Initial attempt at textures
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frontend/public/img/skins/akastijn.png
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frontend/public/img/skins/akastijn.png
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After Width: | Height: | Size: 2.3 KiB |
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@ -49,7 +49,11 @@ export class RenderContainerComponent implements AfterViewInit, OnDestroy {
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*/
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*/
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private initializeScene(): void {
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private initializeScene(): void {
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this.rendererService.initializeRenderer(this.rendererContainer);
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this.rendererService.initializeRenderer(this.rendererContainer);
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this.playerModelService.createPlayerModel();
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this.playerModelService.loadSkinTexture('/public/img/skins/akastijn.png')
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.then(() => {
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// Then create the player model with the texture applied
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this.playerModelService.createPlayerModel();
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});
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this.intersectionPlaneService.createIntersectionPlane();
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this.intersectionPlaneService.createIntersectionPlane();
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this.inputHandlerService.initializeInputHandlers(this.rendererService.renderer.domElement);
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this.inputHandlerService.initializeInputHandlers(this.rendererService.renderer.domElement);
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}
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}
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@ -1,24 +1,68 @@
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import { Injectable } from '@angular/core';
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import {Injectable} from '@angular/core';
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import * as THREE from 'three';
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import * as THREE from 'three';
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import { RendererService } from './renderer.service';
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import {RendererService} from './renderer.service';
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/**
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* Service responsible for creating and managing the player model
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*/
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@Injectable({
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@Injectable({
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providedIn: 'root'
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providedIn: 'root'
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})
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})
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export class PlayerModelService {
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export class PlayerModelService {
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private playerModel!: THREE.Group;
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private playerModel!: THREE.Group;
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private skinTexture!: THREE.Texture;
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private textureLoaded = false;
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constructor(private rendererService: RendererService) {}
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constructor(private rendererService: RendererService) {
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}
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/**
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/**
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* Creates a simple player model and adds it to the scene
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* Loads a Minecraft skin texture from a URL
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* @param textureUrl The URL of the skin texture to load
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* @returns A promise that resolves when the texture is loaded
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*/
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loadSkinTexture(textureUrl: string): Promise<void> {
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return new Promise((resolve) => {
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const loader = new THREE.TextureLoader();
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loader.load(textureUrl, (texture) => {
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// Set texture parameters
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texture.magFilter = THREE.NearestFilter;
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texture.minFilter = THREE.NearestFilter;
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this.skinTexture = texture;
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this.textureLoaded = true;
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// If the player model already exists, rebuild it with textures
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if (this.playerModel) {
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// Remove old model
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this.rendererService.scene.remove(this.playerModel);
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// Create new model with textures
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this.createPlayerModel();
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}
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resolve();
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});
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});
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}
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/**
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* Creates a player model with Minecraft-style textures and adds it to the scene
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*/
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*/
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createPlayerModel(): THREE.Group {
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createPlayerModel(): THREE.Group {
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this.playerModel = new THREE.Group();
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this.playerModel = new THREE.Group();
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if (this.textureLoaded) {
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// Create textured model if texture is loaded
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this.createTexturedPlayerModel();
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} else {
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// Create simple colored model if no texture is loaded
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this.createSimplePlayerModel();
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}
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this.rendererService.scene.add(this.playerModel);
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return this.playerModel;
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}
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/**
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* Creates a simple colored player model (without textures)
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*/
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private createSimplePlayerModel(): void {
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// Head
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// Head
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const headGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
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const headGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
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const headMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
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const headMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
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@ -56,10 +100,187 @@ export class PlayerModelService {
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const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
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const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
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rightLeg.position.set(0.125, 0.15, 0);
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rightLeg.position.set(0.125, 0.15, 0);
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this.playerModel.add(rightLeg);
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this.playerModel.add(rightLeg);
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}
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this.rendererService.scene.add(this.playerModel);
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/**
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* Creates a textured player model using the Minecraft skin
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*/
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private createTexturedPlayerModel(): void {
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// Create the player with properly mapped textures
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return this.playerModel;
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// Head - 8x8x8 pixels in the texture
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this.playerModel.add(this.createBoxWithUvMapping(
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0.5, 0.5, 0.5, // width, height, depth
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[
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{x: 8, y: 0, w: 8, h: 8}, // top
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{x: 16, y: 0, w: 8, h: 8}, // bottom
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{x: 16, y: 8, w: 8, h: 8}, // right
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{x: 0, y: 8, w: 8, h: 8}, // left
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{x: 8, y: 8, w: 8, h: 8}, // front
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{x: 24, y: 8, w: 8, h: 8} // back
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],
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{x: 0, y: 1.35, z: 0} // position
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));
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// Body - 8x12x4 pixels in the texture
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this.playerModel.add(this.createBoxWithUvMapping(
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0.5, 0.7, 0.25, // width, height, depth
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[
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{x: 20, y: 16, w: 8, h: 4}, // top
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{x: 28, y: 16, w: 8, h: 4}, // bottom
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{x: 28, y: 20, w: 4, h: 12}, // right
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{x: 16, y: 20, w: 4, h: 12}, // left
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{x: 20, y: 20, w: 8, h: 12}, // front
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{x: 32, y: 20, w: 8, h: 12} // back
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],
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{x: 0, y: 0.75, z: 0} // position
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));
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// Left Arm - 4x12x4 pixels in the texture
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this.playerModel.add(this.createBoxWithUvMapping(
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0.2, 0.7, 0.25, // width, height, depth
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[
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{x: 44, y: 16, w: 4, h: 4}, // top
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{x: 48, y: 16, w: 4, h: 4}, // bottom
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{x: 48, y: 20, w: 4, h: 12}, // right
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{x: 40, y: 20, w: 4, h: 12}, // left
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{x: 44, y: 20, w: 4, h: 12}, // front
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{x: 52, y: 20, w: 4, h: 12} // back
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],
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{x: -0.35, y: 0.75, z: 0} // position
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));
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// Right Arm - 4x12x4 pixels in the texture
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this.playerModel.add(this.createBoxWithUvMapping(
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0.2, 0.7, 0.25, // width, height, depth
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[
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{x: 44, y: 16, w: 4, h: 4}, // top - mirror of left arm
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{x: 48, y: 16, w: 4, h: 4}, // bottom - mirror of left arm
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{x: 40, y: 20, w: 4, h: 12}, // right - mirror of left arm's left
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{x: 48, y: 20, w: 4, h: 12}, // left - mirror of left arm's right
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{x: 44, y: 20, w: 4, h: 12}, // front - same as left arm
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{x: 52, y: 20, w: 4, h: 12} // back - same as left arm
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],
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{x: 0.35, y: 0.75, z: 0} // position
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));
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// Left Leg - 4x12x4 pixels in the texture
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this.playerModel.add(this.createBoxWithUvMapping(
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0.25, 0.7, 0.25, // width, height, depth
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[
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{x: 4, y: 16, w: 4, h: 4}, // top
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{x: 8, y: 16, w: 4, h: 4}, // bottom
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{x: 8, y: 20, w: 4, h: 12}, // right
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{x: 0, y: 20, w: 4, h: 12}, // left
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{x: 4, y: 20, w: 4, h: 12}, // front
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{x: 12, y: 20, w: 4, h: 12} // back
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],
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{x: -0.125, y: 0.15, z: 0} // position
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));
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// Right Leg - 4x12x4 pixels in the texture
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this.playerModel.add(this.createBoxWithUvMapping(
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0.25, 0.7, 0.25, // width, height, depth
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[
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{x: 4, y: 16, w: 4, h: 4}, // top - mirror of left leg
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{x: 8, y: 16, w: 4, h: 4}, // bottom - mirror of left leg
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{x: 0, y: 20, w: 4, h: 12}, // right - mirror of left leg's left
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{x: 8, y: 20, w: 4, h: 12}, // left - mirror of left leg's right
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{x: 4, y: 20, w: 4, h: 12}, // front - same as left leg
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{x: 12, y: 20, w: 4, h: 12} // back - same as left leg
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],
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{x: 0.125, y: 0.15, z: 0} // position
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));
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}
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/**
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* Creates a box with proper UV mapping for a Minecraft character part
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* @param width Width of the box
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* @param height Height of the box
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* @param depth Depth of the box
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* @param uvMapping Array of UV coordinates for each face (top, bottom, right, left, front, back)
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* @param position Position of the box
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* @returns THREE.Mesh with properly mapped textures
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*/
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private createBoxWithUvMapping(
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width: number,
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height: number,
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depth: number,
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uvMapping: Array<{ x: number, y: number, w: number, h: number }>,
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position: { x: number, y: number, z: number }
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): THREE.Mesh {
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// Create box geometry
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const geometry = new THREE.BoxGeometry(width, height, depth);
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// Texture dimensions (Minecraft skins are 64x64)
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const textureWidth = 64;
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const textureHeight = 64;
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// Calculate UV coordinates for each face
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// Three.js creates 2 triangles per face, so we need to set UVs for 6 faces * 2 triangles * 3 vertices
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const uvs = [];
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// Order of faces in BoxGeometry: px, nx, py, ny, pz, nz (right, left, top, bottom, front, back)
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// However, our order is: top, bottom, right, left, front, back
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// So we need to remap
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const remappedUVs = [
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uvMapping[2], // right (px)
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uvMapping[3], // left (nx)
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uvMapping[0], // top (py)
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uvMapping[1], // bottom (ny)
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uvMapping[4], // front (pz)
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uvMapping[5], // back (nz)
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];
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// Set UVs for all faces
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let faceUVs: number[][] = [];
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remappedUVs.forEach(face => {
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// Calculate corner coordinates (normalized from 0-1)
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const x1 = face.x / textureWidth;
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const y1 = 1 - (face.y / textureHeight);
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const x2 = (face.x + face.w) / textureWidth;
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const y2 = 1 - ((face.y + face.h) / textureHeight);
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// Each face has 2 triangles with 3 vertices each
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// First triangle: top-left, bottom-right, bottom-left
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// Second triangle: top-left, top-right, bottom-right
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// Triangle 1
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faceUVs.push([x1, y1]); // top-left
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faceUVs.push([x2, y2]); // bottom-right
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faceUVs.push([x1, y2]); // bottom-left
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// Triangle 2
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faceUVs.push([x1, y1]); // top-left
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faceUVs.push([x2, y1]); // top-right
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faceUVs.push([x2, y2]); // bottom-right
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});
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// Flatten the UV array
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const uvArray = new Float32Array(faceUVs.flat());
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// Set the UV attribute
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geometry.setAttribute('uv', new THREE.BufferAttribute(uvArray, 2));
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// Create material with the skin texture
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const material = new THREE.MeshBasicMaterial({
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map: this.skinTexture,
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transparent: true,
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});
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// Create mesh and set position
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const mesh = new THREE.Mesh(geometry, material);
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const wireframeMaterial = new THREE.MeshBasicMaterial({
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wireframe: true,
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color: 0xff0000
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});
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const wireframe = new THREE.Mesh(geometry, wireframeMaterial);
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mesh.add(wireframe);
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mesh.position.set(position.x, position.y, position.z);
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return mesh;
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}
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}
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/**
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/**
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