|
@@ -0,0 +1,274 @@
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+import {
|
|
|
+ AnimationMixer,
|
|
|
+ Box3,
|
|
|
+ Mesh,
|
|
|
+ MeshLambertMaterial,
|
|
|
+ Object3D,
|
|
|
+ TextureLoader,
|
|
|
+ UVMapping
|
|
|
+} from "../../../build/three.module.js";
|
|
|
+import { MD2Loader } from "../loaders/MD2Loader.js";
|
|
|
+
|
|
|
+var MD2Character = function () {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ this.scale = 1;
|
|
|
+ this.animationFPS = 6;
|
|
|
+
|
|
|
+ this.root = new Object3D();
|
|
|
+
|
|
|
+ this.meshBody = null;
|
|
|
+ this.meshWeapon = null;
|
|
|
+
|
|
|
+ this.skinsBody = [];
|
|
|
+ this.skinsWeapon = [];
|
|
|
+
|
|
|
+ this.weapons = [];
|
|
|
+
|
|
|
+ this.activeAnimation = null;
|
|
|
+
|
|
|
+ this.mixer = null;
|
|
|
+
|
|
|
+ this.onLoadComplete = function () {};
|
|
|
+
|
|
|
+ this.loadCounter = 0;
|
|
|
+
|
|
|
+ this.loadParts = function ( config ) {
|
|
|
+
|
|
|
+ this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
|
|
|
+
|
|
|
+ var weaponsTextures = [];
|
|
|
+ for ( var i = 0; i < config.weapons.length; i ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ];
|
|
|
+ // SKINS
|
|
|
+
|
|
|
+ this.skinsBody = loadTextures( config.baseUrl + "skins/", config.skins );
|
|
|
+ this.skinsWeapon = loadTextures( config.baseUrl + "skins/", weaponsTextures );
|
|
|
+
|
|
|
+ // BODY
|
|
|
+
|
|
|
+ var loader = new MD2Loader();
|
|
|
+
|
|
|
+ loader.load( config.baseUrl + config.body, function ( geo ) {
|
|
|
+
|
|
|
+ var boundingBox = new Box3();
|
|
|
+ boundingBox.setFromBufferAttribute( geo.attributes.position );
|
|
|
+
|
|
|
+ scope.root.position.y = - scope.scale * boundingBox.min.y;
|
|
|
+
|
|
|
+ var mesh = createPart( geo, scope.skinsBody[ 0 ] );
|
|
|
+ mesh.scale.set( scope.scale, scope.scale, scope.scale );
|
|
|
+
|
|
|
+ scope.root.add( mesh );
|
|
|
+
|
|
|
+ scope.meshBody = mesh;
|
|
|
+
|
|
|
+ scope.meshBody.clipOffset = 0;
|
|
|
+ scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name;
|
|
|
+
|
|
|
+ scope.mixer = new AnimationMixer( mesh );
|
|
|
+
|
|
|
+ checkLoadingComplete();
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ // WEAPONS
|
|
|
+
|
|
|
+ var generateCallback = function ( index, name ) {
|
|
|
+
|
|
|
+ return function ( geo ) {
|
|
|
+
|
|
|
+ var mesh = createPart( geo, scope.skinsWeapon[ index ] );
|
|
|
+ mesh.scale.set( scope.scale, scope.scale, scope.scale );
|
|
|
+ mesh.visible = false;
|
|
|
+
|
|
|
+ mesh.name = name;
|
|
|
+
|
|
|
+ scope.root.add( mesh );
|
|
|
+
|
|
|
+ scope.weapons[ index ] = mesh;
|
|
|
+ scope.meshWeapon = mesh;
|
|
|
+
|
|
|
+ checkLoadingComplete();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ for ( var i = 0; i < config.weapons.length; i ++ ) {
|
|
|
+
|
|
|
+ loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setPlaybackRate = function ( rate ) {
|
|
|
+
|
|
|
+ if ( rate !== 0 ) {
|
|
|
+
|
|
|
+ this.mixer.timeScale = 1 / rate;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.mixer.timeScale = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setWireframe = function ( wireframeEnabled ) {
|
|
|
+
|
|
|
+ if ( wireframeEnabled ) {
|
|
|
+
|
|
|
+ if ( this.meshBody ) this.meshBody.material = this.meshBody.materialWireframe;
|
|
|
+ if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialWireframe;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( this.meshBody ) this.meshBody.material = this.meshBody.materialTexture;
|
|
|
+ if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialTexture;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setSkin = function ( index ) {
|
|
|
+
|
|
|
+ if ( this.meshBody && this.meshBody.material.wireframe === false ) {
|
|
|
+
|
|
|
+ this.meshBody.material.map = this.skinsBody[ index ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setWeapon = function ( index ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
|
|
|
+
|
|
|
+ var activeWeapon = this.weapons[ index ];
|
|
|
+
|
|
|
+ if ( activeWeapon ) {
|
|
|
+
|
|
|
+ activeWeapon.visible = true;
|
|
|
+ this.meshWeapon = activeWeapon;
|
|
|
+
|
|
|
+ scope.syncWeaponAnimation();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setAnimation = function ( clipName ) {
|
|
|
+
|
|
|
+ if ( this.meshBody ) {
|
|
|
+
|
|
|
+ if ( this.meshBody.activeAction ) {
|
|
|
+
|
|
|
+ this.meshBody.activeAction.stop();
|
|
|
+ this.meshBody.activeAction = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var action = this.mixer.clipAction( clipName, this.meshBody );
|
|
|
+
|
|
|
+ if ( action ) {
|
|
|
+
|
|
|
+ this.meshBody.activeAction = action.play();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ scope.activeClipName = clipName;
|
|
|
+
|
|
|
+ scope.syncWeaponAnimation();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.syncWeaponAnimation = function () {
|
|
|
+
|
|
|
+ var clipName = scope.activeClipName;
|
|
|
+
|
|
|
+ if ( scope.meshWeapon ) {
|
|
|
+
|
|
|
+ if ( this.meshWeapon.activeAction ) {
|
|
|
+
|
|
|
+ this.meshWeapon.activeAction.stop();
|
|
|
+ this.meshWeapon.activeAction = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var action = this.mixer.clipAction( clipName, this.meshWeapon );
|
|
|
+
|
|
|
+ if ( action ) {
|
|
|
+
|
|
|
+ this.meshWeapon.activeAction = action.syncWith( this.meshBody.activeAction ).play();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.update = function ( delta ) {
|
|
|
+
|
|
|
+ if ( this.mixer ) this.mixer.update( delta );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function loadTextures( baseUrl, textureUrls ) {
|
|
|
+
|
|
|
+ var textureLoader = new TextureLoader();
|
|
|
+ var textures = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < textureUrls.length; i ++ ) {
|
|
|
+
|
|
|
+ textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
|
|
|
+ textures[ i ].mapping = UVMapping;
|
|
|
+ textures[ i ].name = textureUrls[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return textures;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function createPart( geometry, skinMap ) {
|
|
|
+
|
|
|
+ var materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true, morphTargets: true, morphNormals: true } );
|
|
|
+ var materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap, morphTargets: true, morphNormals: true } );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var mesh = new Mesh( geometry, materialTexture );
|
|
|
+ mesh.rotation.y = - Math.PI / 2;
|
|
|
+
|
|
|
+ mesh.castShadow = true;
|
|
|
+ mesh.receiveShadow = true;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ mesh.materialTexture = materialTexture;
|
|
|
+ mesh.materialWireframe = materialWireframe;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function checkLoadingComplete() {
|
|
|
+
|
|
|
+ scope.loadCounter -= 1;
|
|
|
+
|
|
|
+ if ( scope.loadCounter === 0 ) scope.onLoadComplete();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+export { MD2Character };
|