webgl_loader_md2_control.html 7.7 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. 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">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/MD2CharacterComplex.js'></script>
  38. <script src='js/Gyroscope.js'></script>
  39. <script src='js/Detector.js'></script>
  40. <script src='js/libs/stats.min.js'></script>
  41. <script>
  42. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  43. var SCREEN_WIDTH = window.innerWidth;
  44. var SCREEN_HEIGHT = window.innerHeight;
  45. var container, camera, scene, renderer;
  46. var characters = [];
  47. var nCharacters = 0;
  48. var cameraControls;
  49. var controls = {
  50. moveForward: false,
  51. moveBackward: false,
  52. moveLeft: false,
  53. moveRight: false
  54. };
  55. var clock = new THREE.Clock();
  56. init();
  57. animate();
  58. function init() {
  59. container = document.createElement( 'div' );
  60. document.body.appendChild( container );
  61. // CAMERA
  62. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  63. camera.position.set( 0, 150, 1300 );
  64. // SCENE
  65. scene = new THREE.Scene();
  66. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  67. scene.add( camera );
  68. // LIGHTS
  69. scene.add( new THREE.AmbientLight( 0x222222 ) );
  70. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  71. light.position.set( 200, 450, 500 );
  72. light.castShadow = true;
  73. light.shadow.mapSize.width = 1024;
  74. light.shadow.mapSize.height = 512;
  75. light.shadow.camera.near = 100;
  76. light.shadow.camera.far = 1200;
  77. light.shadow.camera.left = -1000;
  78. light.shadow.camera.right = 1000;
  79. light.shadow.camera.top = 350;
  80. light.shadow.camera.bottom = -350;
  81. scene.add( light );
  82. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  83. // GROUND
  84. var gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  85. var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
  86. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  87. var ground = new THREE.Mesh( gg, gm );
  88. ground.rotation.x = - Math.PI / 2;
  89. ground.material.map.repeat.set( 64, 64 );
  90. ground.material.map.wrapS = THREE.RepeatWrapping;
  91. ground.material.map.wrapT = THREE.RepeatWrapping;
  92. // note that because the ground does not cast a shadow, .castShadow is left false
  93. ground.receiveShadow = true;
  94. scene.add( ground );
  95. // RENDERER
  96. renderer = new THREE.WebGLRenderer( { antialias: true } );
  97. renderer.setClearColor( scene.fog.color );
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  100. container.appendChild( renderer.domElement );
  101. //
  102. renderer.gammaInput = true;
  103. renderer.gammaOutput = true;
  104. renderer.shadowMap.enabled = true;
  105. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  106. // STATS
  107. stats = new Stats();
  108. container.appendChild( stats.dom );
  109. // EVENTS
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. document.addEventListener( 'keydown', onKeyDown, false );
  112. document.addEventListener( 'keyup', onKeyUp, false );
  113. // CONTROLS
  114. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  115. cameraControls.target.set( 0, 50, 0 );
  116. // CHARACTER
  117. var configOgro = {
  118. baseUrl: "models/md2/ogro/",
  119. body: "ogro.md2",
  120. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  121. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  122. "sharokh.png" ],
  123. weapons: [ [ "weapon.md2", "weapon.jpg" ] ],
  124. animations: {
  125. move: "run",
  126. idle: "stand",
  127. jump: "jump",
  128. attack: "attack",
  129. crouchMove: "cwalk",
  130. crouchIdle: "cstand",
  131. crouchAttach: "crattack"
  132. },
  133. walkSpeed: 350,
  134. crouchSpeed: 175
  135. };
  136. var nRows = 1;
  137. var nSkins = configOgro.skins.length;
  138. nCharacters = nSkins * nRows;
  139. for ( var i = 0; i < nCharacters; i ++ ) {
  140. var character = new THREE.MD2CharacterComplex();
  141. character.scale = 3;
  142. character.controls = controls;
  143. characters.push( character );
  144. }
  145. var baseCharacter = new THREE.MD2CharacterComplex();
  146. baseCharacter.scale = 3;
  147. baseCharacter.onLoadComplete = function () {
  148. var k = 0;
  149. for ( var j = 0; j < nRows; j ++ ) {
  150. for ( var i = 0; i < nSkins; i ++ ) {
  151. var cloneCharacter = characters[ k ];
  152. cloneCharacter.shareParts( baseCharacter );
  153. // cast and receive shadows
  154. cloneCharacter.enableShadows( true );
  155. cloneCharacter.setWeapon( 0 );
  156. cloneCharacter.setSkin( i );
  157. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  158. cloneCharacter.root.position.z = j * 250;
  159. scene.add( cloneCharacter.root );
  160. k ++;
  161. }
  162. }
  163. var gyro = new THREE.Gyroscope();
  164. gyro.add( camera );
  165. gyro.add( light, light.target );
  166. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  167. };
  168. baseCharacter.loadParts( configOgro );
  169. }
  170. // EVENT HANDLERS
  171. function onWindowResize( event ) {
  172. SCREEN_WIDTH = window.innerWidth;
  173. SCREEN_HEIGHT = window.innerHeight;
  174. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  175. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  176. camera.updateProjectionMatrix();
  177. }
  178. function onKeyDown ( event ) {
  179. event.stopPropagation();
  180. switch( event.keyCode ) {
  181. case 38: /*up*/
  182. case 87: /*W*/ controls.moveForward = true; break;
  183. case 40: /*down*/
  184. case 83: /*S*/ controls.moveBackward = true; break;
  185. case 37: /*left*/
  186. case 65: /*A*/ controls.moveLeft = true; break;
  187. case 39: /*right*/
  188. case 68: /*D*/ controls.moveRight = true; break;
  189. //case 67: /*C*/ controls.crouch = true; break;
  190. //case 32: /*space*/ controls.jump = true; break;
  191. //case 17: /*ctrl*/ controls.attack = true; break;
  192. }
  193. }
  194. function onKeyUp ( event ) {
  195. event.stopPropagation();
  196. switch( event.keyCode ) {
  197. case 38: /*up*/
  198. case 87: /*W*/ controls.moveForward = false; break;
  199. case 40: /*down*/
  200. case 83: /*S*/ controls.moveBackward = false; break;
  201. case 37: /*left*/
  202. case 65: /*A*/ controls.moveLeft = false; break;
  203. case 39: /*right*/
  204. case 68: /*D*/ controls.moveRight = false; break;
  205. //case 67: /*C*/ controls.crouch = false; break;
  206. //case 32: /*space*/ controls.jump = false; break;
  207. //case 17: /*ctrl*/ controls.attack = false; break;
  208. }
  209. }
  210. //
  211. function animate() {
  212. requestAnimationFrame( animate );
  213. render();
  214. stats.update();
  215. }
  216. function render() {
  217. var delta = clock.getDelta();
  218. cameraControls.update( delta );
  219. for ( var i = 0; i < nCharacters; i ++ ) {
  220. characters[ i ].update( delta );
  221. }
  222. renderer.render( scene, camera );
  223. }
  224. </script>
  225. </body>
  226. </html>