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+/**
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+ * @author alteredq / http://alteredqualia.com/
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+ */
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+
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+import {
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+ Box3,
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+ Math as _Math,
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+ MeshLambertMaterial,
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+ Object3D,
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+ TextureLoader,
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+ UVMapping
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+} from "../../../build/three.module.js";
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+import { MD2Loader } from "../loaders/MD2Loader.js";
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+import { MorphBlendMesh } from "../misc/MorphBlendMesh.js";
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+
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+var MD2CharacterComplex = function () {
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+
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+ var scope = this;
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+
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+ this.scale = 1;
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+
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+ // animation parameters
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+
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+ this.animationFPS = 6;
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+ this.transitionFrames = 15;
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+
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+ // movement model parameters
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+
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+ this.maxSpeed = 275;
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+ this.maxReverseSpeed = - 275;
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+
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+ this.frontAcceleration = 600;
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+ this.backAcceleration = 600;
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+
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+ this.frontDecceleration = 600;
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+
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+ this.angularSpeed = 2.5;
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+
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+ // rig
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+
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+ this.root = new Object3D();
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+
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+ this.meshBody = null;
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+ this.meshWeapon = null;
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+
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+ this.controls = null;
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+
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+ // skins
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+
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+ this.skinsBody = [];
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+ this.skinsWeapon = [];
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+
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+ this.weapons = [];
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+
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+ this.currentSkin = undefined;
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+
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+ //
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+
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+ this.onLoadComplete = function () {};
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+
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+ // internals
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+
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+ this.meshes = [];
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+ this.animations = {};
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+
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+ this.loadCounter = 0;
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+
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+ // internal movement control variables
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+
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+ this.speed = 0;
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+ this.bodyOrientation = 0;
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+
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+ this.walkSpeed = this.maxSpeed;
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+ this.crouchSpeed = this.maxSpeed * 0.5;
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+
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+ // internal animation parameters
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+
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+ this.activeAnimation = null;
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+ this.oldAnimation = null;
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+
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+ // API
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+
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+ this.enableShadows = function ( enable ) {
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+
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+ for ( var i = 0; i < this.meshes.length; i ++ ) {
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+
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+ this.meshes[ i ].castShadow = enable;
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+ this.meshes[ i ].receiveShadow = enable;
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+
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+ }
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+
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+ };
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+
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+ this.setVisible = function ( enable ) {
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+
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+ for ( var i = 0; i < this.meshes.length; i ++ ) {
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+
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+ this.meshes[ i ].visible = enable;
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+ this.meshes[ i ].visible = enable;
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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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+ this.shareParts = function ( original ) {
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+
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+ this.animations = original.animations;
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+ this.walkSpeed = original.walkSpeed;
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+ this.crouchSpeed = original.crouchSpeed;
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+
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+ this.skinsBody = original.skinsBody;
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+ this.skinsWeapon = original.skinsWeapon;
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+
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+ // BODY
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+
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+ var mesh = createPart( original.meshBody.geometry, this.skinsBody[ 0 ] );
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+ mesh.scale.set( this.scale, this.scale, this.scale );
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+
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+ this.root.position.y = original.root.position.y;
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+ this.root.add( mesh );
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+
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+ this.meshBody = mesh;
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+
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+ this.meshes.push( mesh );
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+
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+ // WEAPONS
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+
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+ for ( var i = 0; i < original.weapons.length; i ++ ) {
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+
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+ var meshWeapon = createPart( original.weapons[ i ].geometry, this.skinsWeapon[ i ] );
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+ meshWeapon.scale.set( this.scale, this.scale, this.scale );
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+ meshWeapon.visible = false;
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+
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+ meshWeapon.name = original.weapons[ i ].name;
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+
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+ this.root.add( meshWeapon );
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+
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+ this.weapons[ i ] = meshWeapon;
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+ this.meshWeapon = meshWeapon;
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+
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+ this.meshes.push( meshWeapon );
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+
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+ }
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+
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+ };
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+
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+ this.loadParts = function ( config ) {
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+
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+ this.animations = config.animations;
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+ this.walkSpeed = config.walkSpeed;
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+ this.crouchSpeed = config.crouchSpeed;
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+
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+ this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
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+
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+ var weaponsTextures = [];
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+ for ( var i = 0; i < config.weapons.length; i ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ];
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+
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+ // SKINS
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+
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+ this.skinsBody = loadTextures( config.baseUrl + "skins/", config.skins );
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+ this.skinsWeapon = loadTextures( config.baseUrl + "skins/", weaponsTextures );
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+
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+ // BODY
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+
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+ var loader = new MD2Loader();
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+
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+ loader.load( config.baseUrl + config.body, function ( geo ) {
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+
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+ var boundingBox = new Box3();
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+ boundingBox.setFromBufferAttribute( geo.attributes.position );
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+
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+ scope.root.position.y = - scope.scale * boundingBox.min.y;
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+
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+ var mesh = createPart( geo, scope.skinsBody[ 0 ] );
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+ mesh.scale.set( scope.scale, scope.scale, scope.scale );
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+
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+ scope.root.add( mesh );
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+
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+ scope.meshBody = mesh;
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+ scope.meshes.push( mesh );
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+
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+ checkLoadingComplete();
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+
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+ } );
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+
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+ // WEAPONS
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+
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+ var generateCallback = function ( index, name ) {
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+
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+ return function ( geo ) {
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+
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+ var mesh = createPart( geo, scope.skinsWeapon[ index ] );
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+ mesh.scale.set( scope.scale, scope.scale, scope.scale );
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+ mesh.visible = false;
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+
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+ mesh.name = name;
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+
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+ scope.root.add( mesh );
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+
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+ scope.weapons[ index ] = mesh;
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+ scope.meshWeapon = mesh;
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+ scope.meshes.push( mesh );
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+
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+ checkLoadingComplete();
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+
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+ };
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+
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+ };
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+
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+ for ( var i = 0; i < config.weapons.length; i ++ ) {
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+
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+ loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
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+
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+ }
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+
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+ };
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+
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+ this.setPlaybackRate = function ( rate ) {
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+
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+ if ( this.meshBody ) this.meshBody.duration = this.meshBody.baseDuration / rate;
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+ if ( this.meshWeapon ) this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
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+
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+ };
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+
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+ this.setWireframe = function ( wireframeEnabled ) {
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+
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+ if ( wireframeEnabled ) {
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+
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+ if ( this.meshBody ) this.meshBody.material = this.meshBody.materialWireframe;
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+ if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialWireframe;
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+
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+ } else {
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+
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+ if ( this.meshBody ) this.meshBody.material = this.meshBody.materialTexture;
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+ if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialTexture;
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+
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+ }
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+
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+ };
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+
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+ this.setSkin = function ( index ) {
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+
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+ if ( this.meshBody && this.meshBody.material.wireframe === false ) {
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+
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+ this.meshBody.material.map = this.skinsBody[ index ];
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+ this.currentSkin = index;
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+
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+ }
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+
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+ };
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+
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+ this.setWeapon = function ( index ) {
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+
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+ for ( var i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
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+
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+ var activeWeapon = this.weapons[ index ];
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+
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+ if ( activeWeapon ) {
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+
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+ activeWeapon.visible = true;
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+ this.meshWeapon = activeWeapon;
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+
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+ if ( this.activeAnimation ) {
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+
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+ activeWeapon.playAnimation( this.activeAnimation );
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+ this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
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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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+
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+ this.setAnimation = function ( animationName ) {
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+
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+ if ( animationName === this.activeAnimation || ! animationName ) return;
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+
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+ if ( this.meshBody ) {
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+
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+ this.meshBody.setAnimationWeight( animationName, 0 );
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+ this.meshBody.playAnimation( animationName );
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+
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+ this.oldAnimation = this.activeAnimation;
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+ this.activeAnimation = animationName;
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+
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+ this.blendCounter = this.transitionFrames;
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+
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+ }
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+
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+ if ( this.meshWeapon ) {
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+
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+ this.meshWeapon.setAnimationWeight( animationName, 0 );
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+ this.meshWeapon.playAnimation( animationName );
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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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+ this.update = function ( delta ) {
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+
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+ if ( this.controls ) this.updateMovementModel( delta );
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+
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+ if ( this.animations ) {
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+
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+ this.updateBehaviors();
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+ this.updateAnimations( delta );
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+
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+ }
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+
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+ };
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+
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+ this.updateAnimations = function ( delta ) {
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+
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+ var mix = 1;
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+
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+ if ( this.blendCounter > 0 ) {
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+
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+ mix = ( this.transitionFrames - this.blendCounter ) / this.transitionFrames;
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+ this.blendCounter -= 1;
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+
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+ }
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+
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+ if ( this.meshBody ) {
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+
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+ this.meshBody.update( delta );
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+
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+ this.meshBody.setAnimationWeight( this.activeAnimation, mix );
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+ this.meshBody.setAnimationWeight( this.oldAnimation, 1 - mix );
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+
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+ }
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+
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+ if ( this.meshWeapon ) {
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+
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+ this.meshWeapon.update( delta );
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+
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+ this.meshWeapon.setAnimationWeight( this.activeAnimation, mix );
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+ this.meshWeapon.setAnimationWeight( this.oldAnimation, 1 - mix );
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+
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+ }
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+
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+ };
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+
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+ this.updateBehaviors = function () {
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+
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+ var controls = this.controls;
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+ var animations = this.animations;
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+
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+ var moveAnimation, idleAnimation;
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+
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+ // crouch vs stand
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+
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+ if ( controls.crouch ) {
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+
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+ moveAnimation = animations[ "crouchMove" ];
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+ idleAnimation = animations[ "crouchIdle" ];
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+
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+ } else {
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+
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+ moveAnimation = animations[ "move" ];
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+ idleAnimation = animations[ "idle" ];
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+
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+ }
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+
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+ // actions
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+
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+ if ( controls.jump ) {
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+
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+ moveAnimation = animations[ "jump" ];
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+ idleAnimation = animations[ "jump" ];
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+
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+ }
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+
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+ if ( controls.attack ) {
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+
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+ if ( controls.crouch ) {
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+
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+ moveAnimation = animations[ "crouchAttack" ];
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+ idleAnimation = animations[ "crouchAttack" ];
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+
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+ } else {
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+
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+ moveAnimation = animations[ "attack" ];
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+ idleAnimation = animations[ "attack" ];
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+
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+ }
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+
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+ }
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+
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+ // set animations
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+
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+ if ( controls.moveForward || controls.moveBackward || controls.moveLeft || controls.moveRight ) {
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+
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+ if ( this.activeAnimation !== moveAnimation ) {
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+
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+ this.setAnimation( moveAnimation );
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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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+ if ( Math.abs( this.speed ) < 0.2 * this.maxSpeed && ! ( controls.moveLeft || controls.moveRight || controls.moveForward || controls.moveBackward ) ) {
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+
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+ if ( this.activeAnimation !== idleAnimation ) {
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+
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+ this.setAnimation( idleAnimation );
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+
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+ }
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+
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+ }
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+
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+ // set animation direction
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+
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+ if ( controls.moveForward ) {
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+
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+ if ( this.meshBody ) {
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+
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+ this.meshBody.setAnimationDirectionForward( this.activeAnimation );
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+ this.meshBody.setAnimationDirectionForward( this.oldAnimation );
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+
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+ }
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+
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+ if ( this.meshWeapon ) {
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+
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+ this.meshWeapon.setAnimationDirectionForward( this.activeAnimation );
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+ this.meshWeapon.setAnimationDirectionForward( this.oldAnimation );
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+
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+ }
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+
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+ }
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+
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+ if ( controls.moveBackward ) {
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+
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+ if ( this.meshBody ) {
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+
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+ this.meshBody.setAnimationDirectionBackward( this.activeAnimation );
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+ this.meshBody.setAnimationDirectionBackward( this.oldAnimation );
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+
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+ }
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+
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+ if ( this.meshWeapon ) {
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+
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+ this.meshWeapon.setAnimationDirectionBackward( this.activeAnimation );
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+ this.meshWeapon.setAnimationDirectionBackward( this.oldAnimation );
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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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+
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+ this.updateMovementModel = function ( delta ) {
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+
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+ var controls = this.controls;
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+
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+ // speed based on controls
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+
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+ if ( controls.crouch ) this.maxSpeed = this.crouchSpeed;
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+ else this.maxSpeed = this.walkSpeed;
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+
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+ this.maxReverseSpeed = - this.maxSpeed;
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+
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+ if ( controls.moveForward ) this.speed = _Math.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
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+ if ( controls.moveBackward ) this.speed = _Math.clamp( this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed );
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+
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+ // orientation based on controls
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+ // (don't just stand while turning)
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+
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+ var dir = 1;
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+
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+ if ( controls.moveLeft ) {
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+
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+ this.bodyOrientation += delta * this.angularSpeed;
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|
|
+ this.speed = _Math.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
|
|
+
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|
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+ }
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|
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+
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|
|
+ if ( controls.moveRight ) {
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|
|
+
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+ this.bodyOrientation -= delta * this.angularSpeed;
|
|
|
+ this.speed = _Math.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
|
|
+
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|
|
+ }
|
|
|
+
|
|
|
+ // speed decay
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|
|
+
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|
|
+ if ( ! ( controls.moveForward || controls.moveBackward ) ) {
|
|
|
+
|
|
|
+ if ( this.speed > 0 ) {
|
|
|
+
|
|
|
+ var k = exponentialEaseOut( this.speed / this.maxSpeed );
|
|
|
+ this.speed = _Math.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
|
|
|
+ this.speed = _Math.clamp( this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // displacement
|
|
|
+
|
|
|
+ var forwardDelta = this.speed * delta;
|
|
|
+
|
|
|
+ this.root.position.x += Math.sin( this.bodyOrientation ) * forwardDelta;
|
|
|
+ this.root.position.z += Math.cos( this.bodyOrientation ) * forwardDelta;
|
|
|
+
|
|
|
+ // steering
|
|
|
+
|
|
|
+ this.root.rotation.y = this.bodyOrientation;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // internal helpers
|
|
|
+
|
|
|
+ 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 MorphBlendMesh( geometry, materialTexture );
|
|
|
+ mesh.rotation.y = - Math.PI / 2;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ mesh.materialTexture = materialTexture;
|
|
|
+ mesh.materialWireframe = materialWireframe;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ mesh.autoCreateAnimations( scope.animationFPS );
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function checkLoadingComplete() {
|
|
|
+
|
|
|
+ scope.loadCounter -= 1;
|
|
|
+ if ( scope.loadCounter === 0 ) scope.onLoadComplete();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function exponentialEaseOut( k ) {
|
|
|
+
|
|
|
+ return k === 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+export { MD2CharacterComplex };
|