webgl_morphtargets_md2.html 7.5 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. color:#fff;
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. width: 70em;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. a { color: skyblue; }
  28. #stats { position: absolute; top:0; left: 0 }
  29. #stats #fps { background: transparent !important }
  30. #stats #fps #fpsText { color: #aaa !important }
  31. #stats #fps #fpsGraph { display: none }
  32. </style>
  33. </head>
  34. <body>
  35. <div id="info">
  36. <a href="http://threejs.org" target="_blank">three.js</a> - morphtargets -
  37. MD2 character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a> -
  38. 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>
  39. </div>
  40. <script src="../build/three.min.js"></script>
  41. <script src="js/controls/TrackballControls.js"></script>
  42. <script src='js/MD2Character.js'></script>
  43. <script src='js/Detector.js'></script>
  44. <script src='js/libs/stats.min.js'></script>
  45. <script src='js/libs/dat.gui.min.js'></script>
  46. <script>
  47. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  48. var SCREEN_WIDTH = window.innerWidth;
  49. var SCREEN_HEIGHT = window.innerHeight;
  50. var container, camera, scene, renderer;
  51. var character;
  52. var gui, playbackConfig = {
  53. speed: 1.0,
  54. wireframe: false
  55. };
  56. var controls;
  57. var clock = new THREE.Clock();
  58. init();
  59. animate();
  60. function init() {
  61. container = document.createElement( 'div' );
  62. document.body.appendChild( container );
  63. // CAMERA
  64. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  65. camera.position.set( 0, 150, 400 );
  66. // SCENE
  67. scene = new THREE.Scene();
  68. scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
  69. // LIGHTS
  70. scene.add( new THREE.AmbientLight( 0x222222 ) );
  71. var light = new THREE.SpotLight( 0xffffff, 2, 1000 );
  72. light.position.set( 200, 250, 500 );
  73. light.castShadow = true;
  74. light.shadowMapWidth = 1024;
  75. light.shadowMapHeight = 1024;
  76. light.shadowMapDarkness = 0.95;
  77. //light.shadowCameraVisible = true;
  78. scene.add( light );
  79. var light = new THREE.SpotLight( 0xffffff, 1.5, 500 );
  80. light.position.set( -100, 350, 250 );
  81. light.castShadow = true;
  82. light.shadowMapWidth = 1024;
  83. light.shadowMapHeight = 1024;
  84. light.shadowMapDarkness = 0.95;
  85. //light.shadowCameraVisible = true;
  86. scene.add( light );
  87. // GROUND
  88. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  89. var gg = new THREE.PlaneGeometry( 2000, 2000 );
  90. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  91. var ground = new THREE.Mesh( gg, gm );
  92. ground.rotation.x = - Math.PI / 2;
  93. ground.material.map.repeat.set( 8, 8 );
  94. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  95. ground.receiveShadow = true;
  96. scene.add( ground );
  97. // RENDERER
  98. renderer = new THREE.WebGLRenderer( { antialias: true } );
  99. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  100. renderer.setClearColor( scene.fog.color, 1 );
  101. container.appendChild( renderer.domElement );
  102. //
  103. renderer.gammaInput = true;
  104. renderer.gammaOutput = true;
  105. renderer.shadowMapEnabled = true;
  106. // STATS
  107. stats = new Stats();
  108. container.appendChild( stats.domElement );
  109. // EVENTS
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. // CONTROLS
  112. controls = new THREE.TrackballControls( camera, renderer.domElement );
  113. controls.target.set( 0, 50, 0 );
  114. // GUI
  115. gui = new dat.GUI();
  116. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
  117. character.setPlaybackRate( playbackConfig.speed );
  118. } );
  119. gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
  120. character.setWireframe( playbackConfig.wireframe );
  121. } );
  122. // CHARACTER
  123. var config = {
  124. baseUrl: "models/animated/ratamahatta/",
  125. body: "ratamahatta.js",
  126. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  127. weapons: [ [ "weapon.js", "weapon.png" ],
  128. [ "w_bfg.js", "w_bfg.png" ],
  129. [ "w_blaster.js", "w_blaster.png" ],
  130. [ "w_chaingun.js", "w_chaingun.png" ],
  131. [ "w_glauncher.js", "w_glauncher.png" ],
  132. [ "w_hyperblaster.js", "w_hyperblaster.png" ],
  133. [ "w_machinegun.js", "w_machinegun.png" ],
  134. [ "w_railgun.js", "w_railgun.png" ],
  135. [ "w_rlauncher.js", "w_rlauncher.png" ],
  136. [ "w_shotgun.js", "w_shotgun.png" ],
  137. [ "w_sshotgun.js", "w_sshotgun.png" ]
  138. ]
  139. };
  140. character = new THREE.MD2Character();
  141. character.scale = 3;
  142. character.onLoadComplete = function() {
  143. setupSkinsGUI( character );
  144. setupWeaponsGUI( character );
  145. setupGUIAnimations( character );
  146. }
  147. character.loadParts( config );
  148. scene.add( character.root );
  149. }
  150. // EVENT HANDLERS
  151. function onWindowResize( event ) {
  152. SCREEN_WIDTH = window.innerWidth;
  153. SCREEN_HEIGHT = window.innerHeight;
  154. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  155. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  156. camera.updateProjectionMatrix();
  157. }
  158. // GUI
  159. function labelize( text ) {
  160. var parts = text.split( "." );
  161. if ( parts.length > 1 ) {
  162. parts.length -= 1;
  163. return parts.join( "." );
  164. }
  165. return text;
  166. }
  167. //
  168. function setupWeaponsGUI( character ) {
  169. var folder = gui.addFolder( "Weapons" );
  170. var generateCallback = function( index ) {
  171. return function () { character.setWeapon( index ); };
  172. }
  173. var guiItems = [];
  174. for ( var i = 0; i < character.weapons.length; i ++ ) {
  175. var name = character.weapons[ i ].name;
  176. playbackConfig[ name ] = generateCallback( i );
  177. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  178. }
  179. }
  180. //
  181. function setupSkinsGUI( character ) {
  182. var folder = gui.addFolder( "Skins" );
  183. var generateCallback = function( index ) {
  184. return function () { character.setSkin( index ); };
  185. }
  186. var guiItems = [];
  187. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  188. var name = character.skinsBody[ i ].name;
  189. playbackConfig[ name ] = generateCallback( i );
  190. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  191. }
  192. }
  193. //
  194. function setupGUIAnimations( character ) {
  195. var folder = gui.addFolder( "Animations" );
  196. var generateCallback = function( animationName ) {
  197. return function () { character.setAnimation( animationName ); };
  198. }
  199. var i = 0, guiItems = [];
  200. var animations = character.meshBody.geometry.animations;
  201. for ( var a in animations ) {
  202. playbackConfig[ a ] = generateCallback( a );
  203. guiItems[ i ] = folder.add( playbackConfig, a, a );
  204. i ++;
  205. }
  206. }
  207. //
  208. function animate() {
  209. requestAnimationFrame( animate );
  210. render();
  211. stats.update();
  212. }
  213. function render() {
  214. var delta = clock.getDelta();
  215. controls.update();
  216. character.update( delta );
  217. renderer.render( scene, camera );
  218. }
  219. </script>
  220. </body>
  221. </html>