webgl_morphtargets_md2.html 8.6 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - morphtargets - MD2</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. padding: 5px;
  24. z-index:100;
  25. }
  26. a { color: skyblue; }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info">
  31. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - morphtargets -
  32. MD2 character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a> -
  33. 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>
  34. </div>
  35. <script src="../build/Three.js"></script>
  36. <script src='js/MD2Character.js'></script>
  37. <script src='js/Detector.js'></script>
  38. <script src='js/Stats.js'></script>
  39. <script src='js/DAT.GUI.min.js'></script>
  40. <script>
  41. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  42. var SCREEN_WIDTH = window.innerWidth;
  43. var SCREEN_HEIGHT = window.innerHeight;
  44. var container, camera, scene, renderer;
  45. var character;
  46. var gui, playbackConfig = {
  47. speed: 1.0,
  48. wireframe: false
  49. };
  50. var controls;
  51. var clock = new THREE.Clock();
  52. init();
  53. animate();
  54. function init() {
  55. container = document.createElement( 'div' );
  56. document.body.appendChild( container );
  57. // SCENE
  58. scene = new THREE.Scene();
  59. scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
  60. // CAMERA
  61. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  62. camera.position.set( 0, 150, 400 );
  63. scene.add( camera );
  64. // LIGHTS
  65. scene.add( new THREE.AmbientLight( 0x222222 ) );
  66. var light = new THREE.SpotLight( 0xffffff, 2, 1000 );
  67. light.position.set( 200, 250, 500 );
  68. light.castShadow = true;
  69. light.shadowMapWidth = 1024;
  70. light.shadowMapHeight = 1024;
  71. light.shadowMapDarkness = 0.95;
  72. //light.shadowCameraVisible = true;
  73. scene.add( light );
  74. var light = new THREE.SpotLight( 0xffffff, 1.5, 500 );
  75. light.position.set( -100, 350, 250 );
  76. light.castShadow = true;
  77. light.shadowMapWidth = 1024;
  78. light.shadowMapHeight = 1024;
  79. light.shadowMapDarkness = 0.95;
  80. //light.shadowCameraVisible = true;
  81. scene.add( light );
  82. // GROUND
  83. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  84. var gg = new THREE.PlaneGeometry( 2000, 2000 );
  85. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt, perPixel: true } );
  86. var ground = new THREE.Mesh( gg, gm );
  87. ground.material.map.repeat.set( 8, 8 );
  88. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  89. ground.rotation.x = - Math.PI/2;
  90. ground.receiveShadow = true;
  91. scene.add( ground );
  92. // RENDERER
  93. renderer = new THREE.WebGLRenderer( { antialias: true } );
  94. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  95. renderer.setClearColor( scene.fog.color, 1 );
  96. container.appendChild( renderer.domElement );
  97. //
  98. renderer.gammaInput = true;
  99. renderer.gammaOutput = true;
  100. renderer.shadowMapEnabled = true;
  101. //renderer.shadowMapCullFrontFaces = false;
  102. // STATS
  103. stats = new Stats();
  104. stats.domElement.style.position = 'absolute';
  105. stats.domElement.style.top = '0px';
  106. stats.domElement.style.zIndex = 100;
  107. container.appendChild( stats.domElement );
  108. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  109. stats.domElement.children[ 0 ].style.background = "transparent";
  110. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  111. // EVENTS
  112. window.addEventListener( 'resize', onWindowResize, false );
  113. // CONTROLS
  114. controls = new THREE.TrackballControls( camera, renderer.domElement );
  115. controls.target.set( 0, 50, 0 );
  116. // GUI
  117. gui = new DAT.GUI();
  118. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
  119. character.setPlaybackRate( playbackConfig.speed );
  120. } );
  121. gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
  122. character.setWireframe( playbackConfig.wireframe );
  123. } );
  124. // CHARACTER
  125. var config = {
  126. baseUrl: "models/animated/ratamahatta/",
  127. body: "ratamahatta.js",
  128. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  129. weapons: [ [ "weapon.js", "weapon.png" ],
  130. [ "w_bfg.js", "w_bfg.png" ],
  131. [ "w_blaster.js", "w_blaster.png" ],
  132. [ "w_chaingun.js", "w_chaingun.png" ],
  133. [ "w_glauncher.js", "w_glauncher.png" ],
  134. [ "w_hyperblaster.js", "w_hyperblaster.png" ],
  135. [ "w_machinegun.js", "w_machinegun.png" ],
  136. [ "w_railgun.js", "w_railgun.png" ],
  137. [ "w_rlauncher.js", "w_rlauncher.png" ],
  138. [ "w_shotgun.js", "w_shotgun.png" ],
  139. [ "w_sshotgun.js", "w_sshotgun.png" ]
  140. ]
  141. };
  142. character = new THREE.MD2Character();
  143. character.scale = 3;
  144. character.onLoadComplete = function() {
  145. setupSkinsGUI( character );
  146. setupWeaponsGUI( character );
  147. setupGUIAnimations( character );
  148. }
  149. character.loadParts( config );
  150. scene.add( character.root );
  151. }
  152. // EVENT HANDLERS
  153. function onWindowResize( event ) {
  154. SCREEN_WIDTH = window.innerWidth;
  155. SCREEN_HEIGHT = window.innerHeight;
  156. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  157. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  158. camera.updateProjectionMatrix();
  159. }
  160. // GUI
  161. function addGuiHeader( label, h, s, v ) {
  162. // add dummy item
  163. playbackConfig[ label ] = function() {};
  164. // hack GUI item styling
  165. var dummy = gui.add( playbackConfig, label, label );
  166. setGuiHeaderStyle( dummy, h, s, v );
  167. }
  168. function setGuiHeaderStyle( g, h, s, v ) {
  169. var color = "hsl(" + h + "," + s + "%, " + v + "%)";
  170. g.domElement.style.borderLeft = "solid 5px " + color;
  171. g.domElement.style.background = color;
  172. g.domElement.style.fontWeight = "bold";
  173. }
  174. function setGuiElementStyle( a, h, s, v, display ) {
  175. var i, s, color = "hsl(" + h + "," + s + "%, " + v + "%)";
  176. for( i = 0; i < a.length; i ++ ) {
  177. s = a[ i ].domElement.style;
  178. s.borderLeft = "solid 5px " + color;
  179. s.display = display ? display : "none";
  180. }
  181. }
  182. function labelize( text ) {
  183. var parts = text.split( "." );
  184. if ( parts.length > 1 ) {
  185. parts.length -= 1;
  186. return parts.join( "." );
  187. }
  188. return text;
  189. }
  190. //
  191. function setupWeaponsGUI( character ) {
  192. addGuiHeader( "Weapons", 20, 90, 30 );
  193. var generateCallback = function( index ) {
  194. return function () { character.setWeapon( index ); };
  195. }
  196. var guiItems = [];
  197. for ( var i = 0; i < character.weapons.length; i ++ ) {
  198. var name = character.weapons[ i ].name;
  199. playbackConfig[ name ] = generateCallback( i );
  200. guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
  201. }
  202. setGuiElementStyle( guiItems, 20, 90, 30, "block" );
  203. }
  204. //
  205. function setupSkinsGUI( character ) {
  206. addGuiHeader( "Skins", 0, 90, 30 );
  207. var generateCallback = function( index ) {
  208. return function () { character.setSkin( index ); };
  209. }
  210. var guiItems = [];
  211. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  212. var name = character.skinsBody[ i ].name;
  213. playbackConfig[ name ] = generateCallback( i );
  214. guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
  215. }
  216. setGuiElementStyle( guiItems, 0, 90, 30, "block" );
  217. }
  218. //
  219. function setupGUIAnimations( character ) {
  220. addGuiHeader( "Animations", 100, 90, 30 );
  221. var generateCallback = function( animationName ) {
  222. return function () { character.setAnimation( animationName ); };
  223. }
  224. var i = 0, guiItems = [];
  225. var animations = character.meshBody.geometry.animations;
  226. for ( var a in animations ) {
  227. playbackConfig[ a ] = generateCallback( a );
  228. guiItems[ i ] = gui.add( playbackConfig, a, a );
  229. i ++;
  230. }
  231. setGuiElementStyle( guiItems, 100, 90, 30, "block" );
  232. }
  233. //
  234. function animate() {
  235. requestAnimationFrame( animate );
  236. render();
  237. stats.update();
  238. }
  239. function render() {
  240. var delta = clock.getDelta();
  241. controls.update( delta );
  242. character.update( delta );
  243. renderer.render( scene, camera );
  244. }
  245. </script>
  246. </body>
  247. </html>