webgl_morphtargets_md2_control.html 8.4 KB

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  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. color:#000;
  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. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</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. use arrows to control characters, mouse for camera
  39. </div>
  40. <script src="../build/three.min.js"></script>
  41. <script src="js/controls/OrbitControls.js"></script>
  42. <script src='js/MD2CharacterComplex.js'></script>
  43. <script src='js/Detector.js'></script>
  44. <script src='js/libs/stats.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 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.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  71. scene.add( camera );
  72. // LIGHTS
  73. scene.add( new THREE.AmbientLight( 0x222222 ) );
  74. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  75. light.position.set( 200, 450, 500 );
  76. light.castShadow = true;
  77. light.shadowMapWidth = 1024;
  78. light.shadowMapHeight = 1024;
  79. light.shadowMapDarkness = 0.95;
  80. // by turning on the frustum, you can see where the light's
  81. // shadow volume is located:
  82. //light.shadowCameraVisible = true;
  83. light.shadowCameraNear = 100;
  84. light.shadowCameraFar = 1200;
  85. light.shadowCameraTop = 400;
  86. light.shadowCameraBottom = -250;
  87. light.shadowCameraRight = 900;
  88. light.shadowCameraLeft = -1000;
  89. // cascaded shadows don't appear to be working, and add little
  90. // light.shadowCascade = true;
  91. //light.shadowCascadeCount = 3;
  92. //light.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
  93. //light.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
  94. //light.shadowCascadeWidth = [ 1024, 1024, 1024 ];
  95. //light.shadowCascadeHeight = [ 1024, 1024, 1024 ];
  96. scene.add( light );
  97. // GROUND
  98. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  99. var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
  100. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  101. var ground = new THREE.Mesh( gg, gm );
  102. ground.rotation.x = - Math.PI / 2;
  103. ground.material.map.repeat.set( 64, 64 );
  104. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  105. // note that because the ground does not cast a shadow, .castShadow is left false
  106. ground.receiveShadow = true;
  107. scene.add( ground );
  108. // RENDERER
  109. renderer = new THREE.WebGLRenderer( { antialias: true } );
  110. renderer.setClearColor( scene.fog.color );
  111. renderer.setPixelRatio( window.devicePixelRatio );
  112. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  113. container.appendChild( renderer.domElement );
  114. //
  115. renderer.gammaInput = true;
  116. renderer.gammaOutput = true;
  117. renderer.shadowMap.enabled = true;
  118. //renderer.shadowMap.cascade = true;
  119. //renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  120. //renderer.shadowMap.debug = true;
  121. // STATS
  122. stats = new Stats();
  123. container.appendChild( stats.domElement );
  124. // EVENTS
  125. window.addEventListener( 'resize', onWindowResize, false );
  126. document.addEventListener( 'keydown', onKeyDown, false );
  127. document.addEventListener( 'keyup', onKeyUp, false );
  128. // CONTROLS
  129. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  130. cameraControls.target.set( 0, 50, 0 );
  131. // CHARACTER
  132. var configOgro = {
  133. baseUrl: "models/animated/ogro/",
  134. body: "ogro-light.js",
  135. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  136. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  137. "sharokh.png" ],
  138. weapons: [ [ "weapon-light.js", "weapon.jpg" ] ],
  139. animations: {
  140. move: "run",
  141. idle: "stand",
  142. jump: "jump",
  143. attack: "attack",
  144. crouchMove: "cwalk",
  145. crouchIdle: "cstand",
  146. crouchAttach: "crattack"
  147. },
  148. walkSpeed: 350,
  149. crouchSpeed: 175
  150. };
  151. var nRows = 1;
  152. var nSkins = configOgro.skins.length;
  153. nCharacters = nSkins * nRows;
  154. for ( var i = 0; i < nCharacters; i ++ ) {
  155. var character = new THREE.MD2CharacterComplex();
  156. character.scale = 3;
  157. character.controls = controls;
  158. characters.push( character );
  159. }
  160. var baseCharacter = new THREE.MD2CharacterComplex();
  161. baseCharacter.scale = 3;
  162. baseCharacter.onLoadComplete = function () {
  163. var k = 0;
  164. for ( var j = 0; j < nRows; j ++ ) {
  165. for ( var i = 0; i < nSkins; i ++ ) {
  166. var cloneCharacter = characters[ k ];
  167. cloneCharacter.shareParts( baseCharacter );
  168. // cast and receive shadows
  169. cloneCharacter.enableShadows( true );
  170. cloneCharacter.setWeapon( 0 );
  171. cloneCharacter.setSkin( i );
  172. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  173. cloneCharacter.root.position.z = j * 250;
  174. scene.add( cloneCharacter.root );
  175. k ++;
  176. }
  177. }
  178. var gyro = new THREE.Gyroscope();
  179. gyro.add( camera );
  180. characters[ Math.floor( nSkins/2 ) ].root.add( gyro );
  181. };
  182. baseCharacter.loadParts( configOgro );
  183. }
  184. // EVENT HANDLERS
  185. function onWindowResize( event ) {
  186. SCREEN_WIDTH = window.innerWidth;
  187. SCREEN_HEIGHT = window.innerHeight;
  188. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  189. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  190. camera.updateProjectionMatrix();
  191. }
  192. function onKeyDown ( event ) {
  193. switch( event.keyCode ) {
  194. case 38: /*up*/
  195. case 87: /*W*/ controls.moveForward = true; break;
  196. case 40: /*down*/
  197. case 83: /*S*/ controls.moveBackward = true; break;
  198. case 37: /*left*/
  199. case 65: /*A*/ controls.moveLeft = true; break;
  200. case 39: /*right*/
  201. case 68: /*D*/ controls.moveRight = true; break;
  202. //case 67: /*C*/ controls.crouch = true; break;
  203. //case 32: /*space*/ controls.jump = true; break;
  204. //case 17: /*ctrl*/ controls.attack = true; break;
  205. }
  206. }
  207. function onKeyUp ( event ) {
  208. switch( event.keyCode ) {
  209. case 38: /*up*/
  210. case 87: /*W*/ controls.moveForward = false; break;
  211. case 40: /*down*/
  212. case 83: /*S*/ controls.moveBackward = false; break;
  213. case 37: /*left*/
  214. case 65: /*A*/ controls.moveLeft = false; break;
  215. case 39: /*right*/
  216. case 68: /*D*/ controls.moveRight = false; break;
  217. //case 67: /*C*/ controls.crouch = false; break;
  218. //case 32: /*space*/ controls.jump = false; break;
  219. //case 17: /*ctrl*/ controls.attack = false; break;
  220. }
  221. }
  222. //
  223. function animate() {
  224. requestAnimationFrame( animate );
  225. render();
  226. stats.update();
  227. }
  228. function render() {
  229. var delta = clock.getDelta();
  230. cameraControls.update( delta );
  231. for ( var i = 0; i < nCharacters; i ++ ) {
  232. characters[ i ].update( delta );
  233. }
  234. renderer.render( scene, camera );
  235. }
  236. </script>
  237. </body>
  238. </html>