK,YAAY;AAC9C,SAAK,cAAc,MAAM,KAAK,YAAY;AAG1C,UAAM,KAAK,UAAU;AAGrB,SAAK,aAAa;AAGlB,UAAM,KAAK,cAAc;AAGzB,QAAI,KAAK,iBAAiB,KAAK,QAAQ;AACrC,WAAK,OAAO,IAAI,KAAK,MAAM;AAAA,IAC7B;AACA,SAAK,WAAW;AAChB,SAAK,aAAa;AAClB,SAAK,YAAY;AACjB,QAAI,SAAU,UAAS;AAAA,EACzB;AAAA;AAAA,EAGA,aAAa;AACX,SAAK,gBAAgB,CAAC,KAAK;AAC3B,QAAI,KAAK,eAAe;AACtB,WAAK,OAAO,OAAO,KAAK,MAAM;AAC9B,WAAK,OAAO,SAAS;AAAA,QACnB;AAAA,QACA,KAAK,KAAK,YAAY;AAAA,QACtB,KAAK,KAAK,YAAY;AAAA,MACxB;AACA,WAAK,OAAO,SAAS,IAAI,GAAG,KAAK,IAAI,CAAC;AACtC,eAAS,KAAK,mBAAmB;AAAA,IACnC,OAAO;AACL,WAAK,MAAM,OAAO,KAAK,MAAM;AAC7B,YAAM,WAAW,KAAK,OAAO,SAAS,MAAM;AAC5C,YAAM,MAAM,IAAU,cAAQ,GAAG,GAAG,EAAE,EAAE;AAAA,QACtC,KAAK,OAAO;AAAA,MACd;AACA,YAAM,QAAQ,KAAK,MAAM,IAAI,GAAG,IAAI,CAAC;AACrC,YAAM,SAAS,IAAU;AAAA,QACvB,KAAK,IAAI,KAAK,IAAI,MAAM,KAAK,YAAY;AAAA,QACzC,MAAM,KAAK,YAAY;AAAA,QACvB,KAAK,IAAI,KAAK,IAAI,MAAM,KAAK,YAAY;AAAA,MAC3C;AACA,WAAK,OAAO,SAAS,KAAK,QAAQ,EAAE,IAAI,MAAM;AAC9C,WAAK,SAAS,OAAO,KAAK,QAAQ;AAClC,eAAS,KAAK,mBAAmB;AAAA,IACnC;AAAA,EACF;AAAA;AAAA,EAGA,eAAe;AACb,QAAI,KAAK,eAAe;AACtB,WAAK,OAAO,SAAS,IAAI,GAAG,KAAK,KAAK,YAAY,OAAO,KAAK,KAAK,YAAY,KAAK;AAAA,IACtF,OAAO;AACL,YAAM,WAAW,KAAK,OAAO,SAAS,MAAM;AAC5C,YAAM,MAAM,IAAU,cAAQ,GAAG,GAAG,EAAE,EAAE;AAAA,QACtC,KAAK,OAAO;AAAA,MACd;AACA,YAAM,QAAQ,KAAK,MAAM,IAAI,GAAG,IAAI,CAAC;AACrC,YAAM,SAAS,IAAU;AAAA,QACvB,KAAK,IAAI,KAAK,IAAI,MAAM,KAAK,YAAY;AAAA,QACzC,MAAM,KAAK,YAAY;AAAA,QACvB,KAAK,IAAI,KAAK,IAAI,MAAM,KAAK,YAAY;AAAA,MAC3C;AACA,WAAK,OAAO,SAAS,KAAK,QAAQ,EAAE,IAAI,MAAM;AAAA,IAChD;AACA,SAAK,OAAO,uBAAuB;AAAA,EACrC;AAAA;AAAA,EAGA,cAAc;AACZ,SAAK,SAAS,UAAU;AACxB,SAAK,SAAS,gBAAgB,KAAK,MAAM,MAAM;AAAA,EACjD;AAAA;AAAA,EAGA,gBAAgB;AACd,SAAK,SAAS,UAAU;AACxB,SAAK,SAAS,YAAY;AAC1B,SAAK,SAAS,gBAAgB,KAAK,KAAK;AACxC,SAAK,SAAS,cAAc;AAC5B,SAAK,SAAS,aAAa;AAC3B,SAAK,SAAS,eAAe;AAAA,MAC3B,MAAM;AAAA,MACN,QAAQ;AAAA,MACR,OAAO;AAAA,IACT;AAAA,EACF;AAAA;AAAA,EAGA,MAAM,aAAa;AACjB,UAAM,cAAc,IAAI,YAAY;AACpC,gBAAY;AAAA,MACV;AAAA,IACF;AACA,gBAAY,iBAAiB,EAAE,MAAM,KAAK,CAAC;AAC3C,SAAK,OAAO,eAAe,WAAW;AAAA,EACxC;AAAA;AAAA,EAGA,MAAM,gBAAgB;AACpB,QAAI;AACF,YAAM,OAAa,MAAM,KAAK,OAAO;AAAA,QACnC,KAAK,YAAY;AAAA,QACjB,CAAC,QAAQ;AAAA,QAET;AAAA,MACF;AACA,WAAK,SAAS,KAAK;AACnB,WAAK,OAAO,OAAO;AACnB,WAAK,OAAO,MAAM;AAAA,QAChB,MAAM,KAAK,YAAY;AAAA,QACvB,MAAM,KAAK,YAAY;AAAA,QACvB,MAAM,KAAK,YAAY;AAAA,MACzB;AACA,WAAK,OAAO,SAAS,IAAI,GAAG,OAAO,KAAK,YAAY,OAAO,CAAC;AAC5D,WAAK,OAAO,IAAI,KAAK,MAAM;AAC3B,WAAK,MAAM;AAGX,WAAK,cAAc,IAAU,qBAAe,KAAK,MAAM;AACvD,YAAM,aAAa,KAAK,cAAc,CAAC;AACvC,WAAK,gBAAgB,oBAAI,IAAmC;AAE5D,YAAM,WAAW,CAAC,SAChB,WAAW,KAAK,CAAC,MAAW,EAAE,SAAS,IAAI;AAW7C,YAAM,OAA0B;AAAA,QAC9B,CAAC,KAAK,YAAY,UAAU,MAAM;AAAA,QAClC,CAAC,KAAK,YAAY,UAAU,SAAS;AAAA,QACrC,CAAC,KAAK,YAAY,gBAAgB,KAAK,YAAY,UAAU,cAAc;AAAA,QAC3E,CAAC,KAAK,YAAY,iBAAiB,KAAK,YAAY,UAAU,eAAe;AAAA,QAC7E,CAAC,KAAK,YAAY,gBAAgB,KAAK,YAAY,UAAU,kBAAkB;AAAA,QAC/E,CAAC,KAAK,YAAY,UAAU,SAAS;AAAA,QACrC,CAAC,KAAK,YAAY,SAAS,SAAS;AAAA,MACtC;AAGA,iBAAW,CAAC,KAAK,QAAQ,KAAK,MAAM;AAClC,cAAM,OAAO,SAAS,GAAG;AACzB,YAAI,CAAC,KAAM;AACX,cAAM,SAAS,KAAK,YAAY,WAAW,IAAI;AAG/C,YAAI,aAAa,WAAW;AAC1B,iBAAO,QAAc,gBAAU,CAAC;AAChC,iBAAO,oBAAoB;AAC3B,iBAAO,sBAAsB,GAAG;AAAA,QAClC,OAAO;AACL,iBAAO,QAAc,kBAAY,QAAQ;AACzC,iBAAO,oBAAoB;AAC3B,iBAAO,sBAAsB,CAAC;AAAA,QAChC;AAEA,eAAO,UAAU;AACjB,eAAO,mBAAmB,CAAC;AAC3B,aAAK,cAAc,IAAI,UAAU,MAAM;AAAA,MACzC;AAGA,WAAK,aAAa,KAAK,cAAc,IAAI,MAAM;AAC/C,WAAK,aAAa,KAAK,cAAc,IAAI,SAAS;AAClD,WAAK,iBAAiB,KAAK,cAAc,IAAI,cAAc;AAC3D,WAAK,kBAAkB,KAAK,cAAc,IAAI,eAAe;AAC7D,WAAK,iBAAiB,KAAK,cAAc,IAAI,kBAAkB;AAC/D,WAAK,aAAa,KAAK,cAAc,IAAI,SAAS;AAClD,WAAK,YAAY,KAAK,cAAc,IAAI,SAAS;AAGjD,WAAK,WAAW,mBAAmB,CAAC;AACpC,WAAK,WAAW,KAAK;AACrB,WAAK,cAAc,KAAK;AAExB,WAAK,YAAY,iBAAiB,YAAY,CAAC,OAAY;AACzD,cAAM,iBAAwC,GAAG;AAEjD,YAAI,mBAAmB,KAAK,YAAY;AAEtC,cAAI,KAAK,YAAY;AACnB,gBAAI,KAAK,aAAc,MAAK,0BAA0B,SAAS;AAAA,gBAC1D,MAAK,0BAA0B,SAAS;AAC7C;AAAA,UACF;AACA,cAAI,KAAK,YAAY;AACnB,iBAAK,0BAA0B,kBAAkB;AACjD;AAAA,UACF;AACA,cAAI,KAAK,cAAc,KAAK,YAAY;AACtC,iBAAK,0BAA0B,SAAS;AACxC;AAAA,UACF;AACA,eAAK,0BAA0B,MAAM;AAAA,QACvC;AAAA,MACF,CAAC;AAAA,IACH,SAAS,OAAO;AAAA,IAAC;AAAA,EACnB;AAAA;AAAA,EAGA,0BAA0B,MAAc,OAAO,MAAM;AACnD,QAAI,CAAC,KAAK,cAAe;AACzB,QAAI,KAAK,UAAW;AAEpB,UAAM,OAAO,KAAK,cAAc,IAAI,IAAI;AACxC,QAAI,CAAC,KAAM;AAGX,QAAI,KAAK,gBAAgB,KAAM;AAE/B,UAAM,OAAO,KAAK;AAGlB,SAAK,MAAM;AACX,SAAK,mBAAmB,CAAC;AACzB,SAAK,KAAK;AAEV,QAAI,QAAQ,SAAS,MAAM;AAEzB,WAAK,QAAQ,IAAI;AACjB,WAAK,OAAO,IAAI;AAAA,IAClB,OAAO;AAEL,WAAK,OAAO,IAAI;AAAA,IAClB;AAEA,SAAK,cAAc;AAAA,EACrB;AAAA;AAAA,EAGA,eAAe;AACb,UAAM,WAAW,IAAU,2BAAqB;AAAA,MAC9C,OAAO,IAAU,YAAM,GAAG,GAAG,CAAC;AAAA,MAC9B,YAAkB;AAAA,MAClB,WAAW;AAAA,IACb,CAAC;AACD,aAAS,cAAc;AACvB,aAAS,UAAU,KAAK,gBAAgB,MAAM;AAC9C,aAAS,YAAY;AAErB,SAAK,SAAS,IAAU;AAAA,MACtB,IAAI;AAAA,QACF,KAAO,KAAK,YAAY;AAAA,QACxB,MAAQ,KAAK,YAAY;AAAA,QACzB,KAAO,KAAK,YAAY;AAAA,QACxB,MAAM,KAAK,YAAY;AAAA,QACvB,KAAK,KAAK,YAAY;AAAA,MACxB;AAAA,MACA;AAAA,IACF;AAEA,SAAK,OAAO,SAAS,UAAU,GAAG,MAAM,KAAK,YAAY,OAAO,CAAC;AACjE,SAAK,OAAO,cAAc;AAAA,MACxB,QAAQ,KAAK,KAAK,YAAY;AAAA,MAC9B,SAAS,IAAU;AAAA,QACjB,IAAU,cAAQ;AAAA,QAClB,IAAU,cAAQ,GAAG,IAAM,CAAG;AAAA,MAChC;AAAA,IACF;AAEA,SAAK,OAAO,OAAO;AACnB,SAAK,OAAO,QAAQ,KAAK,KAAK,CAAC;AAC/B,SAAK,MAAM,IAAI,KAAK,MAAM;AAC1B,SAAK,MAAM;AAAA,EACb;AAAA;AAAA,EAGA,MAAM,aAAa,OAAe;AAChC,QAAI,CAAC,KAAK,kBAAkB,CAAC,KAAK,OAAQ;AAE1C,YAAQ,KAAK,IAAI,OAAO,IAAI,EAAE;AAE9B,SAAK,aAAa,KAAK;AAGvB,QAAI,CAAC,KAAK,SAAU;AACpB,SAAK,OAAO,kBAAkB,KAAK,MAAM;AACzC,QAAI,QAAQ,KAAK,MAAM,KAAK,OAAO,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,KAAK;AACjE,YAAQ,IAAI,KAAK,KAAK;AAEtB,SAAK,QAAQ,IAAI,GAAG,GAAG,CAAC;AACxB,QAAI,KAAK,WAAY,MAAK,QAAQ,IAAI,KAAK,OAAO;AAClD,QAAI,KAAK,WAAY,MAAK,QAAQ,IAAI,KAAK,OAAO;AAClD,QAAI,KAAK,WAAY,MAAK,QAAQ,IAAI,KAAK,OAAO;AAClD,QAAI,KAAK,WAAY,MAAK,QAAQ,IAAI,KAAK,OAAO;AAGlD,QAAI,KAAK,gBAAgB,KAAK,kBAAkB;AAE9C,WAAK,0BAA0B,SAAS;AAExC,iBAAW,MAAM;AACf,aAAK,eAAe,IAAI,KAAK;AAC7B,aAAK,mBAAmB;AACxB,aAAK,eAAe;AACpB,aAAK,OAAO,SAAS,gBAAgB,KAAK,gBAAgB,KAAK;AAC/D,aAAK,OAAO,kBAAkB;AAAA,MAChC,GAAG,GAAG;AAAA,IACR;AAGA,QAAI,KAAK,uBAAuB,KAAK,kBAAkB;AACrD,WAAK,0BAA0B,SAAS;AACxC,iBAAW,MAAM;AACf,aAAK,eAAe,IAAI,KAAK;AAC7B,aAAK,mBAAmB;AACxB,aAAK,eAAe;AACpB,aAAK,OAAO,SAAS,gBAAgB,KAAK,gBAAgB,KAAK;AAC/D,aAAK,OAAO,kBAAkB;AAAA,MAChC,GAAG,GAAG;AAAA,IACR;AAGA,SAAK,cAAc,KAAK,eACpB,MAAM,KAAK,YAAY,QACvB,MAAM,KAAK,YAAY;AAC3B,QAAI,KAAK,QAAQ,SAAS,IAAI,MAAM;AAClC,WAAK,QAAQ,UAAU,EAAE,eAAe,KAAK,UAAU,KAAK;AAC5D,WAAK,OAAO,SAAS;AAAA,QACnB,KAAK;AAAA,QACL,KAAK,cAAc;AAAA,MACrB;AAAA,IACF;AAGA,QAAI,2BAA2B;AAC/B,SAAK,WAAW;AAAA,MACd,KAAK,OAAO,SAAS;AAAA,MACrB,KAAK,OAAO,SAAS;AAAA,MACrB,KAAK,OAAO,SAAS;AAAA,IACvB;AACA,SAAK,WAAW,IAAI,OAAO,KAAK,KAAK,UAAU;AAC/C,UAAM,aAAa,KAAK,WAAW;AAAA,MACjC,KAAK;AAAA,MACL;AAAA,IACF;AACA,QAAI,WAAW,SAAS,GAAG;AACzB,iCACE,KAAK,OAAO,SAAS,IAAI,WAAW,CAAC,EAAE,MAAM;AAAA,IACjD;AACA,QAAI,2BAA2B,MAAM,KAAK,YAAY,OAAO;AAE3D,WAAK,eAAe,KAAK,QAAQ,KAAK;AACtC,WAAK,OAAO,SAAS,gBAAgB,KAAK,gBAAgB,KAAK;AAAA,IAEjE,OAAO;AAEL,WAAK,mBAAmB;AAAA,IAC1B;AACA,SAAK,OAAO,kBAAkB;AAG9B,UAAM,cAAc,KAAK,OAAO;AAChC,SAAK,QAAQ,UAAU;AACvB,SAAK,QAAQ,KAAK,KAAK,SAAU,WAAW,EAAE,OAAO;AACrD,SAAK,YAAY,KAAK,YAAY,OAAO;AACzC,SAAK,YAAY,MACd,aAAa,KAAK,OAAO,WAAW,EACpC,aAAa,KAAK,OAAO;AAC5B,SAAK,YAAY,IACd,aAAa,KAAK,OAAO,WAAW,EACpC,aAAa,KAAK,OAAO;AAE5B,SAAK,QAAQ,cAAc,KAAK,YAAY,KAAK;AACjD,SAAK,QAAQ,cAAc,KAAK,YAAY,GAAG;AAC/C,SAAK,QAAQ,eAAe,YAAY,MAAM;AAE9C,UAAM,MAAM,KAAK,UAAU;AAC3B,IAAC,KAAa,YAAY,UAAU;AAAA;AAAA,MAElC,kBAAkB,CAAC,QAAoB,IAAI,cAAc,KAAK,OAAO;AAAA;AAAA,MAErE,oBAAoB,CAAC,QAAa;AAChC,cAAM,WAAW,KAAK;AACtB,cAAM,eAAe,KAAK;AAC1B,cAAM,WAAW,IAAI;AAAA,UACnB,KAAK;AAAA,UACL;AAAA,UACA;AAAA,QACF;AAEA,YAAI,WAAW,YAAY,QAAQ;AACjC,gBAAM,QAAQ,YAAY,SAAS;AACnC,gBAAM,YAAY,aAAa,IAAI,QAAQ,EAAE,UAAU;AACvD,eAAK,YAAY,MAAM,gBAAgB,WAAW,KAAK;AACvD,eAAK,YAAY,IAAI,gBAAgB,WAAW,KAAK;AAAA,QACvD;AAAA,MACF;AAAA,IACF,CAAC;AAGD,UAAM,cAAc,KAAK,WACtB,KAAK,KAAK,YAAY,KAAK,EAC3B,aAAa,KAAK,SAAU,WAAW;AAC1C,UAAM,cAAc,KAAK,YAAY;AAAA,MACnC;AAAA,MACA,KAAK,OAAO;AAAA,IACd;AAGA,UAAM,MAAM,YAAY,OAAO;AAC/B,UAAM,SAAS,KAAK,IAAI,GAAG,MAAM,IAAI;AACrC,QAAI,SAAS,KAAK,MAAM,GAAG;AACzB,YAAM,IAAI,YAAY,eAAe,IAAI,GAAG;AAC5C,WAAK,OAAO,SAAS,gBAAgB,GAAG,MAAM;AAC9C,WAAK,eAAe,IAAI,GAAG,GAAG,CAAC;AAAA,IACjC;AAGA,QAAI,CAAC,KAAK,iBAAiB,KAAK,QAAQ,SAAS,IAAI,GAAG;AACtD,WAAK,OAAO,IAAI;AAChB,WAAK,OAAO,UAAU;AACtB,WAAK,OAAO,OAAO;AACnB,WAAK,QAAQ,UAAU;AACvB,WAAK,QAAQ,OAAO;AACpB,YAAM,aAAa,KAAK,OAAO,SAC5B,MAAM,EACN,IAAK,KAAK,OAAO;AACpB,WAAK,UAAU,OAAO,KAAK,OAAO,UAAU,YAAY,KAAK,OAAO,EAAE;AACtE,WAAK,WAAW,sBAAsB,KAAK,SAAS;AACpD,YAAM,QAAQ,KAAK,IAAI,GAAG,KAAK,gBAAgB,KAAK;AACpD,WAAK,OAAO,WAAW,MAAM,KAAK,YAAY,KAAK;AAAA,IACrD;AAGA,QAAI,CAAC,KAAK,eAAe;AACvB,YAAM,aAAa,KAAK,OAAO,SAAS,MAAM;AAC9C,iBAAW,KAAK,KAAK,KAAK,YAAY;AACtC,WAAK,OAAO,SAAS,IAAI,KAAK,SAAS,MAAM;AAC7C,WAAK,SAAS,OAAO,KAAK,UAAU;AACpC,WAAK,OAAO,SAAS,IAAI,UAAU;AACnC,WAAK,SAAS,OAAO;AAGrB,WAAK,aAAa,WAAW,KAAK,OAAO,UAAU,KAAK,OAAO,QAAQ;AACvE,YAAM,SAAS,KAAK,OAAO,SACxB,MAAM,EACN,IAAI,IAAU,cAAQ,GAAG,GAAG,CAAC,CAAC;AACjC,YAAM,YAAY,KAAK,aAAa,MAAM,EAAE,UAAU;AACtD,YAAM,cAAc,KAAK,aAAa,OAAO;AAC7C,WAAK,sBAAsB,IAAI,QAAQ,SAAS;AAChD,WAAK,sBAAsB,MAAM;AAGjC,YAAMA,cAAa,KAAK,sBAAsB;AAAA,QAC5C,KAAK;AAAA,QACL;AAAA,MACF;AACA,UAAIA,YAAW,SAAS,GAAG;AAEzB,cAAM,MAAMA,YAAW,CAAC;AACxB,cAAM,WAAW,KAAK;AAAA,UACpB,IAAI,WAAW,KAAK;AAAA,UACpB,KAAK;AAAA,QACP;AACA,cAAM,eAAe,OAClB,MAAM,EACN,IAAI,UAAU,MAAM,EAAE,eAAe,QAAQ,CAAC;AACjD,aAAK,OAAO,SAAS,KAAK,cAAc,KAAK,iBAAiB;AAAA,MAChE,OAAO;AAEL,cAAM,MAAM,KAAK,OAAO,SAAS,WAAW,KAAK,OAAO,QAAQ;AAChE,aAAK,sBAAsB,MAAM,KAAK;AAEtC,cAAM,mBAAmB,KAAK,sBAAsB;AAAA,UAClD,KAAK;AAAA,UACL;AAAA,QACF;AAEA,YAAI,MAAM,KAAK,iBAAiB;AAC9B,cAAI,WAAW,KAAK;AACpB,cAAI,iBAAiB,QAAQ;AAC3B,kBAAM,SAAS,iBAAiB,CAAC;AACjC,uBAAW,OAAO,WAAW,KAAK;AAAA,UACpC;AACA,gBAAM,eAAe,OAClB,MAAM,EACN,IAAI,UAAU,MAAM,EAAE,eAAe,QAAQ,CAAC;AACjD,eAAK,OAAO,SAAS,KAAK,cAAc,KAAK,iBAAiB;AAAA,QAChE;AAAA,MACF;AAAA,IACF;AAGA,QAAI,KAAK,OAAO,SAAS,IAAI,KAAK,kBAAkB,GAAG;AAErD,WAAK,WAAW;AAAA,QACd,KAAK,OAAO,SAAS;AAAA,QACrB;AAAA,QACA,KAAK,OAAO,SAAS;AAAA,MACvB;AACA,WAAK,WAAW,IAAI,OAAO,KAAK,KAAK,UAAU;AAC/C,YAAMA,cAAa,KAAK,WAAW;AAAA,QACjC,KAAK;AAAA,QACL;AAAA,MACF;AACA,UAAIA,YAAW,SAAS,GAAG;AAEzB,gBAAQ,IAAI,+CAAY;AACxB,aAAK;AAAA,UACH,IAAU;AAAA,YACR,KAAK,OAAO,SAAS;AAAA,YACrBA,YAAW,CAAC,EAAE,MAAM,IAAI;AAAA,YACxB,KAAK,OAAO,SAAS;AAAA,UACvB;AAAA,QACF;AAAA,MACF,OAAO;AAEL,gBAAQ,IAAI,sCAAQ;AACpB,aAAK;AAAA,UACH,IAAU;AAAA,YACR,KAAK,OAAO,SAAS;AAAA,YACrB,KAAK,OAAO,SAAS,IAAI;AAAA,YACzB,KAAK,OAAO,SAAS;AAAA,UACvB;AAAA,QACF;AAAA,MACF;AAAA,IACF;AAAA,EACF;AAAA;AAAA,EAGA,MAAM,UAA0B;AAC9B,QAAI,CAAC,KAAK,OAAQ;AAClB,SAAK,eAAe,IAAI,GAAG,GAAG,CAAC;AAC/B,SAAK,OAAO,SAAS,KAAK,WAAW,WAAW,KAAK,OAAO;AAAA,EAC9D;AAAA;AAAA,EAGA,UAAU;AACR,SAAK,YAAY;AACjB,QAAI,KAAK,QAAQ;AACf,WAAK,OAAO,OAAO,KAAK,MAAM;AAC9B,WAAK,MAAM,OAAO,KAAK,MAAM;AAAA,IAC/B;AACA,IAAC,KAAK,SAAiB;AACvB,QAAI,KAAK,QAAQ;AACf,WAAK,MAAM,OAAO,KAAK,MAAM;AAC7B,WAAK,SAAS;AAAA,IAChB;AAEA,SAAK,cAAc;AAGnB,QAAI,KAAK,YAAY;AACnB,WAAK,MAAM,OAAO,KAAK,UAAU;AACjC,WAAK,aAAa;AAAA,IACpB;AACA,QAAI,KAAK,UAAU;AACjB,WAAK,MAAM,OAAO,KAAK,QAAQ;AAC/B,WAAK,WAAW;AAAA,IAClB;AAEA,yBAAqB;AAAA,EACvB;AAAA;AAAA,EAGA,aAAa;AACX,SAAK,iBAAiB;AACtB,aAAS,KAAK,mBAAmB;AACjC,WAAO,iBAAiB,WAAW,KAAK,eAAe;AACvD,WAAO,iBAAiB,SAAS,KAAK,aAAa;AACnD,WAAO,iBAAiB,aAAa,KAAK,UAAU;AACpD,WAAO,iBAAiB,SAAS,KAAK,WAAW;AAAA,EACnD;AAAA;AAAA,EAGA,cAAc;AACZ,SAAK,iBAAiB;AACtB,aAAS,gBAAgB;AACzB,WAAO,oBAAoB,WAAW,KAAK,eAAe;AAC1D,WAAO,oBAAoB,SAAS,KAAK,aAAa;AACtD,WAAO,oBAAoB,aAAa,KAAK,UAAU;AACvD,WAAO,oBAAoB,SAAS,KAAK,WAAW;AAAA,EACtD;AAAA;AAAA,EA6LQ,aAAa,OAAe;AAClC,QAAI,KAAK,YAAa,MAAK,YAAY,OAAO,KAAK;AACnD,QAAI,KAAK,WAAY,MAAK,WAAW,OAAO,KAAK;AAAA,EACnD;AAAA;AAAA,EAGA,MAAM,UAAU,UAAkB,IAAmB;AACnD,UAAM,KAAK,WAAW;AAEtB,UAAM,0BAA0B,CAC9B,SACgC;AAChC,UAAI,CAAC,KAAK,WAAW,UAAU;AAE7B,eAAO;AAAA,MACT;AACA,UAAI,CAAC,KAAK,WAAW,OAAQ,MAAK,qBAAqB;AACvD,UAAI,CAAC,KAAK,WAAW,IAAI;AACvB,cAAM,QAAQ,KAAK,WAAW,SAAS;AACvC,cAAM,UAAU,IAAI,aAAa,QAAQ,CAAC;AAC1C,aAAK,aAAa,MAAM,IAAU,sBAAgB,SAAS,CAAC,CAAC;AAAA,MAC/D;AACA,aAAO;AAAA,IACT;AAEA,UAAM,YAAoC,CAAC;AAC3C,QAAI,WAAW,IAAI;AACjB,UAAI,KAAK,UAAU;AACjB,aAAK,MAAM,OAAO,KAAK,QAAQ;AAC/B,aAAK,WAAW;AAAA,MAClB;AAEA,WAAK,MAAM,SAAS,CAAC,MAAM;AACzB,cAAM,OAAO;AACb,YAAI,MAAM,UAAU,KAAK,YAAY,EAAE,SAAS,kCAAS;AACvD,cAAI;AACF,gBAAI,OAAQ,KAAK,SAAkC,MAAM;AACzD,iBAAK,aAAa,KAAK,WAAW;AAClC,gBAAI,KAAK,MAAO,QAAO,KAAK,aAAa;AACzC,kBAAM,OAAO,wBAAwB,IAAI;AACzC,gBAAI,KAAM,WAAU,KAAK,IAAI;AAAA,UAC/B,SAAS,GAAG;AACV,oBAAQ,KAAK,oDAAY,MAAM,CAAC;AAAA,UAClC;AAAA,QACF;AAAA,MACF,CAAC;AAED,UAAI,CAAC,UAAU,QAAQ;AACrB;AAAA,MACF;AAIA,YAAM,UAAU,oBAAI,IAAsB;AAC1C,YAAM,eAAe,oBAAI,IAAY;AAErC,iBAAW,KAAK,WAAW;AACzB,mBAAW,QAAQ,OAAO,KAAK,EAAE,UAAU,GAAG;AAC5C,gBAAM,OAAO,EAAE,WAAW,IAAI;AAC9B,gBAAM,OAAQ,KAAK,MAAc;AACjC,gBAAM,WAAW,KAAK;AACtB,cAAI,CAAC,QAAQ,IAAI,IAAI,GAAG;AACtB,oBAAQ,IAAI,MAAM,EAAE,UAAU,WAAW,MAAM,UAAU,EAAE,CAAC;AAAA,UAC9D,OAAO;AACL,kBAAM,IAAI,QAAQ,IAAI,IAAI;AAC1B,gBAAI,EAAE,aAAa,YAAY,EAAE,cAAc;AAC7C,2BAAa,IAAI,IAAI;AAAA,gBAClB,GAAE;AAAA,UACT;AAAA,QACF;AAAA,MACF;AAEA,UAAI,aAAa,MAAM;AACrB,mBAAW,KAAK,WAAW;AACzB,qBAAW,QAAQ,MAAM,KAAK,YAAY,GAAG;AAC3C,gBAAI,EAAE,WAAW,IAAI,EAAG,GAAE,gBAAgB,IAAI;AAAA,UAChD;AAAA,QACF;AACA,mBAAW,QAAQ,aAAc,SAAQ,OAAO,IAAI;AAAA,MACtD;AAEA,YAAM,YAAY,MAAM,KAAK,QAAQ,KAAK,CAAC;AAC3C,iBAAW,KAAK,WAAW;AACzB,cAAM,QAAQ,EAAE,WAAW,SAAS;AACpC,mBAAW,QAAQ,WAAW;AAC5B,cAAI,CAAC,EAAE,WAAW,IAAI,GAAG;AACvB,kBAAM,OAAO,QAAQ,IAAI,IAAI;AAC7B,kBAAM,MAAM,QAAQ,KAAK;AACzB,kBAAM,QAAQ,IAAI,KAAK,UAAU,GAAG;AACpC,cAAE;AAAA,cACA;AAAA,cACA,IAAU,sBAAgB,OAAO,KAAK,QAAQ;AAAA,YAChD;AAAA,UACF;AAAA,QACF;AAAA,MACF;AAAA,IACF,OAAO;AACL,YAAM,OAAa,MAAM,KAAK,OAAO,UAAU,SAAS,CAAC,QAAQ;AAAA,MAAC,CAAC;AACnE,YAAM,OAAO,KAAK,MAAM,SAAS,CAAC;AAClC,WAAK,OAAO;AAGZ,UAAI,OAAO,KAAK,SAAS,MAAM;AAC/B,WAAK,aAAa,KAAK,WAAW;AAClC,UAAI,KAAK,MAAO,QAAO,KAAK,aAAa;AACzC,YAAM,OAAO,wBAAwB,IAAI;AACzC,UAAI,KAAM,WAAU,KAAK,IAAI;AAAA,IAC/B;AAGA,UAAM,SAA6B,oCAAgB,WAAW,KAAK;AACnE,QAAI,CAAC,QAAQ;AACX,cAAQ,MAAM,sCAAQ;AACtB;AAAA,IACF;AAGA,IAAC,OAAe,aAAa,IAAI,QAAQ,MAAM;AAC/C,SAAK,WAAW,IAAU;AAAA,MACxB;AAAA,MACA,IAAU,wBAAkB;AAAA,QAC1B,OAAO;AAAA,QACP,SAAS;AAAA,QACT,aAAa;AAAA,QACb,WAAW;AAAA,MACb,CAAC;AAAA,IACH;AAEA,QAAI,KAAK,gBAAiB,MAAK,MAAM,IAAI,KAAK,QAAQ;AACtD,QAAI,KAAK,mBAAmB;AAC1B,UAAI,KAAK,WAAY,MAAK,MAAM,OAAO,KAAK,UAAU;AACtD,WAAK,aAAa,IAAI,cAAc,KAAK,UAAU,KAAK,cAAc;AACtE,WAAK,MAAM,IAAI,KAAK,UAAU;AAAA,IAChC;AACA,SAAK,kBAAmB,KAAK,SAAiB,SAAS,YAAY,IAAI;AACvE,YAAQ,IAAI,2CAAa,KAAK,QAAQ;AAAA,EACxC;AACF;AAGO,SAAS,YAAY;AAC1B,MAAI,CAAC,mBAAoB,sBAAqB,IAAI,iBAAiB;AACnE,QAAM,IAAI;AACV,SAAO;AAAA,IACL,MAAM,CACJ,MAkBA,aACG,EAAE,KAAK,MAAM,QAAQ;AAAA,IAC1B,YAAY,MAAM,EAAE,WAAW;AAAA,IAC/B,WAAW,CAAC,MAAc,OAAO,EAAE,UAAU,GAAG;AAAA,IAChD,cAAc,MAAM,EAAE,aAAa;AAAA,IACnC,OAAO,CAAC,QAAwB,EAAE,MAAM,GAAG;AAAA,IAC3C,cAAc,CAAC,OAAe,EAAE,aAAa,EAAE;AAAA,IAC/C,SAAS,MAAM,EAAE,QAAQ;AAAA,EAC3B;AACF;AAGO,SAAS,aAAmB;AACjC,MAAI,CAAC,mBAAoB,sBAAqB,IAAI,iBAAiB;AACnE,qBAAmB,WAAW;AAChC;AAGO,SAAS,cAAoB;AAClC,MAAI,CAAC,mBAAoB;AACzB,qBAAmB,YAAY;AACjC;","names":["intersects"]}
|
package/package.json
ADDED
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
{
|
|
2
|
+
"name": "three-player-controller",
|
|
3
|
+
"version": "0.1.0",
|
|
4
|
+
"description": "Third-person / first-person player controller for three.js (three-mesh-bvh based)",
|
|
5
|
+
"author": "",
|
|
6
|
+
"license": "MIT",
|
|
7
|
+
"main": "dist/index.cjs.js",
|
|
8
|
+
"module": "dist/index.esm.js",
|
|
9
|
+
"types": "dist/index.d.ts",
|
|
10
|
+
"files": [
|
|
11
|
+
"dist",
|
|
12
|
+
"assets"
|
|
13
|
+
],
|
|
14
|
+
"exports": {
|
|
15
|
+
".": {
|
|
16
|
+
"import": "./dist/index.esm.js",
|
|
17
|
+
"require": "./dist/index.cjs.js",
|
|
18
|
+
"types": "./dist/index.d.ts"
|
|
19
|
+
}
|
|
20
|
+
},
|
|
21
|
+
"scripts": {
|
|
22
|
+
"build": "tsup",
|
|
23
|
+
"clean": "rimraf dist",
|
|
24
|
+
"prepare": "npm run build"
|
|
25
|
+
},
|
|
26
|
+
"peerDependencies": {
|
|
27
|
+
"three": "^0.182.0",
|
|
28
|
+
"three-mesh-bvh": "^0.9.1"
|
|
29
|
+
},
|
|
30
|
+
"devDependencies": {
|
|
31
|
+
"tsup": "^8.0.1",
|
|
32
|
+
"typescript": "^5.4.0",
|
|
33
|
+
"@types/three": "^0.182.0",
|
|
34
|
+
"rimraf": "^6.0.0"
|
|
35
|
+
},
|
|
36
|
+
"keywords": [
|
|
37
|
+
"three",
|
|
38
|
+
"threejs",
|
|
39
|
+
"player",
|
|
40
|
+
"controller",
|
|
41
|
+
"third-person",
|
|
42
|
+
"bvh"
|
|
43
|
+
]
|
|
44
|
+
}
|