webgl_loader_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. position: absolute;
  20. padding: 10px;
  21. width: 100%;
  22. text-align: center;
  23. color: #000;
  24. }
  25. a { color: skyblue; }
  26. #stats { position: absolute; top:0; left: 0 }
  27. #stats #fps { background: transparent !important }
  28. #stats #fps #fpsText { color: #aaa !important }
  29. #stats #fps #fpsGraph { display: none }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="info">
  34. <a href="http://threejs.org" target="_blank">three.js</a> - MD2 Loader -
  35. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a><br />
  36. use arrows to control characters, mouse for camera
  37. </div>
  38. <script src="../build/three.min.js"></script>
  39. <script src="js/controls/OrbitControls.js"></script>
  40. <script src='js/loaders/MD2Loader.js'></script>
  41. <script src='js/MD2CharacterComplex.js'></script>
  42. <script src='js/Gyroscope.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.shadowCameraNear = 100;
  82. light.shadowCameraFar = 1200;
  83. light.shadowCameraTop = 350;
  84. light.shadowCameraBottom = -350;
  85. light.shadowCameraRight = 1000;
  86. light.shadowCameraLeft = -1000;
  87. scene.add( light );
  88. // GROUND
  89. var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
  90. var gg = new THREE.PlaneBufferGeometry( 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 = THREE.RepeatWrapping;
  96. ground.material.map.wrapT = THREE.RepeatWrapping;
  97. // note that because the ground does not cast a shadow, .castShadow is left false
  98. ground.receiveShadow = true;
  99. scene.add( ground );
  100. // RENDERER
  101. renderer = new THREE.WebGLRenderer( { antialias: true } );
  102. renderer.setClearColor( scene.fog.color );
  103. renderer.setPixelRatio( window.devicePixelRatio );
  104. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  105. container.appendChild( renderer.domElement );
  106. //
  107. renderer.gammaInput = true;
  108. renderer.gammaOutput = true;
  109. renderer.shadowMap.enabled = true;
  110. // renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  111. // renderer.shadowMap.debug = true;
  112. // STATS
  113. stats = new Stats();
  114. container.appendChild( stats.domElement );
  115. // EVENTS
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. document.addEventListener( 'keydown', onKeyDown, false );
  118. document.addEventListener( 'keyup', onKeyUp, false );
  119. // CONTROLS
  120. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  121. cameraControls.target.set( 0, 50, 0 );
  122. // CHARACTER
  123. var configOgro = {
  124. baseUrl: "models/md2/ogro/",
  125. body: "ogro.md2",
  126. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  127. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  128. "sharokh.png" ],
  129. weapons: [ [ "weapon.md2", "weapon.jpg" ] ],
  130. animations: {
  131. move: "run",
  132. idle: "stand",
  133. jump: "jump",
  134. attack: "attack",
  135. crouchMove: "cwalk",
  136. crouchIdle: "cstand",
  137. crouchAttach: "crattack"
  138. },
  139. walkSpeed: 350,
  140. crouchSpeed: 175
  141. };
  142. var nRows = 1;
  143. var nSkins = configOgro.skins.length;
  144. nCharacters = nSkins * nRows;
  145. for ( var i = 0; i < nCharacters; i ++ ) {
  146. var character = new THREE.MD2CharacterComplex();
  147. character.scale = 3;
  148. character.controls = controls;
  149. characters.push( character );
  150. }
  151. var baseCharacter = new THREE.MD2CharacterComplex();
  152. baseCharacter.scale = 3;
  153. baseCharacter.onLoadComplete = function () {
  154. var k = 0;
  155. for ( var j = 0; j < nRows; j ++ ) {
  156. for ( var i = 0; i < nSkins; i ++ ) {
  157. var cloneCharacter = characters[ k ];
  158. cloneCharacter.shareParts( baseCharacter );
  159. // cast and receive shadows
  160. cloneCharacter.enableShadows( true );
  161. cloneCharacter.setWeapon( 0 );
  162. cloneCharacter.setSkin( i );
  163. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  164. cloneCharacter.root.position.z = j * 250;
  165. scene.add( cloneCharacter.root );
  166. k ++;
  167. }
  168. }
  169. var gyro = new THREE.Gyroscope();
  170. gyro.add( camera );
  171. gyro.add( light, light.target );
  172. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  173. };
  174. baseCharacter.loadParts( configOgro );
  175. }
  176. // EVENT HANDLERS
  177. function onWindowResize( event ) {
  178. SCREEN_WIDTH = window.innerWidth;
  179. SCREEN_HEIGHT = window.innerHeight;
  180. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  181. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  182. camera.updateProjectionMatrix();
  183. }
  184. function onKeyDown ( event ) {
  185. event.stopPropagation();
  186. switch( event.keyCode ) {
  187. case 38: /*up*/
  188. case 87: /*W*/ controls.moveForward = true; break;
  189. case 40: /*down*/
  190. case 83: /*S*/ controls.moveBackward = true; break;
  191. case 37: /*left*/
  192. case 65: /*A*/ controls.moveLeft = true; break;
  193. case 39: /*right*/
  194. case 68: /*D*/ controls.moveRight = true; break;
  195. //case 67: /*C*/ controls.crouch = true; break;
  196. //case 32: /*space*/ controls.jump = true; break;
  197. //case 17: /*ctrl*/ controls.attack = true; break;
  198. }
  199. }
  200. function onKeyUp ( event ) {
  201. event.stopPropagation();
  202. switch( event.keyCode ) {
  203. case 38: /*up*/
  204. case 87: /*W*/ controls.moveForward = false; break;
  205. case 40: /*down*/
  206. case 83: /*S*/ controls.moveBackward = false; break;
  207. case 37: /*left*/
  208. case 65: /*A*/ controls.moveLeft = false; break;
  209. case 39: /*right*/
  210. case 68: /*D*/ controls.moveRight = false; break;
  211. //case 67: /*C*/ controls.crouch = false; break;
  212. //case 32: /*space*/ controls.jump = false; break;
  213. //case 17: /*ctrl*/ controls.attack = false; break;
  214. }
  215. }
  216. //
  217. function animate() {
  218. requestAnimationFrame( animate );
  219. render();
  220. stats.update();
  221. }
  222. function render() {
  223. var delta = clock.getDelta();
  224. cameraControls.update( delta );
  225. for ( var i = 0; i < nCharacters; i ++ ) {
  226. characters[ i ].update( delta );
  227. }
  228. renderer.render( scene, camera );
  229. }
  230. </script>
  231. </body>
  232. </html>