webgl_morphtargets_md2_control.html 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348
  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. #stats { position: absolute; top:0; left: 0 }
  28. #stats #fps { background: transparent !important }
  29. #stats #fps #fpsText { color: #aaa !important }
  30. #stats #fps #fpsGraph { display: none }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="info">
  35. <a href="http://threejs.org" target="_blank">three.js</a> - morphtargets -
  36. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a> -
  37. 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> -
  38. use arrows to control characters, mouse for camera
  39. </div>
  40. <script src="../build/three.min.js"></script>
  41. <script src="js/controls/TrackballControls.js"></script>
  42. <script src='js/MD2CharacterComplex.js'></script>
  43. <script src='js/Detector.js'></script>
  44. <script src='js/libs/stats.min.js'></script>
  45. <script>
  46. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  47. var SCREEN_WIDTH = window.innerWidth;
  48. var SCREEN_HEIGHT = window.innerHeight;
  49. var container, camera, scene, renderer;
  50. var characters = [];
  51. var nCharacters = 0;
  52. var cameraControls;
  53. var controls = {
  54. moveForward: false,
  55. moveBackward: false,
  56. moveLeft: false,
  57. moveRight: false
  58. };
  59. var clock = new THREE.Clock();
  60. init();
  61. animate();
  62. function init() {
  63. container = document.createElement( 'div' );
  64. document.body.appendChild( container );
  65. // CAMERA
  66. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  67. camera.position.set( 0, 150, 1300 );
  68. // SCENE
  69. scene = new THREE.Scene();
  70. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  71. scene.add( camera );
  72. // LIGHTS
  73. scene.add( new THREE.AmbientLight( 0x222222 ) );
  74. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  75. light.position.set( 200, 450, 500 );
  76. light.castShadow = true;
  77. light.shadowMapWidth = 1024;
  78. light.shadowMapHeight = 1024;
  79. light.shadowMapDarkness = 0.95;
  80. //light.shadowCameraVisible = true;
  81. light.shadowCascade = true;
  82. light.shadowCascadeCount = 3;
  83. light.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
  84. light.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
  85. light.shadowCascadeWidth = [ 1024, 1024, 1024 ];
  86. light.shadowCascadeHeight = [ 1024, 1024, 1024 ];
  87. scene.add( light );
  88. // GROUND
  89. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  90. var gg = new THREE.PlaneGeometry( 16000, 16000 );
  91. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  92. var ground = new THREE.Mesh( gg, gm );
  93. ground.rotation.x = - Math.PI / 2;
  94. ground.material.map.repeat.set( 64, 64 );
  95. ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
  96. ground.receiveShadow = true;
  97. scene.add( ground );
  98. // RENDERER
  99. renderer = new THREE.WebGLRenderer( { antialias: true } );
  100. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  101. renderer.setClearColor( scene.fog.color, 1 );
  102. container.appendChild( renderer.domElement );
  103. //
  104. renderer.gammaInput = true;
  105. renderer.gammaOutput = true;
  106. renderer.shadowMapEnabled = true;
  107. renderer.shadowMapCascade = true;
  108. renderer.shadowMapType = THREE.PCFSoftShadowMap;
  109. //renderer.shadowMapDebug = true;
  110. // STATS
  111. stats = new Stats();
  112. container.appendChild( stats.domElement );
  113. // EVENTS
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. document.addEventListener( 'keydown', onKeyDown, false );
  116. document.addEventListener( 'keyup', onKeyUp, false );
  117. // CONTROLS
  118. cameraControls = new THREE.TrackballControls( camera, renderer.domElement );
  119. cameraControls.target.set( 0, 50, 0 );
  120. // CHARACTER
  121. var configOgro = {
  122. baseUrl: "models/animated/ogro/",
  123. body: "ogro-light.js",
  124. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  125. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  126. "sharokh.png" ],
  127. weapons: [ [ "weapon-light.js", "weapon.jpg" ] ],
  128. animations: {
  129. move: "run",
  130. idle: "stand",
  131. jump: "jump",
  132. attack: "attack",
  133. crouchMove: "cwalk",
  134. crouchIdle: "cstand",
  135. crouchAttach: "crattack"
  136. },
  137. walkSpeed: 350,
  138. crouchSpeed: 175
  139. };
  140. var nRows = 1;
  141. var nSkins = configOgro.skins.length;
  142. nCharacters = nSkins * nRows;
  143. for ( var i = 0; i < nCharacters; i ++ ) {
  144. var character = new THREE.MD2CharacterComplex();
  145. character.scale = 3;
  146. character.controls = controls;
  147. characters.push( character );
  148. }
  149. var baseCharacter = new THREE.MD2CharacterComplex();
  150. baseCharacter.scale = 3;
  151. baseCharacter.onLoadComplete = function () {
  152. var k = 0;
  153. for ( var j = 0; j < nRows; j ++ ) {
  154. for ( var i = 0; i < nSkins; i ++ ) {
  155. var cloneCharacter = characters[ k ];
  156. cloneCharacter.shareParts( baseCharacter );
  157. cloneCharacter.enableShadows( true );
  158. cloneCharacter.setWeapon( 0 );
  159. cloneCharacter.setSkin( i );
  160. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  161. cloneCharacter.root.position.z = j * 250;
  162. scene.add( cloneCharacter.root );
  163. k ++;
  164. }
  165. }
  166. var gyro = new THREE.Gyroscope();
  167. gyro.add( camera );
  168. characters[ Math.floor( nSkins/2 ) ].root.add( gyro );
  169. };
  170. baseCharacter.loadParts( configOgro );
  171. }
  172. // EVENT HANDLERS
  173. function onWindowResize( event ) {
  174. SCREEN_WIDTH = window.innerWidth;
  175. SCREEN_HEIGHT = window.innerHeight;
  176. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  177. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  178. camera.updateProjectionMatrix();
  179. }
  180. function onKeyDown ( event ) {
  181. switch( event.keyCode ) {
  182. case 38: /*up*/
  183. case 87: /*W*/ controls.moveForward = true; break;
  184. case 40: /*down*/
  185. case 83: /*S*/ controls.moveBackward = true; break;
  186. case 37: /*left*/
  187. case 65: /*A*/ controls.moveLeft = true; break;
  188. case 39: /*right*/
  189. case 68: /*D*/ controls.moveRight = true; break;
  190. //case 67: /*C*/ controls.crouch = true; break;
  191. //case 32: /*space*/ controls.jump = true; break;
  192. //case 17: /*ctrl*/ controls.attack = true; break;
  193. }
  194. };
  195. function onKeyUp ( event ) {
  196. switch( event.keyCode ) {
  197. case 38: /*up*/
  198. case 87: /*W*/ controls.moveForward = false; break;
  199. case 40: /*down*/
  200. case 83: /*S*/ controls.moveBackward = false; break;
  201. case 37: /*left*/
  202. case 65: /*A*/ controls.moveLeft = false; break;
  203. case 39: /*right*/
  204. case 68: /*D*/ controls.moveRight = false; break;
  205. //case 67: /*C*/ controls.crouch = false; break;
  206. //case 32: /*space*/ controls.jump = false; break;
  207. //case 17: /*ctrl*/ controls.attack = false; break;
  208. }
  209. };
  210. //
  211. function animate() {
  212. requestAnimationFrame( animate );
  213. render();
  214. stats.update();
  215. }
  216. function render() {
  217. var delta = clock.getDelta();
  218. cameraControls.update( delta );
  219. for ( var i = 0; i < nCharacters; i ++ ) {
  220. characters[ i ].update( delta );
  221. }
  222. renderer.render( scene, camera );
  223. }
  224. </script>
  225. </body>
  226. </html>