webgl_loader_md2_control.html 7.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325
  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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader<br />
  21. use arrows to control characters, mouse for camera
  22. </div>
  23. <script type="module">
  24. import * as THREE from '../build/three.module.js';
  25. import Stats from './jsm/libs/stats.module.js';
  26. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  27. import { MD2CharacterComplex } from './jsm/misc/MD2CharacterComplex.js';
  28. import { Gyroscope } from './jsm/misc/Gyroscope.js';
  29. let SCREEN_WIDTH = window.innerWidth;
  30. let SCREEN_HEIGHT = window.innerHeight;
  31. let container, stats;
  32. let camera, scene, renderer;
  33. const characters = [];
  34. let nCharacters = 0;
  35. let cameraControls;
  36. const controls = {
  37. moveForward: false,
  38. moveBackward: false,
  39. moveLeft: false,
  40. moveRight: false
  41. };
  42. const clock = new THREE.Clock();
  43. init();
  44. animate();
  45. function init() {
  46. container = document.createElement( 'div' );
  47. document.body.appendChild( container );
  48. // CAMERA
  49. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  50. camera.position.set( 0, 150, 1300 );
  51. // SCENE
  52. scene = new THREE.Scene();
  53. scene.background = new THREE.Color( 0xffffff );
  54. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  55. scene.add( camera );
  56. // LIGHTS
  57. scene.add( new THREE.AmbientLight( 0x222222 ) );
  58. const light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  59. light.position.set( 200, 450, 500 );
  60. light.castShadow = true;
  61. light.shadow.mapSize.width = 1024;
  62. light.shadow.mapSize.height = 512;
  63. light.shadow.camera.near = 100;
  64. light.shadow.camera.far = 1200;
  65. light.shadow.camera.left = - 1000;
  66. light.shadow.camera.right = 1000;
  67. light.shadow.camera.top = 350;
  68. light.shadow.camera.bottom = - 350;
  69. scene.add( light );
  70. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  71. // GROUND
  72. const gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  73. const gg = new THREE.PlaneGeometry( 16000, 16000 );
  74. const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  75. const ground = new THREE.Mesh( gg, gm );
  76. ground.rotation.x = - Math.PI / 2;
  77. ground.material.map.repeat.set( 64, 64 );
  78. ground.material.map.wrapS = THREE.RepeatWrapping;
  79. ground.material.map.wrapT = THREE.RepeatWrapping;
  80. ground.material.map.encoding = THREE.sRGBEncoding;
  81. // note that because the ground does not cast a shadow, .castShadow is left false
  82. ground.receiveShadow = true;
  83. scene.add( ground );
  84. // RENDERER
  85. renderer = new THREE.WebGLRenderer( { antialias: true } );
  86. renderer.setPixelRatio( window.devicePixelRatio );
  87. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  88. container.appendChild( renderer.domElement );
  89. //
  90. renderer.outputEncoding = THREE.sRGBEncoding;
  91. renderer.shadowMap.enabled = true;
  92. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  93. // STATS
  94. stats = new Stats();
  95. container.appendChild( stats.dom );
  96. // EVENTS
  97. window.addEventListener( 'resize', onWindowResize );
  98. document.addEventListener( 'keydown', onKeyDown );
  99. document.addEventListener( 'keyup', onKeyUp );
  100. // CONTROLS
  101. cameraControls = new OrbitControls( camera, renderer.domElement );
  102. cameraControls.target.set( 0, 50, 0 );
  103. cameraControls.update();
  104. // CHARACTER
  105. const configOgro = {
  106. baseUrl: "models/md2/ogro/",
  107. body: "ogro.md2",
  108. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  109. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  110. "sharokh.png" ],
  111. weapons: [[ "weapon.md2", "weapon.jpg" ]],
  112. animations: {
  113. move: "run",
  114. idle: "stand",
  115. jump: "jump",
  116. attack: "attack",
  117. crouchMove: "cwalk",
  118. crouchIdle: "cstand",
  119. crouchAttach: "crattack"
  120. },
  121. walkSpeed: 350,
  122. crouchSpeed: 175
  123. };
  124. const nRows = 1;
  125. const nSkins = configOgro.skins.length;
  126. nCharacters = nSkins * nRows;
  127. for ( let i = 0; i < nCharacters; i ++ ) {
  128. const character = new MD2CharacterComplex();
  129. character.scale = 3;
  130. character.controls = controls;
  131. characters.push( character );
  132. }
  133. const baseCharacter = new MD2CharacterComplex();
  134. baseCharacter.scale = 3;
  135. baseCharacter.onLoadComplete = function () {
  136. let k = 0;
  137. for ( let j = 0; j < nRows; j ++ ) {
  138. for ( let i = 0; i < nSkins; i ++ ) {
  139. const cloneCharacter = characters[ k ];
  140. cloneCharacter.shareParts( baseCharacter );
  141. // cast and receive shadows
  142. cloneCharacter.enableShadows( true );
  143. cloneCharacter.setWeapon( 0 );
  144. cloneCharacter.setSkin( i );
  145. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  146. cloneCharacter.root.position.z = j * 250;
  147. scene.add( cloneCharacter.root );
  148. k ++;
  149. }
  150. }
  151. const gyro = new Gyroscope();
  152. gyro.add( camera );
  153. gyro.add( light, light.target );
  154. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  155. };
  156. baseCharacter.loadParts( configOgro );
  157. }
  158. // EVENT HANDLERS
  159. function onWindowResize() {
  160. SCREEN_WIDTH = window.innerWidth;
  161. SCREEN_HEIGHT = window.innerHeight;
  162. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  163. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  164. camera.updateProjectionMatrix();
  165. }
  166. function onKeyDown( event ) {
  167. switch ( event.code ) {
  168. case 'ArrowUp':
  169. case 'KeyW': controls.moveForward = true; break;
  170. case 'ArrowDown':
  171. case 'KeyS': controls.moveBackward = true; break;
  172. case 'ArrowLeft':
  173. case 'KeyA': controls.moveLeft = true; break;
  174. case 'ArrowRight':
  175. case 'KeyD': controls.moveRight = true; break;
  176. // case 'KeyC': controls.crouch = true; break;
  177. // case 'Space': controls.jump = true; break;
  178. // case 'ControlLeft':
  179. // case 'ControlRight': controls.attack = true; break;
  180. }
  181. }
  182. function onKeyUp( event ) {
  183. switch ( event.code ) {
  184. case 'ArrowUp':
  185. case 'KeyW': controls.moveForward = false; break;
  186. case 'ArrowDown':
  187. case 'KeyS': controls.moveBackward = false; break;
  188. case 'ArrowLeft':
  189. case 'KeyA': controls.moveLeft = false; break;
  190. case 'ArrowRight':
  191. case 'KeyD': controls.moveRight = false; break;
  192. // case 'KeyC': controls.crouch = false; break;
  193. // case 'Space': controls.jump = false; break;
  194. // case 'ControlLeft':
  195. // case 'ControlRight': controls.attack = false; break;
  196. }
  197. }
  198. //
  199. function animate() {
  200. requestAnimationFrame( animate );
  201. render();
  202. stats.update();
  203. }
  204. function render() {
  205. const delta = clock.getDelta();
  206. for ( let i = 0; i < nCharacters; i ++ ) {
  207. characters[ i ].update( delta );
  208. }
  209. renderer.render( scene, camera );
  210. }
  211. </script>
  212. </body>
  213. </html>