clean branch-scoped code quality issues
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@@ -1,55 +0,0 @@
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import { useEffect, useRef } from "react";
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import { useThree } from "@react-three/fiber";
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import { useGLTF } from "@react-three/drei";
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import * as THREE from "three";
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import { MAP_DEBUG_BOX_HELPER_COLOR } from "@/data/debug/debugConfig";
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import { useOctreeGraphNode } from "@/hooks/useOctreeGraphNode";
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import type { OctreeReadyHandler } from "@/types/3d";
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import { Debug } from "@/utils/debug/Debug";
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const MAP_PATH = "/models/map/model.gltf";
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interface MapProps {
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onOctreeReady: OctreeReadyHandler;
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}
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export function Map({ onOctreeReady }: MapProps): React.JSX.Element {
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const { scene: gltfScene } = useGLTF(MAP_PATH);
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const groupRef = useRef<THREE.Group>(null);
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const boxHelpersRef = useRef<THREE.BoxHelper[]>([]);
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const { scene } = useThree();
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useOctreeGraphNode(groupRef, onOctreeReady);
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useEffect(() => {
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const debug = Debug.getInstance();
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if (!debug.active || !groupRef.current) return;
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const helpers: THREE.BoxHelper[] = [];
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groupRef.current.traverse((child) => {
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if (!(child instanceof THREE.Mesh)) return;
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const helper = new THREE.BoxHelper(child, MAP_DEBUG_BOX_HELPER_COLOR);
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scene.add(helper);
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helpers.push(helper);
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});
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boxHelpersRef.current = helpers;
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return () => {
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helpers.forEach((h) => {
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scene.remove(h);
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h.dispose();
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});
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boxHelpersRef.current = [];
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};
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}, [scene]);
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return (
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<group ref={groupRef}>
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<primitive object={gltfScene} />
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</group>
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);
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}
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useGLTF.preload(MAP_PATH);
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@@ -54,6 +54,25 @@ const _up = new THREE.Vector3(0, 1, 0);
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const _translateVec = new THREE.Vector3();
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const _collisionCorrection = new THREE.Vector3();
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function setMovementKey(keys: Keys, key: string, pressed: boolean): boolean {
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switch (key.toLowerCase()) {
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case MOVE_FORWARD_KEY:
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keys.forward = pressed;
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return true;
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case MOVE_BACKWARD_KEY:
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keys.backward = pressed;
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return true;
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case MOVE_LEFT_KEY:
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keys.left = pressed;
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return true;
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case MOVE_RIGHT_KEY:
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keys.right = pressed;
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return true;
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default:
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return false;
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}
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}
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export function PlayerController({
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octree,
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spawnPosition,
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@@ -89,51 +108,29 @@ export function PlayerController({
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const interaction = InteractionManager.getInstance();
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const handleKeyDown = (event: KeyboardEvent): void => {
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switch (event.key.toLowerCase()) {
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case MOVE_FORWARD_KEY:
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keys.current.forward = true;
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break;
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case MOVE_BACKWARD_KEY:
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keys.current.backward = true;
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break;
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case MOVE_LEFT_KEY:
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keys.current.left = true;
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break;
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case MOVE_RIGHT_KEY:
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keys.current.right = true;
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break;
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case JUMP_KEY:
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wantsJump.current = true;
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break;
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case INTERACT_KEY:
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if (interaction.getState().focused?.kind === "trigger") {
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interaction.pressInteract();
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}
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break;
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default:
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return;
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if (setMovementKey(keys.current, event.key, true)) {
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event.preventDefault();
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return;
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}
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if (event.key === JUMP_KEY) {
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wantsJump.current = true;
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event.preventDefault();
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return;
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}
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if (event.key.toLowerCase() === INTERACT_KEY) {
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if (interaction.getState().focused?.kind === "trigger") {
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interaction.pressInteract();
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}
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event.preventDefault();
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}
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event.preventDefault();
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};
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const handleKeyUp = (event: KeyboardEvent): void => {
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switch (event.key.toLowerCase()) {
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case MOVE_FORWARD_KEY:
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keys.current.forward = false;
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break;
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case MOVE_BACKWARD_KEY:
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keys.current.backward = false;
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break;
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case MOVE_LEFT_KEY:
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keys.current.left = false;
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break;
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case MOVE_RIGHT_KEY:
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keys.current.right = false;
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break;
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default:
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return;
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if (setMovementKey(keys.current, event.key, false)) {
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event.preventDefault();
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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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