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- import {
- AnimationMixer,
- Box3,
- Mesh,
- MeshLambertMaterial,
- Object3D,
- TextureLoader,
- UVMapping,
- sRGBEncoding
- } from '../../../build/three.module.js';
- import { MD2Loader } from '../loaders/MD2Loader.js';
- class MD2Character {
- constructor() {
- this.scale = 1;
- this.animationFPS = 6;
- this.root = new Object3D();
- this.meshBody = null;
- this.meshWeapon = null;
- this.skinsBody = [];
- this.skinsWeapon = [];
- this.weapons = [];
- this.activeAnimation = null;
- this.mixer = null;
- this.onLoadComplete = function () {};
- this.loadCounter = 0;
- }
- loadParts( config ) {
- const scope = this;
- function createPart( geometry, skinMap ) {
- const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
- const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );
- //
- const mesh = new Mesh( geometry, materialTexture );
- mesh.rotation.y = - Math.PI / 2;
- mesh.castShadow = true;
- mesh.receiveShadow = true;
- //
- mesh.materialTexture = materialTexture;
- mesh.materialWireframe = materialWireframe;
- return mesh;
- }
- 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.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 = createPart( geo, scope.skinsBody[ 0 ] );
- mesh.scale.set( scope.scale, scope.scale, scope.scale );
- scope.root.add( mesh );
- scope.meshBody = mesh;
- scope.meshBody.clipOffset = 0;
- scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name;
- scope.mixer = new AnimationMixer( mesh );
- checkLoadingComplete();
- } );
- // WEAPONS
- const generateCallback = function ( index, name ) {
- return function ( geo ) {
- const mesh = 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;
- 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 ( rate !== 0 ) {
- this.mixer.timeScale = 1 / rate;
- } else {
- this.mixer.timeScale = 0;
- }
- }
- 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 ];
- }
- }
- 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;
- this.syncWeaponAnimation();
- }
- }
- setAnimation( clipName ) {
- if ( this.meshBody ) {
- if ( this.meshBody.activeAction ) {
- this.meshBody.activeAction.stop();
- this.meshBody.activeAction = null;
- }
- const action = this.mixer.clipAction( clipName, this.meshBody );
- if ( action ) {
- this.meshBody.activeAction = action.play();
- }
- }
- this.activeClipName = clipName;
- this.syncWeaponAnimation();
- }
- syncWeaponAnimation() {
- const clipName = this.activeClipName;
- if ( this.meshWeapon ) {
- if ( this.meshWeapon.activeAction ) {
- this.meshWeapon.activeAction.stop();
- this.meshWeapon.activeAction = null;
- }
- const action = this.mixer.clipAction( clipName, this.meshWeapon );
- if ( action ) {
- this.meshWeapon.activeAction = action.syncWith( this.meshBody.activeAction ).play();
- }
- }
- }
- update( delta ) {
- if ( this.mixer ) this.mixer.update( delta );
- }
- }
- export { MD2Character };
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