mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
126 lines
2.6 KiB
JavaScript
Executable File
126 lines
2.6 KiB
JavaScript
Executable File
THREE.UCSCharacter = function() {
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var scope = this;
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var mesh;
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this.scale = 1;
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this.root = new THREE.Object3D();
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this.numSkins;
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this.numMorphs;
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this.skins = [];
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this.materials = [];
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this.morphs = [];
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this.onLoadComplete = function () {};
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this.loadCounter = 0;
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this.loadParts = function ( config ) {
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this.numSkins = config.skins.length;
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this.numMorphs = config.morphs.length;
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// Character geometry + number of skins
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this.loadCounter = 1 + config.skins.length;
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// SKINS
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this.skins = loadTextures( config.baseUrl + "skins/", config.skins );
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this.materials = createMaterials( this.skins );
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// MORPHS
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this.morphs = config.morphs;
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// CHARACTER
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var loader = new THREE.JSONLoader();
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console.log( config.baseUrl + config.character );
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loader.load( config.baseUrl + config.character, function( geometry ) {
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geometry.computeBoundingBox();
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geometry.computeVertexNormals();
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//THREE.AnimationHandler.add( geometry.animation );
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mesh = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial() );
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scope.root.add( mesh );
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var bb = geometry.boundingBox;
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scope.root.scale.set( config.s, config.s, config.s );
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scope.root.position.set( config.x, config.y - bb.min.y * config.s, config.z );
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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animation = new THREE.Animation( mesh, geometry.animation );
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animation.play();
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scope.setSkin(0);
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scope.checkLoadComplete();
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} );
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};
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this.setSkin = function( index ) {
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if ( mesh && scope.materials ) {
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mesh.material = scope.materials[ index ];
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}
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};
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this.updateMorphs = function( influences ) {
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if ( mesh ) {
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for ( var i = 0; i < scope.numMorphs; i ++ ) {
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mesh.morphTargetInfluences[ i ] = influences[ scope.morphs[ i ] ] / 100;
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}
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}
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}
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function loadTextures( baseUrl, textureUrls ) {
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var mapping = THREE.UVMapping;
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var textures = [];
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for ( var i = 0; i < textureUrls.length; i ++ ) {
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textures[ i ] = THREE.ImageUtils.loadTexture( baseUrl + textureUrls[ i ], mapping, scope.checkLoadComplete );
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textures[ i ].name = textureUrls[ i ];
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}
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return textures;
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};
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function createMaterials( skins ) {
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var materials = [];
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for ( var i = 0; i < skins.length; i ++ ) {
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materials[ i ] = new THREE.MeshLambertMaterial( {
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color: 0xeeeeee,
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specular: 10.0,
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map: skins[ i ],
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skinning: true,
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morphTargets: true,
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wrapAround: true
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} );
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}
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return materials;
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}
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this.checkLoadComplete = function () {
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scope.loadCounter -= 1;
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if ( scope.loadCounter === 0 ) {
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scope.onLoadComplete();
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}
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}
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}
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