mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 12:23:49 +01:00
561 lines
12 KiB
JavaScript
561 lines
12 KiB
JavaScript
|
/**
|
||
|
* @author alteredq / http://alteredqualia.com/
|
||
|
*/
|
||
|
|
||
|
THREE.MD2CharacterComplex = function () {
|
||
|
|
||
|
var scope = this;
|
||
|
|
||
|
this.scale = 1;
|
||
|
|
||
|
// animation parameters
|
||
|
|
||
|
this.animationFPS = 6;
|
||
|
this.transitionFrames = 15;
|
||
|
|
||
|
// movement model parameters
|
||
|
|
||
|
this.maxSpeed = 275;
|
||
|
this.maxReverseSpeed = -275;
|
||
|
|
||
|
this.frontAcceleration = 600;
|
||
|
this.backAcceleration = 600;
|
||
|
|
||
|
this.frontDecceleration = 600;
|
||
|
|
||
|
this.angularSpeed = 2.5;
|
||
|
|
||
|
// rig
|
||
|
|
||
|
this.root = new THREE.Object3D();
|
||
|
|
||
|
this.meshBody = null;
|
||
|
this.meshWeapon = null;
|
||
|
|
||
|
this.controls = null;
|
||
|
|
||
|
// skins
|
||
|
|
||
|
this.skinsBody = [];
|
||
|
this.skinsWeapon = [];
|
||
|
|
||
|
this.weapons = [];
|
||
|
|
||
|
this.currentSkin = undefined;
|
||
|
|
||
|
//
|
||
|
|
||
|
this.onLoadComplete = function () {};
|
||
|
|
||
|
// internals
|
||
|
|
||
|
this.meshes = [];
|
||
|
this.animations = {};
|
||
|
|
||
|
this.loadCounter = 0;
|
||
|
|
||
|
// internal movement control variables
|
||
|
|
||
|
this.speed = 0;
|
||
|
this.bodyOrientation = 0;
|
||
|
|
||
|
this.walkSpeed = this.maxSpeed;
|
||
|
this.crouchSpeed = this.maxSpeed * 0.5;
|
||
|
|
||
|
// internal animation parameters
|
||
|
|
||
|
this.activeAnimation = null;
|
||
|
this.oldAnimation = null;
|
||
|
|
||
|
// API
|
||
|
|
||
|
this.enableShadows = function ( enable ) {
|
||
|
|
||
|
for ( var i = 0; i < this.meshes.length; i ++ ) {
|
||
|
|
||
|
this.meshes[ i ].castShadow = enable;
|
||
|
this.meshes[ i ].receiveShadow = enable;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setVisible = function ( enable ) {
|
||
|
|
||
|
for ( var i = 0; i < this.meshes.length; i ++ ) {
|
||
|
|
||
|
this.meshes[ i ].visible = enable;
|
||
|
this.meshes[ i ].visible = enable;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
this.shareParts = function ( original ) {
|
||
|
|
||
|
this.animations = original.animations;
|
||
|
this.walkSpeed = original.walkSpeed;
|
||
|
this.crouchSpeed = original.crouchSpeed;
|
||
|
|
||
|
this.skinsBody = original.skinsBody;
|
||
|
this.skinsWeapon = original.skinsWeapon;
|
||
|
|
||
|
// BODY
|
||
|
|
||
|
var mesh = createPart( original.meshBody.geometry, this.skinsBody[ 0 ] );
|
||
|
mesh.scale.set( this.scale, this.scale, this.scale );
|
||
|
|
||
|
this.root.position.y = original.root.position.y;
|
||
|
this.root.add( mesh );
|
||
|
|
||
|
this.meshBody = mesh;
|
||
|
|
||
|
this.meshes.push( mesh );
|
||
|
|
||
|
// WEAPONS
|
||
|
|
||
|
for ( var i = 0; i < original.weapons.length; i ++ ) {
|
||
|
|
||
|
var meshWeapon = createPart( original.weapons[ i ].geometry, this.skinsWeapon[ i ] );
|
||
|
meshWeapon.scale.set( this.scale, this.scale, this.scale );
|
||
|
meshWeapon.visible = false;
|
||
|
|
||
|
meshWeapon.name = original.weapons[ i ].name;
|
||
|
|
||
|
this.root.add( meshWeapon );
|
||
|
|
||
|
this.weapons[ i ] = meshWeapon;
|
||
|
this.meshWeapon = meshWeapon;
|
||
|
|
||
|
this.meshes.push( meshWeapon );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.loadParts = function ( config ) {
|
||
|
|
||
|
this.animations = config.animations;
|
||
|
this.walkSpeed = config.walkSpeed;
|
||
|
this.crouchSpeed = config.crouchSpeed;
|
||
|
|
||
|
this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
|
||
|
|
||
|
var weaponsTextures = []
|
||
|
for ( var 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
|
||
|
|
||
|
var loader = new THREE.JSONLoader();
|
||
|
|
||
|
loader.load( config.baseUrl + config.body, function( geo ) {
|
||
|
|
||
|
geo.computeBoundingBox();
|
||
|
scope.root.position.y = - scope.scale * geo.boundingBox.min.y;
|
||
|
|
||
|
var mesh = createPart( geo, scope.skinsBody[ 0 ] );
|
||
|
mesh.scale.set( scope.scale, scope.scale, scope.scale );
|
||
|
|
||
|
scope.root.add( mesh );
|
||
|
|
||
|
scope.meshBody = mesh;
|
||
|
scope.meshes.push( mesh );
|
||
|
|
||
|
checkLoadingComplete();
|
||
|
|
||
|
} );
|
||
|
|
||
|
// WEAPONS
|
||
|
|
||
|
var generateCallback = function ( index, name ) {
|
||
|
|
||
|
return function( geo ) {
|
||
|
|
||
|
var 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;
|
||
|
scope.meshes.push( mesh );
|
||
|
|
||
|
checkLoadingComplete();
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( var i = 0; i < config.weapons.length; i ++ ) {
|
||
|
|
||
|
loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setPlaybackRate = function ( rate ) {
|
||
|
|
||
|
if ( this.meshBody ) this.meshBody.duration = this.meshBody.baseDuration / rate;
|
||
|
if ( this.meshWeapon ) this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setWireframe = function ( 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;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setSkin = function( index ) {
|
||
|
|
||
|
if ( this.meshBody && this.meshBody.material.wireframe === false ) {
|
||
|
|
||
|
this.meshBody.material.map = this.skinsBody[ index ];
|
||
|
this.currentSkin = index;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setWeapon = function ( index ) {
|
||
|
|
||
|
for ( var i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
|
||
|
|
||
|
var activeWeapon = this.weapons[ index ];
|
||
|
|
||
|
if ( activeWeapon ) {
|
||
|
|
||
|
activeWeapon.visible = true;
|
||
|
this.meshWeapon = activeWeapon;
|
||
|
|
||
|
if ( this.activeAnimation ) {
|
||
|
|
||
|
activeWeapon.playAnimation( this.activeAnimation );
|
||
|
this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setAnimation = function ( animationName ) {
|
||
|
|
||
|
if ( animationName === this.activeAnimation || !animationName ) return;
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.setAnimationWeight( animationName, 0 );
|
||
|
this.meshBody.playAnimation( animationName );
|
||
|
|
||
|
this.oldAnimation = this.activeAnimation;
|
||
|
this.activeAnimation = animationName;
|
||
|
|
||
|
this.blendCounter = this.transitionFrames;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.setAnimationWeight( animationName, 0 );
|
||
|
this.meshWeapon.playAnimation( animationName );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
this.update = function ( delta ) {
|
||
|
|
||
|
if ( this.controls ) this.updateMovementModel( delta );
|
||
|
|
||
|
if ( this.animations ) {
|
||
|
|
||
|
this.updateBehaviors( delta );
|
||
|
this.updateAnimations( delta );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.updateAnimations = function ( delta ) {
|
||
|
|
||
|
var mix = 1;
|
||
|
|
||
|
if ( this.blendCounter > 0 ) {
|
||
|
|
||
|
mix = ( this.transitionFrames - this.blendCounter ) / this.transitionFrames;
|
||
|
this.blendCounter -= 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.update( delta );
|
||
|
|
||
|
this.meshBody.setAnimationWeight( this.activeAnimation, mix );
|
||
|
this.meshBody.setAnimationWeight( this.oldAnimation, 1 - mix );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.update( delta );
|
||
|
|
||
|
this.meshWeapon.setAnimationWeight( this.activeAnimation, mix );
|
||
|
this.meshWeapon.setAnimationWeight( this.oldAnimation, 1 - mix );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.updateBehaviors = function ( delta ) {
|
||
|
|
||
|
var controls = this.controls;
|
||
|
var animations = this.animations;
|
||
|
|
||
|
var moveAnimation, idleAnimation;
|
||
|
|
||
|
// crouch vs stand
|
||
|
|
||
|
if ( controls.crouch ) {
|
||
|
|
||
|
moveAnimation = animations[ "crouchMove" ];
|
||
|
idleAnimation = animations[ "crouchIdle" ];
|
||
|
|
||
|
} else {
|
||
|
|
||
|
moveAnimation = animations[ "move" ];
|
||
|
idleAnimation = animations[ "idle" ];
|
||
|
|
||
|
}
|
||
|
|
||
|
// actions
|
||
|
|
||
|
if ( controls.jump ) {
|
||
|
|
||
|
moveAnimation = animations[ "jump" ];
|
||
|
idleAnimation = animations[ "jump" ];
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( controls.attack ) {
|
||
|
|
||
|
if ( controls.crouch ) {
|
||
|
|
||
|
moveAnimation = animations[ "crouchAttack" ];
|
||
|
idleAnimation = animations[ "crouchAttack" ];
|
||
|
|
||
|
} else {
|
||
|
|
||
|
moveAnimation = animations[ "attack" ];
|
||
|
idleAnimation = animations[ "attack" ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// set animations
|
||
|
|
||
|
if ( controls.moveForward || controls.moveBackward || controls.moveLeft || controls.moveRight ) {
|
||
|
|
||
|
if ( this.activeAnimation !== moveAnimation ) {
|
||
|
|
||
|
this.setAnimation( moveAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( Math.abs( this.speed ) < 0.2 * this.maxSpeed && !( controls.moveLeft || controls.moveRight || controls.moveForward || controls.moveBackward ) ) {
|
||
|
|
||
|
if ( this.activeAnimation !== idleAnimation ) {
|
||
|
|
||
|
this.setAnimation( idleAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// set animation direction
|
||
|
|
||
|
if ( controls.moveForward ) {
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.setAnimationDirectionForward( this.activeAnimation );
|
||
|
this.meshBody.setAnimationDirectionForward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.setAnimationDirectionForward( this.activeAnimation );
|
||
|
this.meshWeapon.setAnimationDirectionForward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( controls.moveBackward ) {
|
||
|
|
||
|
if ( this.meshBody ) {
|
||
|
|
||
|
this.meshBody.setAnimationDirectionBackward( this.activeAnimation );
|
||
|
this.meshBody.setAnimationDirectionBackward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.meshWeapon ) {
|
||
|
|
||
|
this.meshWeapon.setAnimationDirectionBackward( this.activeAnimation );
|
||
|
this.meshWeapon.setAnimationDirectionBackward( this.oldAnimation );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.updateMovementModel = function ( delta ) {
|
||
|
|
||
|
var controls = this.controls;
|
||
|
|
||
|
// speed based on controls
|
||
|
|
||
|
if ( controls.crouch ) this.maxSpeed = this.crouchSpeed;
|
||
|
else this.maxSpeed = this.walkSpeed;
|
||
|
|
||
|
this.maxReverseSpeed = -this.maxSpeed;
|
||
|
|
||
|
if ( controls.moveForward ) this.speed = THREE.Math.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
if ( controls.moveBackward ) this.speed = THREE.Math.clamp( this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
|
||
|
// orientation based on controls
|
||
|
// (don't just stand while turning)
|
||
|
|
||
|
var dir = 1;
|
||
|
|
||
|
if ( controls.moveLeft ) {
|
||
|
|
||
|
this.bodyOrientation += delta * this.angularSpeed;
|
||
|
this.speed = THREE.Math.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( controls.moveRight ) {
|
||
|
|
||
|
this.bodyOrientation -= delta * this.angularSpeed;
|
||
|
this.speed = THREE.Math.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
|
||
|
|
||
|
}
|
||
|
|
||
|
// speed decay
|
||
|
|
||
|
if ( ! ( controls.moveForward || controls.moveBackward ) ) {
|
||
|
|
||
|
if ( this.speed > 0 ) {
|
||
|
|
||
|
var k = exponentialEaseOut( this.speed / this.maxSpeed );
|
||
|
this.speed = THREE.Math.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
var k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
|
||
|
this.speed = THREE.Math.clamp( this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// displacement
|
||
|
|
||
|
var forwardDelta = this.speed * delta;
|
||
|
|
||
|
this.root.position.x += Math.sin( this.bodyOrientation ) * forwardDelta;
|
||
|
this.root.position.z += Math.cos( this.bodyOrientation ) * forwardDelta;
|
||
|
|
||
|
// steering
|
||
|
|
||
|
this.root.rotation.y = this.bodyOrientation;
|
||
|
|
||
|
};
|
||
|
|
||
|
// internal helpers
|
||
|
|
||
|
function loadTextures( baseUrl, textureUrls ) {
|
||
|
|
||
|
var mapping = THREE.UVMapping;
|
||
|
var textures = [];
|
||
|
|
||
|
for ( var i = 0; i < textureUrls.length; i ++ ) {
|
||
|
|
||
|
textures[ i ] = THREE.ImageUtils.loadTexture( baseUrl + textureUrls[ i ], mapping, checkLoadingComplete );
|
||
|
textures[ i ].name = textureUrls[ i ];
|
||
|
|
||
|
}
|
||
|
|
||
|
return textures;
|
||
|
|
||
|
};
|
||
|
|
||
|
function createPart( geometry, skinMap ) {
|
||
|
|
||
|
geometry.computeMorphNormals();
|
||
|
|
||
|
var whiteMap = THREE.ImageUtils.generateDataTexture( 1, 1, new THREE.Color( 0xffffff ) );
|
||
|
var materialWireframe = new THREE.MeshPhongMaterial( { color: 0xffaa00, specular: 0x111111, shininess: 50, wireframe: true, shading: THREE.SmoothShading, map: whiteMap, morphTargets: true, morphNormals: true, metal: true } );
|
||
|
|
||
|
var materialTexture = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 50, wireframe: false, shading: THREE.SmoothShading, map: skinMap, morphTargets: true, morphNormals: true, metal: true } );
|
||
|
materialTexture.wrapAround = true;
|
||
|
|
||
|
//
|
||
|
|
||
|
var mesh = new THREE.MorphBlendMesh( geometry, materialTexture );
|
||
|
mesh.rotation.y = -Math.PI / 2;
|
||
|
|
||
|
//
|
||
|
|
||
|
mesh.materialTexture = materialTexture;
|
||
|
mesh.materialWireframe = materialWireframe;
|
||
|
|
||
|
//
|
||
|
|
||
|
mesh.autoCreateAnimations( scope.animationFPS );
|
||
|
|
||
|
return mesh;
|
||
|
|
||
|
};
|
||
|
|
||
|
function checkLoadingComplete() {
|
||
|
|
||
|
scope.loadCounter -= 1;
|
||
|
if ( scope.loadCounter === 0 ) scope.onLoadComplete();
|
||
|
|
||
|
};
|
||
|
|
||
|
function exponentialEaseOut( k ) { return k === 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1; }
|
||
|
|
||
|
};
|