webgl_loader_mmd.html 5.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - loaders - MMD loader</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. font-family: Monospace;
  10. background-color: #fff;
  11. color: #000;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. color: #000;
  17. position: absolute;
  18. top: 10px;
  19. width: 100%;
  20. text-align: center;
  21. z-index: 100;
  22. display:block;
  23. }
  24. #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info">
  29. <a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br />
  30. Copyright
  31. <a href="http://www.geocities.jp/higuchuu4/index_e.htm" target="_blank">Model Data</a>
  32. <a href="http://www.nicovideo.jp/watch/sm13147122" target="_blank">Dance Data</a>
  33. </div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/libs/charsetencoder.min.js"></script>
  36. <script src="js/libs/ammo.js"></script>
  37. <script src="js/loaders/TGALoader.js"></script>
  38. <script src="js/loaders/MMDLoader.js"></script>
  39. <script src="js/animation/CCDIKSolver.js"></script>
  40. <script src="js/animation/MMDPhysics.js"></script>
  41. <script src="js/Detector.js"></script>
  42. <script src="js/libs/stats.min.js"></script>
  43. <script>
  44. var container, stats;
  45. var mesh, camera, scene, renderer;
  46. var helper;
  47. var mouseX = 0, mouseY = 0;
  48. var windowHalfX = window.innerWidth / 2;
  49. var windowHalfY = window.innerHeight / 2;
  50. var clock = new THREE.Clock();
  51. init();
  52. animate();
  53. function init() {
  54. container = document.createElement( 'div' );
  55. document.body.appendChild( container );
  56. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  57. camera.position.z = 25;
  58. // scene
  59. scene = new THREE.Scene();
  60. var ambient = new THREE.AmbientLight( 0x666666 );
  61. scene.add( ambient );
  62. var directionalLight = new THREE.DirectionalLight( 0x887766 );
  63. directionalLight.position.set( -1, 1, 1 ).normalize();
  64. scene.add( directionalLight );
  65. //
  66. renderer = new THREE.WebGLRenderer();
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. renderer.setClearColor( new THREE.Color( 0xffffff ) );
  70. container.appendChild( renderer.domElement );
  71. // model
  72. var onProgress = function ( xhr ) {
  73. if ( xhr.lengthComputable ) {
  74. var percentComplete = xhr.loaded / xhr.total * 100;
  75. console.log( Math.round(percentComplete, 2) + '% downloaded' );
  76. }
  77. };
  78. var onError = function ( xhr ) {
  79. };
  80. var modelFile = 'models/mmd/miku/miku_v2.pmd';
  81. var vmdFiles = [ 'models/mmd/vmd/wavefile_v2.vmd' ];
  82. helper = new THREE.MMDHelper( renderer );
  83. var loader = new THREE.MMDLoader();
  84. loader.setDefaultTexturePath( './models/mmd/default/' );
  85. loader.load( modelFile, vmdFiles, function ( object ) {
  86. mesh = object;
  87. mesh.position.y = -10;
  88. helper.add( mesh );
  89. helper.setAnimation( mesh );
  90. /*
  91. * Note: You must set Physics
  92. * before you add mesh to scene or any other 3D object.
  93. * Note: Physics calculation is pretty heavy.
  94. * It may not be acceptable for most mobile devices yet.
  95. */
  96. if ( ! isMobileDevice() ) {
  97. helper.setPhysics( mesh );
  98. }
  99. helper.unifyAnimationDuration( { afterglow: 2.0 } );
  100. scene.add( mesh );
  101. }, onProgress, onError );
  102. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  103. //
  104. window.addEventListener( 'resize', onWindowResize, false );
  105. }
  106. function onWindowResize() {
  107. windowHalfX = window.innerWidth / 2;
  108. windowHalfY = window.innerHeight / 2;
  109. camera.aspect = window.innerWidth / window.innerHeight;
  110. camera.updateProjectionMatrix();
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. }
  113. function onDocumentMouseMove( event ) {
  114. mouseX = ( event.clientX - windowHalfX ) / 2;
  115. mouseY = ( event.clientY - windowHalfY ) / 2;
  116. }
  117. //
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. render();
  121. }
  122. function render() {
  123. camera.position.x += ( - mouseX - camera.position.x ) * .05;
  124. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  125. camera.lookAt( scene.position );
  126. if ( mesh ) {
  127. helper.animate( clock.getDelta() );
  128. helper.render( scene, camera );
  129. } else {
  130. renderer.clear();
  131. renderer.render( scene, camera );
  132. }
  133. }
  134. // easy mobile device detection
  135. function isMobileDevice () {
  136. if ( navigator === undefined || navigator.userAgent === undefined ) {
  137. return true;
  138. }
  139. var s = navigator.userAgent;
  140. if ( s.match( /iPhone/i )
  141. // || s.match( /iPad/i )
  142. || s.match( /iPod/i )
  143. || s.match( /webOS/i )
  144. || s.match( /BlackBerry/i )
  145. || ( s.match( /Windows/i ) && s.match( /Phone/i ) )
  146. || ( s.match( /Android/i ) && s.match( /Mobile/i ) ) ) {
  147. return true;
  148. }
  149. return false;
  150. }
  151. </script>
  152. </body>
  153. </html>