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