mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-23 13:50:43 +02:00
360 lines
8.4 KiB
HTML
360 lines
8.4 KiB
HTML
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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 controls</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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<style>
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body {
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color: #000;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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background-color: #fff;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color:#000;
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position: relative;
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margin: 0 auto -2.1em;
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top: 0px;
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padding: 5px;
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z-index:100;
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}
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a { color: skyblue; }
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #aaa !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - morphtargets -
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Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a> -
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converted by <a href="https://twitter.com/#!/oosmoxiecode">@oosmoxiecode</a>'s <a href="http://oos.moxiecode.com/blog/2012/01/md2-to-json-converter/">MD2 converter</a> -
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use arrows to control characters, mouse for camera
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src='js/MD2CharacterComplex.js'></script>
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<script src='js/Detector.js'></script>
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<script src='js/libs/stats.min.js'></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight;
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var container, camera, scene, renderer;
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var characters = [];
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var nCharacters = 0;
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var cameraControls;
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var controls = {
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moveForward: false,
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moveBackward: false,
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moveLeft: false,
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moveRight: false
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};
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var clock = new THREE.Clock();
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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( 45, window.innerWidth / window.innerHeight, 1, 4000 );
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camera.position.set( 0, 150, 1300 );
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// SCENE
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
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scene.add( camera );
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// LIGHTS
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
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light.position.set( 200, 450, 500 );
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light.castShadow = true;
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light.shadowMapWidth = 1024;
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light.shadowMapHeight = 1024;
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light.shadowMapDarkness = 0.95;
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// by turning on the frustum, you can see where the light's
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// shadow volume is located:
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//light.shadowCameraVisible = true;
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light.shadowCameraNear = 100;
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light.shadowCameraFar = 1200;
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light.shadowCameraTop = 400;
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light.shadowCameraBottom = -250;
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light.shadowCameraRight = 900;
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light.shadowCameraLeft = -1000;
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// cascaded shadows don't appear to be working, and add little
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// light.shadowCascade = true;
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//light.shadowCascadeCount = 3;
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//light.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
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//light.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
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//light.shadowCascadeWidth = [ 1024, 1024, 1024 ];
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//light.shadowCascadeHeight = [ 1024, 1024, 1024 ];
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scene.add( light );
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// GROUND
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var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
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var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
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var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
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var 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( 64, 64 );
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ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
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// note that because the ground does not cast a shadow, .castShadow is left false
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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.setClearColor( scene.fog.color );
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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.gammaInput = true;
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renderer.gammaOutput = true;
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renderer.shadowMapEnabled = true;
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//renderer.shadowMapCascade = true;
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//renderer.shadowMapType = THREE.PCFSoftShadowMap;
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//renderer.shadowMapDebug = true;
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// STATS
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stats = new Stats();
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container.appendChild( stats.domElement );
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// EVENTS
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window.addEventListener( 'resize', onWindowResize, false );
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document.addEventListener( 'keydown', onKeyDown, false );
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document.addEventListener( 'keyup', onKeyUp, false );
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// CONTROLS
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cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
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cameraControls.target.set( 0, 50, 0 );
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// CHARACTER
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var configOgro = {
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baseUrl: "models/animated/ogro/",
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body: "ogro-light.js",
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skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
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"gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
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"sharokh.png" ],
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weapons: [ [ "weapon-light.js", "weapon.jpg" ] ],
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animations: {
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move: "run",
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idle: "stand",
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jump: "jump",
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attack: "attack",
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crouchMove: "cwalk",
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crouchIdle: "cstand",
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crouchAttach: "crattack"
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},
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walkSpeed: 350,
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crouchSpeed: 175
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};
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var nRows = 1;
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var nSkins = configOgro.skins.length;
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nCharacters = nSkins * nRows;
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for ( var i = 0; i < nCharacters; i ++ ) {
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var character = new THREE.MD2CharacterComplex();
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character.scale = 3;
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character.controls = controls;
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characters.push( character );
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}
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var baseCharacter = new THREE.MD2CharacterComplex();
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baseCharacter.scale = 3;
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baseCharacter.onLoadComplete = function () {
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var k = 0;
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for ( var j = 0; j < nRows; j ++ ) {
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for ( var i = 0; i < nSkins; i ++ ) {
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var cloneCharacter = characters[ k ];
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cloneCharacter.shareParts( baseCharacter );
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// cast and receive shadows
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cloneCharacter.enableShadows( true );
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cloneCharacter.setWeapon( 0 );
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cloneCharacter.setSkin( i );
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cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
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cloneCharacter.root.position.z = j * 250;
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scene.add( cloneCharacter.root );
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k ++;
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}
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}
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var gyro = new THREE.Gyroscope();
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gyro.add( camera );
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characters[ Math.floor( nSkins/2 ) ].root.add( gyro );
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};
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baseCharacter.loadParts( configOgro );
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}
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// EVENT HANDLERS
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function onWindowResize( event ) {
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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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function onKeyDown ( event ) {
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switch( event.keyCode ) {
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case 38: /*up*/
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case 87: /*W*/ controls.moveForward = true; break;
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case 40: /*down*/
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case 83: /*S*/ controls.moveBackward = true; break;
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case 37: /*left*/
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case 65: /*A*/ controls.moveLeft = true; break;
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case 39: /*right*/
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case 68: /*D*/ controls.moveRight = true; break;
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//case 67: /*C*/ controls.crouch = true; break;
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//case 32: /*space*/ controls.jump = true; break;
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//case 17: /*ctrl*/ controls.attack = true; break;
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}
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};
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function onKeyUp ( event ) {
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switch( event.keyCode ) {
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case 38: /*up*/
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case 87: /*W*/ controls.moveForward = false; break;
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case 40: /*down*/
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case 83: /*S*/ controls.moveBackward = false; break;
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case 37: /*left*/
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case 65: /*A*/ controls.moveLeft = false; break;
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case 39: /*right*/
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case 68: /*D*/ controls.moveRight = false; break;
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//case 67: /*C*/ controls.crouch = false; break;
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//case 32: /*space*/ controls.jump = false; break;
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//case 17: /*ctrl*/ controls.attack = false; break;
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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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var delta = clock.getDelta();
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cameraControls.update( delta );
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for ( var i = 0; i < nCharacters; i ++ ) {
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characters[ i ].update( delta );
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}
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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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