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 src="../build/three.js"></script>
  15. <script src="js/controls/OrbitControls.js"></script>
  16. <script src="js/loaders/MD2Loader.js"></script>
  17. <script src="js/MD2Character.js"></script>
  18. <script src="js/libs/stats.min.js"></script>
  19. <script src="js/libs/dat.gui.min.js"></script>
  20. <script src="js/WebGL.js"></script>
  21. <script>
  22. if ( WEBGL.isWebGLAvailable() === false ) {
  23. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  24. }
  25. var SCREEN_WIDTH = window.innerWidth;
  26. var SCREEN_HEIGHT = window.innerHeight;
  27. var container, camera, scene, renderer;
  28. var character;
  29. var gui, playbackConfig = {
  30. speed: 1.0,
  31. wireframe: false
  32. };
  33. var controls;
  34. var clock = new THREE.Clock();
  35. var stats;
  36. init();
  37. animate();
  38. function init() {
  39. container = document.createElement( 'div' );
  40. document.body.appendChild( container );
  41. // CAMERA
  42. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  43. camera.position.set( 0, 150, 400 );
  44. // SCENE
  45. scene = new THREE.Scene();
  46. scene.background = new THREE.Color( 0x050505 );
  47. scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
  48. // LIGHTS
  49. scene.add( new THREE.AmbientLight( 0x222222 ) );
  50. var light = new THREE.SpotLight( 0xffffff, 5, 1000 );
  51. light.position.set( 200, 250, 500 );
  52. light.angle = 0.5;
  53. light.penumbra = 0.5;
  54. light.castShadow = true;
  55. light.shadow.mapSize.width = 1024;
  56. light.shadow.mapSize.height = 1024;
  57. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  58. scene.add( light );
  59. var light = new THREE.SpotLight( 0xffffff, 5, 1000 );
  60. light.position.set( - 100, 350, 350 );
  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 THREE.CameraHelper( light.shadow.camera ) );
  67. scene.add( light );
  68. // GROUND
  69. var gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  70. var gg = new THREE.PlaneBufferGeometry( 2000, 2000 );
  71. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  72. var ground = new THREE.Mesh( gg, gm );
  73. ground.rotation.x = - Math.PI / 2;
  74. ground.material.map.repeat.set( 8, 8 );
  75. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  76. ground.receiveShadow = true;
  77. scene.add( ground );
  78. // RENDERER
  79. renderer = new THREE.WebGLRenderer( { antialias: true } );
  80. renderer.setPixelRatio( window.devicePixelRatio );
  81. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  82. container.appendChild( renderer.domElement );
  83. //
  84. renderer.gammaInput = true;
  85. renderer.gammaOutput = true;
  86. renderer.shadowMap.enabled = true;
  87. // STATS
  88. stats = new Stats();
  89. container.appendChild( stats.dom );
  90. // EVENTS
  91. window.addEventListener( 'resize', onWindowResize, false );
  92. // CONTROLS
  93. controls = new THREE.OrbitControls( camera, renderer.domElement );
  94. controls.target.set( 0, 50, 0 );
  95. controls.update();
  96. // GUI
  97. gui = new dat.GUI();
  98. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function () {
  99. character.setPlaybackRate( playbackConfig.speed );
  100. } );
  101. gui.add( playbackConfig, 'wireframe', false ).onChange( function () {
  102. character.setWireframe( playbackConfig.wireframe );
  103. } );
  104. // CHARACTER
  105. var config = {
  106. baseUrl: "models/md2/ratamahatta/",
  107. body: "ratamahatta.md2",
  108. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  109. weapons: [[ "weapon.md2", "weapon.png" ],
  110. [ "w_bfg.md2", "w_bfg.png" ],
  111. [ "w_blaster.md2", "w_blaster.png" ],
  112. [ "w_chaingun.md2", "w_chaingun.png" ],
  113. [ "w_glauncher.md2", "w_glauncher.png" ],
  114. [ "w_hyperblaster.md2", "w_hyperblaster.png" ],
  115. [ "w_machinegun.md2", "w_machinegun.png" ],
  116. [ "w_railgun.md2", "w_railgun.png" ],
  117. [ "w_rlauncher.md2", "w_rlauncher.png" ],
  118. [ "w_shotgun.md2", "w_shotgun.png" ],
  119. [ "w_sshotgun.md2", "w_sshotgun.png" ]
  120. ]
  121. };
  122. character = new THREE.MD2Character();
  123. character.scale = 3;
  124. character.onLoadComplete = function () {
  125. setupSkinsGUI( character );
  126. setupWeaponsGUI( character );
  127. setupGUIAnimations( character );
  128. character.setAnimation( character.meshBody.geometry.animations[ 0 ].name );
  129. };
  130. character.loadParts( config );
  131. scene.add( character.root );
  132. }
  133. // EVENT HANDLERS
  134. function onWindowResize() {
  135. SCREEN_WIDTH = window.innerWidth;
  136. SCREEN_HEIGHT = window.innerHeight;
  137. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  138. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  139. camera.updateProjectionMatrix();
  140. }
  141. // GUI
  142. function labelize( text ) {
  143. var parts = text.split( "." );
  144. if ( parts.length > 1 ) {
  145. parts.length -= 1;
  146. return parts.join( "." );
  147. }
  148. return text;
  149. }
  150. //
  151. function setupWeaponsGUI( character ) {
  152. var folder = gui.addFolder( "Weapons" );
  153. var generateCallback = function ( index ) {
  154. return function () {
  155. character.setWeapon( index );
  156. };
  157. };
  158. var guiItems = [];
  159. for ( var i = 0; i < character.weapons.length; i ++ ) {
  160. var name = character.weapons[ i ].name;
  161. playbackConfig[ name ] = generateCallback( i );
  162. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  163. }
  164. }
  165. //
  166. function setupSkinsGUI( character ) {
  167. var folder = gui.addFolder( "Skins" );
  168. var generateCallback = function ( index ) {
  169. return function () {
  170. character.setSkin( index );
  171. };
  172. };
  173. var guiItems = [];
  174. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  175. var name = character.skinsBody[ i ].name;
  176. playbackConfig[ name ] = generateCallback( i );
  177. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  178. }
  179. }
  180. //
  181. function setupGUIAnimations( character ) {
  182. var folder = gui.addFolder( "Animations" );
  183. var generateCallback = function ( animationClip ) {
  184. return function () {
  185. character.setAnimation( animationClip.name );
  186. };
  187. };
  188. var i = 0, guiItems = [];
  189. var animations = character.meshBody.geometry.animations;
  190. for ( var i = 0; i < animations.length; i ++ ) {
  191. var clip = animations[ i ];
  192. playbackConfig[ clip.name ] = generateCallback( clip );
  193. guiItems[ i ] = folder.add( playbackConfig, clip.name, clip.name );
  194. i ++;
  195. }
  196. }
  197. //
  198. function animate() {
  199. requestAnimationFrame( animate );
  200. render();
  201. stats.update();
  202. }
  203. function render() {
  204. var delta = clock.getDelta();
  205. character.update( delta );
  206. renderer.render( scene, camera );
  207. }
  208. </script>
  209. </body>
  210. </html>