/** * @author alteredq / http://alteredqualia.com/ */ import { Box3, Math as _Math, MeshLambertMaterial, Object3D, TextureLoader, UVMapping } from "../../../build/three.module.js"; import { MD2Loader } from "../loaders/MD2Loader.js"; import { MorphBlendMesh } from "../misc/MorphBlendMesh.js"; var 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 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 MD2Loader(); loader.load( config.baseUrl + config.body, function ( geo ) { var boundingBox = new 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(); 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 () { 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 = _Math.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed ); if ( controls.moveBackward ) this.speed = _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 = _Math.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed ); } if ( controls.moveRight ) { this.bodyOrientation -= delta * this.angularSpeed; this.speed = _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 = _Math.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed ); } else { var k = exponentialEaseOut( this.speed / this.maxReverseSpeed ); this.speed = _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 TextureLoader(); var textures = []; for ( var i = 0; i < textureUrls.length; i ++ ) { textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete ); textures[ i ].mapping = UVMapping; textures[ i ].name = textureUrls[ i ]; } return textures; } function createPart( geometry, skinMap ) { var materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true, morphTargets: true, morphNormals: true } ); var materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap, morphTargets: true, morphNormals: true } ); // var mesh = new 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; } }; export { MD2CharacterComplex };