webgl_loader_md2_control.html 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - morphtargets - MD2 controls</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: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. padding: 10px;
  21. width: 100%;
  22. text-align: center;
  23. color: #000;
  24. }
  25. a { color: skyblue; }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader -
  31. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a><br />
  32. use arrows to control characters, mouse for camera
  33. </div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/loaders/MD2Loader.js"></script>
  37. <script src="js/MorphBlendMesh.js"></script>
  38. <script src="js/MD2CharacterComplex.js"></script>
  39. <script src="js/Gyroscope.js"></script>
  40. <script src="js/libs/stats.min.js"></script>
  41. <script src="js/WebGL.js"></script>
  42. <script>
  43. if ( WEBGL.isWebGLAvailable() === false ) {
  44. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  45. }
  46. var SCREEN_WIDTH = window.innerWidth;
  47. var SCREEN_HEIGHT = window.innerHeight;
  48. var container, stats;
  49. var camera, scene, renderer;
  50. var characters = [];
  51. var nCharacters = 0;
  52. var cameraControls;
  53. var controls = {
  54. moveForward: false,
  55. moveBackward: false,
  56. moveLeft: false,
  57. moveRight: false
  58. };
  59. var clock = new THREE.Clock();
  60. init();
  61. animate();
  62. function init() {
  63. container = document.createElement( 'div' );
  64. document.body.appendChild( container );
  65. // CAMERA
  66. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  67. camera.position.set( 0, 150, 1300 );
  68. // SCENE
  69. scene = new THREE.Scene();
  70. scene.background = new THREE.Color( 0xffffff );
  71. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  72. scene.add( camera );
  73. // LIGHTS
  74. scene.add( new THREE.AmbientLight( 0x222222 ) );
  75. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  76. light.position.set( 200, 450, 500 );
  77. light.castShadow = true;
  78. light.shadow.mapSize.width = 1024;
  79. light.shadow.mapSize.height = 512;
  80. light.shadow.camera.near = 100;
  81. light.shadow.camera.far = 1200;
  82. light.shadow.camera.left = - 1000;
  83. light.shadow.camera.right = 1000;
  84. light.shadow.camera.top = 350;
  85. light.shadow.camera.bottom = - 350;
  86. scene.add( light );
  87. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  88. // GROUND
  89. var gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  90. var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
  91. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  92. var ground = new THREE.Mesh( gg, gm );
  93. ground.rotation.x = - Math.PI / 2;
  94. ground.material.map.repeat.set( 64, 64 );
  95. ground.material.map.wrapS = THREE.RepeatWrapping;
  96. ground.material.map.wrapT = THREE.RepeatWrapping;
  97. // note that because the ground does not cast a shadow, .castShadow is left false
  98. ground.receiveShadow = true;
  99. scene.add( ground );
  100. // RENDERER
  101. renderer = new THREE.WebGLRenderer( { antialias: true } );
  102. renderer.setPixelRatio( window.devicePixelRatio );
  103. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  104. container.appendChild( renderer.domElement );
  105. //
  106. renderer.gammaInput = true;
  107. renderer.gammaOutput = true;
  108. renderer.shadowMap.enabled = true;
  109. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  110. // STATS
  111. stats = new Stats();
  112. container.appendChild( stats.dom );
  113. // EVENTS
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. document.addEventListener( 'keydown', onKeyDown, false );
  116. document.addEventListener( 'keyup', onKeyUp, false );
  117. // CONTROLS
  118. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  119. cameraControls.target.set( 0, 50, 0 );
  120. cameraControls.update();
  121. // CHARACTER
  122. var configOgro = {
  123. baseUrl: "models/md2/ogro/",
  124. body: "ogro.md2",
  125. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  126. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  127. "sharokh.png" ],
  128. weapons: [[ "weapon.md2", "weapon.jpg" ]],
  129. animations: {
  130. move: "run",
  131. idle: "stand",
  132. jump: "jump",
  133. attack: "attack",
  134. crouchMove: "cwalk",
  135. crouchIdle: "cstand",
  136. crouchAttach: "crattack"
  137. },
  138. walkSpeed: 350,
  139. crouchSpeed: 175
  140. };
  141. var nRows = 1;
  142. var nSkins = configOgro.skins.length;
  143. nCharacters = nSkins * nRows;
  144. for ( var i = 0; i < nCharacters; i ++ ) {
  145. var character = new THREE.MD2CharacterComplex();
  146. character.scale = 3;
  147. character.controls = controls;
  148. characters.push( character );
  149. }
  150. var baseCharacter = new THREE.MD2CharacterComplex();
  151. baseCharacter.scale = 3;
  152. baseCharacter.onLoadComplete = function () {
  153. var k = 0;
  154. for ( var j = 0; j < nRows; j ++ ) {
  155. for ( var i = 0; i < nSkins; i ++ ) {
  156. var cloneCharacter = characters[ k ];
  157. cloneCharacter.shareParts( baseCharacter );
  158. // cast and receive shadows
  159. cloneCharacter.enableShadows( true );
  160. cloneCharacter.setWeapon( 0 );
  161. cloneCharacter.setSkin( i );
  162. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  163. cloneCharacter.root.position.z = j * 250;
  164. scene.add( cloneCharacter.root );
  165. k ++;
  166. }
  167. }
  168. var gyro = new THREE.Gyroscope();
  169. gyro.add( camera );
  170. gyro.add( light, light.target );
  171. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  172. };
  173. baseCharacter.loadParts( configOgro );
  174. }
  175. // EVENT HANDLERS
  176. function onWindowResize() {
  177. SCREEN_WIDTH = window.innerWidth;
  178. SCREEN_HEIGHT = window.innerHeight;
  179. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  180. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  181. camera.updateProjectionMatrix();
  182. }
  183. function onKeyDown( event ) {
  184. event.stopPropagation();
  185. switch ( event.keyCode ) {
  186. case 38: /*up*/
  187. case 87: /*W*/ controls.moveForward = true; break;
  188. case 40: /*down*/
  189. case 83: /*S*/ controls.moveBackward = true; break;
  190. case 37: /*left*/
  191. case 65: /*A*/ controls.moveLeft = true; break;
  192. case 39: /*right*/
  193. case 68: /*D*/ controls.moveRight = true; break;
  194. //case 67: /*C*/ controls.crouch = true; break;
  195. //case 32: /*space*/ controls.jump = true; break;
  196. //case 17: /*ctrl*/ controls.attack = true; break;
  197. }
  198. }
  199. function onKeyUp( event ) {
  200. event.stopPropagation();
  201. switch ( event.keyCode ) {
  202. case 38: /*up*/
  203. case 87: /*W*/ controls.moveForward = false; break;
  204. case 40: /*down*/
  205. case 83: /*S*/ controls.moveBackward = false; break;
  206. case 37: /*left*/
  207. case 65: /*A*/ controls.moveLeft = false; break;
  208. case 39: /*right*/
  209. case 68: /*D*/ controls.moveRight = false; break;
  210. //case 67: /*C*/ controls.crouch = false; break;
  211. //case 32: /*space*/ controls.jump = false; break;
  212. //case 17: /*ctrl*/ controls.attack = false; break;
  213. }
  214. }
  215. //
  216. function animate() {
  217. requestAnimationFrame( animate );
  218. render();
  219. stats.update();
  220. }
  221. function render() {
  222. var delta = clock.getDelta();
  223. for ( var i = 0; i < nCharacters; i ++ ) {
  224. characters[ i ].update( delta );
  225. }
  226. renderer.render( scene, camera );
  227. }
  228. </script>
  229. </body>
  230. </html>