webgl_loader_md2_control.html 7.6 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 src="../build/three.js"></script>
  25. <script src="js/controls/OrbitControls.js"></script>
  26. <script src="js/loaders/MD2Loader.js"></script>
  27. <script src="js/MorphBlendMesh.js"></script>
  28. <script src="js/MD2CharacterComplex.js"></script>
  29. <script src="js/Gyroscope.js"></script>
  30. <script src="js/libs/stats.min.js"></script>
  31. <script src="js/WebGL.js"></script>
  32. <script>
  33. if ( WEBGL.isWebGLAvailable() === false ) {
  34. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  35. }
  36. var SCREEN_WIDTH = window.innerWidth;
  37. var SCREEN_HEIGHT = window.innerHeight;
  38. var container, stats;
  39. var camera, scene, renderer;
  40. var characters = [];
  41. var nCharacters = 0;
  42. var cameraControls;
  43. var controls = {
  44. moveForward: false,
  45. moveBackward: false,
  46. moveLeft: false,
  47. moveRight: false
  48. };
  49. var clock = new THREE.Clock();
  50. init();
  51. animate();
  52. function init() {
  53. container = document.createElement( 'div' );
  54. document.body.appendChild( container );
  55. // CAMERA
  56. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  57. camera.position.set( 0, 150, 1300 );
  58. // SCENE
  59. scene = new THREE.Scene();
  60. scene.background = new THREE.Color( 0xffffff );
  61. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  62. scene.add( camera );
  63. // LIGHTS
  64. scene.add( new THREE.AmbientLight( 0x222222 ) );
  65. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  66. light.position.set( 200, 450, 500 );
  67. light.castShadow = true;
  68. light.shadow.mapSize.width = 1024;
  69. light.shadow.mapSize.height = 512;
  70. light.shadow.camera.near = 100;
  71. light.shadow.camera.far = 1200;
  72. light.shadow.camera.left = - 1000;
  73. light.shadow.camera.right = 1000;
  74. light.shadow.camera.top = 350;
  75. light.shadow.camera.bottom = - 350;
  76. scene.add( light );
  77. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  78. // GROUND
  79. var gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  80. var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
  81. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  82. var ground = new THREE.Mesh( gg, gm );
  83. ground.rotation.x = - Math.PI / 2;
  84. ground.material.map.repeat.set( 64, 64 );
  85. ground.material.map.wrapS = THREE.RepeatWrapping;
  86. ground.material.map.wrapT = THREE.RepeatWrapping;
  87. // note that because the ground does not cast a shadow, .castShadow is left false
  88. ground.receiveShadow = true;
  89. scene.add( ground );
  90. // RENDERER
  91. renderer = new THREE.WebGLRenderer( { antialias: true } );
  92. renderer.setPixelRatio( window.devicePixelRatio );
  93. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  94. container.appendChild( renderer.domElement );
  95. //
  96. renderer.gammaInput = true;
  97. renderer.gammaOutput = true;
  98. renderer.shadowMap.enabled = true;
  99. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  100. // STATS
  101. stats = new Stats();
  102. container.appendChild( stats.dom );
  103. // EVENTS
  104. window.addEventListener( 'resize', onWindowResize, false );
  105. document.addEventListener( 'keydown', onKeyDown, false );
  106. document.addEventListener( 'keyup', onKeyUp, false );
  107. // CONTROLS
  108. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  109. cameraControls.target.set( 0, 50, 0 );
  110. cameraControls.update();
  111. // CHARACTER
  112. var configOgro = {
  113. baseUrl: "models/md2/ogro/",
  114. body: "ogro.md2",
  115. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  116. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  117. "sharokh.png" ],
  118. weapons: [[ "weapon.md2", "weapon.jpg" ]],
  119. animations: {
  120. move: "run",
  121. idle: "stand",
  122. jump: "jump",
  123. attack: "attack",
  124. crouchMove: "cwalk",
  125. crouchIdle: "cstand",
  126. crouchAttach: "crattack"
  127. },
  128. walkSpeed: 350,
  129. crouchSpeed: 175
  130. };
  131. var nRows = 1;
  132. var nSkins = configOgro.skins.length;
  133. nCharacters = nSkins * nRows;
  134. for ( var i = 0; i < nCharacters; i ++ ) {
  135. var character = new THREE.MD2CharacterComplex();
  136. character.scale = 3;
  137. character.controls = controls;
  138. characters.push( character );
  139. }
  140. var baseCharacter = new THREE.MD2CharacterComplex();
  141. baseCharacter.scale = 3;
  142. baseCharacter.onLoadComplete = function () {
  143. var k = 0;
  144. for ( var j = 0; j < nRows; j ++ ) {
  145. for ( var i = 0; i < nSkins; i ++ ) {
  146. var cloneCharacter = characters[ k ];
  147. cloneCharacter.shareParts( baseCharacter );
  148. // cast and receive shadows
  149. cloneCharacter.enableShadows( true );
  150. cloneCharacter.setWeapon( 0 );
  151. cloneCharacter.setSkin( i );
  152. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  153. cloneCharacter.root.position.z = j * 250;
  154. scene.add( cloneCharacter.root );
  155. k ++;
  156. }
  157. }
  158. var gyro = new THREE.Gyroscope();
  159. gyro.add( camera );
  160. gyro.add( light, light.target );
  161. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  162. };
  163. baseCharacter.loadParts( configOgro );
  164. }
  165. // EVENT HANDLERS
  166. function onWindowResize() {
  167. SCREEN_WIDTH = window.innerWidth;
  168. SCREEN_HEIGHT = window.innerHeight;
  169. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  170. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  171. camera.updateProjectionMatrix();
  172. }
  173. function onKeyDown( event ) {
  174. event.stopPropagation();
  175. switch ( event.keyCode ) {
  176. case 38: /*up*/
  177. case 87: /*W*/ controls.moveForward = true; break;
  178. case 40: /*down*/
  179. case 83: /*S*/ controls.moveBackward = true; break;
  180. case 37: /*left*/
  181. case 65: /*A*/ controls.moveLeft = true; break;
  182. case 39: /*right*/
  183. case 68: /*D*/ controls.moveRight = true; break;
  184. //case 67: /*C*/ controls.crouch = true; break;
  185. //case 32: /*space*/ controls.jump = true; break;
  186. //case 17: /*ctrl*/ controls.attack = true; break;
  187. }
  188. }
  189. function onKeyUp( event ) {
  190. event.stopPropagation();
  191. switch ( event.keyCode ) {
  192. case 38: /*up*/
  193. case 87: /*W*/ controls.moveForward = false; break;
  194. case 40: /*down*/
  195. case 83: /*S*/ controls.moveBackward = false; break;
  196. case 37: /*left*/
  197. case 65: /*A*/ controls.moveLeft = false; break;
  198. case 39: /*right*/
  199. case 68: /*D*/ controls.moveRight = false; break;
  200. //case 67: /*C*/ controls.crouch = false; break;
  201. //case 32: /*space*/ controls.jump = false; break;
  202. //case 17: /*ctrl*/ controls.attack = false; break;
  203. }
  204. }
  205. //
  206. function animate() {
  207. requestAnimationFrame( animate );
  208. render();
  209. stats.update();
  210. }
  211. function render() {
  212. var delta = clock.getDelta();
  213. for ( var i = 0; i < nCharacters; i ++ ) {
  214. characters[ i ].update( delta );
  215. }
  216. renderer.render( scene, camera );
  217. }
  218. </script>
  219. </body>
  220. </html>