update : add map model + octree algo
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@@ -2,6 +2,7 @@ import { useEffect } from "react";
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import { PointerLockControls } from "@react-three/drei";
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export const PLAYER_EYE_HEIGHT = 1.75;
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export const PLAYER_CAPSULE_RADIUS = 0.35;
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export function PlayerCamera(): React.JSX.Element {
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useEffect(() => {
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@@ -1,19 +1,28 @@
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import { useEffect } from "react";
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import { useThree } from "@react-three/fiber";
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import { PlayerCamera, PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
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import type { Octree } from "three/addons/math/Octree.js";
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import { PlayerCamera } from "@/world/player/PlayerCamera";
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import { PlayerController } from "@/world/player/PlayerController";
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export function PlayerComponent(): React.JSX.Element {
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interface PlayerComponentProps {
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octree?: Octree | null;
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spawnY?: number;
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}
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export function PlayerComponent({
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octree = null,
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spawnY = 100,
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}: PlayerComponentProps): React.JSX.Element {
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const camera = useThree((state) => state.camera);
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useEffect(() => {
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camera.position.set(0, PLAYER_EYE_HEIGHT, 0);
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}, [camera]);
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camera.position.set(0, spawnY, 0);
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}, [camera, spawnY]);
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return (
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<>
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<PlayerCamera />
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<PlayerController />
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<PlayerController octree={octree} />
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</>
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);
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}
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@@ -1,13 +1,18 @@
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import { useEffect, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import * as THREE from "three";
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import { Capsule } from "three/addons/math/Capsule.js";
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import type { Octree } from "three/addons/math/Octree.js";
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import { InteractionManager } from "@/stateManager/InteractionManager";
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import { PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
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import {
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PLAYER_EYE_HEIGHT,
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PLAYER_CAPSULE_RADIUS,
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} from "@/world/player/PlayerCamera";
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const MOVE_SPEED = 5;
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const GRAVITY = -20;
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const JUMP_VELOCITY = 7;
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const FLOOR_Y = 0;
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const WALK_SPEED = 11;
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const AIR_CONTROL = 0.35;
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const JUMP_SPEED = 9;
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const GRAVITY = 30;
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type Keys = {
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forward: boolean;
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@@ -25,15 +30,43 @@ const DEFAULT_KEYS: Keys = {
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jump: false,
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};
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export function PlayerController(): null {
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interface PlayerControllerProps {
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octree: Octree | null;
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}
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const _forward = new THREE.Vector3();
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const _right = new THREE.Vector3();
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const _wishDir = new THREE.Vector3();
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const _up = new THREE.Vector3(0, 1, 0);
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const _translateVec = new THREE.Vector3();
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export function PlayerController({ octree }: PlayerControllerProps): null {
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const camera = useThree((state) => state.camera);
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const keys = useRef<Keys>({ ...DEFAULT_KEYS });
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const velocityY = useRef(0);
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const isGrounded = useRef(false);
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const forward = useRef(new THREE.Vector3());
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const right = useRef(new THREE.Vector3());
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const movement = useRef(new THREE.Vector3());
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const up = useRef(new THREE.Vector3(0, 1, 0));
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const velocity = useRef(new THREE.Vector3());
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const onFloor = useRef(false);
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const wantsJump = useRef(false);
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// Capsule: start = feet, end = eyes
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const capsule = useRef(
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new Capsule(
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new THREE.Vector3(0, PLAYER_CAPSULE_RADIUS, 0),
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new THREE.Vector3(0, PLAYER_EYE_HEIGHT - PLAYER_CAPSULE_RADIUS, 0),
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PLAYER_CAPSULE_RADIUS,
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),
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);
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// Sync capsule to camera spawn position on mount
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useEffect(() => {
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const spawnY = camera.position.y;
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capsule.current.start.set(
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0,
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spawnY - PLAYER_EYE_HEIGHT + PLAYER_CAPSULE_RADIUS,
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0,
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);
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capsule.current.end.set(0, spawnY, 0);
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, []);
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useEffect(() => {
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const interaction = InteractionManager.getInstance();
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@@ -53,7 +86,7 @@ export function PlayerController(): null {
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keys.current.right = true;
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break;
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case " ":
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keys.current.jump = true;
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wantsJump.current = true;
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break;
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case "e":
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if (interaction.getState().focused?.kind === "trigger") {
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@@ -63,7 +96,6 @@ export function PlayerController(): null {
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default:
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return;
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}
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event.preventDefault();
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};
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@@ -89,13 +121,11 @@ export function PlayerController(): null {
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default:
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return;
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}
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event.preventDefault();
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};
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const handleMouseDown = (event: MouseEvent): void => {
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if (event.button !== 0) return;
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if (interaction.getState().focused?.kind === "grab") {
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interaction.pressInteract();
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}
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@@ -103,7 +133,6 @@ export function PlayerController(): null {
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const handleMouseUp = (event: MouseEvent): void => {
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if (event.button !== 0) return;
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if (interaction.getState().holding) {
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interaction.releaseInteract();
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}
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@@ -124,47 +153,75 @@ export function PlayerController(): null {
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}, []);
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useFrame((_, delta) => {
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const currentForward = forward.current;
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const currentRight = right.current;
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const currentMovement = movement.current;
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// Clamp delta so physics don't explode on tab focus regain
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const dt = Math.min(delta, 0.05);
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camera.getWorldDirection(currentForward);
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currentForward.setY(0);
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if (currentForward.lengthSq() > 0) {
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currentForward.normalize();
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currentRight.crossVectors(currentForward, up.current).normalize();
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// Compute wish direction from camera yaw (XZ only)
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camera.getWorldDirection(_forward);
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_forward.setY(0);
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if (_forward.lengthSq() > 0) {
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_forward.normalize();
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_right.crossVectors(_forward, _up).normalize();
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}
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currentMovement.set(0, 0, 0);
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_wishDir.set(0, 0, 0);
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if (keys.current.forward) _wishDir.add(_forward);
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if (keys.current.backward) _wishDir.sub(_forward);
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if (keys.current.left) _wishDir.sub(_right);
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if (keys.current.right) _wishDir.add(_right);
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if (_wishDir.lengthSq() > 0) _wishDir.normalize();
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if (keys.current.forward) currentMovement.add(currentForward);
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if (keys.current.backward) currentMovement.sub(currentForward);
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if (keys.current.left) currentMovement.sub(currentRight);
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if (keys.current.right) currentMovement.add(currentRight);
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// Accelerate horizontally
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const accel = onFloor.current ? WALK_SPEED : WALK_SPEED * AIR_CONTROL;
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velocity.current.x += _wishDir.x * accel * dt * 9;
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velocity.current.z += _wishDir.z * accel * dt * 9;
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if (currentMovement.lengthSq() > 0) {
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currentMovement.normalize().multiplyScalar(MOVE_SPEED * delta);
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camera.position.add(currentMovement);
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// Exponential damping on XZ
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const damping = Math.exp(-8 * dt);
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velocity.current.x *= damping;
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velocity.current.z *= damping;
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// Gravity + jump
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if (onFloor.current) {
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velocity.current.y = Math.max(0, velocity.current.y);
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if (wantsJump.current) {
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velocity.current.y = JUMP_SPEED;
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onFloor.current = false;
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}
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} else {
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velocity.current.y -= GRAVITY * dt;
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}
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wantsJump.current = false;
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// Move capsule
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_translateVec.copy(velocity.current).multiplyScalar(dt);
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capsule.current.translate(_translateVec);
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// Resolve collisions against octree
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if (octree) {
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const result = octree.capsuleIntersect(capsule.current);
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onFloor.current = false;
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if (result) {
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onFloor.current = result.normal.y > 0;
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if (!onFloor.current) {
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// Cancel velocity component going into the wall
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const vn = result.normal.dot(velocity.current);
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velocity.current.addScaledVector(result.normal, -vn);
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} else {
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velocity.current.y = Math.max(0, velocity.current.y);
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}
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// Push capsule out of geometry
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capsule.current.translate(
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result.normal.clone().multiplyScalar(result.depth),
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);
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}
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}
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const groundY = FLOOR_Y + PLAYER_EYE_HEIGHT;
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isGrounded.current = camera.position.y <= groundY + 0.01;
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if (keys.current.jump && isGrounded.current) {
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velocityY.current = JUMP_VELOCITY;
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keys.current.jump = false;
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}
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if (!isGrounded.current) {
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velocityY.current += GRAVITY * delta;
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} else if (velocityY.current < 0) {
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velocityY.current = 0;
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}
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camera.position.setY(
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Math.max(groundY, camera.position.y + velocityY.current * delta),
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);
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// Sync camera to capsule top (eye position)
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camera.position.copy(capsule.current.end);
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});
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return null;
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