fix fly motion
This commit is contained in:
BIN
atmosphere/public/fly_c.vrma
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atmosphere/public/fly_c.vrma
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atmosphere/public/fly_idle.vrma
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atmosphere/public/fly_idle.vrma
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atmosphere/public/fly_stop.vrma
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atmosphere/public/fly_stop.vrma
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@@ -3,7 +3,7 @@ import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
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import { VRMLoaderPlugin, VRMUtils } from '@pixiv/three-vrm';
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import { VRMLoaderPlugin, VRMUtils } from '@pixiv/three-vrm';
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import { createVRMAnimationClip, VRMAnimationLoaderPlugin } from '@pixiv/three-vrm-animation';
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import { createVRMAnimationClip, VRMAnimationLoaderPlugin } from '@pixiv/three-vrm-animation';
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import { AnimationMixer, Vector3, MathUtils } from 'three';
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import { AnimationMixer, Vector3, MathUtils, Quaternion, Euler } from 'three';
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import { OrbitControls, PerspectiveCamera } from '@react-three/drei';
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import { OrbitControls, PerspectiveCamera } from '@react-three/drei';
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import { EffectComposer, ToneMapping } from '@react-three/postprocessing';
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import { EffectComposer, ToneMapping } from '@react-three/postprocessing';
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import { ToneMappingMode } from 'postprocessing';
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import { ToneMappingMode } from 'postprocessing';
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@@ -59,6 +59,43 @@ const WEATHER_PRESETS = [
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}
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}
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];
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];
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// --- Shared State for Synchronization ---
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// 複数のCanvas間で状態を共有するための簡易ストア
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const worldState = {
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// 世界座標 (Atmosphere内での位置)
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position: new Vector3(0, EARTH_RADIUS + 2000, 0),
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// カメラの回転 (AvatarLayerのカメラ回転をAtmosphereに同期)
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quaternion: new Quaternion(),
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// 移動速度 (m/s)
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speed: 5000.0,
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};
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// キー入力管理
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const keys = {
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w: false,
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a: false,
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s: false,
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d: false,
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Shift: false,
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Space: false,
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};
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// キーイベントリスナーの設定
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if (typeof window !== 'undefined') {
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window.addEventListener('keydown', (e) => {
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const key = e.key.toLowerCase();
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if (keys.hasOwnProperty(key)) keys[key] = true;
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if (e.key === 'Shift') keys.Shift = true;
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if (e.key === ' ') keys.Space = true;
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});
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window.addEventListener('keyup', (e) => {
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const key = e.key.toLowerCase();
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if (keys.hasOwnProperty(key)) keys[key] = false;
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if (e.key === 'Shift') keys.Shift = false;
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if (e.key === ' ') keys.Space = false;
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});
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}
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// ---------------------------------------------------------
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// ---------------------------------------------------------
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// Scene Components (Inside Canvas)
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// Scene Components (Inside Canvas)
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// ---------------------------------------------------------
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// ---------------------------------------------------------
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@@ -121,13 +158,14 @@ function AtmosphereScene() {
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return (
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return (
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<>
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<>
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{/* Camera is controlled by FollowCamera component */}
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<PerspectiveCamera
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<PerspectiveCamera
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makeDefault
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makeDefault
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position={[0, EARTH_RADIUS + 2000, 0]}
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near={1}
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near={1}
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far={10000000}
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far={10000000}
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fov={45}
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fov={45}
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/>
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/>
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<FollowCamera />
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<directionalLight
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<directionalLight
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ref={sunRef}
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ref={sunRef}
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@@ -154,28 +192,16 @@ function AtmosphereScene() {
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<ToneMapping mode={ToneMappingMode.AGX} />
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<ToneMapping mode={ToneMappingMode.AGX} />
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</EffectComposer>
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</EffectComposer>
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</Atmosphere>
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</Atmosphere>
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<FlyOverCamera />
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</>
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</>
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);
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);
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}
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}
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function FlyOverCamera() {
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// Atmosphere側のカメラをShared Stateに同期させる
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function FollowCamera() {
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useFrame((state) => {
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useFrame((state) => {
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const t = state.clock.getElapsedTime() * 0.05;
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// Shared Stateの位置と回転を適用
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const altitude = 2000;
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state.camera.position.copy(worldState.position);
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const radius = 5000;
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state.camera.quaternion.copy(worldState.quaternion);
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state.camera.position.x = Math.sin(t) * radius;
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state.camera.position.z = Math.cos(t) * radius;
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state.camera.position.y = EARTH_RADIUS + altitude;
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const lookAtTarget = new Vector3(
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Math.sin(t + 0.1) * radius,
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EARTH_RADIUS + altitude,
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Math.cos(t + 0.1) * radius
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);
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state.camera.lookAt(lookAtTarget);
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});
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});
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return null;
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return null;
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}
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}
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@@ -186,12 +212,20 @@ function FlyOverCamera() {
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function VrmCharacter() {
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function VrmCharacter() {
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const mixerRef = useRef(null);
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const mixerRef = useRef(null);
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const vrmRef = useRef(null);
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const vrmRef = useRef(null);
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const { camera } = useThree();
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const actionsRef = useRef({});
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const currentActionRef = useRef(null);
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const gltf = useLoader(GLTFLoader, VRM_URL, (loader) => {
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const gltf = useLoader(GLTFLoader, VRM_URL, (loader) => {
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loader.register((parser) => new VRMLoaderPlugin(parser));
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loader.register((parser) => new VRMLoaderPlugin(parser));
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});
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});
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const vrma = useLoader(GLTFLoader, VRMA_URL, (loader) => {
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// Load all animations
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const [vrmaFly, vrmaFlyStop, vrmaFlyIdle] = useLoader(GLTFLoader, [
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`${BASE_URL}fly.vrma`,
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`${BASE_URL}fly_stop.vrma`,
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`${BASE_URL}fly_idle.vrma`
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], (loader) => {
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loader.register((parser) => new VRMAnimationLoaderPlugin(parser));
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loader.register((parser) => new VRMAnimationLoaderPlugin(parser));
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});
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});
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@@ -202,25 +236,185 @@ function VrmCharacter() {
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vrm.humanoid.resetPose();
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vrm.humanoid.resetPose();
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vrm.scene.rotation.y = Math.PI;
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vrm.scene.rotation.y = Math.PI;
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// Setup Animation Mixer
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const mixer = new AnimationMixer(vrm.scene);
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mixerRef.current = mixer;
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// Helper to create action
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const createAction = (vrma, name) => {
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if (vrma.userData.vrmAnimations?.[0]) {
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if (vrma.userData.vrmAnimations?.[0]) {
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const clip = createVRMAnimationClip(vrma.userData.vrmAnimations[0], vrm);
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const clip = createVRMAnimationClip(vrma.userData.vrmAnimations[0], vrm);
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mixerRef.current = new AnimationMixer(vrm.scene);
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const action = mixer.clipAction(clip);
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mixerRef.current.clipAction(clip).play();
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action.name = name;
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return action;
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}
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}
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}, [gltf, vrma]);
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return null;
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};
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const actionFly = createAction(vrmaFly, 'fly');
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const actionFlyStop = createAction(vrmaFlyStop, 'fly_stop');
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const actionFlyIdle = createAction(vrmaFlyIdle, 'fly_idle');
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actionsRef.current = {
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fly: actionFly,
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fly_stop: actionFlyStop,
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fly_idle: actionFlyIdle,
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};
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// Configure Loop Modes
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if (actionFlyStop) {
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actionFlyStop.setLoop(THREE.LoopOnce);
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actionFlyStop.clampWhenFinished = true;
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}
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// Initial Animation (Idle: fly_idle)
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if (actionFlyIdle) {
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actionFlyIdle.play();
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currentActionRef.current = 'fly_idle';
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} else if (actionFly) {
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actionFly.play();
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currentActionRef.current = 'fly';
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}
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// Mixer Event Listener for 'finished' (for fly_stop -> fly_idle)
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const onFinished = (e) => {
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if (e.action === actionFlyStop) {
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// fly_stop finished, crossfade to fly_idle
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if (actionsRef.current.fly_idle) {
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actionFlyStop.fadeOut(0.5);
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actionsRef.current.fly_idle.reset().fadeIn(0.5).play();
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currentActionRef.current = 'fly_idle';
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}
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}
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};
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mixer.addEventListener('finished', onFinished);
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return () => {
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mixer.removeEventListener('finished', onFinished);
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};
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}, [gltf, vrmaFly, vrmaFlyStop, vrmaFlyIdle]);
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useFrame((state, delta) => {
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useFrame((state, delta) => {
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mixerRef.current?.update(delta);
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mixerRef.current?.update(delta);
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vrmRef.current?.update(delta);
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vrmRef.current?.update(delta);
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// Animation State Logic
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const isMoving = keys.w || keys.s || keys.a || keys.d;
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const actions = actionsRef.current;
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const current = currentActionRef.current;
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if (actions.fly && actions.fly_stop && actions.fly_idle) {
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if (isMoving) {
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// If moving and not flying, transition to fly
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if (current !== 'fly') {
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const prevAction = actions[current];
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if (prevAction) prevAction.fadeOut(0.5);
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actions.fly.reset().fadeIn(0.5).play();
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currentActionRef.current = 'fly';
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}
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} else {
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// If stopped moving and currently flying, transition to fly_stop (stop anim)
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if (current === 'fly') {
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actions.fly.fadeOut(0.5);
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actions.fly_stop.reset().fadeIn(0.5).play();
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currentActionRef.current = 'fly_stop';
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}
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// If currently fly_stop, wait for it to finish (handled by event listener)
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// If currently fly_idle, stay there.
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}
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}
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// Character Rotation Logic
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if (vrmRef.current) {
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const vrmNode = vrmRef.current.scene;
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const moveDir = new Vector3(0, 0, 0);
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if (keys.w) moveDir.z -= 1;
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if (keys.s) moveDir.z += 1;
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if (keys.a) moveDir.x -= 1;
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if (keys.d) moveDir.x += 1;
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if (moveDir.lengthSq() > 0) {
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moveDir.normalize();
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const cameraQuaternion = camera.quaternion.clone();
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moveDir.applyQuaternion(cameraQuaternion);
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// Create a target rotation looking at the movement direction
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// Model faces -Z, so we want -Z to point to movement.
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// lookAt points +Z to target. So we want +Z to point AWAY from movement.
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const targetPos = vrmNode.position.clone().sub(moveDir);
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const dummy = new THREE.Object3D();
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dummy.position.copy(vrmNode.position);
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dummy.lookAt(targetPos);
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// Smoothly rotate towards target
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vrmNode.quaternion.slerp(dummy.quaternion, 10.0 * delta);
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}
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}
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});
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});
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return <primitive object={gltf.scene} />;
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return <primitive object={gltf.scene} />;
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}
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}
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// Avatar側のカメラ操作と移動ロジック
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function CameraSync() {
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const { camera } = useThree();
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const vec = new Vector3();
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const euler = new Euler(0, 0, 0, 'YXZ');
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// Dynamic Zoom State
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const zoomOffset = useRef(0);
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const MAX_ZOOM_OFFSET = 10.0;
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const ZOOM_SPEED = 2.0;
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useFrame((state, delta) => {
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// 1. カメラの回転をShared Stateに同期
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worldState.quaternion.copy(camera.quaternion);
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// 2. WASD移動ロジック
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const isMoving = keys.w || keys.s || keys.a || keys.d;
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const speed = worldState.speed * (keys.Shift ? 2.0 : 1.0) * delta;
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// 前後 (W/S)
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if (keys.w) {
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vec.set(0, 0, -1).applyQuaternion(camera.quaternion);
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worldState.position.addScaledVector(vec, speed);
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}
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if (keys.s) {
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vec.set(0, 0, 1).applyQuaternion(camera.quaternion);
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worldState.position.addScaledVector(vec, speed);
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}
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// 左右 (A/D)
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if (keys.a) {
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vec.set(-1, 0, 0).applyQuaternion(camera.quaternion);
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worldState.position.addScaledVector(vec, speed);
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}
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if (keys.d) {
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vec.set(1, 0, 0).applyQuaternion(camera.quaternion);
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worldState.position.addScaledVector(vec, speed);
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}
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// 3. Dynamic Zoom Logic
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const targetZoom = isMoving ? MAX_ZOOM_OFFSET : 0;
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// Smoothly interpolate current zoom offset towards target
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const diff = targetZoom - zoomOffset.current;
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const step = diff * ZOOM_SPEED * delta;
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zoomOffset.current += step;
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camera.translateZ(step);
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});
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return null;
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}
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function AvatarLayer() {
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function AvatarLayer() {
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return (
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return (
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<Canvas gl={{ alpha: true, antialias: true }}>
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<Canvas gl={{ alpha: true, antialias: true }}>
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<PerspectiveCamera makeDefault position={[0, 1.5, 3]} fov={30} />
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<PerspectiveCamera makeDefault position={[0, 1.5, 3]} fov={30} />
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<CameraSync />
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<directionalLight position={[-1, 1, 1]} intensity={1.5} />
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<directionalLight position={[-1, 1, 1]} intensity={1.5} />
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<ambientLight intensity={1.0} />
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<ambientLight intensity={1.0} />
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@@ -230,7 +424,7 @@ function AvatarLayer() {
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<VrmCharacter />
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<VrmCharacter />
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</Suspense>
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</Suspense>
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<OrbitControls target={[0, 1.2, 0]} />
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<OrbitControls target={[0, 1.2, 0]} minDistance={2.0} maxDistance={10.0} />
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</Canvas>
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</Canvas>
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);
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);
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}
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}
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