webgl_loader_md2_control.html 7.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - morphtargets - MD2 controls</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader -
  21. Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a><br />
  22. use arrows to control characters, mouse for camera
  23. </div>
  24. <script type="module">
  25. import * as THREE from '../build/three.module.js';
  26. import Stats from './jsm/libs/stats.module.js';
  27. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  28. import { MD2CharacterComplex } from './jsm/misc/MD2CharacterComplex.js';
  29. import { Gyroscope } from './jsm/misc/Gyroscope.js';
  30. let SCREEN_WIDTH = window.innerWidth;
  31. let SCREEN_HEIGHT = window.innerHeight;
  32. let container, stats;
  33. let camera, scene, renderer;
  34. const characters = [];
  35. let nCharacters = 0;
  36. let cameraControls;
  37. const controls = {
  38. moveForward: false,
  39. moveBackward: false,
  40. moveLeft: false,
  41. moveRight: false
  42. };
  43. const clock = new THREE.Clock();
  44. init();
  45. animate();
  46. function init() {
  47. container = document.createElement( 'div' );
  48. document.body.appendChild( container );
  49. // CAMERA
  50. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  51. camera.position.set( 0, 150, 1300 );
  52. // SCENE
  53. scene = new THREE.Scene();
  54. scene.background = new THREE.Color( 0xffffff );
  55. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  56. scene.add( camera );
  57. // LIGHTS
  58. scene.add( new THREE.AmbientLight( 0x222222 ) );
  59. const light = new THREE.DirectionalLight( 0xffffff, 2.25 );
  60. light.position.set( 200, 450, 500 );
  61. light.castShadow = true;
  62. light.shadow.mapSize.width = 1024;
  63. light.shadow.mapSize.height = 512;
  64. light.shadow.camera.near = 100;
  65. light.shadow.camera.far = 1200;
  66. light.shadow.camera.left = - 1000;
  67. light.shadow.camera.right = 1000;
  68. light.shadow.camera.top = 350;
  69. light.shadow.camera.bottom = - 350;
  70. scene.add( light );
  71. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  72. // GROUND
  73. const gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
  74. const gg = new THREE.PlaneGeometry( 16000, 16000 );
  75. const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  76. const ground = new THREE.Mesh( gg, gm );
  77. ground.rotation.x = - Math.PI / 2;
  78. ground.material.map.repeat.set( 64, 64 );
  79. ground.material.map.wrapS = THREE.RepeatWrapping;
  80. ground.material.map.wrapT = THREE.RepeatWrapping;
  81. ground.material.map.encoding = THREE.sRGBEncoding;
  82. // note that because the ground does not cast a shadow, .castShadow is left false
  83. ground.receiveShadow = true;
  84. scene.add( ground );
  85. // RENDERER
  86. renderer = new THREE.WebGLRenderer( { antialias: true } );
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  89. container.appendChild( renderer.domElement );
  90. //
  91. renderer.outputEncoding = THREE.sRGBEncoding;
  92. renderer.shadowMap.enabled = true;
  93. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  94. // STATS
  95. stats = new Stats();
  96. container.appendChild( stats.dom );
  97. // EVENTS
  98. window.addEventListener( 'resize', onWindowResize );
  99. document.addEventListener( 'keydown', onKeyDown );
  100. document.addEventListener( 'keyup', onKeyUp );
  101. // CONTROLS
  102. cameraControls = new OrbitControls( camera, renderer.domElement );
  103. cameraControls.target.set( 0, 50, 0 );
  104. cameraControls.enableKeys = false;
  105. cameraControls.update();
  106. // CHARACTER
  107. const configOgro = {
  108. baseUrl: "models/md2/ogro/",
  109. body: "ogro.md2",
  110. skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
  111. "gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
  112. "sharokh.png" ],
  113. weapons: [[ "weapon.md2", "weapon.jpg" ]],
  114. animations: {
  115. move: "run",
  116. idle: "stand",
  117. jump: "jump",
  118. attack: "attack",
  119. crouchMove: "cwalk",
  120. crouchIdle: "cstand",
  121. crouchAttach: "crattack"
  122. },
  123. walkSpeed: 350,
  124. crouchSpeed: 175
  125. };
  126. const nRows = 1;
  127. const nSkins = configOgro.skins.length;
  128. nCharacters = nSkins * nRows;
  129. for ( let i = 0; i < nCharacters; i ++ ) {
  130. const character = new MD2CharacterComplex();
  131. character.scale = 3;
  132. character.controls = controls;
  133. characters.push( character );
  134. }
  135. const baseCharacter = new MD2CharacterComplex();
  136. baseCharacter.scale = 3;
  137. baseCharacter.onLoadComplete = function () {
  138. let k = 0;
  139. for ( let j = 0; j < nRows; j ++ ) {
  140. for ( let i = 0; i < nSkins; i ++ ) {
  141. const cloneCharacter = characters[ k ];
  142. cloneCharacter.shareParts( baseCharacter );
  143. // cast and receive shadows
  144. cloneCharacter.enableShadows( true );
  145. cloneCharacter.setWeapon( 0 );
  146. cloneCharacter.setSkin( i );
  147. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  148. cloneCharacter.root.position.z = j * 250;
  149. scene.add( cloneCharacter.root );
  150. k ++;
  151. }
  152. }
  153. const gyro = new Gyroscope();
  154. gyro.add( camera );
  155. gyro.add( light, light.target );
  156. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  157. };
  158. baseCharacter.loadParts( configOgro );
  159. }
  160. // EVENT HANDLERS
  161. function onWindowResize() {
  162. SCREEN_WIDTH = window.innerWidth;
  163. SCREEN_HEIGHT = window.innerHeight;
  164. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  165. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  166. camera.updateProjectionMatrix();
  167. }
  168. function onKeyDown( event ) {
  169. switch ( event.code ) {
  170. case 'ArrowUp':
  171. case 'KeyW': controls.moveForward = true; break;
  172. case 'ArrowDown':
  173. case 'KeyS': controls.moveBackward = true; break;
  174. case 'ArrowLeft':
  175. case 'KeyA': controls.moveLeft = true; break;
  176. case 'ArrowRight':
  177. case 'KeyD': controls.moveRight = true; break;
  178. // case 'KeyC': controls.crouch = true; break;
  179. // case 'Space': controls.jump = true; break;
  180. // case 'ControlLeft':
  181. // case 'ControlRight': controls.attack = true; break;
  182. }
  183. }
  184. function onKeyUp( event ) {
  185. switch ( event.code ) {
  186. case 'ArrowUp':
  187. case 'KeyW': controls.moveForward = false; break;
  188. case 'ArrowDown':
  189. case 'KeyS': controls.moveBackward = false; break;
  190. case 'ArrowLeft':
  191. case 'KeyA': controls.moveLeft = false; break;
  192. case 'ArrowRight':
  193. case 'KeyD': controls.moveRight = false; break;
  194. // case 'KeyC': controls.crouch = false; break;
  195. // case 'Space': controls.jump = false; break;
  196. // case 'ControlLeft':
  197. // case 'ControlRight': controls.attack = false; break;
  198. }
  199. }
  200. //
  201. function animate() {
  202. requestAnimationFrame( animate );
  203. render();
  204. stats.update();
  205. }
  206. function render() {
  207. const delta = clock.getDelta();
  208. for ( let i = 0; i < nCharacters; i ++ ) {
  209. characters[ i ].update( delta );
  210. }
  211. renderer.render( scene, camera );
  212. }
  213. </script>
  214. </body>
  215. </html>