three-stdlib
Version:
stand-alone library of threejs examples
334 lines (333 loc) • 12 kB
JavaScript
import { Object3D, Box3, MathUtils, MeshLambertMaterial, TextureLoader, UVMapping } from "three";
import { MD2Loader } from "../loaders/MD2Loader.js";
import { MorphBlendMesh } from "./MorphBlendMesh.js";
class MD2CharacterComplex {
constructor() {
this.scale = 1;
this.animationFPS = 6;
this.transitionFrames = 15;
this.maxSpeed = 275;
this.maxReverseSpeed = -275;
this.frontAcceleration = 600;
this.backAcceleration = 600;
this.frontDecceleration = 600;
this.angularSpeed = 2.5;
this.root = new Object3D();
this.meshBody = null;
this.meshWeapon = null;
this.controls = null;
this.skinsBody = [];
this.skinsWeapon = [];
this.weapons = [];
this.currentSkin = void 0;
this.onLoadComplete = function() {
};
this.meshes = [];
this.animations = {};
this.loadCounter = 0;
this.speed = 0;
this.bodyOrientation = 0;
this.walkSpeed = this.maxSpeed;
this.crouchSpeed = this.maxSpeed * 0.5;
this.activeAnimation = null;
this.oldAnimation = null;
}
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;
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);
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];
if ("colorSpace" in textures[i])
textures[i].colorSpace = "srgb";
else
textures[i].encoding = 3001;
}
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];
this.skinsBody = loadTextures(config.baseUrl + "skins/", config.skins);
this.skinsWeapon = loadTextures(config.baseUrl + "skins/", weaponsTextures);
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();
});
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;
if (controls.crouch) {
moveAnimation = animations["crouchMove"];
idleAnimation = animations["crouchIdle"];
} else {
moveAnimation = animations["move"];
idleAnimation = animations["idle"];
}
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"];
}
}
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);
}
}
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;
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);
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
);
}
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);
}
}
const forwardDelta = this.speed * delta;
this.root.position.x += Math.sin(this.bodyOrientation) * forwardDelta;
this.root.position.z += Math.cos(this.bodyOrientation) * forwardDelta;
this.root.rotation.y = this.bodyOrientation;
}
// internal
_createPart(geometry, skinMap) {
const materialWireframe = new MeshLambertMaterial({
color: 16755200,
wireframe: true,
morphTargets: true,
morphNormals: true
});
const materialTexture = new MeshLambertMaterial({
color: 16777215,
wireframe: false,
map: skinMap,
morphTargets: true,
morphNormals: true
});
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
};
//# sourceMappingURL=MD2CharacterComplex.js.map