webgl_loader_md2_control.html 7.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332
  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<br />
  21. use arrows to control characters, mouse for camera
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.module.js",
  27. "three/addons/": "./jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three';
  33. import Stats from 'three/addons/libs/stats.module.js';
  34. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  35. import { MD2CharacterComplex } from 'three/addons/misc/MD2CharacterComplex.js';
  36. import { Gyroscope } from 'three/addons/misc/Gyroscope.js';
  37. let SCREEN_WIDTH = window.innerWidth;
  38. let SCREEN_HEIGHT = window.innerHeight;
  39. let container, stats;
  40. let camera, scene, renderer;
  41. const characters = [];
  42. let nCharacters = 0;
  43. let cameraControls;
  44. const controls = {
  45. moveForward: false,
  46. moveBackward: false,
  47. moveLeft: false,
  48. moveRight: false
  49. };
  50. const clock = new THREE.Clock();
  51. init();
  52. function init() {
  53. container = document.createElement( 'div' );
  54. document.body.appendChild( container );
  55. // CAMERA
  56. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  57. camera.position.set( 0, 150, 1300 );
  58. // SCENE
  59. scene = new THREE.Scene();
  60. scene.background = new THREE.Color( 0xffffff );
  61. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  62. scene.add( camera );
  63. // LIGHTS
  64. scene.add( new THREE.AmbientLight( 0x666666, 3 ) );
  65. const light = new THREE.DirectionalLight( 0xffffff, 7 );
  66. light.position.set( 200, 450, 500 );
  67. light.castShadow = true;
  68. light.shadow.mapSize.width = 1024;
  69. light.shadow.mapSize.height = 512;
  70. light.shadow.camera.near = 100;
  71. light.shadow.camera.far = 1200;
  72. light.shadow.camera.left = - 1000;
  73. light.shadow.camera.right = 1000;
  74. light.shadow.camera.top = 350;
  75. light.shadow.camera.bottom = - 350;
  76. scene.add( light );
  77. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  78. // GROUND
  79. const gt = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
  80. const gg = new THREE.PlaneGeometry( 16000, 16000 );
  81. const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  82. const ground = new THREE.Mesh( gg, gm );
  83. ground.rotation.x = - Math.PI / 2;
  84. ground.material.map.repeat.set( 64, 64 );
  85. ground.material.map.wrapS = THREE.RepeatWrapping;
  86. ground.material.map.wrapT = THREE.RepeatWrapping;
  87. ground.material.map.colorSpace = THREE.SRGBColorSpace;
  88. // note that because the ground does not cast a shadow, .castShadow is left false
  89. ground.receiveShadow = true;
  90. scene.add( ground );
  91. // RENDERER
  92. renderer = new THREE.WebGLRenderer( { antialias: true } );
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  95. renderer.setAnimationLoop( animate );
  96. container.appendChild( renderer.domElement );
  97. //
  98. renderer.shadowMap.enabled = true;
  99. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  100. // STATS
  101. stats = new Stats();
  102. container.appendChild( stats.dom );
  103. // EVENTS
  104. window.addEventListener( 'resize', onWindowResize );
  105. document.addEventListener( 'keydown', onKeyDown );
  106. document.addEventListener( 'keyup', onKeyUp );
  107. // CONTROLS
  108. cameraControls = new OrbitControls( camera, renderer.domElement );
  109. cameraControls.target.set( 0, 50, 0 );
  110. cameraControls.update();
  111. // CHARACTER
  112. const configOgro = {
  113. baseUrl: 'models/md2/ogro/',
  114. body: 'ogro.md2',
  115. skins: [ 'grok.jpg', 'ogrobase.png', 'arboshak.png', 'ctf_r.png', 'ctf_b.png', 'darkam.png', 'freedom.png',
  116. 'gib.png', 'gordogh.png', 'igdosh.png', 'khorne.png', 'nabogro.png',
  117. 'sharokh.png' ],
  118. weapons: [[ 'weapon.md2', 'weapon.jpg' ]],
  119. animations: {
  120. move: 'run',
  121. idle: 'stand',
  122. jump: 'jump',
  123. attack: 'attack',
  124. crouchMove: 'cwalk',
  125. crouchIdle: 'cstand',
  126. crouchAttach: 'crattack'
  127. },
  128. walkSpeed: 350,
  129. crouchSpeed: 175
  130. };
  131. const nRows = 1;
  132. const nSkins = configOgro.skins.length;
  133. nCharacters = nSkins * nRows;
  134. for ( let i = 0; i < nCharacters; i ++ ) {
  135. const character = new MD2CharacterComplex();
  136. character.scale = 3;
  137. character.controls = controls;
  138. characters.push( character );
  139. }
  140. const baseCharacter = new MD2CharacterComplex();
  141. baseCharacter.scale = 3;
  142. baseCharacter.onLoadComplete = function () {
  143. let k = 0;
  144. for ( let j = 0; j < nRows; j ++ ) {
  145. for ( let i = 0; i < nSkins; i ++ ) {
  146. const cloneCharacter = characters[ k ];
  147. cloneCharacter.shareParts( baseCharacter );
  148. // cast and receive shadows
  149. cloneCharacter.enableShadows( true );
  150. cloneCharacter.setWeapon( 0 );
  151. cloneCharacter.setSkin( i );
  152. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  153. cloneCharacter.root.position.z = j * 250;
  154. scene.add( cloneCharacter.root );
  155. k ++;
  156. }
  157. }
  158. const gyro = new Gyroscope();
  159. gyro.add( camera );
  160. gyro.add( light, light.target );
  161. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  162. };
  163. baseCharacter.loadParts( configOgro );
  164. }
  165. // EVENT HANDLERS
  166. function onWindowResize() {
  167. SCREEN_WIDTH = window.innerWidth;
  168. SCREEN_HEIGHT = window.innerHeight;
  169. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  170. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  171. camera.updateProjectionMatrix();
  172. }
  173. function onKeyDown( event ) {
  174. switch ( event.code ) {
  175. case 'ArrowUp':
  176. case 'KeyW': controls.moveForward = true; break;
  177. case 'ArrowDown':
  178. case 'KeyS': controls.moveBackward = true; break;
  179. case 'ArrowLeft':
  180. case 'KeyA': controls.moveLeft = true; break;
  181. case 'ArrowRight':
  182. case 'KeyD': controls.moveRight = true; break;
  183. // case 'KeyC': controls.crouch = true; break;
  184. // case 'Space': controls.jump = true; break;
  185. // case 'ControlLeft':
  186. // case 'ControlRight': controls.attack = true; break;
  187. }
  188. }
  189. function onKeyUp( event ) {
  190. switch ( event.code ) {
  191. case 'ArrowUp':
  192. case 'KeyW': controls.moveForward = false; break;
  193. case 'ArrowDown':
  194. case 'KeyS': controls.moveBackward = false; break;
  195. case 'ArrowLeft':
  196. case 'KeyA': controls.moveLeft = false; break;
  197. case 'ArrowRight':
  198. case 'KeyD': controls.moveRight = false; break;
  199. // case 'KeyC': controls.crouch = false; break;
  200. // case 'Space': controls.jump = false; break;
  201. // case 'ControlLeft':
  202. // case 'ControlRight': controls.attack = false; break;
  203. }
  204. }
  205. //
  206. function animate() {
  207. render();
  208. stats.update();
  209. }
  210. function render() {
  211. const delta = clock.getDelta();
  212. for ( let i = 0; i < nCharacters; i ++ ) {
  213. characters[ i ].update( delta );
  214. }
  215. renderer.render( scene, camera );
  216. }
  217. </script>
  218. </body>
  219. </html>