mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
354 lines
7.6 KiB
HTML
Executable File
354 lines
7.6 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - morphtargets - MD2</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: #fff;
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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: #000;
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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:#fff;
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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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width: 70em;
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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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MD2 character by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=368">Brian Collins</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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</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/MD2Character.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 src='js/libs/dat.gui.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 character;
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var gui, playbackConfig = {
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speed: 1.0,
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wireframe: false
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};
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var controls;
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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( 40, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.set( 0, 150, 400 );
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// SCENE
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x050505, 400, 1000 );
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// LIGHTS
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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var light = new THREE.SpotLight( 0xffffff, 2, 1000 );
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light.position.set( 200, 250, 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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//light.shadowCameraVisible = true;
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scene.add( light );
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var light = new THREE.SpotLight( 0xffffff, 1.5, 500 );
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light.position.set( -100, 350, 250 );
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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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//light.shadowCameraVisible = true;
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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( 2000, 2000 );
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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( 8, 8 );
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ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
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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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// 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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// CONTROLS
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controls = new THREE.OrbitControls( camera, renderer.domElement );
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controls.target.set( 0, 50, 0 );
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// GUI
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gui = new dat.GUI();
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gui.add( playbackConfig, 'speed', 0, 2 ).onChange( function() {
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character.setPlaybackRate( playbackConfig.speed );
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} );
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gui.add( playbackConfig, 'wireframe', false ).onChange( function() {
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character.setWireframe( playbackConfig.wireframe );
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} );
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// CHARACTER
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var config = {
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baseUrl: "models/animated/ratamahatta/",
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body: "ratamahatta.js",
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skins: [ "ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png" ],
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weapons: [ [ "weapon.js", "weapon.png" ],
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[ "w_bfg.js", "w_bfg.png" ],
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[ "w_blaster.js", "w_blaster.png" ],
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[ "w_chaingun.js", "w_chaingun.png" ],
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[ "w_glauncher.js", "w_glauncher.png" ],
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[ "w_hyperblaster.js", "w_hyperblaster.png" ],
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[ "w_machinegun.js", "w_machinegun.png" ],
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[ "w_railgun.js", "w_railgun.png" ],
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[ "w_rlauncher.js", "w_rlauncher.png" ],
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[ "w_shotgun.js", "w_shotgun.png" ],
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[ "w_sshotgun.js", "w_sshotgun.png" ]
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]
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};
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character = new THREE.MD2Character();
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character.scale = 3;
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character.onLoadComplete = function() {
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setupSkinsGUI( character );
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setupWeaponsGUI( character );
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setupGUIAnimations( character );
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}
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character.loadParts( config );
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scene.add( character.root );
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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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// GUI
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function labelize( text ) {
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var parts = text.split( "." );
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if ( parts.length > 1 ) {
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parts.length -= 1;
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return parts.join( "." );
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}
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return text;
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}
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//
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function setupWeaponsGUI( character ) {
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var folder = gui.addFolder( "Weapons" );
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var generateCallback = function( index ) {
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return function () { character.setWeapon( index ); };
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}
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var guiItems = [];
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for ( var i = 0; i < character.weapons.length; i ++ ) {
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var name = character.weapons[ i ].name;
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playbackConfig[ name ] = generateCallback( i );
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guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
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}
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}
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//
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function setupSkinsGUI( character ) {
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var folder = gui.addFolder( "Skins" );
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var generateCallback = function( index ) {
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return function () { character.setSkin( index ); };
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}
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var guiItems = [];
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for ( var i = 0; i < character.skinsBody.length; i ++ ) {
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var name = character.skinsBody[ i ].name;
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playbackConfig[ name ] = generateCallback( i );
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guiItems[ i ] = folder.add( playbackConfig, name ).name( labelize( name ) );
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}
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}
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//
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function setupGUIAnimations( character ) {
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var folder = gui.addFolder( "Animations" );
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var generateCallback = function( animationName ) {
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return function () { character.setAnimation( animationName ); };
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}
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var i = 0, guiItems = [];
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var animations = character.meshBody.geometry.animations;
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for ( var a in animations ) {
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playbackConfig[ a ] = generateCallback( a );
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guiItems[ i ] = folder.add( playbackConfig, a, a );
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i ++;
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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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controls.update();
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character.update( delta );
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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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