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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;