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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - morphtargets - MD2</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">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader
</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 { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { MD2Character } from 'three/addons/misc/MD2Character.js';
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
let container, camera, scene, renderer;
let character;
let gui;
const playbackConfig = {
speed: 1.0,
wireframe: false
};
let controls;
const clock = new THREE.Clock();
let stats;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERA
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 150, 400 );
// SCENE
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
// LIGHTS
scene.add( new THREE.AmbientLight( 0x222222 ) );
const light1 = new THREE.SpotLight( 0xffffff, 5, 1000 );
light1.position.set( 200, 250, 500 );
light1.angle = 0.5;
light1.penumbra = 0.5;
light1.castShadow = true;
light1.shadow.mapSize.width = 1024;
light1.shadow.mapSize.height = 1024;
// scene.add( new THREE.CameraHelper( light1.shadow.camera ) );
scene.add( light1 );
const light2 = new THREE.SpotLight( 0xffffff, 5, 1000 );
light2.position.set( - 100, 350, 350 );
light2.angle = 0.5;
light2.penumbra = 0.5;
light2.castShadow = true;
light2.shadow.mapSize.width = 1024;
light2.shadow.mapSize.height = 1024;
// scene.add( new THREE.CameraHelper( light2.shadow.camera ) );
scene.add( light2 );
// GROUND
const gt = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
const gg = new THREE.PlaneGeometry( 2000, 2000 );
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( 8, 8 );
ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
ground.material.map.encoding = THREE.sRGBEncoding;
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;
// STATS
stats = new Stats();
container.appendChild( stats.dom );
// EVENTS
window.addEventListener( 'resize', onWindowResize );
// CONTROLS
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 50, 0 );
controls.update();
// GUI
gui = new GUI();
gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function () {
character.setPlaybackRate( playbackConfig.speed );
} );
gui.add( playbackConfig, 'wireframe', false ).onChange( function () {
character.setWireframe( playbackConfig.wireframe );
} );
// CHARACTER
const config = {
baseUrl: 'models/md2/ratamahatta/',
body: 'ratamahatta.md2',
skins: [ 'ratamahatta.png', 'ctf_b.png', 'ctf_r.png', 'dead.png', 'gearwhore.png' ],
weapons: [[ 'weapon.md2', 'weapon.png' ],
[ 'w_bfg.md2', 'w_bfg.png' ],
[ 'w_blaster.md2', 'w_blaster.png' ],
[ 'w_chaingun.md2', 'w_chaingun.png' ],
[ 'w_glauncher.md2', 'w_glauncher.png' ],
[ 'w_hyperblaster.md2', 'w_hyperblaster.png' ],
[ 'w_machinegun.md2', 'w_machinegun.png' ],
[ 'w_railgun.md2', 'w_railgun.png' ],
[ 'w_rlauncher.md2', 'w_rlauncher.png' ],
[ 'w_shotgun.md2', 'w_shotgun.png' ],
[ 'w_sshotgun.md2', 'w_sshotgun.png' ]
]
};
character = new MD2Character();
character.scale = 3;
character.onLoadComplete = function () {
setupSkinsGUI( character );
setupWeaponsGUI( character );
setupGUIAnimations( character );
character.setAnimation( character.meshBody.geometry.animations[ 0 ].name );
};
character.loadParts( config );
scene.add( character.root );
}
// 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();
}
// GUI
function labelize( text ) {
const parts = text.split( '.' );
if ( parts.length > 1 ) {
parts.length -= 1;
return parts.join( '.' );
}
return text;
}
//
function setupWeaponsGUI( character ) {
const folder = gui.addFolder( 'Weapons' );
const generateCallback = function ( index ) {
return function () {
character.setWeapon( index );
};
};
const guiItems = [];
for ( let i = 0; i < character.weapons.length; i ++ ) {
const name = character.weapons[ i ].name;
playbackConfig[ name ] = generateCallback( i );
guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
}
}
//
function setupSkinsGUI( character ) {
const folder = gui.addFolder( 'Skins' );
const generateCallback = function ( index ) {
return function () {
character.setSkin( index );
};
};
const guiItems = [];
for ( let i = 0; i < character.skinsBody.length; i ++ ) {
const name = character.skinsBody[ i ].name;
playbackConfig[ name ] = generateCallback( i );
guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
}
}
//
function setupGUIAnimations( character ) {
const folder = gui.addFolder( 'Animations' );
const generateCallback = function ( animationClip ) {
return function () {
character.setAnimation( animationClip.name );
};
};
const guiItems = [];
const animations = character.meshBody.geometry.animations;
for ( let i = 0; i < animations.length; i ++ ) {
const clip = animations[ i ];
playbackConfig[ clip.name ] = generateCallback( clip );
guiItems[ i ] = folder.add( playbackConfig, clip.name, clip.name );
i ++;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const delta = clock.getDelta();
character.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>