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import React, { useEffect, useRef, useState } from 'react'
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import { useThree, useFrame } from 'react-three-fiber'
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import {
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Object3D,
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Geometry,
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Event,
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Group,
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PerspectiveCamera,
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Vector3,
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Raycaster,
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Mesh,
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CircleGeometry,
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} from 'three'
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import WorldCollisions from './models/WorldCollisions'
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import useStore from '../store'
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import { MeshBasicMaterial } from 'three/src/materials/MeshBasicMaterial'
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const SPEED = 1
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const HEIGHT = 1.5
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const CIRCLE_RADIUS = 0.9
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const CIRCLE_SEGMENTS = 8
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const keys: Record<string, string> = {
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KeyW: 'forward',
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KeyS: 'backward',
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KeyA: 'left',
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KeyD: 'right',
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ArrowUp: 'forward',
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ArrowDown: 'backward',
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ArrowLeft: 'left',
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ArrowRight: 'right',
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ShiftLeft: 'run',
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Space: 'jump',
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}
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const moveFieldByKey = (key: string) => keys[key]
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function FirstPersonCamera(props: JSX.IntrinsicElements['perspectiveCamera']) {
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const ref = useRef<PerspectiveCamera>()
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const { setDefaultCamera } = useThree()
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// Make the camera known to the system
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useEffect(() => {
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if (ref.current) setDefaultCamera(ref.current)
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}, [ref.current])
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// Update it every frame
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useFrame(() => ref.current?.updateMatrixWorld())
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return <perspectiveCamera ref={ref} {...props} />
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}
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const usePlayerControls = () => {
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const [movement, setMovement] = useState({
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forward: false,
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backward: false,
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left: false,
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right: false,
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run: false,
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jump: false,
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})
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useEffect(() => {
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const handleKeyDown = (e: Event) => {
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setMovement((m) => ({ ...m, [moveFieldByKey(e.code)]: true }))
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}
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const handleKeyUp = (e: Event) => {
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setMovement((m) => ({ ...m, [moveFieldByKey(e.code)]: false }))
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}
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document.addEventListener('keydown', handleKeyDown)
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document.addEventListener('keyup', handleKeyUp)
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return () => {
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document.removeEventListener('keydown', handleKeyDown)
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document.removeEventListener('keyup', handleKeyUp)
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}
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}, [])
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return movement
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}
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// TODO Improve physics in player
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const Player = () => {
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const socket = useStore((state) => state.socket)
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const pointerLocked = useStore((state) => state.pointerLocked)
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const { forward, backward, left, right, run } = usePlayerControls()
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const { camera } = useThree()
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const groupRef = useRef<Group>()
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const collisionsRef = useRef<Mesh<CircleGeometry, MeshBasicMaterial>>(null)
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const bottomRaycaster = useRef(
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new Raycaster(new Vector3(), new Vector3(0, -1, 0), 0, HEIGHT + 0.5),
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)
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const collisionCircle = useRef<Mesh>()
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const rotationObject = new Object3D()
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rotationObject.rotation.x = Math.PI / 2
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rotationObject.updateMatrix()
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const collisionCircleGeometry = new CircleGeometry(CIRCLE_RADIUS, CIRCLE_SEGMENTS)
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collisionCircleGeometry.applyMatrix4(rotationObject.matrix)
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const collisionCircleMaterial = new MeshBasicMaterial({
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color: 0xff0000,
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wireframe: true,
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})
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const wallRaycasters = useRef<Raycaster[]>(
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Array(CIRCLE_SEGMENTS)
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.fill(undefined)
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.map(() => new Raycaster(new Vector3(), new Vector3(0, 0, -1), 0, CIRCLE_RADIUS)),
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)
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useEffect(() => {
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const socketEmitTransformInterval = setInterval(() => {
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if (socket && groupRef.current && camera) {
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const cameraRotation = camera.rotation.toArray()
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socket.emit('transform', {
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position: [
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groupRef.current?.position.x,
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groupRef.current?.position.y,
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groupRef.current?.position.z,
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],
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rotation: [cameraRotation[0], cameraRotation[1], cameraRotation[2]],
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})
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}
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}, 50)
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return () => {
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clearInterval(socketEmitTransformInterval)
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}
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}, [])
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const velocity = useRef<Vector3>(new Vector3())
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const direction = useRef<Vector3>(new Vector3())
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const worldOrigin = useRef<Vector3>(new Vector3())
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const moveForward = (distance: number) => {
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if (groupRef.current) {
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worldOrigin.current.setFromMatrixColumn(camera.matrix, 0)
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worldOrigin.current.crossVectors(camera.up, worldOrigin.current)
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groupRef.current.position.addScaledVector(worldOrigin.current, distance)
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}
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}
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const moveRight = (distance: number) => {
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if (groupRef.current) {
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worldOrigin.current.setFromMatrixColumn(camera.matrix, 0)
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groupRef.current.position.addScaledVector(worldOrigin.current, distance)
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}
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}
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useFrame((_, delta) => {
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if (!groupRef.current || !collisionsRef.current || !collisionCircle.current) return
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if (pointerLocked) {
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// Slowdown
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velocity.current.x -= velocity.current.x * 10.0 * delta
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velocity.current.z -= velocity.current.z * 10.0 * delta
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// Fall
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bottomRaycaster.current.ray.origin.copy(groupRef.current.position)
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let intersections = []
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intersections = bottomRaycaster.current.intersectObject(
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collisionsRef.current,
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false,
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)
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if (intersections.length < 1) {
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velocity.current.y -= 9.8 * 10 * delta
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} else {
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velocity.current.y = 0
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groupRef.current.position.y = intersections[0].point.y + HEIGHT
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}
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// Direction
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direction.current.z = Number(forward) - Number(backward)
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direction.current.x = Number(left) - Number(right)
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direction.current.normalize()
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// Running
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const speed = run ? 1.5 : 1
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// Move
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if (forward || backward)
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velocity.current.z -= direction.current.z * SPEED * delta * speed
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if (left || right) velocity.current.x -= direction.current.x * SPEED * delta * speed
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// Wall collisions
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const collisionCircleGeometry = collisionCircle.current.geometry as Geometry
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if (collisionCircleGeometry.vertices) {
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for (let i = 0; i < CIRCLE_SEGMENTS; i++) {
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const localVertex = collisionCircleGeometry.vertices[i + 1].clone()
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console.log(i + 1, localVertex)
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const globalVertex = localVertex.applyMatrix4(groupRef.current.matrix)
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const directionVector = globalVertex.sub(collisionCircle.current.position)
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wallRaycasters.current[i].ray.origin.copy(collisionCircle.current.position)
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wallRaycasters.current[i].ray.direction.copy(directionVector.normalize())
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let wallIntersections = []
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wallIntersections = bottomRaycaster.current.intersectObject(
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collisionsRef.current,
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false,
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)
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if (wallIntersections.length > 1) console.log(`${i} Hit`)
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}
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}
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// Apply speed
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moveForward(-velocity.current.x * speed)
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moveRight(-velocity.current.z * speed)
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groupRef.current.position.y += velocity.current.y * delta
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}
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// TODO enable jump if cheating
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//if (jump && Math.abs(parseFloat(velocity.current[1].toFixed(2))) < 0.05)
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// api.velocity.set(velocity.current[0], 10, velocity.current[2])
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})
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return (
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<>
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<group ref={groupRef} position={[0, 5, 0]} rotation={[0, -Math.PI / 2, 0]}>
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<FirstPersonCamera rotation={[0, Math.PI / 2, 0]} />
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<mesh
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ref={collisionCircle}
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position={[0, -HEIGHT / 2, 0]}
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geometry={collisionCircleGeometry}
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material={collisionCircleMaterial}
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/>
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</group>
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<WorldCollisions ref={collisionsRef} />
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</>
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)
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}
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export default Player
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