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