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. position: absolute;
  20. padding: 10px;
  21. width: 100%;
  22. text-align: center;
  23. color: #000;
  24. }
  25. a { color: skyblue; }
  26. #stats { position: absolute; top:0; left: 0 }
  27. #stats #fps { background: transparent !important }
  28. #stats #fps #fpsText { color: #aaa !important }
  29. #stats #fps #fpsGraph { display: none }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="info">
  34. <a href="http://threejs.org" target="_blank">three.js</a> - morphtargets -
  35. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a> -
  36. 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><br />
  37. use arrows to control characters, mouse for camera
  38. </div>
  39. <script src="../build/three.min.js"></script>
  40. <script src="js/controls/OrbitControls.js"></script>
  41. <script src='js/MD2CharacterComplex.js'></script>
  42. <script src='js/Detector.js'></script>
  43. <script src='js/libs/stats.min.js'></script>
  44. <script>
  45. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  46. var SCREEN_WIDTH = window.innerWidth;
  47. var SCREEN_HEIGHT = window.innerHeight;
  48. var container, 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 THREE.Clock();
  59. init();
  60. animate();
  61. function init() {
  62. container = document.createElement( 'div' );
  63. document.body.appendChild( container );
  64. // CAMERA
  65. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  66. camera.position.set( 0, 150, 1300 );
  67. // SCENE
  68. scene = new THREE.Scene();
  69. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  70. scene.add( camera );
  71. // LIGHTS
  72. scene.add( new THREE.AmbientLight( 0x222222 ) );
  73. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  74. light.position.set( 200, 450, 500 );
  75. light.castShadow = true;
  76. light.shadowMapWidth = 1024;
  77. light.shadowMapHeight = 1024;
  78. light.shadowMapDarkness = 0.95;
  79. // by turning on the frustum, you can see where the light's
  80. // shadow volume is located:
  81. //light.shadowCameraVisible = true;
  82. light.shadowCameraNear = 100;
  83. light.shadowCameraFar = 1200;
  84. light.shadowCameraTop = 400;
  85. light.shadowCameraBottom = -250;
  86. light.shadowCameraRight = 900;
  87. light.shadowCameraLeft = -1000;
  88. // cascaded shadows don't appear to be working, and add little
  89. // light.shadowCascade = true;
  90. //light.shadowCascadeCount = 3;
  91. //light.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
  92. //light.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
  93. //light.shadowCascadeWidth = [ 1024, 1024, 1024 ];
  94. //light.shadowCascadeHeight = [ 1024, 1024, 1024 ];
  95. scene.add( light );
  96. // GROUND
  97. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  98. var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
  99. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  100. var ground = new THREE.Mesh( gg, gm );
  101. ground.rotation.x = - Math.PI / 2;
  102. ground.material.map.repeat.set( 64, 64 );
  103. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  104. // note that because the ground does not cast a shadow, .castShadow is left false
  105. ground.receiveShadow = true;
  106. scene.add( ground );
  107. // RENDERER
  108. renderer = new THREE.WebGLRenderer( { antialias: true } );
  109. renderer.setClearColor( scene.fog.color );
  110. renderer.setPixelRatio( window.devicePixelRatio );
  111. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  112. container.appendChild( renderer.domElement );
  113. //
  114. renderer.gammaInput = true;
  115. renderer.gammaOutput = true;
  116. renderer.shadowMap.enabled = true;
  117. //renderer.shadowMap.cascade = true;
  118. //renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  119. //renderer.shadowMap.debug = true;
  120. // STATS
  121. stats = new Stats();
  122. container.appendChild( stats.domElement );
  123. // EVENTS
  124. window.addEventListener( 'resize', onWindowResize, false );
  125. document.addEventListener( 'keydown', onKeyDown, false );
  126. document.addEventListener( 'keyup', onKeyUp, false );
  127. // CONTROLS
  128. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  129. cameraControls.target.set( 0, 50, 0 );
  130. // CHARACTER
  131. var configOgro = {
  132. baseUrl: "models/animated/ogro/",
  133. body: "ogro-light.js",
  134. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  135. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  136. "sharokh.png" ],
  137. weapons: [ [ "weapon-light.js", "weapon.jpg" ] ],
  138. animations: {
  139. move: "run",
  140. idle: "stand",
  141. jump: "jump",
  142. attack: "attack",
  143. crouchMove: "cwalk",
  144. crouchIdle: "cstand",
  145. crouchAttach: "crattack"
  146. },
  147. walkSpeed: 350,
  148. crouchSpeed: 175
  149. };
  150. var nRows = 1;
  151. var nSkins = configOgro.skins.length;
  152. nCharacters = nSkins * nRows;
  153. for ( var i = 0; i < nCharacters; i ++ ) {
  154. var character = new THREE.MD2CharacterComplex();
  155. character.scale = 3;
  156. character.controls = controls;
  157. characters.push( character );
  158. }
  159. var baseCharacter = new THREE.MD2CharacterComplex();
  160. baseCharacter.scale = 3;
  161. baseCharacter.onLoadComplete = function () {
  162. var k = 0;
  163. for ( var j = 0; j < nRows; j ++ ) {
  164. for ( var i = 0; i < nSkins; i ++ ) {
  165. var cloneCharacter = characters[ k ];
  166. cloneCharacter.shareParts( baseCharacter );
  167. // cast and receive shadows
  168. cloneCharacter.enableShadows( true );
  169. cloneCharacter.setWeapon( 0 );
  170. cloneCharacter.setSkin( i );
  171. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  172. cloneCharacter.root.position.z = j * 250;
  173. scene.add( cloneCharacter.root );
  174. k ++;
  175. }
  176. }
  177. var gyro = new THREE.Gyroscope();
  178. gyro.add( camera );
  179. characters[ Math.floor( nSkins/2 ) ].root.add( gyro );
  180. };
  181. baseCharacter.loadParts( configOgro );
  182. }
  183. // EVENT HANDLERS
  184. function onWindowResize( event ) {
  185. SCREEN_WIDTH = window.innerWidth;
  186. SCREEN_HEIGHT = window.innerHeight;
  187. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  188. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  189. camera.updateProjectionMatrix();
  190. }
  191. function onKeyDown ( event ) {
  192. event.stopPropagation();
  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. event.stopPropagation();
  209. switch( event.keyCode ) {
  210. case 38: /*up*/
  211. case 87: /*W*/ controls.moveForward = false; break;
  212. case 40: /*down*/
  213. case 83: /*S*/ controls.moveBackward = false; break;
  214. case 37: /*left*/
  215. case 65: /*A*/ controls.moveLeft = false; break;
  216. case 39: /*right*/
  217. case 68: /*D*/ controls.moveRight = false; break;
  218. //case 67: /*C*/ controls.crouch = false; break;
  219. //case 32: /*space*/ controls.jump = false; break;
  220. //case 17: /*ctrl*/ controls.attack = false; break;
  221. }
  222. }
  223. //
  224. function animate() {
  225. requestAnimationFrame( animate );
  226. render();
  227. stats.update();
  228. }
  229. function render() {
  230. var delta = clock.getDelta();
  231. cameraControls.update( delta );
  232. for ( var i = 0; i < nCharacters; i ++ ) {
  233. characters[ i ].update( delta );
  234. }
  235. renderer.render( scene, camera );
  236. }
  237. </script>
  238. </body>
  239. </html>