577 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			577 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Box3, | ||
|  | 	MathUtils, | ||
|  | 	MeshLambertMaterial, | ||
|  | 	Object3D, | ||
|  | 	TextureLoader, | ||
|  | 	UVMapping, | ||
|  | 	SRGBColorSpace | ||
|  | } from 'three'; | ||
|  | import { MD2Loader } from '../loaders/MD2Loader.js'; | ||
|  | import { MorphBlendMesh } from '../misc/MorphBlendMesh.js'; | ||
|  | 
 | ||
|  | 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 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 TextureLoader(); | ||
|  | 			const textures = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < textureUrls.length; i ++ ) { | ||
|  | 
 | ||
|  | 				textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete ); | ||
|  | 				textures[ i ].mapping = UVMapping; | ||
|  | 				textures[ i ].name = textureUrls[ i ]; | ||
|  | 				textures[ i ].colorSpace = SRGBColorSpace; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			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 MD2Loader(); | ||
|  | 
 | ||
|  | 		loader.load( config.baseUrl + config.body, function ( geo ) { | ||
|  | 
 | ||
|  | 			const boundingBox = new 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 = MathUtils.clamp( this.speed + delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed ); | ||
|  | 		if ( controls.moveBackward ) this.speed = 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 = MathUtils.clamp( this.speed + dir * delta * this.frontAcceleration, this.maxReverseSpeed, this.maxSpeed ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( controls.moveRight ) { | ||
|  | 
 | ||
|  | 			this.bodyOrientation -= delta * this.angularSpeed; | ||
|  | 			this.speed = 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 = MathUtils.clamp( this.speed - k * delta * this.frontDecceleration, 0, this.maxSpeed ); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				const k = exponentialEaseOut( this.speed / this.maxReverseSpeed ); | ||
|  | 				this.speed = 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 MeshLambertMaterial( { color: 0xffaa00, wireframe: true } ); | ||
|  | 		const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } ); | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		const mesh = new MorphBlendMesh( geometry, materialTexture ); | ||
|  | 		mesh.rotation.y = - Math.PI / 2; | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		mesh.materialTexture = materialTexture; | ||
|  | 		mesh.materialWireframe = materialWireframe; | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		mesh.autoCreateAnimations( this.animationFPS ); | ||
|  | 
 | ||
|  | 		return mesh; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { MD2CharacterComplex }; |