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354 lines
7.5 KiB
354 lines
7.5 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - morphtargets - MD2</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { MD2Character } from 'three/addons/misc/MD2Character.js';
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let SCREEN_WIDTH = window.innerWidth;
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let SCREEN_HEIGHT = window.innerHeight;
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let container, camera, scene, renderer;
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let character;
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let gui;
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const playbackConfig = {
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speed: 1.0,
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wireframe: false
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};
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let controls;
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const clock = new THREE.Clock();
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let stats;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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// CAMERA
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camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.set( 0, 150, 400 );
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// SCENE
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x050505 );
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scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
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// LIGHTS
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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const light1 = new THREE.SpotLight( 0xffffff, 5, 1000 );
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light1.position.set( 200, 250, 500 );
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light1.angle = 0.5;
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light1.penumbra = 0.5;
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light1.castShadow = true;
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light1.shadow.mapSize.width = 1024;
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light1.shadow.mapSize.height = 1024;
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// scene.add( new THREE.CameraHelper( light1.shadow.camera ) );
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scene.add( light1 );
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const light2 = new THREE.SpotLight( 0xffffff, 5, 1000 );
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light2.position.set( - 100, 350, 350 );
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light2.angle = 0.5;
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light2.penumbra = 0.5;
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light2.castShadow = true;
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light2.shadow.mapSize.width = 1024;
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light2.shadow.mapSize.height = 1024;
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// scene.add( new THREE.CameraHelper( light2.shadow.camera ) );
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scene.add( light2 );
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// GROUND
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const gt = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
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const gg = new THREE.PlaneGeometry( 2000, 2000 );
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const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
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const ground = new THREE.Mesh( gg, gm );
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ground.rotation.x = - Math.PI / 2;
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ground.material.map.repeat.set( 8, 8 );
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ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
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ground.material.map.encoding = THREE.sRGBEncoding;
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ground.receiveShadow = true;
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scene.add( ground );
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// RENDERER
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( renderer.domElement );
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//
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renderer.outputEncoding = THREE.sRGBEncoding;
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renderer.shadowMap.enabled = true;
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// STATS
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stats = new Stats();
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container.appendChild( stats.dom );
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// EVENTS
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window.addEventListener( 'resize', onWindowResize );
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// CONTROLS
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controls = new OrbitControls( camera, renderer.domElement );
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controls.target.set( 0, 50, 0 );
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controls.update();
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// GUI
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gui = new GUI();
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gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function () {
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character.setPlaybackRate( playbackConfig.speed );
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} );
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gui.add( playbackConfig, 'wireframe', false ).onChange( function () {
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character.setWireframe( playbackConfig.wireframe );
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} );
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// CHARACTER
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const config = {
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baseUrl: 'models/md2/ratamahatta/',
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body: 'ratamahatta.md2',
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skins: [ 'ratamahatta.png', 'ctf_b.png', 'ctf_r.png', 'dead.png', 'gearwhore.png' ],
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weapons: [[ 'weapon.md2', 'weapon.png' ],
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[ 'w_bfg.md2', 'w_bfg.png' ],
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[ 'w_blaster.md2', 'w_blaster.png' ],
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[ 'w_chaingun.md2', 'w_chaingun.png' ],
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[ 'w_glauncher.md2', 'w_glauncher.png' ],
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[ 'w_hyperblaster.md2', 'w_hyperblaster.png' ],
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[ 'w_machinegun.md2', 'w_machinegun.png' ],
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[ 'w_railgun.md2', 'w_railgun.png' ],
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[ 'w_rlauncher.md2', 'w_rlauncher.png' ],
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[ 'w_shotgun.md2', 'w_shotgun.png' ],
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[ 'w_sshotgun.md2', 'w_sshotgun.png' ]
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]
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};
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character = new MD2Character();
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character.scale = 3;
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character.onLoadComplete = function () {
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setupSkinsGUI( character );
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setupWeaponsGUI( character );
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setupGUIAnimations( character );
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character.setAnimation( character.meshBody.geometry.animations[ 0 ].name );
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};
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character.loadParts( config );
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scene.add( character.root );
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}
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// EVENT HANDLERS
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function onWindowResize() {
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SCREEN_WIDTH = window.innerWidth;
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SCREEN_HEIGHT = window.innerHeight;
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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camera.updateProjectionMatrix();
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}
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// GUI
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function labelize( text ) {
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const parts = text.split( '.' );
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if ( parts.length > 1 ) {
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parts.length -= 1;
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return parts.join( '.' );
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}
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return text;
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}
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//
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function setupWeaponsGUI( character ) {
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const folder = gui.addFolder( 'Weapons' );
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const generateCallback = function ( index ) {
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return function () {
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character.setWeapon( index );
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};
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};
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const guiItems = [];
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for ( let i = 0; i < character.weapons.length; i ++ ) {
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const name = character.weapons[ i ].name;
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playbackConfig[ name ] = generateCallback( i );
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guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
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}
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}
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//
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function setupSkinsGUI( character ) {
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const folder = gui.addFolder( 'Skins' );
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const generateCallback = function ( index ) {
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return function () {
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character.setSkin( index );
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};
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};
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const guiItems = [];
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for ( let i = 0; i < character.skinsBody.length; i ++ ) {
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const name = character.skinsBody[ i ].name;
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playbackConfig[ name ] = generateCallback( i );
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guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
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}
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}
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//
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function setupGUIAnimations( character ) {
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const folder = gui.addFolder( 'Animations' );
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const generateCallback = function ( animationClip ) {
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return function () {
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character.setAnimation( animationClip.name );
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};
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};
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const guiItems = [];
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const animations = character.meshBody.geometry.animations;
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for ( let i = 0; i < animations.length; i ++ ) {
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const clip = animations[ i ];
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playbackConfig[ clip.name ] = generateCallback( clip );
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guiItems[ i ] = folder.add( playbackConfig, clip.name, clip.name );
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i ++;
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}
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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const delta = clock.getDelta();
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character.update( delta );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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