fix: lint
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@@ -1,4 +1,4 @@
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import { useEffect, useMemo, useRef } from "react";
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import { useEffect, useRef } from "react";
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import { PointerLockControls } from "@react-three/drei";
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import { useFrame, useThree } from "@react-three/fiber";
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import * as THREE from "three";
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@@ -26,10 +26,10 @@ export function FPSController(): React.JSX.Element {
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const camera = useThree((state) => state.camera);
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const keys = useRef<PlayerKeys>({ ...DEFAULT_KEYS });
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const interact = useRef<() => void>(() => {});
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const forward = useMemo(() => new THREE.Vector3(), []);
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const right = useMemo(() => new THREE.Vector3(), []);
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const movement = useMemo(() => new THREE.Vector3(), []);
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const up = useMemo(() => new THREE.Vector3(0, 1, 0), []);
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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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useEffect(() => {
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camera.position.copy(PLAYER_SPAWN_POSITION);
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@@ -84,39 +84,47 @@ export function FPSController(): React.JSX.Element {
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}, []);
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useFrame((_, delta) => {
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movement.set(0, 0, 0);
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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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camera.getWorldDirection(forward);
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forward.y = 0;
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currentMovement.set(0, 0, 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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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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}
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if (keys.current.forward) {
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movement.add(forward);
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currentMovement.add(currentForward);
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}
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if (keys.current.backward) {
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movement.sub(forward);
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currentMovement.sub(currentForward);
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}
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if (keys.current.left) {
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movement.sub(right);
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currentMovement.sub(currentRight);
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}
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if (keys.current.right) {
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movement.add(right);
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currentMovement.add(currentRight);
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}
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if (movement.lengthSq() > 0) {
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movement.normalize().multiplyScalar(MOVE_SPEED * delta);
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camera.position.add(movement);
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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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}
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if (camera.position.y < PLAYER_EYE_HEIGHT) {
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camera.position.y = PLAYER_EYE_HEIGHT;
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camera.position.set(
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camera.position.x,
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PLAYER_EYE_HEIGHT,
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camera.position.z,
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);
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}
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});
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