Release Healer Man 0.1.26
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@@ -25,9 +25,12 @@ import {
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type Material,
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type Mesh,
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type Object3D,
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type Skeleton,
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type SkinnedMesh,
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type Texture,
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} from "three";
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import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
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import { shareClonedSkeletons } from "./sharedSkeletons";
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import type {
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CharacterAppearance,
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ClassId,
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@@ -123,6 +126,7 @@ function configureMaterial(material: Material): void {
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function cloneAvatarScene(root: Object3D): Object3D {
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const scene = cloneSkeleton(root);
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shareClonedSkeletons(scene);
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scene.traverse((node) => {
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const mesh = node as Mesh;
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if (!mesh.isMesh) return;
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@@ -267,13 +271,17 @@ function LoadedCharacterModel({
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useEffect(() => () => {
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const ownedMaterials = new Set<Material>();
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const ownedSkeletons = new Set<Skeleton>();
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scene.traverse((node) => {
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const skinned = node as SkinnedMesh;
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if (skinned.isSkinnedMesh) ownedSkeletons.add(skinned.skeleton);
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const mesh = node as Mesh;
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if (!mesh.isMesh) return;
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const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
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materials.forEach((material) => ownedMaterials.add(material));
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});
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ownedMaterials.forEach((material) => material.dispose());
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ownedSkeletons.forEach((skeleton) => skeleton.dispose());
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}, [scene]);
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useLayoutEffect(() => {
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@@ -359,22 +367,33 @@ function LoadedCharacterModel({
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?? gltf.animations.find((candidate) => candidate.name.toLowerCase().includes(normalized));
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};
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const selectClip = (motion: CharacterBaseMotion): AnimationClip | undefined => (
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selectCharacterBaseClip(gltf.animations, motion, weaponStance)
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?? namedClip(entry.animations[motion])
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?? namedClip(entry.animations.idle)
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?? gltf.animations[0]
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);
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// The GLTF clip library and weapon stance change far less often than frames.
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// Resolve locomotion once so five party members do not repeatedly parse and
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// sort the same hundreds of animation names while standing or running.
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const baseClips = useMemo(() => Object.fromEntries(
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(["idle", "walk", "run"] as const).map((motion) => [
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motion,
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selectCharacterBaseClip(gltf.animations, motion, weaponStance)
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?? namedClip(entry.animations[motion])
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?? namedClip(entry.animations.idle)
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?? gltf.animations[0],
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]),
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) as Record<CharacterBaseMotion, AnimationClip | undefined>, [gltf.animations, entry.animations, weaponStance]);
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const verticalClips = useMemo(() => ({
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rising: [selectCharacterVerticalClip(gltf.animations, "rising", false), selectCharacterVerticalClip(gltf.animations, "rising", true)],
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falling: [selectCharacterVerticalClip(gltf.animations, "falling", false), selectCharacterVerticalClip(gltf.animations, "falling", true)],
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landing: [selectCharacterVerticalClip(gltf.animations, "landing", false), selectCharacterVerticalClip(gltf.animations, "landing", true)],
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}), [gltf.animations]);
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const switchMotion = (motion: CharacterLocomotionMotion, moving: boolean) => {
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if (overrideAction.current) return;
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const verticalSelection = motion === "rising" || motion === "falling" || motion === "landing"
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? selectCharacterVerticalClip(gltf.animations, motion, moving)
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? verticalClips[motion][moving ? 1 : 0]
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: null;
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const fallbackMotion: CharacterBaseMotion = moving ? "run" : "idle";
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const clip = verticalSelection?.clip ?? selectClip(
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motion === "idle" || motion === "walk" || motion === "run" ? motion : fallbackMotion,
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);
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const clip = verticalSelection?.clip ?? baseClips[
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motion === "idle" || motion === "walk" || motion === "run" ? motion : fallbackMotion
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];
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if (!clip) return;
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if (currentMotion.current === motion && currentAction.current?.getClip() === clip) return;
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const loop = verticalSelection?.loop ?? true;
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