Doodle3D-Slicer/three.js-master/examples/webgl_morphtargets_md2_control.html

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2015-06-12 15:58:26 +02:00
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - morphtargets - MD2 controls</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: relative;
margin: 0 auto -2.1em;
top: 0px;
padding: 5px;
z-index:100;
}
a { color: skyblue; }
#stats { position: absolute; top:0; left: 0 }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - morphtargets -
Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a> -
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> -
use arrows to control characters, mouse for camera
</div>
<script src="../build/three.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src='js/MD2CharacterComplex.js'></script>
<script src='js/Detector.js'></script>
<script src='js/libs/stats.min.js'></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container, camera, scene, renderer;
var characters = [];
var nCharacters = 0;
var cameraControls;
var controls = {
moveForward: false,
moveBackward: false,
moveLeft: false,
moveRight: false
};
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERA
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
camera.position.set( 0, 150, 1300 );
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
scene.add( camera );
// LIGHTS
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.DirectionalLight( 0xffffff, 2.25 );
light.position.set( 200, 450, 500 );
light.castShadow = true;
light.shadowMapWidth = 1024;
light.shadowMapHeight = 1024;
light.shadowMapDarkness = 0.95;
// by turning on the frustum, you can see where the light's
// shadow volume is located:
//light.shadowCameraVisible = true;
light.shadowCameraNear = 100;
light.shadowCameraFar = 1200;
light.shadowCameraTop = 400;
light.shadowCameraBottom = -250;
light.shadowCameraRight = 900;
light.shadowCameraLeft = -1000;
// cascaded shadows don't appear to be working, and add little
// light.shadowCascade = true;
//light.shadowCascadeCount = 3;
//light.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
//light.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
//light.shadowCascadeWidth = [ 1024, 1024, 1024 ];
//light.shadowCascadeHeight = [ 1024, 1024, 1024 ];
scene.add( light );
// GROUND
var gt = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
var gg = new THREE.PlaneBufferGeometry( 16000, 16000 );
var gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
var ground = new THREE.Mesh( gg, gm );
ground.rotation.x = - Math.PI / 2;
ground.material.map.repeat.set( 64, 64 );
ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
// note that because the ground does not cast a shadow, .castShadow is left false
ground.receiveShadow = true;
scene.add( ground );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( scene.fog.color );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( renderer.domElement );
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
//renderer.shadowMapCascade = true;
//renderer.shadowMapType = THREE.PCFSoftShadowMap;
//renderer.shadowMapDebug = true;
// STATS
stats = new Stats();
container.appendChild( stats.domElement );
// EVENTS
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'keydown', onKeyDown, false );
document.addEventListener( 'keyup', onKeyUp, false );
// CONTROLS
cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
cameraControls.target.set( 0, 50, 0 );
// CHARACTER
var configOgro = {
baseUrl: "models/animated/ogro/",
body: "ogro-light.js",
skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
"gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
"sharokh.png" ],
weapons: [ [ "weapon-light.js", "weapon.jpg" ] ],
animations: {
move: "run",
idle: "stand",
jump: "jump",
attack: "attack",
crouchMove: "cwalk",
crouchIdle: "cstand",
crouchAttach: "crattack"
},
walkSpeed: 350,
crouchSpeed: 175
};
var nRows = 1;
var nSkins = configOgro.skins.length;
nCharacters = nSkins * nRows;
for ( var i = 0; i < nCharacters; i ++ ) {
var character = new THREE.MD2CharacterComplex();
character.scale = 3;
character.controls = controls;
characters.push( character );
}
var baseCharacter = new THREE.MD2CharacterComplex();
baseCharacter.scale = 3;
baseCharacter.onLoadComplete = function () {
var k = 0;
for ( var j = 0; j < nRows; j ++ ) {
for ( var i = 0; i < nSkins; i ++ ) {
var cloneCharacter = characters[ k ];
cloneCharacter.shareParts( baseCharacter );
// cast and receive shadows
cloneCharacter.enableShadows( true );
cloneCharacter.setWeapon( 0 );
cloneCharacter.setSkin( i );
cloneCharacter.root.position.x = ( i - nSkins/2 ) * 150;
cloneCharacter.root.position.z = j * 250;
scene.add( cloneCharacter.root );
k ++;
}
}
var gyro = new THREE.Gyroscope();
gyro.add( camera );
characters[ Math.floor( nSkins/2 ) ].root.add( gyro );
};
baseCharacter.loadParts( configOgro );
}
// EVENT HANDLERS
function onWindowResize( event ) {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH/ SCREEN_HEIGHT;
camera.updateProjectionMatrix();
}
function onKeyDown ( event ) {
switch( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ controls.moveForward = true; break;
case 40: /*down*/
case 83: /*S*/ controls.moveBackward = true; break;
case 37: /*left*/
case 65: /*A*/ controls.moveLeft = true; break;
case 39: /*right*/
case 68: /*D*/ controls.moveRight = true; break;
//case 67: /*C*/ controls.crouch = true; break;
//case 32: /*space*/ controls.jump = true; break;
//case 17: /*ctrl*/ controls.attack = true; break;
}
};
function onKeyUp ( event ) {
switch( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ controls.moveForward = false; break;
case 40: /*down*/
case 83: /*S*/ controls.moveBackward = false; break;
case 37: /*left*/
case 65: /*A*/ controls.moveLeft = false; break;
case 39: /*right*/
case 68: /*D*/ controls.moveRight = false; break;
//case 67: /*C*/ controls.crouch = false; break;
//case 32: /*space*/ controls.jump = false; break;
//case 17: /*ctrl*/ controls.attack = false; break;
}
};
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
cameraControls.update( delta );
for ( var i = 0; i < nCharacters; i ++ ) {
characters[ i ].update( delta );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>