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							- import {
 
- 	Box3,
 
- 	MathUtils,
 
- 	MeshLambertMaterial,
 
- 	Object3D,
 
- 	TextureLoader,
 
- 	UVMapping,
 
- 	sRGBEncoding
 
- } from '../../../build/three.module.js';
 
- import { MD2Loader } from '../loaders/MD2Loader.js';
 
- import { MorphBlendMesh } from '../misc/MorphBlendMesh.js';
 
- class MD2CharacterComplex {
 
- 	constructor() {
 
- 		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 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
 
- 	}
 
- 	enableShadows( enable ) {
 
- 		for ( let i = 0; i < this.meshes.length; i ++ ) {
 
- 			this.meshes[ i ].castShadow = enable;
 
- 			this.meshes[ i ].receiveShadow = enable;
 
- 		}
 
- 	}
 
- 	setVisible( enable ) {
 
- 		for ( let i = 0; i < this.meshes.length; i ++ ) {
 
- 			this.meshes[ i ].visible = enable;
 
- 			this.meshes[ i ].visible = enable;
 
- 		}
 
- 	}
 
- 	shareParts( original ) {
 
- 		this.animations = original.animations;
 
- 		this.walkSpeed = original.walkSpeed;
 
- 		this.crouchSpeed = original.crouchSpeed;
 
- 		this.skinsBody = original.skinsBody;
 
- 		this.skinsWeapon = original.skinsWeapon;
 
- 		// BODY
 
- 		const mesh = this._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 ( let i = 0; i < original.weapons.length; i ++ ) {
 
- 			const meshWeapon = this._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 );
 
- 		}
 
- 	}
 
- 	loadParts( config ) {
 
- 		const scope = this;
 
- 		function loadTextures( baseUrl, textureUrls ) {
 
- 			const textureLoader = new TextureLoader();
 
- 			const textures = [];
 
- 			for ( let i = 0; i < textureUrls.length; i ++ ) {
 
- 				textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
 
- 				textures[ i ].mapping = UVMapping;
 
- 				textures[ i ].name = textureUrls[ i ];
 
- 				textures[ i ].encoding = sRGBEncoding;
 
- 			}
 
- 			return textures;
 
- 		}
 
- 		function checkLoadingComplete() {
 
- 			scope.loadCounter -= 1;
 
- 			if ( scope.loadCounter === 0 ) 	scope.onLoadComplete();
 
- 		}
 
- 		this.animations = config.animations;
 
- 		this.walkSpeed = config.walkSpeed;
 
- 		this.crouchSpeed = config.crouchSpeed;
 
- 		this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
 
- 		const weaponsTextures = [];
 
- 		for ( let 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
 
- 		const loader = new MD2Loader();
 
- 		loader.load( config.baseUrl + config.body, function ( geo ) {
 
- 			const boundingBox = new Box3();
 
- 			boundingBox.setFromBufferAttribute( geo.attributes.position );
 
- 			scope.root.position.y = - scope.scale * boundingBox.min.y;
 
- 			const mesh = scope._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
 
- 		const generateCallback = function ( index, name ) {
 
- 			return function ( geo ) {
 
- 				const mesh = scope._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 ( let i = 0; i < config.weapons.length; i ++ ) {
 
- 			loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
 
- 		}
 
- 	}
 
- 	setPlaybackRate( rate ) {
 
- 		if ( this.meshBody ) this.meshBody.duration = this.meshBody.baseDuration / rate;
 
- 		if ( this.meshWeapon ) this.meshWeapon.duration = this.meshWeapon.baseDuration / rate;
 
- 	}
 
- 	setWireframe( 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;
 
- 		}
 
- 	}
 
- 	setSkin( index ) {
 
- 		if ( this.meshBody && this.meshBody.material.wireframe === false ) {
 
- 			this.meshBody.material.map = this.skinsBody[ index ];
 
- 			this.currentSkin = index;
 
- 		}
 
- 	}
 
- 	setWeapon( index ) {
 
- 		for ( let i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
 
- 		const 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 ) );
 
- 			}
 
- 		}
 
- 	}
 
- 	setAnimation( 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 );
 
- 		}
 
- 	}
 
- 	update( delta ) {
 
- 		if ( this.controls ) this.updateMovementModel( delta );
 
- 		if ( this.animations ) {
 
- 			this.updateBehaviors();
 
- 			this.updateAnimations( delta );
 
- 		}
 
- 	}
 
- 	updateAnimations( delta ) {
 
- 		let 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 );
 
- 		}
 
- 	}
 
- 	updateBehaviors() {
 
- 		const controls = this.controls;
 
- 		const animations = this.animations;
 
- 		let 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 );
 
- 			}
 
- 		}
 
- 	}
 
- 	updateMovementModel( delta ) {
 
- 		function exponentialEaseOut( k ) {
 
- 			return k === 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1;
 
- 		}
 
- 		const 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 = MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
 
- 		if ( controls.moveBackward ) this.speed = MathUtils.clamp( this.speed - delta * this.backAcceleration, this.maxReverseSpeed, this.maxSpeed );
 
- 		// orientation based on controls
 
- 		// (don't just stand while turning)
 
- 		const dir = 1;
 
- 		if ( controls.moveLeft ) {
 
- 			this.bodyOrientation += delta * this.angularSpeed;
 
- 			this.speed = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
 
- 		}
 
- 		if ( controls.moveRight ) {
 
- 			this.bodyOrientation -= delta * this.angularSpeed;
 
- 			this.speed = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
 
- 		}
 
- 		// speed decay
 
- 		if ( ! ( controls.moveForward || controls.moveBackward ) ) {
 
- 			if ( this.speed > 0 ) {
 
- 				const k = exponentialEaseOut( this.speed / this.maxSpeed );
 
- 				this.speed = MathUtils.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );
 
- 			} else {
 
- 				const k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
 
- 				this.speed = MathUtils.clamp( this.speed + k * delta * this.backAcceleration, this.maxReverseSpeed, 0 );
 
- 			}
 
- 		}
 
- 		// displacement
 
- 		const 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
 
- 	_createPart( geometry, skinMap ) {
 
- 		const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
 
- 		const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );
 
- 		//
 
- 		const mesh = new MorphBlendMesh( geometry, materialTexture );
 
- 		mesh.rotation.y = - Math.PI / 2;
 
- 		//
 
- 		mesh.materialTexture = materialTexture;
 
- 		mesh.materialWireframe = materialWireframe;
 
- 		//
 
- 		mesh.autoCreateAnimations( this.animationFPS );
 
- 		return mesh;
 
- 	}
 
- }
 
- export { MD2CharacterComplex };
 
 
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