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+<!doctype html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - morphtargets - MD2</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ color: #fff;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+ font-weight: bold;
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+
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+ background-color: #000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ color:#fff;
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+ position: relative;
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+ margin: 0 auto -2.1em;
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+ top: 0px;
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+
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+ padding: 5px;
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+ z-index:100;
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+ }
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+
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+ a { color: skyblue; }
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+ </style>
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+ </head>
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+
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+ <body>
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+ <div id="info">
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+ <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - morphtargets -
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+ MD2 character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a> -
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+ converted by <a href="https://twitter.com/#!/oosmoxiecode">@oosmoxiecode</a>'s <a href="http://oos.moxiecode.com/blog/2012/01/md2-to-json-converter/">MD2 converter<a>
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+ </div>
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+
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+ <script src="../build/Three.js"></script>
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+ <script src='js/MD2Character.js'></script>
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+
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+ <script src='js/Detector.js'></script>
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+ <script src='js/Stats.js'></script>
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+ <script src='js/DAT.GUI.min.js'></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var SCREEN_WIDTH = window.innerWidth;
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+ var SCREEN_HEIGHT = window.innerHeight;
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+
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+ var container, camera, scene, renderer;
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+
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+ var character;
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+
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+ var gui, playbackConfig = {
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+
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+ speed: 1.0,
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+ wireframe: false
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+
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+ };
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+
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+ var controls;
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+
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+ var clock = new THREE.Clock();
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ // SCENE
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+
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+ scene = new THREE.Scene();
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+ scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
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+
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+ // CAMERA
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+
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+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.set( 0, 150, 400 );
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+ scene.add( camera );
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+
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+ // LIGHTS
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+
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+ scene.add( new THREE.AmbientLight( 0x222222 ) );
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+
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+ var light = new THREE.SpotLight( 0xffffff, 2, 1000 );
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+ light.position.set( 200, 250, 500 );
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+
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+ light.castShadow = true;
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+ light.shadowMapWidth = 1024;
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+ light.shadowMapHeight = 1024;
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+ light.shadowMapDarkness = 0.95;
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+ //light.shadowCameraVisible = true;
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+
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+ scene.add( light );
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+
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+ var light = new THREE.SpotLight( 0xffffff, 1.5, 500 );
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+ light.position.set( -100, 350, 250 );
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+
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+ light.castShadow = true;
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+ light.shadowMapWidth = 1024;
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+ light.shadowMapHeight = 1024;
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+ light.shadowMapDarkness = 0.95;
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+ //light.shadowCameraVisible = true;
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+
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+ scene.add( light );
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+
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+ // GROUND
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+
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+ var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
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+ var gg = new THREE.PlaneGeometry( 2000, 2000 );
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+ var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt, perPixel: true } );
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+
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+ var ground = new THREE.Mesh( gg, gm );
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+ ground.material.map.repeat.set( 8, 8 );
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+ ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
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+ ground.rotation.x = - Math.PI/2;
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+ ground.receiveShadow = true;
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+
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+ scene.add( ground );
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+
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+ // RENDERER
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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+ renderer.setClearColor( scene.fog.color, 1 );
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+
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+ container.appendChild( renderer.domElement );
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+
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+ //
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+
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+ renderer.gammaInput = true;
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+ renderer.gammaOutput = true;
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+ renderer.shadowMapEnabled = true;
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+ //renderer.shadowMapCullFrontFaces = false;
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+
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+ // STATS
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ stats.domElement.style.zIndex = 100;
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+ container.appendChild( stats.domElement );
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+
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+ stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
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+ stats.domElement.children[ 0 ].style.background = "transparent";
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+ stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
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+
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+ // EVENTS
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ // CONTROLS
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+
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+ controls = new THREE.TrackballControls( camera, renderer.domElement );
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+ controls.target.set( 0, 50, 0 );
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+
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+ // GUI
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+
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+ gui = new DAT.GUI();
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+
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+ gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
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+
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+ character.setPlaybackRate( playbackConfig.speed );
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+
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+ } );
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+
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+ gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
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+
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+ character.setWireframe( playbackConfig.wireframe );
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+
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+ } );
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+
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+ // CHARACTER
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+
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+ var config = {
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+
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+ baseUrl: "models/animated/ratamahatta/",
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+
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+ body: "ratamahatta.js",
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+ skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
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+ weapons: [ [ "weapon.js", "weapon.png" ],
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+ [ "w_bfg.js", "w_bfg.png" ],
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+ [ "w_blaster.js", "w_blaster.png" ],
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+ [ "w_chaingun.js", "w_chaingun.png" ],
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+ [ "w_glauncher.js", "w_glauncher.png" ],
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+ [ "w_hyperblaster.js", "w_hyperblaster.png" ],
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+ [ "w_machinegun.js", "w_machinegun.png" ],
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+ [ "w_railgun.js", "w_railgun.png" ],
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+ [ "w_rlauncher.js", "w_rlauncher.png" ],
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+ [ "w_shotgun.js", "w_shotgun.png" ],
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+ [ "w_sshotgun.js", "w_sshotgun.png" ]
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+ ]
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+
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+ };
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+
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+ character = new THREE.MD2Character();
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+ character.scale = 3;
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+
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+ character.onLoadComplete = function() {
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+
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+ setupSkinsGUI( character );
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+ setupWeaponsGUI( character );
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+ setupGUIAnimations( character );
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+
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+ }
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+
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+ character.loadParts( config );
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+
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+ scene.add( character.root );
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+
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+ }
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+
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+ // EVENT HANDLERS
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+
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+ function onWindowResize( event ) {
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+
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+ SCREEN_WIDTH = window.innerWidth;
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+ SCREEN_HEIGHT = window.innerHeight;
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+
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+ renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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+
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+ camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
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+ camera.updateProjectionMatrix();
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+
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+ }
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+
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+ // GUI
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+
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+ function addGuiHeader( label, h, s, v ) {
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+
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+ // add dummy item
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+
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+ playbackConfig[ label ] = function() {};
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+
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+ // hack GUI item styling
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+
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+ var dummy = gui.add( playbackConfig, label, label );
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+ setGuiHeaderStyle( dummy, h, s, v );
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+
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+ }
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+
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+ function setGuiHeaderStyle( g, h, s, v ) {
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+
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+ var color = "hsl(" + h + "," + s + "%, " + v + "%)";
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+
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+ g.domElement.style.borderLeft = "solid 5px " + color;
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+ g.domElement.style.background = color;
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+ g.domElement.style.fontWeight = "bold";
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+
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+ }
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+
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+ function setGuiElementStyle( a, h, s, v, display ) {
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+
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+ var i, s, color = "hsl(" + h + "," + s + "%, " + v + "%)";
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+
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+ for( i = 0; i < a.length; i ++ ) {
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+
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+ s = a[ i ].domElement.style;
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+ s.borderLeft = "solid 5px " + color;
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+ s.display = display ? display : "none";
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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 labelize( text ) {
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+
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+ var parts = text.split( "." );
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+
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+ if ( parts.length > 1 ) {
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+
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+ parts.length -= 1;
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+ return parts.join( "." );
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+
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+ }
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+
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+ return text;
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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 setupWeaponsGUI( character ) {
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+
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+ addGuiHeader( "Weapons", 20, 90, 30 );
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+
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+ var generateCallback = function( index ) {
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+
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+ return function () { character.setWeapon( index ); };
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+
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+ }
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+
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+ var guiItems = [];
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+
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+ for ( var i = 0; i < character.weapons.length; i ++ ) {
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+
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+ var name = character.weapons[ i ].name;
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+
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+ playbackConfig[ name ] = generateCallback( i );
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+ guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
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+
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+ }
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+
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+ setGuiElementStyle( guiItems, 20, 90, 30, "block" );
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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 setupSkinsGUI( character ) {
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+
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+ addGuiHeader( "Skins", 0, 90, 30 );
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+
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+ var generateCallback = function( index ) {
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+
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+ return function () { character.setSkin( index ); };
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+
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+ }
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+
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+ var guiItems = [];
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+
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+ for ( var i = 0; i < character.skinsBody.length; i ++ ) {
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+
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+ var name = character.skinsBody[ i ].name;
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+
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+ playbackConfig[ name ] = generateCallback( i );
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+ guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
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+
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+ }
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+
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+ setGuiElementStyle( guiItems, 0, 90, 30, "block" );
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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 setupGUIAnimations( character ) {
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+
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+ addGuiHeader( "Animations", 100, 90, 30 );
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+
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+ var generateCallback = function( animationName ) {
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+
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+ return function () { character.setAnimation( animationName ); };
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+
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+ }
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+
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+ var i = 0, guiItems = [];
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+ var animations = character.meshBody.geometry.animations;
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+
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+ for ( var a in animations ) {
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+
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+ playbackConfig[ a ] = generateCallback( a );
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+ guiItems[ i ] = gui.add( playbackConfig, a, a );
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+
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+ i ++;
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+
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+ }
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+
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+ setGuiElementStyle( guiItems, 100, 90, 30, "block" );
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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 animate() {
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+
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+ requestAnimationFrame( animate );
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+ render();
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+
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+ stats.update();
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+
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+ }
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+
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+ function render() {
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+
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+ var delta = clock.getDelta();
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+
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+ controls.update( delta );
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+ character.update( delta );
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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