webgl_morphtargets_md2_control.html 7.9 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. color:#000;
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. padding: 5px;
  24. z-index:100;
  25. }
  26. a { color: skyblue; }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info">
  31. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - morphtargets -
  32. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a> -
  33. 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> -
  34. use arrows to control characters, mouse for camera
  35. </div>
  36. <script src="../build/three.min.js"></script>
  37. <script src='js/MD2CharacterComplex.js'></script>
  38. <script src='js/Detector.js'></script>
  39. <script src='js/Stats.js'></script>
  40. <script>
  41. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  42. var SCREEN_WIDTH = window.innerWidth;
  43. var SCREEN_HEIGHT = window.innerHeight;
  44. var container, camera, scene, renderer;
  45. var characters = [];
  46. var nCharacters = 0;
  47. var cameraControls;
  48. var controls = {
  49. moveForward: false,
  50. moveBackward: false,
  51. moveLeft: false,
  52. moveRight: false
  53. };
  54. var clock = new THREE.Clock();
  55. init();
  56. animate();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. // CAMERA
  61. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  62. camera.position.set( 0, 150, 1300 );
  63. // SCENE
  64. scene = new THREE.Scene();
  65. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  66. scene.add( camera );
  67. // LIGHTS
  68. scene.add( new THREE.AmbientLight( 0x222222 ) );
  69. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  70. light.position.set( 200, 450, 500 );
  71. light.castShadow = true;
  72. light.shadowMapWidth = 1024;
  73. light.shadowMapHeight = 1024;
  74. light.shadowMapDarkness = 0.95;
  75. //light.shadowCameraVisible = true;
  76. light.shadowCascade = true;
  77. light.shadowCascadeCount = 3;
  78. light.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
  79. light.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
  80. light.shadowCascadeWidth = [ 1024, 1024, 1024 ];
  81. light.shadowCascadeHeight = [ 1024, 1024, 1024 ];
  82. scene.add( light );
  83. // GROUND
  84. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  85. var gg = new THREE.PlaneGeometry( 16000, 16000 );
  86. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt, perPixel: true } );
  87. var ground = new THREE.Mesh( gg, gm );
  88. ground.rotation.x = - Math.PI / 2;
  89. ground.material.map.repeat.set( 64, 64 );
  90. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  91. ground.receiveShadow = true;
  92. scene.add( ground );
  93. // RENDERER
  94. renderer = new THREE.WebGLRenderer( { antialias: true } );
  95. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  96. renderer.setClearColor( scene.fog.color, 1 );
  97. container.appendChild( renderer.domElement );
  98. //
  99. renderer.gammaInput = true;
  100. renderer.gammaOutput = true;
  101. renderer.shadowMapEnabled = true;
  102. //renderer.shadowMapCullFrontFaces = false;
  103. renderer.shadowMapCascade = true;
  104. //renderer.shadowMapDebug = true;
  105. // STATS
  106. stats = new Stats();
  107. stats.domElement.style.position = 'absolute';
  108. stats.domElement.style.top = '0px';
  109. stats.domElement.style.zIndex = 100;
  110. container.appendChild( stats.domElement );
  111. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  112. stats.domElement.children[ 0 ].style.background = "transparent";
  113. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  114. // EVENTS
  115. window.addEventListener( 'resize', onWindowResize, false );
  116. document.addEventListener( 'keydown', onKeyDown, false );
  117. document.addEventListener( 'keyup', onKeyUp, false );
  118. // CONTROLS
  119. cameraControls = new THREE.TrackballControls( camera, renderer.domElement );
  120. cameraControls.target.set( 0, 50, 0 );
  121. // CHARACTER
  122. var configOgro = {
  123. baseUrl: "models/animated/ogro/",
  124. body: "ogro-light.js",
  125. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  126. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  127. "sharokh.png" ],
  128. weapons: [ [ "weapon-light.js", "weapon.jpg" ] ],
  129. animations: {
  130. move: "run",
  131. idle: "stand",
  132. jump: "jump",
  133. attack: "attack",
  134. crouchMove: "cwalk",
  135. crouchIdle: "cstand",
  136. crouchAttach: "crattack"
  137. },
  138. walkSpeed: 350,
  139. crouchSpeed: 175
  140. };
  141. var nRows = 1;
  142. var nSkins = configOgro.skins.length;
  143. nCharacters = nSkins * nRows;
  144. for ( var i = 0; i < nCharacters; i ++ ) {
  145. var character = new THREE.MD2CharacterComplex();
  146. character.scale = 3;
  147. character.controls = controls;
  148. characters.push( character );
  149. }
  150. var baseCharacter = new THREE.MD2CharacterComplex();
  151. baseCharacter.scale = 3;
  152. baseCharacter.onLoadComplete = function () {
  153. var k = 0;
  154. for ( var j = 0; j < nRows; j ++ ) {
  155. for ( var i = 0; i < nSkins; i ++ ) {
  156. var cloneCharacter = characters[ k ];
  157. cloneCharacter.shareParts( baseCharacter );
  158. cloneCharacter.enableShadows( true );
  159. cloneCharacter.setWeapon( 0 );
  160. cloneCharacter.setSkin( i );
  161. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  162. cloneCharacter.root.position.z = j * 250;
  163. scene.add( cloneCharacter.root );
  164. k ++;
  165. }
  166. }
  167. var gyro = new THREE.Gyroscope();
  168. gyro.add( camera );
  169. characters[ Math.floor( nSkins/2 ) ].root.add( gyro );
  170. };
  171. baseCharacter.loadParts( configOgro );
  172. }
  173. // EVENT HANDLERS
  174. function onWindowResize( event ) {
  175. SCREEN_WIDTH = window.innerWidth;
  176. SCREEN_HEIGHT = window.innerHeight;
  177. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  178. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  179. camera.updateProjectionMatrix();
  180. }
  181. function onKeyDown ( event ) {
  182. switch( event.keyCode ) {
  183. case 38: /*up*/
  184. case 87: /*W*/ controls.moveForward = true; break;
  185. case 40: /*down*/
  186. case 83: /*S*/ controls.moveBackward = true; break;
  187. case 37: /*left*/
  188. case 65: /*A*/ controls.moveLeft = true; break;
  189. case 39: /*right*/
  190. case 68: /*D*/ controls.moveRight = true; break;
  191. //case 67: /*C*/ controls.crouch = true; break;
  192. //case 32: /*space*/ controls.jump = true; break;
  193. //case 17: /*ctrl*/ controls.attack = true; break;
  194. }
  195. };
  196. function onKeyUp ( event ) {
  197. switch( event.keyCode ) {
  198. case 38: /*up*/
  199. case 87: /*W*/ controls.moveForward = false; break;
  200. case 40: /*down*/
  201. case 83: /*S*/ controls.moveBackward = false; break;
  202. case 37: /*left*/
  203. case 65: /*A*/ controls.moveLeft = false; break;
  204. case 39: /*right*/
  205. case 68: /*D*/ controls.moveRight = false; break;
  206. //case 67: /*C*/ controls.crouch = false; break;
  207. //case 32: /*space*/ controls.jump = false; break;
  208. //case 17: /*ctrl*/ controls.attack = false; break;
  209. }
  210. };
  211. //
  212. function animate() {
  213. requestAnimationFrame( animate );
  214. render();
  215. stats.update();
  216. }
  217. function render() {
  218. var delta = clock.getDelta();
  219. cameraControls.update( delta );
  220. for ( var i = 0; i < nCharacters; i ++ ) {
  221. characters[ i ].update( delta );
  222. }
  223. renderer.render( scene, camera );
  224. }
  225. </script>
  226. </body>
  227. </html>