text: import { Object3D, Box3, MathUtils, TextureLoader, UVMapping, sRGBEncoding, MeshLambertMaterial } from 'three';
  import { MD2Loader } from '../loaders/MD2Loader.js';
  import { MorphBlendMesh } from './MorphBlendMesh.js';
  
  var MD2CharacterComplex = function () {
    var scope = this;
    this.scale = 1; // animation parameters
  
    this.animationFPS = 6;
    this.transitionFrames = 15; // movement model parameters
  
    this.maxSpeed = 275;
    this.maxReverseSpeed = -275;
    this.frontAcceleration = 600;
    this.backAcceleration = 600;
    this.frontDecceleration = 600;
    this.angularSpeed = 2.5; // rig
  
    this.root = new Object3D();
    this.meshBody = null;
    this.meshWeapon = null;
    this.controls = null; // skins
  
    this.skinsBody = [];
    this.skinsWeapon = [];
    this.weapons = [];
    this.currentSkin = undefined; //
  
    this.onLoadComplete = function () {}; // internals
  
  
    this.meshes = [];
    this.animations = {};
    this.loadCounter = 0; // internal movement control variables
  
    this.speed = 0;
    this.bodyOrientation = 0;
    this.walkSpeed = this.maxSpeed;
    this.crouchSpeed = this.maxSpeed * 0.5; // internal animation parameters
  
    this.activeAnimation = null;
    this.oldAnimation = null; // API
  
    this.enableShadows = function (enable) {
      for (let i = 0; i < this.meshes.length; i++) {
        this.meshes[i].castShadow = enable;
        this.meshes[i].receiveShadow = enable;
      }
    };
  
    this.setVisible = function (enable) {
      for (let i = 0; i < this.meshes.length; i++) {
        this.meshes[i].visible = enable;
        this.meshes[i].visible = enable;
      }
    };
  
    this.shareParts = function (original) {
      this.animations = original.animations;
      this.walkSpeed = original.walkSpeed;
      this.crouchSpeed = original.crouchSpeed;
      this.skinsBody = original.skinsBody;
      this.skinsWeapon = original.skinsWeapon; // BODY
  
      var mesh = createPart(original.meshBody.geometry, this.skinsBody[0]);
      mesh.scale.set(this.scale, this.scale, this.scale);
      this.root.position.y = original.root.position.y;
      this.root.add(mesh);
      this.meshBody = mesh;
      this.meshes.push(mesh); // WEAPONS
  
      for (let i = 0; i < original.weapons.length; i++) {
        var meshWeapon = createPart(original.weapons[i].geometry, this.skinsWeapon[i]);
        meshWeapon.scale.set(this.scale, this.scale, this.scale);
        meshWeapon.visible = false;
        meshWeapon.name = original.weapons[i].name;
        this.root.add(meshWeapon);
        this.weapons[i] = meshWeapon;
        this.meshWeapon = meshWeapon;
        this.meshes.push(meshWeapon);
      }
    };
  
    this.loadParts = function (config) {
      this.animations = config.animations;
      this.walkSpeed = config.walkSpeed;
      this.crouchSpeed = config.crouchSpeed;
      this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
      var weaponsTextures = [];
  
      for (let i = 0; i < config.weapons.length; i++) weaponsTextures[i] = config.weapons[i][1]; // SKINS
  
  
      this.skinsBody = loadTextures(config.baseUrl + 'skins/', config.skins);
      this.skinsWeapon = loadTextures(config.baseUrl + 'skins/', weaponsTextures); // BODY
  
      var loader = new MD2Loader();
      loader.load(config.baseUrl + config.body, function (geo) {
        var boundingBox = new Box3();
        boundingBox.setFromBufferAttribute(geo.attributes.position);
        scope.root.position.y = -scope.scale * boundingBox.min.y;
        var mesh = createPart(geo, scope.skinsBody[0]);
        mesh.scale.set(scope.scale, scope.scale, scope.scale);
        scope.root.add(mesh);
        scope.meshBody = mesh;
        scope.meshes.push(mesh);
        checkLoadingComplete();
      }); // WEAPONS
  
      var generateCallback = function (index, name) {
        return function (geo) {
          var mesh = createPart(geo, scope.skinsWeapon[index]);
          mesh.scale.set(scope.scale, scope.scale, scope.scale);
          mesh.visible = false;
          mesh.name = name;
          scope.root.add(mesh);
          scope.weapons[index] = mesh;
          scope.meshWeapon = mesh;
          scope.meshes.push(mesh);
          checkLoadingComplete();
        };
      };
  
      for (let i = 0; i < config.weapons.length; i++) {
        loader.load(config.baseUrl + config.weapons[i][0], generateCallback(i, config.weapons[i][0]));
      }
    };
  
    this.setPlaybackRate = function (rate) {
      if (this.meshBody) this.meshBody.duration = this.meshBody.baseDuration / rate;
      if (this.meshWeapon) this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
    };
  
    this.setWireframe = function (wireframeEnabled) {
      if (wireframeEnabled) {
        if (this.meshBody) this.meshBody.material = this.meshBody.materialWireframe;
        if (this.meshWeapon) this.meshWeapon.material = this.meshWeapon.materialWireframe;
      } else {
        if (this.meshBody) this.meshBody.material = this.meshBody.materialTexture;
        if (this.meshWeapon) this.meshWeapon.material = this.meshWeapon.materialTexture;
      }
    };
  
    this.setSkin = function (index) {
      if (this.meshBody && this.meshBody.material.wireframe === false) {
        this.meshBody.material.map = this.skinsBody[index];
        this.currentSkin = index;
      }
    };
  
    this.setWeapon = function (index) {
      for (let i = 0; i < this.weapons.length; i++) this.weapons[i].visible = false;
  
      var activeWeapon = this.weapons[index];
  
      if (activeWeapon) {
        activeWeapon.visible = true;
        this.meshWeapon = activeWeapon;
  
        if (this.activeAnimation) {
          activeWeapon.playAnimation(this.activeAnimation);
          this.meshWeapon.setAnimationTime(this.activeAnimation, this.meshBody.getAnimationTime(this.activeAnimation));
        }
      }
    };
  
    this.setAnimation = function (animationName) {
      if (animationName === this.activeAnimation || !animationName) return;
  
      if (this.meshBody) {
        this.meshBody.setAnimationWeight(animationName, 0);
        this.meshBody.playAnimation(animationName);
        this.oldAnimation = this.activeAnimation;
        this.activeAnimation = animationName;
        this.blendCounter = this.transitionFrames;
      }
  
      if (this.meshWeapon) {
        this.meshWeapon.setAnimationWeight(animationName, 0);
        this.meshWeapon.playAnimation(animationName);
      }
    };
  
    this.update = function (delta) {
      if (this.controls) this.updateMovementModel(delta);
  
      if (this.animations) {
        this.updateBehaviors();
        this.updateAnimations(delta);
      }
    };
  
    this.updateAnimations = function (delta) {
      var mix = 1;
  
      if (this.blendCounter > 0) {
        mix = (this.transitionFrames - this.blendCounter) / this.transitionFrames;
        this.blendCounter -= 1;
      }
  
      if (this.meshBody) {
        this.meshBody.update(delta);
        this.meshBody.setAnimationWeight(this.activeAnimation, mix);
        this.meshBody.setAnimationWeight(this.oldAnimation, 1 - mix);
      }
  
      if (this.meshWeapon) {
        this.meshWeapon.update(delta);
        this.meshWeapon.setAnimationWeight(this.activeAnimation, mix);
        this.meshWeapon.setAnimationWeight(this.oldAnimation, 1 - mix);
      }
    };
  
    this.updateBehaviors = function () {
      var controls = this.controls;
      var animations = this.animations;
      var moveAnimation, idleAnimation; // crouch vs stand
  
      if (controls.crouch) {
        moveAnimation = animations['crouchMove'];
        idleAnimation = animations['crouchIdle'];
      } else {
        moveAnimation = animations['move'];
        idleAnimation = animations['idle'];
      } // actions
  
  
      if (controls.jump) {
        moveAnimation = animations['jump'];
        idleAnimation = animations['jump'];
      }
  
      if (controls.attack) {
        if (controls.crouch) {
          moveAnimation = animations['crouchAttack'];
          idleAnimation = animations['crouchAttack'];
        } else {
          moveAnimation = animations['attack'];
          idleAnimation = animations['attack'];
        }
      } // set animations
  
  
      if (controls.moveForward || controls.moveBackward || controls.moveLeft || controls.moveRight) {
        if (this.activeAnimation !== moveAnimation) {
          this.setAnimation(moveAnimation);
        }
      }
  
      if (Math.abs(this.speed) < 0.2 * this.maxSpeed && !(controls.moveLeft || controls.moveRight || controls.moveForward || controls.moveBackward)) {
        if (this.activeAnimation !== idleAnimation) {
          this.setAnimation(idleAnimation);
        }
      } // set animation direction
  
  
      if (controls.moveForward) {
        if (this.meshBody) {
          this.meshBody.setAnimationDirectionForward(this.activeAnimation);
          this.meshBody.setAnimationDirectionForward(this.oldAnimation);
        }
  
        if (this.meshWeapon) {
          this.meshWeapon.setAnimationDirectionForward(this.activeAnimation);
          this.meshWeapon.setAnimationDirectionForward(this.oldAnimation);
        }
      }
  
      if (controls.moveBackward) {
        if (this.meshBody) {
          this.meshBody.setAnimationDirectionBackward(this.activeAnimation);
          this.meshBody.setAnimationDirectionBackward(this.oldAnimation);
        }
  
        if (this.meshWeapon) {
          this.meshWeapon.setAnimationDirectionBackward(this.activeAnimation);
          this.meshWeapon.setAnimationDirectionBackward(this.oldAnimation);
        }
      }
    };
  
    this.updateMovementModel = function (delta) {
      var controls = this.controls; // speed based on controls
  
      if (controls.crouch) this.maxSpeed = this.crouchSpeed;else this.maxSpeed = this.walkSpeed;
      this.maxReverseSpeed = -this.maxSpeed;
  
      if (controls.moveForward) {
        this.speed = MathUtils.clamp(this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed);
      }
  
      if (controls.moveBackward) {
        this.speed = MathUtils.clamp(this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed);
      } // orientation based on controls
      // (don't just stand while turning)
  
  
      var dir = 1;
  
      if (controls.moveLeft) {
        this.bodyOrientation += delta * this.angularSpeed;
        this.speed = MathUtils.clamp(this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed);
      }
  
      if (controls.moveRight) {
        this.bodyOrientation -= delta * this.angularSpeed;
        this.speed = MathUtils.clamp(this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed);
      } // speed decay
  
  
      if (!(controls.moveForward || controls.moveBackward)) {
        if (this.speed > 0) {
          var k = exponentialEaseOut(this.speed / this.maxSpeed);
          this.speed = MathUtils.clamp(this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed);
        } else {
          var k = exponentialEaseOut(this.speed / this.maxReverseSpeed);
          this.speed = MathUtils.clamp(this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0);
        }
      } // displacement
  
  
      var forwardDelta = this.speed * delta;
      this.root.position.x += Math.sin(this.bodyOrientation) * forwardDelta;
      this.root.position.z += Math.cos(this.bodyOrientation) * forwardDelta; // steering
  
      this.root.rotation.y = this.bodyOrientation;
    }; // internal helpers
  
  
    function loadTextures(baseUrl, textureUrls) {
      var textureLoader = new TextureLoader();
      var textures = [];
  
      for (let i = 0; i < textureUrls.length; i++) {
        textures[i] = textureLoader.load(baseUrl + textureUrls[i], checkLoadingComplete);
        textures[i].mapping = UVMapping;
        textures[i].name = textureUrls[i];
        textures[i].encoding = sRGBEncoding;
      }
  
      return textures;
    }
  
    function createPart(geometry, skinMap) {
      var materialWireframe = new MeshLambertMaterial({
        color: 0xffaa00,
        wireframe: true,
        morphTargets: true,
        morphNormals: true
      });
      var materialTexture = new MeshLambertMaterial({
        color: 0xffffff,
        wireframe: false,
        map: skinMap,
        morphTargets: true,
        morphNormals: true
      }); //
  
      var mesh = new MorphBlendMesh(geometry, materialTexture);
      mesh.rotation.y = -Math.PI / 2; //
  
      mesh.materialTexture = materialTexture;
      mesh.materialWireframe = materialWireframe; //
  
      mesh.autoCreateAnimations(scope.animationFPS);
      return mesh;
    }
  
    function checkLoadingComplete() {
      scope.loadCounter -= 1;
      if (scope.loadCounter === 0) scope.onLoadComplete();
    }
  
    function exponentialEaseOut(k) {
      return k === 1 ? 1 : -Math.pow(2, -10 * k) + 1;
    }
  };
  
  export { MD2CharacterComplex };
  