webgl_morphtargets_md2_complex.html 30 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. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: relative;
  20. margin: 0 auto -2.1em;
  21. top: 0px;
  22. padding: 5px;
  23. z-index:100;
  24. }
  25. a { color: skyblue; }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - morphtargets -
  31. MD2 character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a> -
  32. 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>
  33. </div>
  34. <script src="../src/Three.js"></script>
  35. <script src="../src/core/Clock.js"></script>
  36. <script src="../src/core/Color.js"></script>
  37. <script src="../src/core/Vector2.js"></script>
  38. <script src="../src/core/Vector3.js"></script>
  39. <script src="../src/core/Vector4.js"></script>
  40. <script src="../src/core/Frustum.js"></script>
  41. <script src="../src/core/Ray.js"></script>
  42. <script src="../src/core/Rectangle.js"></script>
  43. <script src="../src/core/Math.js"></script>
  44. <script src="../src/core/Matrix3.js"></script>
  45. <script src="../src/core/Matrix4.js"></script>
  46. <script src="../src/core/Object3D.js"></script>
  47. <script src="../src/core/Projector.js"></script>
  48. <script src="../src/core/Quaternion.js"></script>
  49. <script src="../src/core/Vertex.js"></script>
  50. <script src="../src/core/Face3.js"></script>
  51. <script src="../src/core/Face4.js"></script>
  52. <script src="../src/core/UV.js"></script>
  53. <script src="../src/core/Geometry.js"></script>
  54. <script src="../src/core/Spline.js"></script>
  55. <script src="../src/core/Edge.js"></script>
  56. <script src="../src/cameras/Camera.js"></script>
  57. <script src="../src/cameras/OrthographicCamera.js"></script>
  58. <script src="../src/cameras/PerspectiveCamera.js"></script>
  59. <script src="../src/lights/Light.js"></script>
  60. <script src="../src/lights/AmbientLight.js"></script>
  61. <script src="../src/lights/DirectionalLight.js"></script>
  62. <script src="../src/lights/PointLight.js"></script>
  63. <script src="../src/lights/SpotLight.js"></script>
  64. <script src="../src/materials/Material.js"></script>
  65. <script src="../src/materials/LineBasicMaterial.js"></script>
  66. <script src="../src/materials/MeshBasicMaterial.js"></script>
  67. <script src="../src/materials/MeshLambertMaterial.js"></script>
  68. <script src="../src/materials/MeshPhongMaterial.js"></script>
  69. <script src="../src/materials/MeshDepthMaterial.js"></script>
  70. <script src="../src/materials/MeshNormalMaterial.js"></script>
  71. <script src="../src/materials/MeshFaceMaterial.js"></script>
  72. <script src="../src/materials/MeshShaderMaterial.js"></script>
  73. <script src="../src/materials/ParticleBasicMaterial.js"></script>
  74. <script src="../src/materials/ParticleCanvasMaterial.js"></script>
  75. <script src="../src/materials/ParticleDOMMaterial.js"></script>
  76. <script src="../src/materials/ShaderMaterial.js"></script>
  77. <script src="../src/textures/Texture.js"></script>
  78. <script src="../src/textures/DataTexture.js"></script>
  79. <script src="../src/objects/Particle.js"></script>
  80. <script src="../src/objects/ParticleSystem.js"></script>
  81. <script src="../src/objects/Line.js"></script>
  82. <script src="../src/objects/Mesh.js"></script>
  83. <script src="../src/objects/Bone.js"></script>
  84. <script src="../src/objects/SkinnedMesh.js"></script>
  85. <script src="../src/objects/MorphAnimMesh.js"></script>
  86. <script src="../src/objects/Ribbon.js"></script>
  87. <script src="../src/objects/LOD.js"></script>
  88. <script src="../src/objects/Sprite.js"></script>
  89. <script src="../src/scenes/Scene.js"></script>
  90. <script src="../src/scenes/Fog.js"></script>
  91. <script src="../src/scenes/FogExp2.js"></script>
  92. <script src="../src/renderers/DOMRenderer.js"></script>
  93. <script src="../src/renderers/CanvasRenderer.js"></script>
  94. <script src="../src/renderers/SVGRenderer.js"></script>
  95. <script src="../src/renderers/WebGLShaders.js"></script>
  96. <script src="../src/renderers/WebGLRenderer.js"></script>
  97. <script src="../src/renderers/WebGLRenderTarget.js"></script>
  98. <script src="../src/renderers/WebGLRenderTargetCube.js"></script>
  99. <script src="../src/renderers/renderables/RenderableVertex.js"></script>
  100. <script src="../src/renderers/renderables/RenderableFace3.js"></script>
  101. <script src="../src/renderers/renderables/RenderableFace4.js"></script>
  102. <script src="../src/renderers/renderables/RenderableObject.js"></script>
  103. <script src="../src/renderers/renderables/RenderableParticle.js"></script>
  104. <script src="../src/renderers/renderables/RenderableLine.js"></script>
  105. <script src="../src/extras/ColorUtils.js"></script>
  106. <script src="../src/extras/GeometryUtils.js"></script>
  107. <script src="../src/extras/ImageUtils.js"></script>
  108. <script src="../src/extras/SceneUtils.js"></script>
  109. <script src="../src/extras/ShaderUtils.js"></script>
  110. <script src="../src/extras/core/BufferGeometry.js"></script>
  111. <script src="../src/extras/core/Curve.js"></script>
  112. <script src="../src/extras/core/CurvePath.js"></script>
  113. <script src="../src/extras/core/EventTarget.js"></script>
  114. <script src="../src/extras/core/Gyroscope.js"></script>
  115. <script src="../src/extras/core/Path.js"></script>
  116. <script src="../src/extras/core/Shape.js"></script>
  117. <script src="../src/extras/core/TextPath.js"></script>
  118. <script src="../src/extras/animation/AnimationHandler.js"></script>
  119. <script src="../src/extras/animation/Animation.js"></script>
  120. <script src="../src/extras/animation/KeyFrameAnimation.js"></script>
  121. <script src="../src/extras/cameras/CubeCamera.js"></script>
  122. <script src="../src/extras/cameras/CombinedCamera.js"></script>
  123. <script src="../src/extras/controls/FirstPersonControls.js"></script>
  124. <script src="../src/extras/controls/PathControls.js"></script>
  125. <script src="../src/extras/controls/FlyControls.js"></script>
  126. <script src="../src/extras/controls/RollControls.js"></script>
  127. <script src="../src/extras/controls/TrackballControls.js"></script>
  128. <script src="../src/extras/geometries/CubeGeometry.js"></script>
  129. <script src="../src/extras/geometries/CylinderGeometry.js"></script>
  130. <script src="../src/extras/geometries/ExtrudeGeometry.js"></script>
  131. <script src="../src/extras/geometries/LatheGeometry.js"></script>
  132. <script src="../src/extras/geometries/PlaneGeometry.js"></script>
  133. <script src="../src/extras/geometries/SphereGeometry.js"></script>
  134. <script src="../src/extras/geometries/TextGeometry.js"></script>
  135. <script src="../src/extras/geometries/TorusGeometry.js"></script>
  136. <script src="../src/extras/geometries/TorusKnotGeometry.js"></script>
  137. <script src="../src/extras/geometries/PolyhedronGeometry.js"></script>
  138. <script src="../src/extras/geometries/IcosahedronGeometry.js"></script>
  139. <script src="../src/extras/geometries/OctahedronGeometry.js"></script>
  140. <script src="../src/extras/geometries/TetrahedronGeometry.js"></script>
  141. <script src="../src/extras/helpers/AxisHelper.js"></script>
  142. <script src="../src/extras/helpers/CameraHelper.js"></script>
  143. <script src="../src/extras/modifiers/SubdivisionModifier.js"></script>
  144. <script src="../src/extras/loaders/Loader.js"></script>
  145. <script src="../src/extras/loaders/BinaryLoader.js"></script>
  146. <script src="../src/extras/loaders/ColladaLoader.js"></script>
  147. <script src="../src/extras/loaders/JSONLoader.js"></script>
  148. <script src="../src/extras/loaders/SceneLoader.js"></script>
  149. <script src="../src/extras/loaders/UTF8Loader.js"></script>
  150. <script src="../src/extras/objects/MarchingCubes.js"></script>
  151. <script src="../src/extras/objects/LensFlare.js"></script>
  152. <script src="../src/extras/renderers/plugins/LensFlarePlugin.js"></script>
  153. <script src="../src/extras/renderers/plugins/ShadowMapPlugin.js"></script>
  154. <script src="../src/extras/renderers/plugins/SpritePlugin.js"></script>
  155. <script src="../src/extras/renderers/AnaglyphWebGLRenderer.js"></script>
  156. <script src="../src/extras/renderers/CrosseyedWebGLRenderer.js"></script>
  157. <script src="../src/extras/shaders/ShaderFlares.js"></script>
  158. <script src="../src/extras/shaders/ShaderSprite.js"></script>
  159. <script src="../src/objects/MorphBlendMesh.js"></script>
  160. <script src='js/MD2CharacterComplex.js'></script>
  161. <script src='js/ShaderExtras.js'></script>
  162. <script src="js/postprocessing/EffectComposer.js"></script>
  163. <script src="js/postprocessing/RenderPass.js"></script>
  164. <script src="js/postprocessing/BloomPass.js"></script>
  165. <script src="js/postprocessing/ShaderPass.js"></script>
  166. <script src="js/postprocessing/MaskPass.js"></script>
  167. <script src="js/postprocessing/SavePass.js"></script>
  168. <script src='js/Detector.js'></script>
  169. <script src='js/Stats.js'></script>
  170. <script src='js/DAT.GUI.min.js'></script>
  171. <script src="fonts/helvetiker_bold.typeface.js"></script>
  172. <script>
  173. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  174. var MARGIN = 100;
  175. var SCREEN_WIDTH = window.innerWidth;
  176. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  177. var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 2048;
  178. var container, camera, scene, renderer;
  179. var character;
  180. var cameraControls;
  181. var morphs = [];
  182. var gui, playbackConfig = {
  183. speed: 1.0,
  184. wireframe: false
  185. };
  186. var controls = {
  187. moveForward: false,
  188. moveBackward: false,
  189. moveLeft: false,
  190. moveRight: false
  191. };
  192. var clock = new THREE.Clock();
  193. init();
  194. animate();
  195. function init() {
  196. container = document.createElement( 'div' );
  197. document.body.appendChild( container );
  198. // SCENE
  199. scene = new THREE.Scene();
  200. scene.fog = new THREE.Fog( 0xffffff, 1000, 8000 );
  201. scene.fog.color.setHSV( 0.6, 0.2, 0.99 );
  202. // CAMERA
  203. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 8000 );
  204. camera.position.set( 0, 150, 800 );
  205. scene.add( camera );
  206. // LIGHTS
  207. scene.add( new THREE.AmbientLight( 0x222222 ) );
  208. light1 = new THREE.DirectionalLight( 0xffffff, 1.2 );
  209. light1.position.set( 200, 650, 500 );
  210. light1.castShadow = true;
  211. light1.shadowMapWidth = 1024;
  212. light1.shadowMapHeight = 1024;
  213. light1.shadowDarkness = 0.4;
  214. //light1.shadowCameraVisible = true;
  215. light1.shadowCascade = true;
  216. light1.shadowCascadeCount = 3;
  217. light1.shadowCascadeBias = [ 0.001, 0, 0.0007 ];
  218. light1.shadowCascadeNearZ = [ -1.000, 0.9975, 0.9995 ];
  219. light1.shadowCascadeFarZ = [ 0.9975, 0.9995, 1.000 ];
  220. light1.shadowCascadeWidth = [ SHADOW_MAP_WIDTH, SHADOW_MAP_WIDTH, SHADOW_MAP_WIDTH ];
  221. light1.shadowCascadeHeight = [ SHADOW_MAP_HEIGHT, SHADOW_MAP_HEIGHT, SHADOW_MAP_HEIGHT ];
  222. scene.add( light1 );
  223. // GROUND
  224. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  225. var gt = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  226. var gg = new THREE.PlaneGeometry( 32000, 32000 );
  227. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt, perPixel: true } );
  228. var ground = new THREE.Mesh( gg, gm );
  229. ground.material.map.repeat.set( 32, 32);
  230. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  231. ground.rotation.x = - Math.PI/2;
  232. ground.receiveShadow = true;
  233. scene.add( ground );
  234. // OBJECTS
  235. var objMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, maps: gt, perPixel: true } );
  236. var geo = new THREE.CubeGeometry( 10, 10, 10, 1, 1, 1, objMaterial, { ny: false } );
  237. var mergedGeo = new THREE.Geometry();
  238. for ( var i = 0; i < 100; i ++ ) {
  239. var s = THREE.Math.randFloat( 1, 30 );
  240. var ss = THREE.Math.randFloat( 1, 75 );
  241. var mesh = new THREE.Mesh( geo, objMaterial );
  242. mesh.position.x = THREE.Math.randFloatSpread( 20000 );
  243. mesh.position.z = THREE.Math.randFloatSpread( 20000 );
  244. mesh.position.y = 0.5 * 10 * s;
  245. mesh.scale.y = s;
  246. mesh.scale.x = ss;
  247. mesh.scale.z = ss;
  248. mesh.matrixAutoUpdate = false;
  249. mesh.updateMatrix();
  250. THREE.GeometryUtils.merge( mergedGeo, mesh );
  251. }
  252. var mesh = new THREE.Mesh( mergedGeo, objMaterial );
  253. mesh.castShadow = true;
  254. mesh.receiveShadow = true;
  255. scene.add( mesh );
  256. // TEXT
  257. var textGeo = new THREE.TextGeometry( "THREE.JS", {
  258. size: 200,
  259. height: 50,
  260. curveSegments: 12,
  261. font: "helvetiker",
  262. weight: "bold",
  263. style: "normal",
  264. bevelThickness: 2,
  265. bevelSize: 5,
  266. bevelEnabled: true
  267. });
  268. textGeo.computeBoundingBox();
  269. var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
  270. var textMaterial = new THREE.MeshPhongMaterial( { color: 0x00aaff, specular: 0x00aaff, ambient: 0x00aaff, perPixel: true } );
  271. var mesh = new THREE.Mesh( textGeo, textMaterial );
  272. mesh.position.x = centerOffset;
  273. mesh.position.y = 67;
  274. mesh.castShadow = true;
  275. mesh.receiveShadow = true;
  276. scene.add( mesh );
  277. // CUBES
  278. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1500, 220, 150 ), objMaterial );
  279. mesh.position.y = -50;
  280. mesh.position.z = 20;
  281. mesh.castShadow = true;
  282. mesh.receiveShadow = true;
  283. scene.add( mesh );
  284. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1600, 170, 250 ), objMaterial );
  285. mesh.position.y = -50;
  286. mesh.position.z = 20;
  287. mesh.castShadow = true;
  288. mesh.receiveShadow = true;
  289. scene.add( mesh );
  290. // MORPHS
  291. function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {
  292. var s = 1;
  293. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 10, morphTargets: true, morphNormals: true, vertexColors: THREE.FaceColors, shading: THREE.FlatShading, perPixel: true } );
  294. if ( 1 || fudgeColor ) {
  295. THREE.ColorUtils.adjustHSV( material.color, 0, 0.5 - Math.random(), 0.5 - Math.random() );
  296. material.ambient = material.color;
  297. }
  298. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  299. meshAnim.speed = speed;
  300. meshAnim.duration = duration;
  301. meshAnim.time = 600 * Math.random();
  302. meshAnim.position.set( x, y, z );
  303. meshAnim.rotation.y = Math.PI/2;
  304. meshAnim.scale.set( s, s, s );
  305. meshAnim.castShadow = true;
  306. meshAnim.receiveShadow = true;
  307. scene.add( meshAnim );
  308. morphs.push( meshAnim );
  309. }
  310. function morphColorsToFaceColors( geometry ) {
  311. if ( geometry.morphColors && geometry.morphColors.length ) {
  312. var colorMap = geometry.morphColors[ 0 ];
  313. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  314. geometry.faces[ i ].color = colorMap.colors[ i ];
  315. }
  316. }
  317. }
  318. var loader = new THREE.JSONLoader();
  319. loader.load( "obj/morphs/shdw3walk.js", function( geometry ) {
  320. geometry.computeMorphNormals();
  321. morphColorsToFaceColors( geometry );
  322. for ( var i = 0; i < 50; i ++ ) {
  323. addMorph( geometry, 40, 2000, -3000 + Math.random() * 6000, 0 + 60, -3000 + Math.random() * 6000 );
  324. }
  325. } );
  326. loader.load( "models/animated/horse.js", function( geometry ) {
  327. geometry.computeMorphNormals();
  328. morphColorsToFaceColors( geometry );
  329. for ( var i = 0; i < 50; i ++ ) {
  330. addMorph( geometry, 550, 1000, -5000 + Math.random() * 10000, 0, -5000 + Math.random() * 10000 );
  331. }
  332. } );
  333. loader.load( "obj/morphs/flamingo.js", function( geometry ) {
  334. geometry.computeMorphNormals();
  335. morphColorsToFaceColors( geometry );
  336. for ( var i = 0; i < 50; i ++ ) {
  337. addMorph( geometry, 850, 750, -5000 + Math.random() * 10000, 0 + 500 + 500 * Math.random(), -5000 + Math.random() * 10000 );
  338. }
  339. } );
  340. // RENDERER
  341. renderer = new THREE.WebGLRenderer( { antialias: true } );
  342. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  343. renderer.domElement.style.position = "relative";
  344. renderer.domElement.style.top = MARGIN + 'px';
  345. renderer.setClearColor( scene.fog.color, 1 );
  346. container.appendChild( renderer.domElement );
  347. // CONTROLS
  348. cameraControls = new THREE.TrackballControls( camera, renderer.domElement );
  349. cameraControls.target.set( 0, 0, 0 );
  350. //
  351. renderer.gammaInput = true;
  352. renderer.gammaOutput = true;
  353. //renderer.physicallyBasedShading = true;
  354. renderer.shadowMapEnabled = true;
  355. //renderer.shadowMapSoft = false;
  356. //renderer.shadowMapCullFrontFaces = false;
  357. renderer.shadowMapCascade = true;
  358. //renderer.shadowMapDebug = true;
  359. renderer.autoClear = false;
  360. // STATS
  361. stats = new Stats();
  362. stats.domElement.style.position = 'absolute';
  363. stats.domElement.style.top = '0px';
  364. stats.domElement.style.zIndex = 100;
  365. container.appendChild( stats.domElement );
  366. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  367. stats.domElement.children[ 0 ].style.background = "transparent";
  368. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  369. // EVENTS
  370. window.addEventListener( 'resize', onWindowResize, false );
  371. document.addEventListener( 'keydown', onKeyDown, false );
  372. document.addEventListener( 'keyup', onKeyUp, false );
  373. // GUI
  374. gui = new DAT.GUI();
  375. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
  376. character.setPlaybackRate( playbackConfig.speed );
  377. } );
  378. gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
  379. character.setWireframe( playbackConfig.wireframe );
  380. } );
  381. // CHARACTER
  382. var configOgro = {
  383. baseUrl: "models/animated/ogro/",
  384. body: "ogro.js",
  385. skins: [ "ogro.jpg", "igdosh.jpg" ],
  386. weapons: [ [ "weapon.js", "weapon.jpg" ]
  387. ],
  388. animations: {
  389. move: "run",
  390. idle: "stand",
  391. jump: "jump",
  392. attack: "attack",
  393. crouchMove: "cwalk",
  394. crouchIdle: "cstand",
  395. crouchAttach: "crattack"
  396. },
  397. walkSpeed: 350,
  398. crouchSpeed: 175
  399. };
  400. var configSoldier = {
  401. baseUrl: "models/animated/ss-soldier/",
  402. body: "ss-soldier.js",
  403. skins: [ "ss-soldier.jpg" ],
  404. weapons: [ [ "ss-weapon.js", "ss-weapon.jpg" ]
  405. ],
  406. animations: {
  407. move: "run",
  408. idle: "stand",
  409. jump: "jump",
  410. attack: "attack",
  411. crouchMove: "cwalk",
  412. crouchIdle: "cstand",
  413. crouchAttach: "crattack"
  414. },
  415. walkSpeed: 275,
  416. crouchSpeed: 175
  417. };
  418. var configArchvile = {
  419. baseUrl: "models/animated/archvile/",
  420. body: "archvile.js",
  421. skins: [ "archvile.jpg" ],
  422. weapons: [
  423. ],
  424. animations: {
  425. move: "run",
  426. idle: "stand",
  427. jump: "jump",
  428. attack: "attack",
  429. crouchMove: "cwalk",
  430. crouchIdle: "cstand",
  431. crouchAttach: "crattack"
  432. },
  433. walkSpeed: 275,
  434. crouchSpeed: 175
  435. };
  436. var configRevenant = {
  437. baseUrl: "models/animated/revenant/",
  438. body: "revenant.js",
  439. skins: [ "revenant.jpg", "revenant2.jpg", "revenant3.jpg", "revenant4.jpg", "revenantfire.jpg", "revenantfire2.jpg", "revenantfire3.jpg", "revenantfire4.jpg" ],
  440. weapons: [ [ "revenant_mf.js", "revenant_mf1.png" ],
  441. //[ "revenant_mf.js", "revenant_mf2.png" ]
  442. ],
  443. animations: {
  444. move: "walk",
  445. idle: "stand",
  446. jump: "jump",
  447. attack: "attack",
  448. crouchMove: "cwalk",
  449. crouchIdle: "cstand",
  450. crouchAttach: "crattack"
  451. },
  452. walkSpeed: 275,
  453. crouchSpeed: 175
  454. };
  455. var configKnight = {
  456. baseUrl: "models/animated/knight/",
  457. body: "knight.js",
  458. skins: [ "skin.jpg" ],
  459. weapons: [
  460. ],
  461. animations: {
  462. move: "run",
  463. idle: "stand",
  464. jump: "jump",
  465. attack: "attack",
  466. crouchMove: "crwalk",
  467. crouchIdle: "crstnd",
  468. crouchAttach: "crattk"
  469. },
  470. walkSpeed: 275,
  471. crouchSpeed: 175
  472. };
  473. var configGoblin = {
  474. baseUrl: "models/animated/goblin/",
  475. body: "goblin.js",
  476. skins: [ "skin.jpg" ],
  477. weapons: [
  478. ],
  479. animations: {
  480. move: "run",
  481. idle: "stand",
  482. jump: "jump",
  483. attack: "attack",
  484. crouchMove: "crwalk",
  485. crouchIdle: "crstnd",
  486. crouchAttach: "crattk"
  487. },
  488. walkSpeed: 275,
  489. crouchSpeed: 175
  490. };
  491. var configBauul = {
  492. baseUrl: "models/animated/bauul/",
  493. body: "bauul.js",
  494. skins: [ "skin.jpg", "ctf_r.png", "ctf_b.png" ],
  495. weapons: [ [ "weapon.js", "weapon.png" ]
  496. ],
  497. animations: {
  498. move: "run",
  499. idle: "stand",
  500. jump: "jump",
  501. attack: "attack",
  502. crouchMove: "crwalk",
  503. crouchIdle: "crstnd",
  504. crouchAttach: "crattak"
  505. },
  506. walkSpeed: 275,
  507. crouchSpeed: 175
  508. };
  509. var configRata = {
  510. baseUrl: "models/animated/ratamahatta/",
  511. body: "ratamahatta.js",
  512. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  513. weapons: [ [ "weapon.js", "weapon.png" ],
  514. [ "w_bfg.js", "w_bfg.png" ],
  515. [ "w_blaster.js", "w_blaster.png" ],
  516. [ "w_chaingun.js", "w_chaingun.png" ],
  517. [ "w_glauncher.js", "w_glauncher.png" ],
  518. [ "w_hyperblaster.js", "w_hyperblaster.png" ],
  519. [ "w_machinegun.js", "w_machinegun.png" ],
  520. [ "w_railgun.js", "w_railgun.png" ],
  521. [ "w_rlauncher.js", "w_rlauncher.png" ],
  522. [ "w_shotgun.js", "w_shotgun.png" ],
  523. [ "w_sshotgun.js", "w_sshotgun.png" ]
  524. ],
  525. animations: {
  526. move: "run",
  527. idle: "stand",
  528. jump: "jump",
  529. attack: "attack",
  530. crouchMove: "crwalk",
  531. crouchIdle: "crstand",
  532. crouchAttach: "crattack"
  533. },
  534. walkSpeed: 400,
  535. crouchSpeed: 175
  536. };
  537. character = new THREE.MD2CharacterComplex();
  538. character.scale = 3.5;
  539. character.controls = controls;
  540. //character.animationFPS = 1;
  541. character.onLoadComplete = function() {
  542. setupSkinsGUI( character );
  543. setupWeaponsGUI( character );
  544. setupGUIAnimations( character );
  545. //console.log( character );
  546. scene.add( character.root );
  547. var gyro = new THREE.Gyroscope();
  548. gyro.add( camera );
  549. character.root.add( gyro );
  550. }
  551. character.loadParts( configOgro );
  552. //createOverlay();
  553. // COMPOSER
  554. renderer.autoClear = false;
  555. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  556. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  557. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  558. var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );
  559. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  560. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  561. var bluriness = 4;
  562. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  563. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  564. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  565. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  566. composer = new THREE.EffectComposer( renderer, renderTarget );
  567. var renderModel = new THREE.RenderPass( scene, camera );
  568. effectVignette.renderToScreen = true;
  569. vblur.renderToScreen = true;
  570. composer = new THREE.EffectComposer( renderer, renderTarget );
  571. composer.addPass( renderModel );
  572. composer.addPass( effectFXAA );
  573. composer.addPass( hblur );
  574. composer.addPass( vblur );
  575. }
  576. // OVERLAY
  577. function createOverlay() {
  578. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
  579. cameraOrtho.position.z = 10;
  580. var shader = THREE.ShaderExtras[ "screen" ];
  581. var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
  582. hudMaterial = new THREE.ShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
  583. var hudGeo = new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  584. var hudMesh = new THREE.Mesh( hudGeo, hudMaterial );
  585. sceneHUD = new THREE.Scene();
  586. sceneHUD.add( hudMesh );
  587. sceneHUD.add( cameraOrtho );
  588. hudMaterial.uniforms.tDiffuse.texture = THREE.ImageUtils.loadTexture( "textures/vignette.png" );
  589. hudMaterial.uniforms.opacity.value = 0.5;
  590. }
  591. // EVENT HANDLERS
  592. function onWindowResize( event ) {
  593. SCREEN_WIDTH = window.innerWidth;
  594. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  595. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  596. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  597. camera.updateProjectionMatrix();
  598. }
  599. function onKeyDown ( event ) {
  600. switch( event.keyCode ) {
  601. case 38: /*up*/
  602. case 87: /*W*/ controls.moveForward = true; break;
  603. case 40: /*down*/
  604. case 83: /*S*/ controls.moveBackward = true; break;
  605. case 37: /*left*/
  606. case 65: /*A*/ controls.moveLeft = true; break;
  607. case 39: /*right*/
  608. case 68: /*D*/ controls.moveRight = true; break;
  609. case 67: /*C*/ controls.crouch = true; break;
  610. case 32: /*space*/ controls.jump = true; break;
  611. case 17: /*ctrl*/ controls.attack = true; break;
  612. case 49: /*1*/ setWeapon( 0 ); break;
  613. case 50: /*2*/ setWeapon( 1 ); break;
  614. case 51: /*3*/ setWeapon( 2 ); break;
  615. case 52: /*4*/ setWeapon( 3 ); break;
  616. case 53: /*5*/ setWeapon( 4 ); break;
  617. case 54: /*6*/ setWeapon( 5 ); break;
  618. case 55: /*7*/ setWeapon( 6 ); break;
  619. case 56: /*8*/ setWeapon( 7 ); break;
  620. case 57: /*9*/ setWeapon( 8 ); break;
  621. case 48: /*0*/ setWeapon( 10 ); break;
  622. }
  623. };
  624. function onKeyUp ( event ) {
  625. switch( event.keyCode ) {
  626. case 38: /*up*/
  627. case 87: /*W*/ controls.moveForward = false; break;
  628. case 40: /*down*/
  629. case 83: /*S*/ controls.moveBackward = false; break;
  630. case 37: /*left*/
  631. case 65: /*A*/ controls.moveLeft = false; break;
  632. case 39: /*right*/
  633. case 68: /*D*/ controls.moveRight = false; break;
  634. case 67: /*C*/ controls.crouch = false; break;
  635. case 32: /*space*/ controls.jump = false; break;
  636. case 17: /*ctrl*/ controls.attack = false; break;
  637. }
  638. };
  639. //
  640. function setWeapon( index ) {
  641. character.setWeapon( index );
  642. };
  643. // GUI
  644. function addGuiHeader( label, h, s, v ) {
  645. // add dummy item
  646. playbackConfig[ label ] = function() {};
  647. // hack GUI item styling
  648. var dummy = gui.add( playbackConfig, label, label );
  649. setGuiHeaderStyle( dummy, h, s, v );
  650. }
  651. function setGuiHeaderStyle( g, h, s, v ) {
  652. var color = "hsl(" + h + "," + s + "%, " + v + "%)";
  653. g.domElement.style.borderLeft = "solid 5px " + color;
  654. g.domElement.style.background = color;
  655. g.domElement.style.fontWeight = "bold";
  656. }
  657. function setGuiElementStyle( a, h, s, v, display ) {
  658. var i, s, color = "hsl(" + h + "," + s + "%, " + v + "%)";
  659. for( i = 0; i < a.length; i ++ ) {
  660. s = a[ i ].domElement.style;
  661. s.borderLeft = "solid 5px " + color;
  662. s.display = display ? display : "none";
  663. }
  664. }
  665. function labelize( text ) {
  666. var parts = text.split( "." );
  667. if ( parts.length > 1 ) {
  668. parts.length -= 1;
  669. return parts.join( "." );
  670. }
  671. return text;
  672. }
  673. //
  674. function setupWeaponsGUI( character ) {
  675. addGuiHeader( "Weapons", 20, 90, 30 );
  676. var generateCallback = function( index ) {
  677. return function () { character.setWeapon( index ); };
  678. }
  679. var guiItems = [];
  680. for ( var i = 0; i < character.weapons.length; i ++ ) {
  681. var name = character.weapons[ i ].name;
  682. playbackConfig[ name ] = generateCallback( i );
  683. guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
  684. }
  685. setGuiElementStyle( guiItems, 20, 90, 30, "block" );
  686. }
  687. //
  688. function setupSkinsGUI( character ) {
  689. addGuiHeader( "Skins", 0, 90, 30 );
  690. var generateCallback = function( index ) {
  691. return function () { character.setSkin( index ); };
  692. }
  693. var guiItems = [];
  694. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  695. var name = character.skinsBody[ i ].name;
  696. playbackConfig[ name ] = generateCallback( i );
  697. guiItems[ i ] = gui.add( playbackConfig, name ).name( labelize( name ) );
  698. }
  699. setGuiElementStyle( guiItems, 0, 90, 30, "block" );
  700. }
  701. //
  702. function setupGUIAnimations( character ) {
  703. addGuiHeader( "Animations", 100, 90, 30 );
  704. var generateCallback = function( animationName ) {
  705. return function () { character.setAnimation( animationName ); };
  706. }
  707. var i = 0, guiItems = [];
  708. var animations = character.meshBody.geometry.animations;
  709. for ( var a in animations ) {
  710. playbackConfig[ a ] = generateCallback( a );
  711. guiItems[ i ] = gui.add( playbackConfig, a, a );
  712. i ++;
  713. }
  714. setGuiElementStyle( guiItems, 100, 90, 30, "block" );
  715. }
  716. //
  717. function animate() {
  718. requestAnimationFrame( animate );
  719. render();
  720. stats.update();
  721. }
  722. function render() {
  723. var delta = clock.getDelta();
  724. for ( var i = 0; i < morphs.length; i ++ ) {
  725. morph = morphs[ i ];
  726. morph.updateAnimation( 1000 * delta );
  727. morph.position.x += morph.speed * delta;
  728. if ( morph.position.x > 4000 ) {
  729. morph.position.x = -4000 - Math.random() * 500;
  730. }
  731. }
  732. cameraControls.update( delta );
  733. character.update( delta );
  734. //if ( character.meshBody )
  735. //console.log( character.meshBody.length, character.meshBody.lastKeyframe, character.meshBody.currentKeyframe, character.meshBody.morphTargetInfluences );
  736. //renderer.clear();
  737. //renderer.render( scene, camera );
  738. //renderer.render( sceneHUD, cameraOrtho );
  739. // render shadow map
  740. renderer.autoUpdateObjects = false;
  741. renderer.initWebGLObjects( scene );
  742. renderer.updateShadowMap( scene, camera );
  743. // render scene
  744. renderer.autoUpdateObjects = true;
  745. //renderer.render( scene, camera );
  746. //renderer.clearTarget( null, 1, 1, 1 );
  747. composer.render( 0.1 );
  748. }
  749. </script>
  750. </body>
  751. </html>