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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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