webgl_loader_md2_control.html 7.7 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. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader -
  31. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a><br />
  32. use arrows to control characters, mouse for camera
  33. </div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src='js/loaders/MD2Loader.js'></script>
  37. <script src='js/MD2CharacterComplex.js'></script>
  38. <script src='js/Gyroscope.js'></script>
  39. <script src='js/Detector.js'></script>
  40. <script src='js/libs/stats.min.js'></script>
  41. <script>
  42. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  43. var SCREEN_WIDTH = window.innerWidth;
  44. var SCREEN_HEIGHT = window.innerHeight;
  45. var container, stats;
  46. var camera, scene, renderer;
  47. var characters = [];
  48. var nCharacters = 0;
  49. var cameraControls;
  50. var controls = {
  51. moveForward: false,
  52. moveBackward: false,
  53. moveLeft: false,
  54. moveRight: false
  55. };
  56. var clock = new THREE.Clock();
  57. init();
  58. animate();
  59. function init() {
  60. container = document.createElement( 'div' );
  61. document.body.appendChild( container );
  62. // CAMERA
  63. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  64. camera.position.set( 0, 150, 1300 );
  65. // SCENE
  66. scene = new THREE.Scene();
  67. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  68. scene.add( camera );
  69. // LIGHTS
  70. scene.add( new THREE.AmbientLight( 0x222222 ) );
  71. var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  72. light.position.set( 200, 450, 500 );
  73. light.castShadow = true;
  74. light.shadow.mapSize.width = 1024;
  75. light.shadow.mapSize.height = 512;
  76. light.shadow.camera.near = 100;
  77. light.shadow.camera.far = 1200;
  78. light.shadow.camera.left = -1000;
  79. light.shadow.camera.right = 1000;
  80. light.shadow.camera.top = 350;
  81. light.shadow.camera.bottom = -350;
  82. scene.add( light );
  83. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  84. // GROUND
  85. var gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  86. var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
  87. var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  88. var ground = new THREE.Mesh( gg, gm );
  89. ground.rotation.x = - Math.PI / 2;
  90. ground.material.map.repeat.set( 64, 64 );
  91. ground.material.map.wrapS = THREE.RepeatWrapping;
  92. ground.material.map.wrapT = THREE.RepeatWrapping;
  93. // note that because the ground does not cast a shadow, .castShadow is left false
  94. ground.receiveShadow = true;
  95. scene.add( ground );
  96. // RENDERER
  97. renderer = new THREE.WebGLRenderer( { antialias: true } );
  98. renderer.setClearColor( scene.fog.color );
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  101. container.appendChild( renderer.domElement );
  102. //
  103. renderer.gammaInput = true;
  104. renderer.gammaOutput = true;
  105. renderer.shadowMap.enabled = true;
  106. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  107. // STATS
  108. stats = new Stats();
  109. container.appendChild( stats.dom );
  110. // EVENTS
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. document.addEventListener( 'keydown', onKeyDown, false );
  113. document.addEventListener( 'keyup', onKeyUp, false );
  114. // CONTROLS
  115. cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
  116. cameraControls.target.set( 0, 50, 0 );
  117. // CHARACTER
  118. var configOgro = {
  119. baseUrl: "models/md2/ogro/",
  120. body: "ogro.md2",
  121. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  122. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  123. "sharokh.png" ],
  124. weapons: [ [ "weapon.md2", "weapon.jpg" ] ],
  125. animations: {
  126. move: "run",
  127. idle: "stand",
  128. jump: "jump",
  129. attack: "attack",
  130. crouchMove: "cwalk",
  131. crouchIdle: "cstand",
  132. crouchAttach: "crattack"
  133. },
  134. walkSpeed: 350,
  135. crouchSpeed: 175
  136. };
  137. var nRows = 1;
  138. var nSkins = configOgro.skins.length;
  139. nCharacters = nSkins * nRows;
  140. for ( var i = 0; i < nCharacters; i ++ ) {
  141. var character = new THREE.MD2CharacterComplex();
  142. character.scale = 3;
  143. character.controls = controls;
  144. characters.push( character );
  145. }
  146. var baseCharacter = new THREE.MD2CharacterComplex();
  147. baseCharacter.scale = 3;
  148. baseCharacter.onLoadComplete = function () {
  149. var k = 0;
  150. for ( var j = 0; j < nRows; j ++ ) {
  151. for ( var i = 0; i < nSkins; i ++ ) {
  152. var cloneCharacter = characters[ k ];
  153. cloneCharacter.shareParts( baseCharacter );
  154. // cast and receive shadows
  155. cloneCharacter.enableShadows( true );
  156. cloneCharacter.setWeapon( 0 );
  157. cloneCharacter.setSkin( i );
  158. cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
  159. cloneCharacter.root.position.z = j * 250;
  160. scene.add( cloneCharacter.root );
  161. k ++;
  162. }
  163. }
  164. var gyro = new THREE.Gyroscope();
  165. gyro.add( camera );
  166. gyro.add( light, light.target );
  167. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  168. };
  169. baseCharacter.loadParts( configOgro );
  170. }
  171. // EVENT HANDLERS
  172. function onWindowResize( event ) {
  173. SCREEN_WIDTH = window.innerWidth;
  174. SCREEN_HEIGHT = window.innerHeight;
  175. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  176. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  177. camera.updateProjectionMatrix();
  178. }
  179. function onKeyDown ( event ) {
  180. event.stopPropagation();
  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. event.stopPropagation();
  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>