| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494 | ( function () {	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 THREE.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 THREE.TextureLoader();				const textures = [];				for ( let i = 0; i < textureUrls.length; i ++ ) {					textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );					textures[ i ].mapping = THREE.UVMapping;					textures[ i ].name = textureUrls[ i ];					textures[ i ].encoding = THREE.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 THREE.MD2Loader();			loader.load( config.baseUrl + config.body, function ( geo ) {				const boundingBox = new THREE.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 = THREE.MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );			if ( controls.moveBackward ) this.speed = THREE.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 = THREE.MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );			}			if ( controls.moveRight ) {				this.bodyOrientation -= delta * this.angularSpeed;				this.speed = THREE.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 = THREE.MathUtils.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );				} else {					const k = exponentialEaseOut( this.speed / this.maxReverseSpeed );					this.speed = THREE.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 THREE.MeshLambertMaterial( {				color: 0xffaa00,				wireframe: true			} );			const materialTexture = new THREE.MeshLambertMaterial( {				color: 0xffffff,				wireframe: false,				map: skinMap			} ); //			const mesh = new THREE.MorphBlendMesh( geometry, materialTexture );			mesh.rotation.y = - Math.PI / 2; //			mesh.materialTexture = materialTexture;			mesh.materialWireframe = materialWireframe; //			mesh.autoCreateAnimations( this.animationFPS );			return mesh;		}	}	THREE.MD2CharacterComplex = MD2CharacterComplex;} )();
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