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ca0d5586
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three.js
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ca0d5586
编写于
3月 06, 2012
作者:
A
alteredq
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examples/webgl_morphtargets_md2_complex.html
examples/webgl_morphtargets_md2_complex.html
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examples/webgl_morphtargets_md2_control.html
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<!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
;
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://github.com/mrdoob/three.js"
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.js"
></script>
<script
src=
'js/MD2CharacterComplex.js'
></script>
<script
src=
'js/Detector.js'
></script>
<script
src=
'js/Stats.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
);
// SCENE
scene
=
new
THREE
.
Scene
();
scene
.
fog
=
new
THREE
.
Fog
(
0xffffff
,
1000
,
4000
);
// CAMERA
camera
=
new
THREE
.
PerspectiveCamera
(
45
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
4000
);
camera
.
position
.
set
(
0
,
150
,
1300
);
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
;
//light.shadowCameraVisible = true;
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
.
PlaneGeometry
(
16000
,
16000
);
var
gm
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xffffff
,
map
:
gt
,
perPixel
:
true
}
);
var
ground
=
new
THREE
.
Mesh
(
gg
,
gm
);
ground
.
material
.
map
.
repeat
.
set
(
64
,
64
);
ground
.
material
.
map
.
wrapS
=
ground
.
material
.
map
.
wrapT
=
THREE
.
RepeatWrapping
;
ground
.
rotation
.
x
=
-
Math
.
PI
/
2
;
ground
.
receiveShadow
=
true
;
scene
.
add
(
ground
);
// RENDERER
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setSize
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
renderer
.
setClearColor
(
scene
.
fog
.
color
,
1
);
container
.
appendChild
(
renderer
.
domElement
);
//
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
renderer
.
shadowMapEnabled
=
true
;
//renderer.shadowMapCullFrontFaces = false;
renderer
.
shadowMapCascade
=
true
;
//renderer.shadowMapDebug = true;
// STATS
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
stats
.
domElement
.
style
.
zIndex
=
100
;
container
.
appendChild
(
stats
.
domElement
);
stats
.
domElement
.
children
[
0
].
children
[
0
].
style
.
color
=
"
#aaa
"
;
stats
.
domElement
.
children
[
0
].
style
.
background
=
"
transparent
"
;
stats
.
domElement
.
children
[
0
].
children
[
1
].
style
.
display
=
"
none
"
;
// EVENTS
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
keydown
'
,
onKeyDown
,
false
);
document
.
addEventListener
(
'
keyup
'
,
onKeyUp
,
false
);
// CONTROLS
cameraControls
=
new
THREE
.
TrackballControls
(
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
};
function
generateCallback
(
character
,
i
)
{
return
function
()
{
character
.
setWeapon
(
0
);
character
.
setSkin
(
i
);
character
.
root
.
position
.
x
=
(
i
-
nCharacters
/
2
)
*
150
;
};
};
nCharacters
=
configOgro
.
skins
.
length
;
for
(
var
i
=
0
;
i
<
nCharacters
;
i
++
)
{
var
character
=
new
THREE
.
MD2CharacterComplex
();
character
.
scale
=
3
;
character
.
controls
=
controls
;
character
.
onLoadComplete
=
generateCallback
(
character
,
i
);
character
.
loadParts
(
configOgro
);
scene
.
add
(
character
.
root
);
characters
[
i
]
=
character
;
}
var
gyro
=
new
THREE
.
Gyroscope
();
gyro
.
add
(
camera
);
characters
[
Math
.
floor
(
nCharacters
/
2
)
].
root
.
add
(
gyro
);
}
// 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>
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