webgl_loader_md2.html 7.3 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader -
  12. Character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a>
  13. </div>
  14. <script type="module">
  15. import {
  16. AmbientLight,
  17. Clock,
  18. Color,
  19. Fog,
  20. Mesh,
  21. MeshPhongMaterial,
  22. PerspectiveCamera,
  23. PlaneBufferGeometry,
  24. RepeatWrapping,
  25. Scene,
  26. SpotLight,
  27. TextureLoader,
  28. WebGLRenderer,
  29. } from "../build/three.module.js";
  30. import Stats from './jsm/libs/stats.module.js';
  31. import { GUI } from './jsm/libs/dat.gui.module.js';
  32. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  33. import { MD2Character } from './jsm/misc/MD2Character.js';
  34. var SCREEN_WIDTH = window.innerWidth;
  35. var SCREEN_HEIGHT = window.innerHeight;
  36. var container, camera, scene, renderer;
  37. var character;
  38. var gui, playbackConfig = {
  39. speed: 1.0,
  40. wireframe: false
  41. };
  42. var controls;
  43. var clock = new Clock();
  44. var stats;
  45. init();
  46. animate();
  47. function init() {
  48. container = document.createElement( 'div' );
  49. document.body.appendChild( container );
  50. // CAMERA
  51. camera = new PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  52. camera.position.set( 0, 150, 400 );
  53. // SCENE
  54. scene = new Scene();
  55. scene.background = new Color( 0x050505 );
  56. scene.fog = new Fog( 0x050505, 400, 1000 );
  57. // LIGHTS
  58. scene.add( new AmbientLight( 0x222222 ) );
  59. var light = new SpotLight( 0xffffff, 5, 1000 );
  60. light.position.set( 200, 250, 500 );
  61. light.angle = 0.5;
  62. light.penumbra = 0.5;
  63. light.castShadow = true;
  64. light.shadow.mapSize.width = 1024;
  65. light.shadow.mapSize.height = 1024;
  66. // scene.add( new CameraHelper( light.shadow.camera ) );
  67. scene.add( light );
  68. var light = new SpotLight( 0xffffff, 5, 1000 );
  69. light.position.set( - 100, 350, 350 );
  70. light.angle = 0.5;
  71. light.penumbra = 0.5;
  72. light.castShadow = true;
  73. light.shadow.mapSize.width = 1024;
  74. light.shadow.mapSize.height = 1024;
  75. // scene.add( new CameraHelper( light.shadow.camera ) );
  76. scene.add( light );
  77. // GROUND
  78. var gt = new TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  79. var gg = new PlaneBufferGeometry( 2000, 2000 );
  80. var gm = new MeshPhongMaterial( { color: 0xffffff, map: gt } );
  81. var ground = new Mesh( gg, gm );
  82. ground.rotation.x = - Math.PI / 2;
  83. ground.material.map.repeat.set( 8, 8 );
  84. ground.material.map.wrapS = ground.material.map.wrapT = RepeatWrapping;
  85. ground.receiveShadow = true;
  86. scene.add( ground );
  87. // RENDERER
  88. renderer = new WebGLRenderer( { antialias: true } );
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  91. container.appendChild( renderer.domElement );
  92. //
  93. renderer.gammaInput = true;
  94. renderer.gammaOutput = true;
  95. renderer.shadowMap.enabled = true;
  96. // STATS
  97. stats = new Stats();
  98. container.appendChild( stats.dom );
  99. // EVENTS
  100. window.addEventListener( 'resize', onWindowResize, false );
  101. // CONTROLS
  102. controls = new OrbitControls( camera, renderer.domElement );
  103. controls.target.set( 0, 50, 0 );
  104. controls.update();
  105. // GUI
  106. gui = new GUI();
  107. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function () {
  108. character.setPlaybackRate( playbackConfig.speed );
  109. } );
  110. gui.add( playbackConfig, 'wireframe', false ).onChange( function () {
  111. character.setWireframe( playbackConfig.wireframe );
  112. } );
  113. // CHARACTER
  114. var config = {
  115. baseUrl: "models/md2/ratamahatta/",
  116. body: "ratamahatta.md2",
  117. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  118. weapons: [[ "weapon.md2", "weapon.png" ],
  119. [ "w_bfg.md2", "w_bfg.png" ],
  120. [ "w_blaster.md2", "w_blaster.png" ],
  121. [ "w_chaingun.md2", "w_chaingun.png" ],
  122. [ "w_glauncher.md2", "w_glauncher.png" ],
  123. [ "w_hyperblaster.md2", "w_hyperblaster.png" ],
  124. [ "w_machinegun.md2", "w_machinegun.png" ],
  125. [ "w_railgun.md2", "w_railgun.png" ],
  126. [ "w_rlauncher.md2", "w_rlauncher.png" ],
  127. [ "w_shotgun.md2", "w_shotgun.png" ],
  128. [ "w_sshotgun.md2", "w_sshotgun.png" ]
  129. ]
  130. };
  131. character = new MD2Character();
  132. character.scale = 3;
  133. character.onLoadComplete = function () {
  134. setupSkinsGUI( character );
  135. setupWeaponsGUI( character );
  136. setupGUIAnimations( character );
  137. character.setAnimation( character.meshBody.geometry.animations[ 0 ].name );
  138. };
  139. character.loadParts( config );
  140. scene.add( character.root );
  141. }
  142. // EVENT HANDLERS
  143. function onWindowResize() {
  144. SCREEN_WIDTH = window.innerWidth;
  145. SCREEN_HEIGHT = window.innerHeight;
  146. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  147. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  148. camera.updateProjectionMatrix();
  149. }
  150. // GUI
  151. function labelize( text ) {
  152. var parts = text.split( "." );
  153. if ( parts.length > 1 ) {
  154. parts.length -= 1;
  155. return parts.join( "." );
  156. }
  157. return text;
  158. }
  159. //
  160. function setupWeaponsGUI( character ) {
  161. var folder = gui.addFolder( "Weapons" );
  162. var generateCallback = function ( index ) {
  163. return function () {
  164. character.setWeapon( index );
  165. };
  166. };
  167. var guiItems = [];
  168. for ( var i = 0; i < character.weapons.length; i ++ ) {
  169. var name = character.weapons[ i ].name;
  170. playbackConfig[ name ] = generateCallback( i );
  171. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  172. }
  173. }
  174. //
  175. function setupSkinsGUI( character ) {
  176. var folder = gui.addFolder( "Skins" );
  177. var generateCallback = function ( index ) {
  178. return function () {
  179. character.setSkin( index );
  180. };
  181. };
  182. var guiItems = [];
  183. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  184. var name = character.skinsBody[ i ].name;
  185. playbackConfig[ name ] = generateCallback( i );
  186. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  187. }
  188. }
  189. //
  190. function setupGUIAnimations( character ) {
  191. var folder = gui.addFolder( "Animations" );
  192. var generateCallback = function ( animationClip ) {
  193. return function () {
  194. character.setAnimation( animationClip.name );
  195. };
  196. };
  197. var i = 0, guiItems = [];
  198. var animations = character.meshBody.geometry.animations;
  199. for ( var i = 0; i < animations.length; i ++ ) {
  200. var clip = animations[ i ];
  201. playbackConfig[ clip.name ] = generateCallback( clip );
  202. guiItems[ i ] = folder.add( playbackConfig, clip.name, clip.name );
  203. i ++;
  204. }
  205. }
  206. //
  207. function animate() {
  208. requestAnimationFrame( animate );
  209. render();
  210. stats.update();
  211. }
  212. function render() {
  213. var delta = clock.getDelta();
  214. character.update( delta );
  215. renderer.render( scene, camera );
  216. }
  217. </script>
  218. </body>
  219. </html>