webgl_loader_md2_control.html 7.5 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader -
  21. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a><br />
  22. use arrows to control characters, mouse for camera
  23. </div>
  24. <script type="module">
  25. import {
  26. AmbientLight,
  27. Clock,
  28. Color,
  29. DirectionalLight,
  30. Fog,
  31. Mesh,
  32. MeshPhongMaterial,
  33. PCFSoftShadowMap,
  34. PerspectiveCamera,
  35. PlaneBufferGeometry,
  36. RepeatWrapping,
  37. Scene,
  38. TextureLoader,
  39. WebGLRenderer,
  40. } from "../build/three.module.js";
  41. import Stats from './jsm/libs/stats.module.js';
  42. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  43. import { MD2CharacterComplex } from './jsm/misc/MD2CharacterComplex.js';
  44. import { Gyroscope } from './jsm/misc/Gyroscope.js';
  45. var SCREEN_WIDTH = window.innerWidth;
  46. var SCREEN_HEIGHT = window.innerHeight;
  47. var container, stats;
  48. var camera, scene, renderer;
  49. var characters = [];
  50. var nCharacters = 0;
  51. var cameraControls;
  52. var controls = {
  53. moveForward: false,
  54. moveBackward: false,
  55. moveLeft: false,
  56. moveRight: false
  57. };
  58. var clock = new Clock();
  59. init();
  60. animate();
  61. function init() {
  62. container = document.createElement( 'div' );
  63. document.body.appendChild( container );
  64. // CAMERA
  65. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  66. camera.position.set( 0, 150, 1300 );
  67. // SCENE
  68. scene = new Scene();
  69. scene.background = new Color( 0xffffff );
  70. scene.fog = new Fog( 0xffffff, 1000, 4000 );
  71. scene.add( camera );
  72. // LIGHTS
  73. scene.add( new AmbientLight( 0x222222 ) );
  74. var light = new DirectionalLight( 0xffffff, 2.25 );
  75. light.position.set( 200, 450, 500 );
  76. light.castShadow = true;
  77. light.shadow.mapSize.width = 1024;
  78. light.shadow.mapSize.height = 512;
  79. light.shadow.camera.near = 100;
  80. light.shadow.camera.far = 1200;
  81. light.shadow.camera.left = - 1000;
  82. light.shadow.camera.right = 1000;
  83. light.shadow.camera.top = 350;
  84. light.shadow.camera.bottom = - 350;
  85. scene.add( light );
  86. // scene.add( new CameraHelper( light.shadow.camera ) );
  87. // GROUND
  88. var gt = new TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  89. var gg = new PlaneBufferGeometry( 16000, 16000 );
  90. var gm = new MeshPhongMaterial( { color: 0xffffff, map: gt } );
  91. var ground = new Mesh( gg, gm );
  92. ground.rotation.x = - Math.PI / 2;
  93. ground.material.map.repeat.set( 64, 64 );
  94. ground.material.map.wrapS = RepeatWrapping;
  95. ground.material.map.wrapT = RepeatWrapping;
  96. // note that because the ground does not cast a shadow, .castShadow is left false
  97. ground.receiveShadow = true;
  98. scene.add( ground );
  99. // RENDERER
  100. renderer = new WebGLRenderer( { antialias: true } );
  101. renderer.setPixelRatio( window.devicePixelRatio );
  102. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  103. container.appendChild( renderer.domElement );
  104. //
  105. renderer.gammaInput = true;
  106. renderer.gammaOutput = true;
  107. renderer.shadowMap.enabled = true;
  108. renderer.shadowMap.type = PCFSoftShadowMap;
  109. // STATS
  110. stats = new Stats();
  111. container.appendChild( stats.dom );
  112. // EVENTS
  113. window.addEventListener( 'resize', onWindowResize, false );
  114. document.addEventListener( 'keydown', onKeyDown, false );
  115. document.addEventListener( 'keyup', onKeyUp, false );
  116. // CONTROLS
  117. cameraControls = new OrbitControls( camera, renderer.domElement );
  118. cameraControls.target.set( 0, 50, 0 );
  119. cameraControls.update();
  120. // CHARACTER
  121. var configOgro = {
  122. baseUrl: "models/md2/ogro/",
  123. body: "ogro.md2",
  124. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  125. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  126. "sharokh.png" ],
  127. weapons: [[ "weapon.md2", "weapon.jpg" ]],
  128. animations: {
  129. move: "run",
  130. idle: "stand",
  131. jump: "jump",
  132. attack: "attack",
  133. crouchMove: "cwalk",
  134. crouchIdle: "cstand",
  135. crouchAttach: "crattack"
  136. },
  137. walkSpeed: 350,
  138. crouchSpeed: 175
  139. };
  140. var nRows = 1;
  141. var nSkins = configOgro.skins.length;
  142. nCharacters = nSkins * nRows;
  143. for ( var i = 0; i < nCharacters; i ++ ) {
  144. var character = new MD2CharacterComplex();
  145. character.scale = 3;
  146. character.controls = controls;
  147. characters.push( character );
  148. }
  149. var baseCharacter = new MD2CharacterComplex();
  150. baseCharacter.scale = 3;
  151. baseCharacter.onLoadComplete = function () {
  152. var k = 0;
  153. for ( var j = 0; j < nRows; j ++ ) {
  154. for ( var i = 0; i < nSkins; i ++ ) {
  155. var cloneCharacter = characters[ k ];
  156. cloneCharacter.shareParts( baseCharacter );
  157. // cast and receive shadows
  158. cloneCharacter.enableShadows( true );
  159. cloneCharacter.setWeapon( 0 );
  160. cloneCharacter.setSkin( i );
  161. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  162. cloneCharacter.root.position.z = j * 250;
  163. scene.add( cloneCharacter.root );
  164. k ++;
  165. }
  166. }
  167. var gyro = new Gyroscope();
  168. gyro.add( camera );
  169. gyro.add( light, light.target );
  170. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  171. };
  172. baseCharacter.loadParts( configOgro );
  173. }
  174. // EVENT HANDLERS
  175. function onWindowResize() {
  176. SCREEN_WIDTH = window.innerWidth;
  177. SCREEN_HEIGHT = window.innerHeight;
  178. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  179. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  180. camera.updateProjectionMatrix();
  181. }
  182. function onKeyDown( event ) {
  183. event.stopPropagation();
  184. switch ( event.keyCode ) {
  185. case 38: /*up*/
  186. case 87: /*W*/ controls.moveForward = true; break;
  187. case 40: /*down*/
  188. case 83: /*S*/ controls.moveBackward = true; break;
  189. case 37: /*left*/
  190. case 65: /*A*/ controls.moveLeft = true; break;
  191. case 39: /*right*/
  192. case 68: /*D*/ controls.moveRight = true; break;
  193. //case 67: /*C*/ controls.crouch = true; break;
  194. //case 32: /*space*/ controls.jump = true; break;
  195. //case 17: /*ctrl*/ controls.attack = true; break;
  196. }
  197. }
  198. function onKeyUp( event ) {
  199. event.stopPropagation();
  200. switch ( event.keyCode ) {
  201. case 38: /*up*/
  202. case 87: /*W*/ controls.moveForward = false; break;
  203. case 40: /*down*/
  204. case 83: /*S*/ controls.moveBackward = false; break;
  205. case 37: /*left*/
  206. case 65: /*A*/ controls.moveLeft = false; break;
  207. case 39: /*right*/
  208. case 68: /*D*/ controls.moveRight = false; break;
  209. //case 67: /*C*/ controls.crouch = false; break;
  210. //case 32: /*space*/ controls.jump = false; break;
  211. //case 17: /*ctrl*/ controls.attack = false; break;
  212. }
  213. }
  214. //
  215. function animate() {
  216. requestAnimationFrame( animate );
  217. render();
  218. stats.update();
  219. }
  220. function render() {
  221. var delta = clock.getDelta();
  222. for ( var i = 0; i < nCharacters; i ++ ) {
  223. characters[ i ].update( delta );
  224. }
  225. renderer.render( scene, camera );
  226. }
  227. </script>
  228. </body>
  229. </html>