webgl_loader_md2
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 { MD2Character } from "three/examples/jsm/misc/MD2Character.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_loader_md2",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- MD2 Loader"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
let camera, scene, renderer;
let character;
let gui;
const playbackConfig = {
speed: 1,
wireframe: false
};
let controls;
const clock = new THREE.Clock();
let stats;
init();
function init() {
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 2, 4);
scene = new THREE.Scene();
scene.background = new THREE.Color(328965);
scene.fog = new THREE.Fog(328965, 2.5, 10);
scene.add(new THREE.AmbientLight(6710886));
const light1 = new THREE.SpotLight(16777215, 150);
light1.position.set(2, 5, 10);
light1.angle = 0.5;
light1.penumbra = 0.5;
light1.castShadow = true;
light1.shadow.mapSize.width = 1024;
light1.shadow.mapSize.height = 1024;
scene.add(light1);
const light2 = new THREE.SpotLight(16777215, 150);
light2.position.set(-1, 3.5, 3.5);
light2.angle = 0.5;
light2.penumbra = 0.5;
light2.castShadow = true;
light2.shadow.mapSize.width = 1024;
light2.shadow.mapSize.height = 1024;
scene.add(light2);
const gt = new THREE.TextureLoader().load("textures/terrain/grasslight-big.jpg");
const gg = new THREE.PlaneGeometry(20, 20);
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(8, 8);
ground.material.map.wrapS = 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;
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0.5, 0);
controls.update();
gui = new GUI();
gui.add(playbackConfig, "speed", 0, 2).onChange(function() {
character.setPlaybackRate(playbackConfig.speed);
});
gui.add(playbackConfig, "wireframe").onChange(function() {
character.setWireframe(playbackConfig.wireframe);
});
const config = {
baseUrl: "models/md2/ratamahatta/",
body: "ratamahatta.md2",
skins: ["ratamahatta.png", "ctf_b.png", "ctf_r.png", "dead.png", "gearwhore.png"],
weapons: [
["weapon.md2", "weapon.png"],
["w_bfg.md2", "w_bfg.png"],
["w_blaster.md2", "w_blaster.png"],
["w_chaingun.md2", "w_chaingun.png"],
["w_glauncher.md2", "w_glauncher.png"],
["w_hyperblaster.md2", "w_hyperblaster.png"],
["w_machinegun.md2", "w_machinegun.png"],
["w_railgun.md2", "w_railgun.png"],
["w_rlauncher.md2", "w_rlauncher.png"],
["w_shotgun.md2", "w_shotgun.png"],
["w_sshotgun.md2", "w_sshotgun.png"]
]
};
character = new MD2Character();
character.scale = 0.03;
character.onLoadComplete = function() {
setupSkinsGUI(character);
setupWeaponsGUI(character);
setupGUIAnimations(character);
character.setAnimation(character.meshBody.geometry.animations[0].name);
};
character.loadParts(config);
scene.add(character.root);
needToDispose(renderer, scene, controls);
}
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 labelize(text) {
const parts = text.split(".");
if (parts.length > 1) {
parts.length -= 1;
return parts.join(".");
}
return text;
}
function setupWeaponsGUI(character2) {
const folder = gui.addFolder("Weapons");
const generateCallback = function(index) {
return function() {
character2.setWeapon(index);
character2.setWireframe(playbackConfig.wireframe);
};
};
for (let i = 0; i < character2.weapons.length; i++) {
const name = character2.weapons[i].name;
playbackConfig[name] = generateCallback(i);
folder.add(playbackConfig, name).name(labelize(name));
}
}
function setupSkinsGUI(character2) {
const folder = gui.addFolder("Skins");
const generateCallback = function(index) {
return function() {
character2.setSkin(index);
};
};
for (let i = 0; i < character2.skinsBody.length; i++) {
const name = character2.skinsBody[i].name;
playbackConfig[name] = generateCallback(i);
folder.add(playbackConfig, name).name(labelize(name));
}
}
function setupGUIAnimations(character2) {
const folder = gui.addFolder("Animations");
const generateCallback = function(animationClip) {
return function() {
character2.setAnimation(animationClip.name);
};
};
const animations = character2.meshBody.geometry.animations;
for (let i = 0; i < animations.length; i++) {
const clip = animations[i];
playbackConfig[clip.name] = generateCallback(clip);
folder.add(playbackConfig, clip.name, clip.name);
}
}
function animate() {
render();
stats.update();
}
function render() {
const delta = clock.getDelta();
character.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 {
//为了减少官方代码的改动,实际上等同于 canvas
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: 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;