webgl_loader_md2.html 7.6 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. position: absolute;
  20. padding: 10px;
  21. width: 100%;
  22. text-align: center;
  23. color: #fff;
  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. Character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</a>
  32. </div>
  33. <script src="../build/three.js"></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/loaders/MD2Loader.js"></script>
  36. <script src="js/MD2Character.js"></script>
  37. <script src="js/libs/stats.min.js"></script>
  38. <script src="js/libs/dat.gui.min.js"></script>
  39. <script src="js/WebGL.js"></script>
  40. <script>
  41. if ( WEBGL.isWebGLAvailable() === false ) {
  42. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  43. }
  44. var SCREEN_WIDTH = window.innerWidth;
  45. var SCREEN_HEIGHT = window.innerHeight;
  46. var container, camera, scene, renderer;
  47. var character;
  48. var gui, playbackConfig = {
  49. speed: 1.0,
  50. wireframe: false
  51. };
  52. var controls;
  53. var clock = new THREE.Clock();
  54. var stats;
  55. init();
  56. animate();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. // CAMERA
  61. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  62. camera.position.set( 0, 150, 400 );
  63. // SCENE
  64. scene = new THREE.Scene();
  65. scene.background = new THREE.Color( 0x050505 );
  66. scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
  67. // LIGHTS
  68. scene.add( new THREE.AmbientLight( 0x222222 ) );
  69. var light = new THREE.SpotLight( 0xffffff, 5, 1000 );
  70. light.position.set( 200, 250, 500 );
  71. light.angle = 0.5;
  72. light.penumbra = 0.5;
  73. light.castShadow = true;
  74. light.shadow.mapSize.width = 1024;
  75. light.shadow.mapSize.height = 1024;
  76. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  77. scene.add( light );
  78. var light = new THREE.SpotLight( 0xffffff, 5, 1000 );
  79. light.position.set( -100, 350, 350 );
  80. light.angle = 0.5;
  81. light.penumbra = 0.5;
  82. light.castShadow = true;
  83. light.shadow.mapSize.width = 1024;
  84. light.shadow.mapSize.height = 1024;
  85. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  86. scene.add( light );
  87. // GROUND
  88. var gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  89. var gg = new THREE.PlaneBufferGeometry( 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.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. // STATS
  107. stats = new Stats();
  108. container.appendChild( stats.dom );
  109. // EVENTS
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. // CONTROLS
  112. controls = new THREE.OrbitControls( camera, renderer.domElement );
  113. controls.target.set( 0, 50, 0 );
  114. controls.update();
  115. // GUI
  116. gui = new dat.GUI();
  117. gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
  118. character.setPlaybackRate( playbackConfig.speed );
  119. } );
  120. gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
  121. character.setWireframe( playbackConfig.wireframe );
  122. } );
  123. // CHARACTER
  124. var config = {
  125. baseUrl: "models/md2/ratamahatta/",
  126. body: "ratamahatta.md2",
  127. skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
  128. weapons: [ [ "weapon.md2", "weapon.png" ],
  129. [ "w_bfg.md2", "w_bfg.png" ],
  130. [ "w_blaster.md2", "w_blaster.png" ],
  131. [ "w_chaingun.md2", "w_chaingun.png" ],
  132. [ "w_glauncher.md2", "w_glauncher.png" ],
  133. [ "w_hyperblaster.md2", "w_hyperblaster.png" ],
  134. [ "w_machinegun.md2", "w_machinegun.png" ],
  135. [ "w_railgun.md2", "w_railgun.png" ],
  136. [ "w_rlauncher.md2", "w_rlauncher.png" ],
  137. [ "w_shotgun.md2", "w_shotgun.png" ],
  138. [ "w_sshotgun.md2", "w_sshotgun.png" ]
  139. ]
  140. };
  141. character = new THREE.MD2Character();
  142. character.scale = 3;
  143. character.onLoadComplete = function() {
  144. setupSkinsGUI( character );
  145. setupWeaponsGUI( character );
  146. setupGUIAnimations( character );
  147. character.setAnimation( character.meshBody.geometry.animations[0].name )
  148. };
  149. character.loadParts( config );
  150. scene.add( character.root );
  151. }
  152. // EVENT HANDLERS
  153. function onWindowResize( event ) {
  154. SCREEN_WIDTH = window.innerWidth;
  155. SCREEN_HEIGHT = window.innerHeight;
  156. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  157. camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
  158. camera.updateProjectionMatrix();
  159. }
  160. // GUI
  161. function labelize( text ) {
  162. var parts = text.split( "." );
  163. if ( parts.length > 1 ) {
  164. parts.length -= 1;
  165. return parts.join( "." );
  166. }
  167. return text;
  168. }
  169. //
  170. function setupWeaponsGUI( character ) {
  171. var folder = gui.addFolder( "Weapons" );
  172. var generateCallback = function( index ) {
  173. return function () { character.setWeapon( index ); };
  174. };
  175. var guiItems = [];
  176. for ( var i = 0; i < character.weapons.length; i ++ ) {
  177. var name = character.weapons[ i ].name;
  178. playbackConfig[ name ] = generateCallback( i );
  179. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  180. }
  181. }
  182. //
  183. function setupSkinsGUI( character ) {
  184. var folder = gui.addFolder( "Skins" );
  185. var generateCallback = function( index ) {
  186. return function () { character.setSkin( index ); };
  187. };
  188. var guiItems = [];
  189. for ( var i = 0; i < character.skinsBody.length; i ++ ) {
  190. var name = character.skinsBody[ i ].name;
  191. playbackConfig[ name ] = generateCallback( i );
  192. guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
  193. }
  194. }
  195. //
  196. function setupGUIAnimations( character ) {
  197. var folder = gui.addFolder( "Animations" );
  198. var generateCallback = function( animationClip ) {
  199. return function () { character.setAnimation( animationClip.name ); };
  200. };
  201. var i = 0, guiItems = [];
  202. var animations = character.meshBody.geometry.animations;
  203. for ( var i = 0; i < animations.length; i ++ ) {
  204. var clip = animations[i];
  205. playbackConfig[ clip.name ] = generateCallback( clip );
  206. guiItems[ i ] = folder.add( playbackConfig, clip.name, clip.name );
  207. i ++;
  208. }
  209. }
  210. //
  211. function animate() {
  212. requestAnimationFrame( animate );
  213. render();
  214. stats.update();
  215. }
  216. function render() {
  217. var delta = clock.getDelta();
  218. character.update( delta );
  219. renderer.render( scene, camera );
  220. }
  221. </script>
  222. </body>
  223. </html>