You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
577 lines
12 KiB
577 lines
12 KiB
2 years ago
|
import {
|
||
|
Box3,
|
||
|
MathUtils,
|
||
|
MeshLambertMaterial,
|
||
|
Object3D,
|
||
|
TextureLoader,
|
||
|
UVMapping,
|
||
|
sRGBEncoding
|
||
|
} from 'three';
|
||
|
import { MD2Loader } from '../loaders/MD2Loader.js';
|
||
|
import { MorphBlendMesh } from '../misc/MorphBlendMesh.js';
|
||
|
|
||
|
class MD2CharacterComplex {
|
||
|
|
||
|
constructor() {
|
||
|
|
||
|
this.scale = 1;
|
||
|
|
||
|
// animation parameters
|
||
|
|
||
|
this.animationFPS = 6;
|
||
|
this.transitionFrames = 15;
|
||
|
|
||
|
// movement model parameters
|
||
|
|
||
|
this.maxSpeed = 275;
|
||
|
this.maxReverseSpeed = - 275;
|
||
|
|
||
|
this.frontAcceleration = 600;
|
||
|
this.backAcceleration = 600;
|
||
|
|
||
|
this.frontDecceleration = 600;
|
||
|
|
||
|
this.angularSpeed = 2.5;
|
||
|
|
||
|
// rig
|
||
|
|
||
|
this.root = new Object3D();
|
||
|
|
||
|
this.meshBody = null;
|
||
|
this.meshWeapon = null;
|
||
|
|
||
|
this.controls = null;
|
||
|
|
||
|
// skins
|
||
|
|
||
|
this.skinsBody = [];
|
||
|
this.skinsWeapon = [];
|
||
|
|
||
|
this.weapons = [];
|
||
|
|
||
|
this.currentSkin = undefined;
|
||
|
|
||
|
//
|
||
|
|
||
|
this.onLoadComplete = function () {};
|
||
|
|
||
|
// internals
|
||
|
|
||
|
this.meshes = [];
|
||
|
this.animations = {};
|
||
|
|
||
|
this.loadCounter = 0;
|
||
|
|
||
|
// internal movement control variables
|
||
|
|
||
|
this.speed = 0;
|
||
|
this.bodyOrientation = 0;
|
||
|
|
||
|
this.walkSpeed = this.maxSpeed;
|
||
|
this.crouchSpeed = this.maxSpeed * 0.5;
|
||
|
|
||
|
// internal animation parameters
|
||
|
|
||
|
this.activeAnimation = null;
|
||
|
this.oldAnimation = null;
|
||
|
|
||
|
// API
|
||
|
|
||
|
}
|
||
|
|
||
|
enableShadows( enable ) {
|
||
|
|
||
|
for ( let i = 0; i < this.meshes.length; i ++ ) {
|
||
|
|
||
|
this.meshes[ i ].castShadow = enable;
|
||
|
this.meshes[ i ].receiveShadow = enable;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
setVisible( enable ) {
|
||
|
|
||
|
for ( let i = 0; i < this.meshes.length; i ++ ) {
|
||
|
|
||
|
this.meshes[ i ].visible = enable;
|
||
|
this.meshes[ i ].visible = enable;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
shareParts( original ) {
|
||
|
|
||
|
this.animations = original.animations;
|
||
|
this.walkSpeed = original.walkSpeed;
|
||
|
this.crouchSpeed = original.crouchSpeed;
|
||
|
|
||
|
this.skinsBody = original.skinsBody;
|
||
|
this.skinsWeapon = original.skinsWeapon;
|
||
|
|
||
|
// BODY
|
||
|
|
||
|
const mesh = this._createPart( original.meshBody.geometry, this.skinsBody[ 0 ] );
|
||
|
mesh.scale.set( this.scale, this.scale, this.scale );
|
||
|
|
||
|
this.root.position.y = original.root.position.y;
|
||
|
this.root.add( mesh );
|
||
|
|
||
|
this.meshBody = mesh;
|
||
|
|
||
|
this.meshes.push( mesh );
|
||
|
|
||
|
// WEAPONS
|
||
|
|
||
|
for ( let i = 0; i < original.weapons.length; i ++ ) {
|
||
|
|
||
|
const meshWeapon = this._createPart( original.weapons[ i ].geometry, this.skinsWeapon[ i ] );
|
||
|
meshWeapon.scale.set( this.scale, this.scale, this.scale );
|
||
|
meshWeapon.visible = false;
|
||
|
|
||
|
meshWeapon.name = original.weapons[ i ].name;
|
||
|
|
||
|
this.root.add( meshWeapon );
|
||
|
|
||
|
this.weapons[ i ] = meshWeapon;
|
||
|
this.meshWeapon = meshWeapon;
|
||
|
|
||
|
this.meshes.push( meshWeapon );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
loadParts( config ) {
|
||
|
|
||
|
const scope = this;
|
||
|
|
||
|
function loadTextures( baseUrl, textureUrls ) {
|
||
|
|
||
|
const textureLoader = new TextureLoader();
|
||
|
const textures = [];
|
||
|
|
||
|
for ( let i = 0; i < textureUrls.length; i ++ ) {
|
||
|
|
||
|
textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
|
||
|
textures[ i ].mapping = UVMapping;
|
||
|
textures[ i ].name = textureUrls[ i ];
|
||
|
textures[ i ].encoding = sRGBEncoding;
|
||
|
|
||
|
}
|
||
|
|
||
|
return textures;
|
||
|
|
||
|
}
|
||
|
|
||
|
function checkLoadingComplete() {
|
||
|
|
||
|
scope.loadCounter -= 1;
|
||
|
if ( scope.loadCounter === 0 ) scope.onLoadComplete();
|
||
|
|
||
|
}
|
||
|
|
||
|
this.animations = config.animations;
|
||
|
this.walkSpeed = config.walkSpeed;
|
||
|
this.crouchSpeed = config.crouchSpeed;
|
||
|
|
||
|
this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
|
||
|
|
||
|
const weaponsTextures = [];
|
||
|
for ( let i = 0; i < config.weapons.length; i ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ];
|
||
|
|
||
|
// SKINS
|
||
|
|
||
|
this.skinsBody = loadTextures( config.baseUrl + 'skins/', config.skins );
|
||
|
this.skinsWeapon = loadTextures( config.baseUrl + 'skins/', weaponsTextures );
|
||
|
|
||
|
// BODY
|
||
|
|
||
|
const loader = new MD2Loader();
|
||
|
|
||
|
loader.load( config.baseUrl + config.body, function ( geo ) {
|
||
|
|
||
|
const boundingBox = new Box3();
|
||
|
boundingBox.setFromBufferAttribute( geo.attributes.position );
|
||
|
|
||
|
scope.root.position.y = - scope.scale * boundingBox.min.y;
|
||
|
|
||
|
const mesh = scope._createPart( geo, scope.skinsBody[ 0 ] );
|
||
|
mesh.scale.set( scope.scale, scope.scale, scope.scale );
|
||
|
|
||
|
scope.root.add( mesh );
|
||
|
|
||
|
scope.meshBody = mesh;
|
||
|
scope.meshes.push( mesh );
|
||
|
|
||
|
checkLoadingComplete();
|
||
|
|
||
|
} );
|
||
|
|
||
|
// WEAPONS
|
||
|
|
||
|
const generateCallback = function ( index, name ) {
|
||
|
|
||
|
return function ( geo ) {
|
||
|
|
||
|
const mesh = scope._createPart( geo, scope.skinsWeapon[ index ] );
|
||
|
mesh.scale.set( scope.scale, scope.scale, scope.scale );
|
||
|
mesh.visible = false;
|
||
|
|
||
|
mesh.name = name;
|
||
|
|
||
|
scope.root.add( mesh );
|
||
|
|
||
|
scope.weapons[ index ] = mesh;
|
||
|
scope.meshWeapon = mesh;
|
||
|
scope.meshes.push( mesh );
|
||
|
|
||
|
checkLoadingComplete();
|
||
|
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
for ( let i = 0; i < config.weapons.length; i ++ ) {
|
||
|
|
||
|
loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
setPlaybackRate( rate ) {
|
||
|
|
||
|
if ( this.meshBody ) this.meshBody.duration = this.meshBody.baseDuration / rate;
|
||
|
if ( this.meshWeapon ) this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
|
||
|
|
||
|
}
|
||
|
|
||
|
setWireframe( wireframeEnabled ) {
|
||
|
|
||
|
if ( wireframeEnabled ) {
|
||
|
|
||
|
if ( this.meshBody ) this.meshBody.material = this.meshBody.materialWireframe;
|
||
|
if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialWireframe;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
if ( this.meshBody ) this.meshBody.material = this.meshBody.materialTexture;
|
||
|
if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialTexture;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
setSkin( index ) {
|
||
|
|
||
|
if ( this.meshBody && this.meshBody.material.wireframe === false ) {
|
||
|
|
||
|
this.meshBody.material.map = this.skinsBody[ index ];
|
||
|
this.currentSkin = index;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
setWeapon( index ) {
|
||
|
|
||
|
for ( let i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
|
||
|
|
||
|
const activeWeapon = this.weapons[ index ];
|
||
|
|
||
|
if ( activeWeapon ) {
|
||
|
|
||
|
activeWeapon.visible = true;
|
||
|
this.meshWeapon = activeWeapon;
|
||
|
|
||
|
if ( this.activeAnimation ) {
|
||
|
|
||
|
activeWeapon.playAnimation( this.activeAnimation );
|
||
|
this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
setAnimation( animationName ) {
|
||
|
|
||
|
if ( animationName === this.activeAnimation || ! animationName ) return;
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.setAnimationWeight( animationName, 0 );
|
||
|
this.meshBody.playAnimation( animationName );
|
||
|
|
||
|
this.oldAnimation = this.activeAnimation;
|
||
|
this.activeAnimation = animationName;
|
||
|
|
||
|
this.blendCounter = this.transitionFrames;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.setAnimationWeight( animationName, 0 );
|
||
|
this.meshWeapon.playAnimation( animationName );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
update( delta ) {
|
||
|
|
||
|
if ( this.controls ) this.updateMovementModel( delta );
|
||
|
|
||
|
if ( this.animations ) {
|
||
|
|
||
|
this.updateBehaviors();
|
||
|
this.updateAnimations( delta );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
updateAnimations( delta ) {
|
||
|
|
||
|
let mix = 1;
|
||
|
|
||
|
if ( this.blendCounter > 0 ) {
|
||
|
|
||
|
mix = ( this.transitionFrames - this.blendCounter ) / this.transitionFrames;
|
||
|
this.blendCounter -= 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.update( delta );
|
||
|
|
||
|
this.meshBody.setAnimationWeight( this.activeAnimation, mix );
|
||
|
this.meshBody.setAnimationWeight( this.oldAnimation, 1 - mix );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.update( delta );
|
||
|
|
||
|
this.meshWeapon.setAnimationWeight( this.activeAnimation, mix );
|
||
|
this.meshWeapon.setAnimationWeight( this.oldAnimation, 1 - mix );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
updateBehaviors() {
|
||
|
|
||
|
const controls = this.controls;
|
||
|
const animations = this.animations;
|
||
|
|
||
|
let moveAnimation, idleAnimation;
|
||
|
|
||
|
// crouch vs stand
|
||
|
|
||
|
if ( controls.crouch ) {
|
||
|
|
||
|
moveAnimation = animations[ 'crouchMove' ];
|
||
|
idleAnimation = animations[ 'crouchIdle' ];
|
||
|
|
||
|
} else {
|
||
|
|
||
|
moveAnimation = animations[ 'move' ];
|
||
|
idleAnimation = animations[ 'idle' ];
|
||
|
|
||
|
}
|
||
|
|
||
|
// actions
|
||
|
|
||
|
if ( controls.jump ) {
|
||
|
|
||
|
moveAnimation = animations[ 'jump' ];
|
||
|
idleAnimation = animations[ 'jump' ];
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( controls.attack ) {
|
||
|
|
||
|
if ( controls.crouch ) {
|
||
|
|
||
|
moveAnimation = animations[ 'crouchAttack' ];
|
||
|
idleAnimation = animations[ 'crouchAttack' ];
|
||
|
|
||
|
} else {
|
||
|
|
||
|
moveAnimation = animations[ 'attack' ];
|
||
|
idleAnimation = animations[ 'attack' ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// set animations
|
||
|
|
||
|
if ( controls.moveForward || controls.moveBackward || controls.moveLeft || controls.moveRight ) {
|
||
|
|
||
|
if ( this.activeAnimation !== moveAnimation ) {
|
||
|
|
||
|
this.setAnimation( moveAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( Math.abs( this.speed ) < 0.2 * this.maxSpeed && ! ( controls.moveLeft || controls.moveRight || controls.moveForward || controls.moveBackward ) ) {
|
||
|
|
||
|
if ( this.activeAnimation !== idleAnimation ) {
|
||
|
|
||
|
this.setAnimation( idleAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// set animation direction
|
||
|
|
||
|
if ( controls.moveForward ) {
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.setAnimationDirectionForward( this.activeAnimation );
|
||
|
this.meshBody.setAnimationDirectionForward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.setAnimationDirectionForward( this.activeAnimation );
|
||
|
this.meshWeapon.setAnimationDirectionForward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( controls.moveBackward ) {
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.setAnimationDirectionBackward( this.activeAnimation );
|
||
|
this.meshBody.setAnimationDirectionBackward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.setAnimationDirectionBackward( this.activeAnimation );
|
||
|
this.meshWeapon.setAnimationDirectionBackward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
updateMovementModel( delta ) {
|
||
|
|
||
|
function exponentialEaseOut( k ) {
|
||
|
|
||
|
return k === 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
const controls = this.controls;
|
||
|
|
||
|
// speed based on controls
|
||
|
|
||
|
if ( controls.crouch ) this.maxSpeed = this.crouchSpeed;
|
||
|
else this.maxSpeed = this.walkSpeed;
|
||
|
|
||
|
this.maxReverseSpeed = - this.maxSpeed;
|
||
|
|
||
|
if ( controls.moveForward ) this.speed = MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
if ( controls.moveBackward ) this.speed = MathUtils.clamp( this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
|
||
|
// orientation based on controls
|
||
|
// (don't just stand while turning)
|
||
|
|
||
|
const dir = 1;
|
||
|
|
||
|
if ( controls.moveLeft ) {
|
||
|
|
||
|
this.bodyOrientation += delta * this.angularSpeed;
|
||
|
this.speed = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( controls.moveRight ) {
|
||
|
|
||
|
this.bodyOrientation -= delta * this.angularSpeed;
|
||
|
this.speed = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
|
||
|
}
|
||
|
|
||
|
// speed decay
|
||
|
|
||
|
if ( ! ( controls.moveForward || controls.moveBackward ) ) {
|
||
|
|
||
|
if ( this.speed > 0 ) {
|
||
|
|
||
|
const k = exponentialEaseOut( this.speed / this.maxSpeed );
|
||
|
this.speed = MathUtils.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
const k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
|
||
|
this.speed = MathUtils.clamp( this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// displacement
|
||
|
|
||
|
const forwardDelta = this.speed * delta;
|
||
|
|
||
|
this.root.position.x += Math.sin( this.bodyOrientation ) * forwardDelta;
|
||
|
this.root.position.z += Math.cos( this.bodyOrientation ) * forwardDelta;
|
||
|
|
||
|
// steering
|
||
|
|
||
|
this.root.rotation.y = this.bodyOrientation;
|
||
|
|
||
|
}
|
||
|
|
||
|
// internal
|
||
|
|
||
|
_createPart( geometry, skinMap ) {
|
||
|
|
||
|
const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
|
||
|
const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );
|
||
|
|
||
|
//
|
||
|
|
||
|
const mesh = new MorphBlendMesh( geometry, materialTexture );
|
||
|
mesh.rotation.y = - Math.PI / 2;
|
||
|
|
||
|
//
|
||
|
|
||
|
mesh.materialTexture = materialTexture;
|
||
|
mesh.materialWireframe = materialWireframe;
|
||
|
|
||
|
//
|
||
|
|
||
|
mesh.autoCreateAnimations( this.animationFPS );
|
||
|
|
||
|
return mesh;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export { MD2CharacterComplex };
|