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HuangJiPC / public / static / three / examples / js / misc / MD2Character.js
@zhangdeliang zhangdeliang on 21 Jun 5 KB update
( function () {

	class MD2Character {

		constructor() {

			this.scale = 1;
			this.animationFPS = 6;
			this.root = new THREE.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 THREE.MeshLambertMaterial( {
					color: 0xffaa00,
					wireframe: true
				} );
				const materialTexture = new THREE.MeshLambertMaterial( {
					color: 0xffffff,
					wireframe: false,
					map: skinMap
				} ); //

				const mesh = new THREE.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 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.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 = 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 THREE.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 );

		}

	}

	THREE.MD2Character = MD2Character;

} )();