webgl_morphtargets_md2.html 8.5 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. #stats { position: absolute; top:0; left: 0 }
  28. #stats #fps { background: transparent !important }
  29. #stats #fps #fpsText { color: #aaa !important }
  30. #stats #fps #fpsGraph { display: none }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="info">
  35. <a href="http://threejs.org" target="_blank">three.js</a> - morphtargets -
  36. MD2 character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a> -
  37. 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>
  38. </div>
  39. <script src="../build/three.min.js"></script>
  40. <script src="js/controls/TrackballControls.js"></script>
  41. <script src='js/MD2Character.js'></script>
  42. <script src='js/Detector.js'></script>
  43. <script src='js/libs/stats.min.js'></script>
  44. <script src='js/libs/DAT.GUI.min.js'></script>
  45. <script>
  46. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  47. var SCREEN_WIDTH = window.innerWidth;
  48. var SCREEN_HEIGHT = window.innerHeight;
  49. var container, camera, scene, renderer;
  50. var character;
  51. var gui, playbackConfig = {
  52. speed: 1.0,
  53. wireframe: false
  54. };
  55. var controls;
  56. var clock = new THREE.Clock();
  57. init();
  58. animate();
  59. function init() {
  60. container = document.createElement( 'div' );
  61. document.body.appendChild( container );
  62. // CAMERA
  63. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  64. camera.position.set( 0, 150, 400 );
  65. // SCENE
  66. scene = new THREE.Scene();
  67. scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
  68. // LIGHTS
  69. scene.add( new THREE.AmbientLight( 0x222222 ) );
  70. var light = new THREE.SpotLight( 0xffffff, 2, 1000 );
  71. light.position.set( 200, 250, 500 );
  72. light.castShadow = true;
  73. light.shadowMapWidth = 1024;
  74. light.shadowMapHeight = 1024;
  75. light.shadowMapDarkness = 0.95;
  76. //light.shadowCameraVisible = true;
  77. scene.add( light );
  78. var light = new THREE.SpotLight( 0xffffff, 1.5, 500 );
  79. light.position.set( -100, 350, 250 );
  80. light.castShadow = true;
  81. light.shadowMapWidth = 1024;
  82. light.shadowMapHeight = 1024;
  83. light.shadowMapDarkness = 0.95;
  84. //light.shadowCameraVisible = true;
  85. scene.add( light );
  86. // GROUND
  87. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  88. var gg = new THREE.PlaneGeometry( 2000, 2000 );
  89. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt, perPixel: true } );
  90. var ground = new THREE.Mesh( gg, gm );
  91. ground.rotation.x = - Math.PI / 2;
  92. ground.material.map.repeat.set( 8, 8 );
  93. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  94. ground.receiveShadow = true;
  95. scene.add( ground );
  96. // RENDERER
  97. renderer = new THREE.WebGLRenderer( { antialias: true } );
  98. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  99. renderer.setClearColor( scene.fog.color, 1 );
  100. container.appendChild( renderer.domElement );
  101. //
  102. renderer.gammaInput = true;
  103. renderer.gammaOutput = true;
  104. renderer.shadowMapEnabled = true;
  105. //renderer.shadowMapCullFrontFaces = false;
  106. // STATS
  107. stats = new Stats();
  108. container.appendChild( stats.domElement );
  109. // EVENTS
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. // CONTROLS
  112. controls = new THREE.TrackballControls( camera, renderer.domElement );
  113. controls.target.set( 0, 50, 0 );
  114. // GUI
  115. gui = new DAT.GUI();
  116. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
  117. character.setPlaybackRate( playbackConfig.speed );
  118. } );
  119. gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
  120. character.setWireframe( playbackConfig.wireframe );
  121. } );
  122. // CHARACTER
  123. var config = {
  124. baseUrl: "models/animated/ratamahatta/",
  125. body: "ratamahatta.js",
  126. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  127. weapons: [ [ "weapon.js", "weapon.png" ],
  128. [ "w_bfg.js", "w_bfg.png" ],
  129. [ "w_blaster.js", "w_blaster.png" ],
  130. [ "w_chaingun.js", "w_chaingun.png" ],
  131. [ "w_glauncher.js", "w_glauncher.png" ],
  132. [ "w_hyperblaster.js", "w_hyperblaster.png" ],
  133. [ "w_machinegun.js", "w_machinegun.png" ],
  134. [ "w_railgun.js", "w_railgun.png" ],
  135. [ "w_rlauncher.js", "w_rlauncher.png" ],
  136. [ "w_shotgun.js", "w_shotgun.png" ],
  137. [ "w_sshotgun.js", "w_sshotgun.png" ]
  138. ]
  139. };
  140. character = new THREE.MD2Character();
  141. character.scale = 3;
  142. character.onLoadComplete = function() {
  143. setupSkinsGUI( character );
  144. setupWeaponsGUI( character );
  145. setupGUIAnimations( character );
  146. }
  147. character.loadParts( config );
  148. scene.add( character.root );
  149. }
  150. // EVENT HANDLERS
  151. function onWindowResize( event ) {
  152. SCREEN_WIDTH = window.innerWidth;
  153. SCREEN_HEIGHT = window.innerHeight;
  154. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  155. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  156. camera.updateProjectionMatrix();
  157. }
  158. // GUI
  159. function addGuiHeader( label, h, s, v ) {
  160. // add dummy item
  161. playbackConfig[ label ] = function() {};
  162. // hack GUI item styling
  163. var dummy = gui.add( playbackConfig, label, label );
  164. setGuiHeaderStyle( dummy, h, s, v );
  165. }
  166. function setGuiHeaderStyle( g, h, s, v ) {
  167. var color = "hsl(" + h + "," + s + "%, " + v + "%)";
  168. g.domElement.style.borderLeft = "solid 5px " + color;
  169. g.domElement.style.background = color;
  170. g.domElement.style.fontWeight = "bold";
  171. }
  172. function setGuiElementStyle( a, h, s, v, display ) {
  173. var i, s, color = "hsl(" + h + "," + s + "%, " + v + "%)";
  174. for( i = 0; i < a.length; i ++ ) {
  175. s = a[ i ].domElement.style;
  176. s.borderLeft = "solid 5px " + color;
  177. s.display = display ? display : "none";
  178. }
  179. }
  180. function labelize( text ) {
  181. var parts = text.split( "." );
  182. if ( parts.length > 1 ) {
  183. parts.length -= 1;
  184. return parts.join( "." );
  185. }
  186. return text;
  187. }
  188. //
  189. function setupWeaponsGUI( character ) {
  190. addGuiHeader( "Weapons", 20, 90, 30 );
  191. var generateCallback = function( index ) {
  192. return function () { character.setWeapon( index ); };
  193. }
  194. var guiItems = [];
  195. for ( var i = 0; i < character.weapons.length; i ++ ) {
  196. var name = character.weapons[ i ].name;
  197. playbackConfig[ name ] = generateCallback( i );
  198. guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
  199. }
  200. setGuiElementStyle( guiItems, 20, 90, 30, "block" );
  201. }
  202. //
  203. function setupSkinsGUI( character ) {
  204. addGuiHeader( "Skins", 0, 90, 30 );
  205. var generateCallback = function( index ) {
  206. return function () { character.setSkin( index ); };
  207. }
  208. var guiItems = [];
  209. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  210. var name = character.skinsBody[ i ].name;
  211. playbackConfig[ name ] = generateCallback( i );
  212. guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
  213. }
  214. setGuiElementStyle( guiItems, 0, 90, 30, "block" );
  215. }
  216. //
  217. function setupGUIAnimations( character ) {
  218. addGuiHeader( "Animations", 100, 90, 30 );
  219. var generateCallback = function( animationName ) {
  220. return function () { character.setAnimation( animationName ); };
  221. }
  222. var i = 0, guiItems = [];
  223. var animations = character.meshBody.geometry.animations;
  224. for ( var a in animations ) {
  225. playbackConfig[ a ] = generateCallback( a );
  226. guiItems[ i ] = gui.add( playbackConfig, a, a );
  227. i ++;
  228. }
  229. setGuiElementStyle( guiItems, 100, 90, 30, "block" );
  230. }
  231. //
  232. function animate() {
  233. requestAnimationFrame( animate );
  234. render();
  235. stats.update();
  236. }
  237. function render() {
  238. var delta = clock.getDelta();
  239. controls.update();
  240. character.update( delta );
  241. renderer.render( scene, camera );
  242. }
  243. </script>
  244. </body>
  245. </html>