import { AnimationMixer, Box3, Mesh, MeshLambertMaterial, Object3D, TextureLoader, UVMapping, sRGBEncoding } from 'three'; import { MD2Loader } from '../loaders/MD2Loader.js'; class MD2Character { constructor() { this.scale = 1; this.animationFPS = 6; this.root = new Object3D(); this.meshBody = null; this.meshWeapon = null; this.skinsBody = []; this.skinsWeapon = []; this.weapons = []; this.activeAnimation = null; this.mixer = null; this.onLoadComplete = function () {}; this.loadCounter = 0; } loadParts( config ) { const scope = this; function createPart( geometry, skinMap ) { const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } ); const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } ); // const mesh = new Mesh( geometry, materialTexture ); mesh.rotation.y = - Math.PI / 2; mesh.castShadow = true; mesh.receiveShadow = true; // mesh.materialTexture = materialTexture; mesh.materialWireframe = materialWireframe; return mesh; } 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.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 = createPart( geo, scope.skinsBody[ 0 ] ); mesh.scale.set( scope.scale, scope.scale, scope.scale ); scope.root.add( mesh ); scope.meshBody = mesh; scope.meshBody.clipOffset = 0; scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name; scope.mixer = new AnimationMixer( mesh ); checkLoadingComplete(); } ); // WEAPONS const generateCallback = function ( index, name ) { return function ( geo ) { const mesh = 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; 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 ( rate !== 0 ) { this.mixer.timeScale = 1 / rate; } else { this.mixer.timeScale = 0; } } 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 ]; } } 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; this.syncWeaponAnimation(); } } setAnimation( clipName ) { if ( this.meshBody ) { if ( this.meshBody.activeAction ) { this.meshBody.activeAction.stop(); this.meshBody.activeAction = null; } const action = this.mixer.clipAction( clipName, this.meshBody ); if ( action ) { this.meshBody.activeAction = action.play(); } } this.activeClipName = clipName; this.syncWeaponAnimation(); } syncWeaponAnimation() { const clipName = this.activeClipName; if ( this.meshWeapon ) { if ( this.meshWeapon.activeAction ) { this.meshWeapon.activeAction.stop(); this.meshWeapon.activeAction = null; } const action = this.mixer.clipAction( clipName, this.meshWeapon ); if ( action ) { this.meshWeapon.activeAction = action.syncWith( this.meshBody.activeAction ).play(); } } } update( delta ) { if ( this.mixer ) this.mixer.update( delta ); } } export { MD2Character };