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HuangJiPC / public / static / three / examples / js / misc / MD2CharacterComplex.js
@zhangdeliang zhangdeliang on 21 Jun 11 KB update
( function () {

	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 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

		}

		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 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.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 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 = 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 = THREE.MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );
			if ( controls.moveBackward ) this.speed = THREE.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 = THREE.MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed );

			}

			if ( controls.moveRight ) {

				this.bodyOrientation -= delta * this.angularSpeed;
				this.speed = THREE.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 = THREE.MathUtils.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed );

				} else {

					const k = exponentialEaseOut( this.speed / this.maxReverseSpeed );
					this.speed = THREE.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 THREE.MeshLambertMaterial( {
				color: 0xffaa00,
				wireframe: true
			} );
			const materialTexture = new THREE.MeshLambertMaterial( {
				color: 0xffffff,
				wireframe: false,
				map: skinMap
			} ); //

			const mesh = new THREE.MorphBlendMesh( geometry, materialTexture );
			mesh.rotation.y = - Math.PI / 2; //

			mesh.materialTexture = materialTexture;
			mesh.materialWireframe = materialWireframe; //

			mesh.autoCreateAnimations( this.animationFPS );
			return mesh;

		}

	}

	THREE.MD2CharacterComplex = MD2CharacterComplex;

} )();