webgl_loader_md2_control
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { MD2CharacterComplex } from "three/examples/jsm/misc/MD2CharacterComplex.js";
import { Gyroscope } from "three/examples/jsm/misc/Gyroscope.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_loader_md2_control",
useLoaders: [],
info: [
[
{ tag: "a", link: "https://threejs.org", content: "three.js" },
{ tag: "text", content: "- MD2 Loader" }
],
[{ tag: "text", content: "use arrows to control characters, mouse for camera" }]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
let stats;
let camera, scene, renderer;
const characters = [];
let nCharacters = 0;
let cameraControls;
const controls = {
moveForward: false,
moveBackward: false,
moveLeft: false,
moveRight: false
};
const clock = new THREE.Clock();
init();
function init() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 4e3);
camera.position.set(0, 150, 1300);
scene = new THREE.Scene();
scene.background = new THREE.Color(16777215);
scene.fog = new THREE.Fog(16777215, 1e3, 4e3);
scene.add(camera);
scene.add(new THREE.AmbientLight(6710886, 3));
const light = new THREE.DirectionalLight(16777215, 7);
light.position.set(200, 450, 500);
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 512;
light.shadow.camera.near = 100;
light.shadow.camera.far = 1200;
light.shadow.camera.left = -1e3;
light.shadow.camera.right = 1e3;
light.shadow.camera.top = 350;
light.shadow.camera.bottom = -350;
scene.add(light);
const gt = new THREE.TextureLoader().load("textures/terrain/grasslight-big.jpg");
const gg = new THREE.PlaneGeometry(16e3, 16e3);
const gm = new THREE.MeshPhongMaterial({ color: 16777215, map: gt });
const ground = new THREE.Mesh(gg, gm);
ground.rotation.x = -Math.PI / 2;
ground.material.map.repeat.set(64, 64);
ground.material.map.wrapS = THREE.RepeatWrapping;
ground.material.map.wrapT = THREE.RepeatWrapping;
ground.material.map.colorSpace = THREE.SRGBColorSpace;
ground.receiveShadow = true;
scene.add(ground);
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
renderer.setAnimationLoop(animate);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
cameraControls = new OrbitControls(camera, renderer.domElement);
cameraControls.target.set(0, 50, 0);
cameraControls.update();
const configOgro = {
baseUrl: "models/md2/ogro/",
body: "ogro.md2",
skins: [
"grok.jpg",
"ogrobase.png",
"arboshak.png",
"ctf_r.png",
"ctf_b.png",
"darkam.png",
"freedom.png",
"gib.png",
"gordogh.png",
"igdosh.png",
"khorne.png",
"nabogro.png",
"sharokh.png"
],
weapons: [["weapon.md2", "weapon.jpg"]],
animations: {
move: "run",
idle: "stand",
jump: "jump",
attack: "attack",
crouchMove: "cwalk",
crouchIdle: "cstand",
crouchAttach: "crattack"
},
walkSpeed: 350,
crouchSpeed: 175
};
const nRows = 1;
const nSkins = configOgro.skins.length;
nCharacters = nSkins * nRows;
for (let i = 0; i < nCharacters; i++) {
const character = new MD2CharacterComplex();
character.scale = 3;
character.controls = controls;
characters.push(character);
}
const baseCharacter = new MD2CharacterComplex();
baseCharacter.scale = 3;
baseCharacter.onLoadComplete = function() {
let k = 0;
for (let j = 0; j < nRows; j++) {
for (let i = 0; i < nSkins; i++) {
const cloneCharacter = characters[k];
cloneCharacter.shareParts(baseCharacter);
cloneCharacter.enableShadows(true);
cloneCharacter.setWeapon(0);
cloneCharacter.setSkin(i);
cloneCharacter.root.position.x = (i - nSkins / 2) * 150;
cloneCharacter.root.position.z = j * 250;
scene.add(cloneCharacter.root);
k++;
}
}
const gyro = new Gyroscope();
gyro.add(camera);
gyro.add(light, light.target);
characters[Math.floor(nSkins / 2)].root.add(gyro);
};
baseCharacter.loadParts(configOgro);
const gui = new GUI();
gui.add(controls, "moveForward");
gui.add(controls, "moveBackward");
gui.add(controls, "moveLeft");
gui.add(controls, "moveRight");
needToDispose(renderer, scene, cameraControls);
}
function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
}
function animate() {
render();
stats.update();
}
function render() {
const delta = clock.getDelta();
for (let i = 0; i < nCharacters; i++) {
characters[i].update(delta);
}
renderer.render(scene, camera);
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Record<string, Loader>;
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;