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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - morphtargets - MD2 controls</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #444;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader<br />
use arrows to control characters, mouse for camera
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { MD2CharacterComplex } from 'three/addons/misc/MD2CharacterComplex.js';
import { Gyroscope } from 'three/addons/misc/Gyroscope.js';
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
let container, stats;
let camera, scene, renderer;
const characters = [];
let nCharacters = 0;
let cameraControls;
const controls = {
moveForward: false,
moveBackward: false,
moveLeft: false,
moveRight: false
};
const clock = new THREE.Clock();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERA
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
camera.position.set( 0, 150, 1300 );
// SCENE
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
scene.add( camera );
// LIGHTS
scene.add( new THREE.AmbientLight( 0x222222 ) );
const light = new THREE.DirectionalLight( 0xffffff, 2.25 );
light.position.set( 200, 450, 500 );
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 512;
light.shadow.camera.near = 100;
light.shadow.camera.far = 1200;
light.shadow.camera.left = - 1000;
light.shadow.camera.right = 1000;
light.shadow.camera.top = 350;
light.shadow.camera.bottom = - 350;
scene.add( light );
// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
// GROUND
const gt = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
const gg = new THREE.PlaneGeometry( 16000, 16000 );
const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
const ground = new THREE.Mesh( gg, gm );
ground.rotation.x = - Math.PI / 2;
ground.material.map.repeat.set( 64, 64 );
ground.material.map.wrapS = THREE.RepeatWrapping;
ground.material.map.wrapT = THREE.RepeatWrapping;
ground.material.map.encoding = THREE.sRGBEncoding;
// note that because the ground does not cast a shadow, .castShadow is left false
ground.receiveShadow = true;
scene.add( ground );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( renderer.domElement );
//
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// STATS
stats = new Stats();
container.appendChild( stats.dom );
// EVENTS
window.addEventListener( 'resize', onWindowResize );
document.addEventListener( 'keydown', onKeyDown );
document.addEventListener( 'keyup', onKeyUp );
// CONTROLS
cameraControls = new OrbitControls( camera, renderer.domElement );
cameraControls.target.set( 0, 50, 0 );
cameraControls.update();
// CHARACTER
const configOgro = {
baseUrl: 'models/md2/ogro/',
body: 'ogro.md2',
skins: [ 'grok.jpg', 'ogrobase.png', 'arboshak.png', 'ctf_r.png', 'ctf_b.png', 'darkam.png', 'freedom.png',
'gib.png', 'gordogh.png', 'igdosh.png', 'khorne.png', 'nabogro.png',
'sharokh.png' ],
weapons: [[ 'weapon.md2', 'weapon.jpg' ]],
animations: {
move: 'run',
idle: 'stand',
jump: 'jump',
attack: 'attack',
crouchMove: 'cwalk',
crouchIdle: 'cstand',
crouchAttach: 'crattack'
},
walkSpeed: 350,
crouchSpeed: 175
};
const nRows = 1;
const nSkins = configOgro.skins.length;
nCharacters = nSkins * nRows;
for ( let i = 0; i < nCharacters; i ++ ) {
const character = new MD2CharacterComplex();
character.scale = 3;
character.controls = controls;
characters.push( character );
}
const baseCharacter = new MD2CharacterComplex();
baseCharacter.scale = 3;
baseCharacter.onLoadComplete = function () {
let k = 0;
for ( let j = 0; j < nRows; j ++ ) {
for ( let i = 0; i < nSkins; i ++ ) {
const cloneCharacter = characters[ k ];
cloneCharacter.shareParts( baseCharacter );
// cast and receive shadows
cloneCharacter.enableShadows( true );
cloneCharacter.setWeapon( 0 );
cloneCharacter.setSkin( i );
cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
cloneCharacter.root.position.z = j * 250;
scene.add( cloneCharacter.root );
k ++;
}
}
const gyro = new Gyroscope();
gyro.add( camera );
gyro.add( light, light.target );
characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
};
baseCharacter.loadParts( configOgro );
}
// EVENT HANDLERS
function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
}
function onKeyDown( event ) {
switch ( event.code ) {
case 'ArrowUp':
case 'KeyW': controls.moveForward = true; break;
case 'ArrowDown':
case 'KeyS': controls.moveBackward = true; break;
case 'ArrowLeft':
case 'KeyA': controls.moveLeft = true; break;
case 'ArrowRight':
case 'KeyD': controls.moveRight = true; break;
// case 'KeyC': controls.crouch = true; break;
// case 'Space': controls.jump = true; break;
// case 'ControlLeft':
// case 'ControlRight': controls.attack = true; break;
}
}
function onKeyUp( event ) {
switch ( event.code ) {
case 'ArrowUp':
case 'KeyW': controls.moveForward = false; break;
case 'ArrowDown':
case 'KeyS': controls.moveBackward = false; break;
case 'ArrowLeft':
case 'KeyA': controls.moveLeft = false; break;
case 'ArrowRight':
case 'KeyD': controls.moveRight = false; break;
// case 'KeyC': controls.crouch = false; break;
// case 'Space': controls.jump = false; break;
// case 'ControlLeft':
// case 'ControlRight': controls.attack = false; break;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const delta = clock.getDelta();
for ( let i = 0; i < nCharacters; i ++ ) {
characters[ i ].update( delta );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>