commit 3f1ed3679b18fdec1d4f09f7889ca32cd950eb6f
Author: Hacksore <=>
Date: Tue Sep 29 11:52:18 2015 -0500
First commit
diff --git a/.gitignore b/.gitignore
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+.vagrant/
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diff --git a/README.md b/README.md
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+# skinpreview3d.js
+TODO: finish readme
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diff --git a/Vagrantfile b/Vagrantfile
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+VAGRANTFILE_API_VERSION = "2"
+
+Vagrant.configure(VAGRANTFILE_API_VERSION) do |config|
+
+ config.vm.box = "ubuntu/trusty64"
+
+ config.vm.synced_folder ".", "/var/www", type: "nfs"
+ config.vm.hostname = "skinpreview3d"
+ config.vm.network "forwarded_port", guest: 80, host: 80
+
+ config.vm.provider "virtualbox" do |v|
+ v.memory = 2048
+ v.cpus = 2
+ v.customize ["modifyvm", :id, "--natdnshostresolver1", "on"]
+ v.customize ["modifyvm", :id, "--natdnsproxy1", "on"]
+ end
+
+ # Shell provisioning
+ config.vm.provision "shell" do |s|
+ s.path = "misc/init.sh"
+ end
+
+end
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diff --git a/img/Hacksore.png b/img/Hacksore.png
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+
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+
+ SkinPreview3D
+
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diff --git a/js/skinpreview3d.js b/js/skinpreview3d.js
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+/*
+ A 3D Minecraft skin renderer
+ Project link: https://github.com/Hacksore/skinpreview3d.js
+*/
+
+function SkinUtil(){
+ this.convert6432To6464 = function(context) {
+ this.copyImage(context, 4, 16, 4, 4, 20, 48, true); // Top Leg
+ this.copyImage(context, 8, 16, 4, 4, 24, 48, true); // Bottom Leg
+ this.copyImage(context, 0, 20, 4, 12, 24, 52, true); // Outer Leg
+ this.copyImage(context, 4, 20, 4, 12, 20, 52, true); // Front Leg
+ this.copyImage(context, 8, 20, 4, 12, 16, 52, true); // Inner Leg
+ this.copyImage(context, 12, 20, 4, 12, 28, 52, true); // Back Leg
+
+ this.copyImage(context, 44, 16, 4, 4, 36, 48, true); // Top Arm
+ this.copyImage(context, 48, 16, 4, 4, 40, 48, true); // Bottom Arm
+ this.copyImage(context, 40, 20, 4, 12, 40, 52, true); // Outer Arm
+ this.copyImage(context, 44, 20, 4, 12, 36, 52, true); // Front Arm
+ this.copyImage(context, 48, 20, 4, 12, 32, 52, true); // Inner Arm
+ this.copyImage(context, 52, 20, 4, 12, 44, 52, true); // Back Arm
+ }
+
+ this.copyImage = function(context, sX, sY, w, h, dX, dY, flipHorizontal) {
+ var imgData = context.getImageData(sX, sY, w, h);
+
+ if(flipHorizontal){
+ for(y = 0; y < h; y++) {
+ for(x = 0; x < (w / 2); x++) {
+ index = (x + y * w) * 4;
+ index2 = ((w - x - 1) + y * w) * 4;
+ var pA1 = imgData.data[index];
+ var pA2 = imgData.data[index+1];
+ var pA3 = imgData.data[index+2];
+ var pA4 = imgData.data[index+3];
+
+ var pB1 = imgData.data[index2];
+ var pB2 = imgData.data[index2+1];
+ var pB3 = imgData.data[index2+2];
+ var pB4 = imgData.data[index2+3];
+
+ imgData.data[index] = pB1;
+ imgData.data[index+1] = pB2;
+ imgData.data[index+2] = pB3;
+ imgData.data[index+3] = pB4;
+
+ imgData.data[index2] = pA1;
+ imgData.data[index2+1] = pA2;
+ imgData.data[index2+2] = pA3;
+ imgData.data[index2+3] = pA4;
+ }
+ }
+ }
+
+ context.putImageData(imgData,dX,dY);
+ }
+
+ this.fixOverlay = function(context) {
+ this.fixHead2(context);
+ this.fixBody2(context);
+ this.fixRightArm2(context);
+ this.fixLeftArm2(context);
+ this.fixRightLeg2(context);
+ this.fixLeftLeg2(context);
+ }
+
+ this.fixHead2 = function(context) {
+ // Front
+ if(this.hasTransparency(context, 40, 8, 8, 8)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(this.hasTransparency(context, 40, 0, 8, 8)) return;
+ if(this.hasTransparency(context, 48, 0, 8, 8)) return;
+ if(this.hasTransparency(context, 32, 8, 8, 8)) return;
+ if(this.hasTransparency(context, 48, 8, 8, 8)) return;
+ if(this.hasTransparency(context, 56, 8, 8, 8)) return;
+
+ // Didn't have transparency, clearing the head overlay area.
+ context.clearRect(40, 0, 8, 8);
+ context.clearRect(48, 0, 8, 8);
+ context.clearRect(32, 8, 8, 8);
+ context.clearRect(40, 8, 8, 8);
+ context.clearRect(48, 8, 8, 8);
+ context.clearRect(56, 8, 8, 8);
+ }
+
+ this.fixBody2 = function(context) {
+ // Front
+ if(this.hasTransparency(context, 20, 36, 8, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(this.hasTransparency(context, 20, 32, 8, 4)) return;
+ if(this.hasTransparency(context, 28, 32, 8, 4)) return;
+ if(this.hasTransparency(context, 16, 36, 4, 12)) return;
+ if(this.hasTransparency(context, 28, 36, 4, 12)) return;
+ if(this.hasTransparency(context, 32, 36, 8, 12)) return;
+
+ // Didn't have transparency, clearing the body overlay area.
+ context.clearRect(20, 32, 8, 4);
+ context.clearRect(28, 32, 8, 4);
+ context.clearRect(16, 36, 4, 12);
+ context.clearRect(20, 36, 8, 12);
+ context.clearRect(28, 36, 4, 12);
+ context.clearRect(32, 36, 8, 12);
+ }
+
+ this.fixRightArm2 = function(context) {
+ // Front
+ if(this.hasTransparency(context, 44, 36, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(this.hasTransparency(context, 44, 32, 4, 4)) return;
+ if(this.hasTransparency(context, 48, 32, 4, 4)) return;
+ if(this.hasTransparency(context, 40, 36, 4, 12)) return;
+ if(this.hasTransparency(context, 48, 36, 4, 12)) return;
+ if(this.hasTransparency(context, 52, 36, 4, 12)) return;
+
+ // Didn't have transparency, clearing the right arm overlay area.
+ context.clearRect(44, 32, 4, 4);
+ context.clearRect(48, 32, 4, 4);
+ context.clearRect(40, 36, 4, 12);
+ context.clearRect(44, 36, 4, 12);
+ context.clearRect(48, 36, 4, 12);
+ context.clearRect(52, 36, 4, 12);
+ }
+
+ this.fixLeftArm2 = function(context) {
+ // Front
+ if(this.hasTransparency(context, 52, 52, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(this.hasTransparency(context, 52, 48, 4, 4)) return;
+ if(this.hasTransparency(context, 56, 48, 4, 4)) return;
+ if(this.hasTransparency(context, 48, 52, 4, 12)) return;
+ if(this.hasTransparency(context, 56, 52, 4, 12)) return;
+ if(this.hasTransparency(context, 60, 52, 4, 12)) return;
+
+ // Didn't have transparency, clearing the left arm overlay area.
+ context.clearRect(52, 48, 4, 4);
+ context.clearRect(56, 48, 4, 4);
+ context.clearRect(48, 52, 4, 12);
+ context.clearRect(52, 52, 4, 12);
+ context.clearRect(56, 52, 4, 12);
+ context.clearRect(60, 52, 4, 12);
+ }
+
+ this.fixRightLeg2 = function(context) {
+ // Front
+ if(this.hasTransparency(context, 4, 36, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(this.hasTransparency(context, 4, 32, 4, 4)) return;
+ if(this.hasTransparency(context, 8, 32, 4, 4)) return;
+ if(this.hasTransparency(context, 0, 36, 4, 12)) return;
+ if(this.hasTransparency(context, 8, 36, 4, 12)) return;
+ if(this.hasTransparency(context, 12, 36, 4, 12)) return;
+
+ // Didn't have transparency, clearing the right leg overlay area.
+ context.clearRect(4, 32, 4, 4);
+ context.clearRect(8, 32, 4, 4);
+ context.clearRect(0, 36, 4, 12);
+ context.clearRect(4, 36, 4, 12);
+ context.clearRect(8, 36, 4, 12);
+ context.clearRect(12, 36, 4, 12);
+ }
+
+ this.fixLeftLeg2 = function(context) {
+ // Front
+ if(this.hasTransparency(context, 4, 52, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(this.hasTransparency(context, 4, 48, 4, 4)) return;
+ if(this.hasTransparency(context, 8, 48, 4, 4)) return;
+ if(this.hasTransparency(context, 0, 52, 4, 12)) return;
+ if(this.hasTransparency(context, 8, 52, 4, 12)) return;
+ if(this.hasTransparency(context, 12, 52, 4, 12)) return;
+
+ // Didn't have transparency, clearing the left leg overlay area.
+ context.clearRect(4, 48, 4, 4);
+ context.clearRect(8, 48, 4, 4);
+ context.clearRect(0, 52, 4, 12);
+ context.clearRect(4, 52, 4, 12);
+ context.clearRect(8, 52, 4, 12);
+ context.clearRect(12, 52, 4, 12);
+ }
+
+ this.fixNonVisible = function(context) {
+ // 64x32 and 64x64 skin parts
+ context.clearRect(0, 0, 8, 8);
+ context.clearRect(24, 0, 16, 8);
+ context.clearRect(56, 0, 8, 8);
+ context.clearRect(0, 16, 4, 4);
+ context.clearRect(12, 16, 8, 4);
+ context.clearRect(36, 16, 8, 4);
+ context.clearRect(52, 16, 4, 4);
+ context.clearRect(56, 16, 8, 32);
+
+ // 64x64 skin parts
+ context.clearRect(0, 32, 4, 4);
+ context.clearRect(12, 32, 8, 4);
+ context.clearRect(36, 32, 8, 4);
+ context.clearRect(52, 32, 4, 4);
+ context.clearRect(0, 48, 4, 4);
+ context.clearRect(12, 48, 8, 4);
+ context.clearRect(28, 48, 8, 4);
+ context.clearRect(44, 48, 8, 4);
+ context.clearRect(60, 48, 8, 4);
+ }
+
+ this.hasTransparency = function(context, x, y, w, h) {
+ var imgData = context.getImageData(x, y, w, h);
+
+ for(y = 0; y < h; y++) {
+ for(x = 0; x < w; x++) {
+ var index = (x + y * w) * 4;
+ if(imgData.data[index + 3] == 0) return true; // Has transparency
+ }
+ }
+
+ return false;
+ }
+
+}
+
+(function ($) {
+ 'use strict';
+
+ $.fn.skinPreview3D = function (options) {
+ var sp = new SkinPreview3D(this, options.canvasID);
+ sp.setSkin(options.imageUrl);
+
+ };
+
+} (window.jQuery));
+
+function SkinPreview3D(model, canvasID){
+ var scene, camera, renderer;
+ var geometry, material, mesh;
+
+ var rightLeg2Box, leftLeg2Box;
+
+ var radius = 32;
+
+ var canvasW = 470;
+ var canvasH = 620;
+
+ var isPaused = false;
+ var originMouseX = 0;
+ var rotating = false;
+ var modelRot = 0;
+ var angleRot = 0;
+ var mouseDown = false;
+
+ var util = SkinUtil();
+
+ camera = new THREE.PerspectiveCamera(75, canvasW / canvasH, 1, 10000);
+ camera.position.y = -12;
+
+ scene = new THREE.Scene();
+
+ canvas = document.getElementById(canvasID);
+ canvas.width = 64;
+ canvas.height = 64;
+ var context = canvas.getContext("2d");
+
+ var skinTexture = new THREE.Texture(canvas);
+ skinTexture.magFilter = THREE.NearestFilter;
+ skinTexture.minFilter = THREE.NearestMipMapNearestFilter;
+
+ material = new THREE.MeshBasicMaterial({map: skinTexture, side: THREE.FrontSide});
+ material2 = new THREE.MeshBasicMaterial({map: skinTexture, transparent: true, opacity: 1, angleRotTest: 0.5, side: THREE.DoubleSide});
+
+ var img = new Image();
+ img.crossOrigin = '';
+ var hasAnimate = false;
+ img.onload = function() {
+
+ context.clearRect(0, 0, 64, 64);
+ context.drawImage(img, 0, 0);
+ if(img.height == 32) util.convert6432To6464(context);
+
+ //these need work
+ //util.fixNonVisible(context);
+ //util.fixOverlay(context);
+
+ skinTexture.needsUpdate = true;
+
+ material.needsUpdate = true;
+ material2.needsUpdate = true;
+
+ if(!hasAnimate)
+ {
+ initializeSkin();
+ hasAnimate = true;
+ drawSkin();
+ }
+ }
+
+ img.onerror = function() {
+ console.log("Failed loading " + img.src);
+ }
+
+ this.setSkin = function(skin){
+ img.src = skin;
+ }
+
+ function initializeSkin() {
+ // Head Parts
+ var headTop = [
+ new THREE.Vector2(0.125, 0.875),
+ new THREE.Vector2(0.25, 0.875),
+ new THREE.Vector2(0.25, 1),
+ new THREE.Vector2(0.125, 1)
+ ];
+ var headBottom = [
+ new THREE.Vector2(0.25, 0.875),
+ new THREE.Vector2(0.375, 0.875),
+ new THREE.Vector2(0.375, 1),
+ new THREE.Vector2(0.25, 1)
+ ];
+ var headLeft = [
+ new THREE.Vector2(0, 0.75),
+ new THREE.Vector2(0.125, 0.75),
+ new THREE.Vector2(0.125, 0.875),
+ new THREE.Vector2(0, 0.875)
+ ];
+ var headFront = [
+ new THREE.Vector2(0.125, 0.75),
+ new THREE.Vector2(0.25, 0.75),
+ new THREE.Vector2(0.25 ,0.875),
+ new THREE.Vector2(0.125 ,0.875)
+ ];
+ var headRight = [
+ new THREE.Vector2(0.25, 0.75),
+ new THREE.Vector2(0.375, 0.75),
+ new THREE.Vector2(0.375, 0.875),
+ new THREE.Vector2(0.25, 0.875)
+ ];
+ var headBack = [
+ new THREE.Vector2(0.375, 0.75),
+ new THREE.Vector2(0.5, 0.75),
+ new THREE.Vector2(0.5, 0.875),
+ new THREE.Vector2(0.375, 0.875)
+ ];
+
+ headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0);
+ headBox.faceVertexUvs[0] = [];
+ headBox.faceVertexUvs[0][0] = [headRight[3], headRight[0], headRight[2]];
+ headBox.faceVertexUvs[0][1] = [headRight[0], headRight[1], headRight[2]];
+ headBox.faceVertexUvs[0][2] = [headLeft[3], headLeft[0], headLeft[2]];
+ headBox.faceVertexUvs[0][3] = [headLeft[0], headLeft[1], headLeft[2]];
+ headBox.faceVertexUvs[0][4] = [headTop[3], headTop[0], headTop[2]];
+ headBox.faceVertexUvs[0][5] = [headTop[0], headTop[1], headTop[2]];
+ headBox.faceVertexUvs[0][6] = [headBottom[0], headBottom[3], headBottom[1]];
+ headBox.faceVertexUvs[0][7] = [headBottom[3], headBottom[2], headBottom[1]];
+ headBox.faceVertexUvs[0][8] = [headFront[3], headFront[0], headFront[2]];
+ headBox.faceVertexUvs[0][9] = [headFront[0], headFront[1], headFront[2]];
+ headBox.faceVertexUvs[0][10] = [headBack[3], headBack[0], headBack[2]];
+ headBox.faceVertexUvs[0][11] = [headBack[0], headBack[1], headBack[2]];
+ headMesh = new THREE.Mesh(headBox, material);
+ headMesh.name = "head";
+ scene.add(headMesh);
+
+ // Body Parts
+ var bodyTop = [
+ new THREE.Vector2(0.3125, 0.6875),
+ new THREE.Vector2(0.4375, 0.6875),
+ new THREE.Vector2(0.4375, 0.75),
+ new THREE.Vector2(0.3125, 0.75)
+ ];
+ var bodyBottom = [
+ new THREE.Vector2(0.4375, 0.6875),
+ new THREE.Vector2(0.5625, 0.6875),
+ new THREE.Vector2(0.5625, 0.75),
+ new THREE.Vector2(0.4375, 0.75)
+ ];
+ var bodyLeft = [
+ new THREE.Vector2(0.25, 0.5),
+ new THREE.Vector2(0.3125, 0.5),
+ new THREE.Vector2(0.3125, 0.6875),
+ new THREE.Vector2(0.25, 0.6875)
+ ];
+ var bodyFront = [
+ new THREE.Vector2(0.3125, 0.5),
+ new THREE.Vector2(0.4375, 0.5),
+ new THREE.Vector2(0.4375, 0.6875),
+ new THREE.Vector2(0.3125, 0.6875)
+ ];
+ var bodyRight = [
+ new THREE.Vector2(0.4375, 0.5),
+ new THREE.Vector2(0.5, 0.5),
+ new THREE.Vector2(0.5, 0.6875),
+ new THREE.Vector2(0.4375, 0.6875)
+ ];
+ var bodyBack = [
+ new THREE.Vector2(0.5, 0.5),
+ new THREE.Vector2(0.625, 0.5),
+ new THREE.Vector2(0.625, 0.6875),
+ new THREE.Vector2(0.5, 0.6875)
+ ];
+
+ bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0);
+ bodyBox.faceVertexUvs[0] = [];
+ bodyBox.faceVertexUvs[0][0] = [bodyRight[3], bodyRight[0], bodyRight[2]];
+ bodyBox.faceVertexUvs[0][1] = [bodyRight[0], bodyRight[1], bodyRight[2]];
+ bodyBox.faceVertexUvs[0][2] = [bodyLeft[3], bodyLeft[0], bodyLeft[2]];
+ bodyBox.faceVertexUvs[0][3] = [bodyLeft[0], bodyLeft[1], bodyLeft[2]];
+ bodyBox.faceVertexUvs[0][4] = [bodyTop[3], bodyTop[0], bodyTop[2]];
+ bodyBox.faceVertexUvs[0][5] = [bodyTop[0], bodyTop[1], bodyTop[2]];
+ bodyBox.faceVertexUvs[0][6] = [bodyBottom[0], bodyBottom[3], bodyBottom[1]];
+ bodyBox.faceVertexUvs[0][7] = [bodyBottom[3], bodyBottom[2], bodyBottom[1]];
+ bodyBox.faceVertexUvs[0][8] = [bodyFront[3], bodyFront[0], bodyFront[2]];
+ bodyBox.faceVertexUvs[0][9] = [bodyFront[0], bodyFront[1], bodyFront[2]];
+ bodyBox.faceVertexUvs[0][10] = [bodyBack[3], bodyBack[0], bodyBack[2]];
+ bodyBox.faceVertexUvs[0][11] = [bodyBack[0], bodyBack[1], bodyBack[2]];
+ bodyMesh = new THREE.Mesh(bodyBox, material);
+ bodyMesh.name = "body";
+ bodyMesh.position.y = -10;
+ scene.add(bodyMesh);
+
+ // Right Arm Parts
+ var rightArmTop = [
+ new THREE.Vector2(0.6875, 0.6875),
+ new THREE.Vector2(0.75, 0.6875),
+ new THREE.Vector2(0.75, 0.75),
+ new THREE.Vector2(0.6875, 0.75),
+ ];
+ var rightArmBottom = [
+ new THREE.Vector2(0.75, 0.6875),
+ new THREE.Vector2(0.8125, 0.6875),
+ new THREE.Vector2(0.8125, 0.75),
+ new THREE.Vector2(0.75, 0.75)
+ ];
+ var rightArmLeft = [
+ new THREE.Vector2(0.625, 0.5),
+ new THREE.Vector2(0.6875, 0.5),
+ new THREE.Vector2(0.6875, 0.6875),
+ new THREE.Vector2(0.625, 0.6875)
+ ];
+ var rightArmFront = [
+ new THREE.Vector2(0.6875, 0.5),
+ new THREE.Vector2(0.75, 0.5),
+ new THREE.Vector2(0.75, 0.6875),
+ new THREE.Vector2(0.6875, 0.6875)
+ ];
+ var rightArmRight = [
+ new THREE.Vector2(0.75, 0.5),
+ new THREE.Vector2(0.8125, 0.5),
+ new THREE.Vector2(0.8125, 0.6875),
+ new THREE.Vector2(0.75, 0.6875)
+ ];
+ var rightArmBack = [
+ new THREE.Vector2(0.8125, 0.5),
+ new THREE.Vector2(0.875, 0.5),
+ new THREE.Vector2(0.875, 0.6875),
+ new THREE.Vector2(0.8125, 0.6875)
+ ];
+
+ rightArmBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
+ rightArmBox.faceVertexUvs[0] = [];
+ rightArmBox.faceVertexUvs[0][0] = [rightArmRight[3], rightArmRight[0], rightArmRight[2]];
+ rightArmBox.faceVertexUvs[0][1] = [rightArmRight[0], rightArmRight[1], rightArmRight[2]];
+ rightArmBox.faceVertexUvs[0][2] = [rightArmLeft[3], rightArmLeft[0], rightArmLeft[2]];
+ rightArmBox.faceVertexUvs[0][3] = [rightArmLeft[0], rightArmLeft[1], rightArmLeft[2]];
+ rightArmBox.faceVertexUvs[0][4] = [rightArmTop[3], rightArmTop[0], rightArmTop[2]];
+ rightArmBox.faceVertexUvs[0][5] = [rightArmTop[0], rightArmTop[1], rightArmTop[2]];
+ rightArmBox.faceVertexUvs[0][6] = [rightArmBottom[0], rightArmBottom[3], rightArmBottom[1]];
+ rightArmBox.faceVertexUvs[0][7] = [rightArmBottom[3], rightArmBottom[2], rightArmBottom[1]];
+ rightArmBox.faceVertexUvs[0][8] = [rightArmFront[3], rightArmFront[0], rightArmFront[2]];
+ rightArmBox.faceVertexUvs[0][9] = [rightArmFront[0], rightArmFront[1], rightArmFront[2]];
+ rightArmBox.faceVertexUvs[0][10] = [rightArmBack[3], rightArmBack[0], rightArmBack[2]];
+ rightArmBox.faceVertexUvs[0][11] = [rightArmBack[0], rightArmBack[1], rightArmBack[2]];
+ rightArmMesh = new THREE.Mesh(rightArmBox, material);
+ rightArmMesh.name = "rightArm";
+ rightArmMesh.position.y = -10;
+ rightArmMesh.position.x = -6;
+ scene.add(rightArmMesh);
+
+ // Left Arm Parts
+ var leftArmTop = [
+ new THREE.Vector2(0.5625, 0.1875),
+ new THREE.Vector2(0.625, 0.1875),
+ new THREE.Vector2(0.625, 0.25),
+ new THREE.Vector2(0.5625, 0.25),
+ ];
+ var leftArmBottom = [
+ new THREE.Vector2(0.625, 0.1875),
+ new THREE.Vector2(0.6875, 0.1875),
+ new THREE.Vector2(0.6875, 0.25),
+ new THREE.Vector2(0.625, 0.25)
+ ];
+ var leftArmLeft = [
+ new THREE.Vector2(0.5, 0),
+ new THREE.Vector2(0.5625, 0),
+ new THREE.Vector2(0.5625, 0.1875),
+ new THREE.Vector2(0.5, 0.1875)
+ ];
+ var leftArmFront = [
+ new THREE.Vector2(0.5625, 0),
+ new THREE.Vector2(0.625, 0),
+ new THREE.Vector2(0.625, 0.1875),
+ new THREE.Vector2(0.5625, 0.1875)
+ ];
+ var leftArmRight = [
+ new THREE.Vector2(0.625, 0),
+ new THREE.Vector2(0.6875, 0),
+ new THREE.Vector2(0.6875, 0.1875),
+ new THREE.Vector2(0.625, 0.1875)
+ ];
+ var leftArmBack = [
+ new THREE.Vector2(0.6875, 0),
+ new THREE.Vector2(0.75, 0),
+ new THREE.Vector2(0.75, 0.1875),
+ new THREE.Vector2(0.6875, 0.1875)
+ ];
+
+ leftArmBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
+ leftArmBox.faceVertexUvs[0] = [];
+ leftArmBox.faceVertexUvs[0][0] = [leftArmRight[3], leftArmRight[0], leftArmRight[2]];
+ leftArmBox.faceVertexUvs[0][1] = [leftArmRight[0], leftArmRight[1], leftArmRight[2]];
+ leftArmBox.faceVertexUvs[0][2] = [leftArmLeft[3], leftArmLeft[0], leftArmLeft[2]];
+ leftArmBox.faceVertexUvs[0][3] = [leftArmLeft[0], leftArmLeft[1], leftArmLeft[2]];
+ leftArmBox.faceVertexUvs[0][4] = [leftArmTop[3], leftArmTop[0], leftArmTop[2]];
+ leftArmBox.faceVertexUvs[0][5] = [leftArmTop[0], leftArmTop[1], leftArmTop[2]];
+ leftArmBox.faceVertexUvs[0][6] = [leftArmBottom[0], leftArmBottom[3], leftArmBottom[1]];
+ leftArmBox.faceVertexUvs[0][7] = [leftArmBottom[3], leftArmBottom[2], leftArmBottom[1]];
+ leftArmBox.faceVertexUvs[0][8] = [leftArmFront[3], leftArmFront[0], leftArmFront[2]];
+ leftArmBox.faceVertexUvs[0][9] = [leftArmFront[0], leftArmFront[1], leftArmFront[2]];
+ leftArmBox.faceVertexUvs[0][10] = [leftArmBack[3], leftArmBack[0], leftArmBack[2]];
+ leftArmBox.faceVertexUvs[0][11] = [leftArmBack[0], leftArmBack[1], leftArmBack[2]];
+ leftArmMesh = new THREE.Mesh(leftArmBox, material);
+ leftArmMesh.name = "leftArm";
+ leftArmMesh.position.y = -10;
+ leftArmMesh.position.x = 6;
+ scene.add(leftArmMesh);
+
+ // Right Leg Parts
+ var rightLegTop = [
+ new THREE.Vector2(0.0625, 0.6875),
+ new THREE.Vector2(0.125, 0.6875),
+ new THREE.Vector2(0.125, 0.75),
+ new THREE.Vector2(0.0625, 0.75),
+ ];
+ var rightLegBottom = [
+ new THREE.Vector2(0.125, 0.6875),
+ new THREE.Vector2(0.1875, 0.6875),
+ new THREE.Vector2(0.1875, 0.75),
+ new THREE.Vector2(0.125, 0.75)
+ ];
+ var rightLegLeft = [
+ new THREE.Vector2(0, 0.5),
+ new THREE.Vector2(0.0625, 0.5),
+ new THREE.Vector2(0.0625, 0.6875),
+ new THREE.Vector2(0, 0.6875)
+ ];
+ var rightLegFront = [
+ new THREE.Vector2(0.0625, 0.5),
+ new THREE.Vector2(0.125, 0.5),
+ new THREE.Vector2(0.125, 0.6875),
+ new THREE.Vector2(0.0625, 0.6875)
+ ];
+ var rightLegRight = [
+ new THREE.Vector2(0.125, 0.5),
+ new THREE.Vector2(0.1875, 0.5),
+ new THREE.Vector2(0.1875, 0.6875),
+ new THREE.Vector2(0.125, 0.6875)
+ ];
+ var rightLegBack = [
+ new THREE.Vector2(0.1875, 0.5),
+ new THREE.Vector2(0.25, 0.5),
+ new THREE.Vector2(0.25, 0.6875),
+ new THREE.Vector2(0.1875, 0.6875)
+ ];
+
+ rightLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
+ rightLegBox.faceVertexUvs[0] = [];
+ rightLegBox.faceVertexUvs[0][0] = [rightLegRight[3], rightLegRight[0], rightLegRight[2]];
+ rightLegBox.faceVertexUvs[0][1] = [rightLegRight[0], rightLegRight[1], rightLegRight[2]];
+ rightLegBox.faceVertexUvs[0][2] = [rightLegLeft[3], rightLegLeft[0], rightLegLeft[2]];
+ rightLegBox.faceVertexUvs[0][3] = [rightLegLeft[0], rightLegLeft[1], rightLegLeft[2]];
+ rightLegBox.faceVertexUvs[0][4] = [rightLegTop[3], rightLegTop[0], rightLegTop[2]];
+ rightLegBox.faceVertexUvs[0][5] = [rightLegTop[0], rightLegTop[1], rightLegTop[2]];
+ rightLegBox.faceVertexUvs[0][6] = [rightLegBottom[0], rightLegBottom[3], rightLegBottom[1]];
+ rightLegBox.faceVertexUvs[0][7] = [rightLegBottom[3], rightLegBottom[2], rightLegBottom[1]];
+ rightLegBox.faceVertexUvs[0][8] = [rightLegFront[3], rightLegFront[0], rightLegFront[2]];
+ rightLegBox.faceVertexUvs[0][9] = [rightLegFront[0], rightLegFront[1], rightLegFront[2]];
+ rightLegBox.faceVertexUvs[0][10] = [rightLegBack[3], rightLegBack[0], rightLegBack[2]];
+ rightLegBox.faceVertexUvs[0][11] = [rightLegBack[0], rightLegBack[1], rightLegBack[2]];
+ rightLegMesh = new THREE.Mesh(rightLegBox, material);
+ rightLegMesh.name = "rightLeg"
+ rightLegMesh.position.y = -22;
+ rightLegMesh.position.x = -2;
+ scene.add(rightLegMesh);
+
+ // Left Leg Parts
+ var leftLegTop = [
+ new THREE.Vector2(0.3125, 0.1875),
+ new THREE.Vector2(0.375, 0.1875),
+ new THREE.Vector2(0.375, 0.25),
+ new THREE.Vector2(0.3125, 0.25),
+ ];
+ var leftLegBottom = [
+ new THREE.Vector2(0.375, 0.1875),
+ new THREE.Vector2(0.4375, 0.1875),
+ new THREE.Vector2(0.4375, 0.25),
+ new THREE.Vector2(0.375, 0.25)
+ ];
+ var leftLegLeft = [
+ new THREE.Vector2(0.25, 0),
+ new THREE.Vector2(0.3125, 0),
+ new THREE.Vector2(0.3125, 0.1875),
+ new THREE.Vector2(0.25, 0.1875)
+ ];
+ var leftLegFront = [
+ new THREE.Vector2(0.3125, 0),
+ new THREE.Vector2(0.375, 0),
+ new THREE.Vector2(0.375, 0.1875),
+ new THREE.Vector2(0.3125, 0.1875)
+ ];
+ var leftLegRight = [
+ new THREE.Vector2(0.375, 0),
+ new THREE.Vector2(0.4375, 0),
+ new THREE.Vector2(0.4375, 0.1875),
+ new THREE.Vector2(0.375, 0.1875)
+ ];
+ var leftLegBack = [
+ new THREE.Vector2(0.4375, 0),
+ new THREE.Vector2(0.5, 0),
+ new THREE.Vector2(0.5, 0.1875),
+ new THREE.Vector2(0.4375, 0.1875)
+ ];
+ leftLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
+ leftLegBox.faceVertexUvs[0] = [];
+ leftLegBox.faceVertexUvs[0][0] = [leftLegRight[3], leftLegRight[0], leftLegRight[2]];
+ leftLegBox.faceVertexUvs[0][1] = [leftLegRight[0], leftLegRight[1], leftLegRight[2]];
+ leftLegBox.faceVertexUvs[0][2] = [leftLegLeft[3], leftLegLeft[0], leftLegLeft[2]];
+ leftLegBox.faceVertexUvs[0][3] = [leftLegLeft[0], leftLegLeft[1], leftLegLeft[2]];
+ leftLegBox.faceVertexUvs[0][4] = [leftLegTop[3], leftLegTop[0], leftLegTop[2]];
+ leftLegBox.faceVertexUvs[0][5] = [leftLegTop[0], leftLegTop[1], leftLegTop[2]];
+ leftLegBox.faceVertexUvs[0][6] = [leftLegBottom[0], leftLegBottom[3], leftLegBottom[1]];
+ leftLegBox.faceVertexUvs[0][7] = [leftLegBottom[3], leftLegBottom[2], leftLegBottom[1]];
+ leftLegBox.faceVertexUvs[0][8] = [leftLegFront[3], leftLegFront[0], leftLegFront[2]];
+ leftLegBox.faceVertexUvs[0][9] = [leftLegFront[0], leftLegFront[1], leftLegFront[2]];
+ leftLegBox.faceVertexUvs[0][10] = [leftLegBack[3], leftLegBack[0], leftLegBack[2]];
+ leftLegBox.faceVertexUvs[0][11] = [leftLegBack[0], leftLegBack[1], leftLegBack[2]];
+ leftLegMesh = new THREE.Mesh(leftLegBox, material);
+ leftLegMesh.name = "leftLeg";
+ leftLegMesh.position.y = -22;
+ leftLegMesh.position.x = 2;
+ scene.add(leftLegMesh);
+
+ // Head Overlay Parts
+ var head2Top = [
+ new THREE.Vector2(0.625, 0.875),
+ new THREE.Vector2(0.75, 0.875),
+ new THREE.Vector2(0.75, 1),
+ new THREE.Vector2(0.625, 1)
+ ];
+ var head2Bottom = [
+ new THREE.Vector2(0.75, 0.875),
+ new THREE.Vector2(0.875, 0.875),
+ new THREE.Vector2(0.875, 1),
+ new THREE.Vector2(0.75, 1)
+ ];
+ var head2Left = [
+ new THREE.Vector2(0.5, 0.75),
+ new THREE.Vector2(0.625, 0.75),
+ new THREE.Vector2(0.625, 0.875),
+ new THREE.Vector2(0.5, 0.875)
+ ];
+ var head2Front = [
+ new THREE.Vector2(0.625, 0.75),
+ new THREE.Vector2(0.75, 0.75),
+ new THREE.Vector2(0.75, 0.875),
+ new THREE.Vector2(0.625, 0.875)
+ ];
+ var head2Right = [
+ new THREE.Vector2(0.75, 0.75),
+ new THREE.Vector2(0.875, 0.75),
+ new THREE.Vector2(0.875, 0.875),
+ new THREE.Vector2(0.75, 0.875)
+ ];
+ var head2Back = [
+ new THREE.Vector2(0.875, 0.75),
+ new THREE.Vector2(1, 0.75),
+ new THREE.Vector2(1, 0.875),
+ new THREE.Vector2(0.875, 0.875)
+ ];
+ head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0);
+ head2Box.faceVertexUvs[0] = [];
+ head2Box.faceVertexUvs[0][0] = [head2Right[3], head2Right[0], head2Right[2]];
+ head2Box.faceVertexUvs[0][1] = [head2Right[0], head2Right[1], head2Right[2]];
+ head2Box.faceVertexUvs[0][2] = [head2Left[3], head2Left[0], head2Left[2]];
+ head2Box.faceVertexUvs[0][3] = [head2Left[0], head2Left[1], head2Left[2]];
+ head2Box.faceVertexUvs[0][4] = [head2Top[3], head2Top[0], head2Top[2]];
+ head2Box.faceVertexUvs[0][5] = [head2Top[0], head2Top[1], head2Top[2]];
+ head2Box.faceVertexUvs[0][6] = [head2Bottom[0], head2Bottom[3], head2Bottom[1]];
+ head2Box.faceVertexUvs[0][7] = [head2Bottom[3], head2Bottom[2], head2Bottom[1]];
+ head2Box.faceVertexUvs[0][8] = [head2Front[3], head2Front[0], head2Front[2]];
+ head2Box.faceVertexUvs[0][9] = [head2Front[0], head2Front[1], head2Front[2]];
+ head2Box.faceVertexUvs[0][10] = [head2Back[3], head2Back[0], head2Back[2]];
+ head2Box.faceVertexUvs[0][11] = [head2Back[0], head2Back[1], head2Back[2]];
+ head2Mesh = new THREE.Mesh(head2Box, material2);
+ head2Mesh.name = "head2"
+ scene.add(head2Mesh);
+
+ // Body Overlay Parts
+ var body2Top = [
+ new THREE.Vector2(0.3125, 0.4375),
+ new THREE.Vector2(0.4375, 0.4375),
+ new THREE.Vector2(0.4375, 0.5),
+ new THREE.Vector2(0.3125, 0.5)
+ ];
+ var body2Bottom = [
+ new THREE.Vector2(0.4375, 0.4375),
+ new THREE.Vector2(0.5625, 0.4375),
+ new THREE.Vector2(0.5625, 0.5),
+ new THREE.Vector2(0.4375, 0.5)
+ ];
+ var body2Left = [
+ new THREE.Vector2(0.25, 0.25),
+ new THREE.Vector2(0.3125, 0.25),
+ new THREE.Vector2(0.3125, 0.4375),
+ new THREE.Vector2(0.25, 0.4375)
+ ];
+ var body2Front = [
+ new THREE.Vector2(0.3125, 0.25),
+ new THREE.Vector2(0.4375, 0.25),
+ new THREE.Vector2(0.4375, 0.4375),
+ new THREE.Vector2(0.3125, 0.4375)
+ ];
+ var body2Right = [
+ new THREE.Vector2(0.4375, 0.25),
+ new THREE.Vector2(0.5, 0.25),
+ new THREE.Vector2(0.5, 0.4375),
+ new THREE.Vector2(0.4375, 0.4375)
+ ];
+ var body2Back = [
+ new THREE.Vector2(0.5, 0.25),
+ new THREE.Vector2(0.625, 0.25),
+ new THREE.Vector2(0.625, 0.4375),
+ new THREE.Vector2(0.5, 0.4375)
+ ];
+ body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0);
+ body2Box.faceVertexUvs[0] = [];
+ body2Box.faceVertexUvs[0][0] = [body2Right[3], body2Right[0], body2Right[2]];
+ body2Box.faceVertexUvs[0][1] = [body2Right[0], body2Right[1], body2Right[2]];
+ body2Box.faceVertexUvs[0][2] = [body2Left[3], body2Left[0], body2Left[2]];
+ body2Box.faceVertexUvs[0][3] = [body2Left[0], body2Left[1], body2Left[2]];
+ body2Box.faceVertexUvs[0][4] = [body2Top[3], body2Top[0], body2Top[2]];
+ body2Box.faceVertexUvs[0][5] = [body2Top[0], body2Top[1], body2Top[2]];
+ body2Box.faceVertexUvs[0][6] = [body2Bottom[0], body2Bottom[3], body2Bottom[1]];
+ body2Box.faceVertexUvs[0][7] = [body2Bottom[3], body2Bottom[2], body2Bottom[1]];
+ body2Box.faceVertexUvs[0][8] = [body2Front[3], body2Front[0], body2Front[2]];
+ body2Box.faceVertexUvs[0][9] = [body2Front[0], body2Front[1], body2Front[2]];
+ body2Box.faceVertexUvs[0][10] = [body2Back[3], body2Back[0], body2Back[2]];
+ body2Box.faceVertexUvs[0][11] = [body2Back[0], body2Back[1], body2Back[2]];
+ body2Mesh = new THREE.Mesh(body2Box, material2);
+ body2Mesh.name = "body2";
+ body2Mesh.position.y = -10;
+ scene.add(body2Mesh);
+
+ // Right Arm Overlay Parts
+ var rightArm2Top = [
+ new THREE.Vector2(0.6875, 0.4375),
+ new THREE.Vector2(0.75, 0.4375),
+ new THREE.Vector2(0.75, 0.5),
+ new THREE.Vector2(0.6875, 0.5),
+ ];
+ var rightArm2Bottom = [
+ new THREE.Vector2(0.75, 0.4375),
+ new THREE.Vector2(0.8125, 0.4375),
+ new THREE.Vector2(0.8125, 0.5),
+ new THREE.Vector2(0.75, 0.5)
+ ];
+ var rightArm2Left = [
+ new THREE.Vector2(0.625, 0.25),
+ new THREE.Vector2(0.6875, 0.25),
+ new THREE.Vector2(0.6875, 0.4375),
+ new THREE.Vector2(0.625, 0.4375)
+ ];
+ var rightArm2Front = [
+ new THREE.Vector2(0.6875, 0.25),
+ new THREE.Vector2(0.75, 0.25),
+ new THREE.Vector2(0.75, 0.4375),
+ new THREE.Vector2(0.6875, 0.4375)
+ ];
+ var rightArm2Right = [
+ new THREE.Vector2(0.75, 0.25),
+ new THREE.Vector2(0.8125, 0.25),
+ new THREE.Vector2(0.8125, 0.4375),
+ new THREE.Vector2(0.75, 0.4375)
+ ];
+ var rightArm2Back = [
+ new THREE.Vector2(0.8125, 0.25),
+ new THREE.Vector2(0.875, 0.25),
+ new THREE.Vector2(0.875, 0.4375),
+ new THREE.Vector2(0.8125, 0.4375)
+ ];
+ rightArm2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
+ rightArm2Box.faceVertexUvs[0] = [];
+ rightArm2Box.faceVertexUvs[0][0] = [rightArm2Right[3], rightArm2Right[0], rightArm2Right[2]];
+ rightArm2Box.faceVertexUvs[0][1] = [rightArm2Right[0], rightArm2Right[1], rightArm2Right[2]];
+ rightArm2Box.faceVertexUvs[0][2] = [rightArm2Left[3], rightArm2Left[0], rightArm2Left[2]];
+ rightArm2Box.faceVertexUvs[0][3] = [rightArm2Left[0], rightArm2Left[1], rightArm2Left[2]];
+ rightArm2Box.faceVertexUvs[0][4] = [rightArm2Top[3], rightArm2Top[0], rightArm2Top[2]];
+ rightArm2Box.faceVertexUvs[0][5] = [rightArm2Top[0], rightArm2Top[1], rightArm2Top[2]];
+ rightArm2Box.faceVertexUvs[0][6] = [rightArm2Bottom[0], rightArm2Bottom[3], rightArm2Bottom[1]];
+ rightArm2Box.faceVertexUvs[0][7] = [rightArm2Bottom[3], rightArm2Bottom[2], rightArm2Bottom[1]];
+ rightArm2Box.faceVertexUvs[0][8] = [rightArm2Front[3], rightArm2Front[0], rightArm2Front[2]];
+ rightArm2Box.faceVertexUvs[0][9] = [rightArm2Front[0], rightArm2Front[1], rightArm2Front[2]];
+ rightArm2Box.faceVertexUvs[0][10] = [rightArm2Back[3], rightArm2Back[0], rightArm2Back[2]];
+ rightArm2Box.faceVertexUvs[0][11] = [rightArm2Back[0], rightArm2Back[1], rightArm2Back[2]];
+ rightArm2Mesh = new THREE.Mesh(rightArm2Box, material2);
+ rightArm2Mesh.name = "rightArm2";
+ rightArm2Mesh.position.y = -10;
+ rightArm2Mesh.position.x = -6;
+ scene.add(rightArm2Mesh);
+
+ // Left Arm Overlay Parts
+ var leftArm2Top = [
+ new THREE.Vector2(0.8125, 0.1875),
+ new THREE.Vector2(0.875, 0.1875),
+ new THREE.Vector2(0.875, 0.25),
+ new THREE.Vector2(0.8125, 0.25),
+ ];
+ var leftArm2Bottom = [
+ new THREE.Vector2(0.875, 0.1875),
+ new THREE.Vector2(0.9375, 0.1875),
+ new THREE.Vector2(0.9375, 0.25),
+ new THREE.Vector2(0.875, 0.25)
+ ];
+ var leftArm2Left = [
+ new THREE.Vector2(0.75, 0),
+ new THREE.Vector2(0.8125, 0),
+ new THREE.Vector2(0.8125, 0.1875),
+ new THREE.Vector2(0.75, 0.1875)
+ ];
+ var leftArm2Front = [
+ new THREE.Vector2(0.8125, 0),
+ new THREE.Vector2(0.875, 0),
+ new THREE.Vector2(0.875, 0.1875),
+ new THREE.Vector2(0.8125, 0.1875)
+ ];
+ var leftArm2Right = [
+ new THREE.Vector2(0.875, 0),
+ new THREE.Vector2(0.9375, 0),
+ new THREE.Vector2(0.9375, 0.1875),
+ new THREE.Vector2(0.875, 0.1875)
+ ];
+ var leftArm2Back = [
+ new THREE.Vector2(0.9375, 0),
+ new THREE.Vector2(1, 0),
+ new THREE.Vector2(1, 0.1875),
+ new THREE.Vector2(0.9375, 0.1875)
+ ];
+
+ leftArm2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
+ leftArm2Box.faceVertexUvs[0] = [];
+ leftArm2Box.faceVertexUvs[0][0] = [leftArm2Right[3], leftArm2Right[0], leftArm2Right[2]];
+ leftArm2Box.faceVertexUvs[0][1] = [leftArm2Right[0], leftArm2Right[1], leftArm2Right[2]];
+ leftArm2Box.faceVertexUvs[0][2] = [leftArm2Left[3], leftArm2Left[0], leftArm2Left[2]];
+ leftArm2Box.faceVertexUvs[0][3] = [leftArm2Left[0], leftArm2Left[1], leftArm2Left[2]];
+ leftArm2Box.faceVertexUvs[0][4] = [leftArm2Top[3], leftArm2Top[0], leftArm2Top[2]];
+ leftArm2Box.faceVertexUvs[0][5] = [leftArm2Top[0], leftArm2Top[1], leftArm2Top[2]];
+ leftArm2Box.faceVertexUvs[0][6] = [leftArm2Bottom[0], leftArm2Bottom[3], leftArm2Bottom[1]];
+ leftArm2Box.faceVertexUvs[0][7] = [leftArm2Bottom[3], leftArm2Bottom[2], leftArm2Bottom[1]];
+ leftArm2Box.faceVertexUvs[0][8] = [leftArm2Front[3], leftArm2Front[0], leftArm2Front[2]];
+ leftArm2Box.faceVertexUvs[0][9] = [leftArm2Front[0], leftArm2Front[1], leftArm2Front[2]];
+ leftArm2Box.faceVertexUvs[0][10] = [leftArm2Back[3], leftArm2Back[0], leftArm2Back[2]];
+ leftArm2Box.faceVertexUvs[0][11] = [leftArm2Back[0], leftArm2Back[1], leftArm2Back[2]];
+ leftArm2Mesh = new THREE.Mesh(leftArm2Box, material2);
+ leftArm2Mesh.name = "leftArm2";
+ leftArm2Mesh.position.y = -10;
+ leftArm2Mesh.position.x = 6;
+ // leftArm2Mesh.visible = true;
+ scene.add(leftArm2Mesh);
+
+ // Right Leg Overlay Parts
+ var rightLeg2Top = [
+ new THREE.Vector2(0.0625, 0.4375),
+ new THREE.Vector2(0.125, 0.4375),
+ new THREE.Vector2(0.125, 0.5),
+ new THREE.Vector2(0.0625, 0.5),
+ ];
+ var rightLeg2Bottom = [
+ new THREE.Vector2(0.125, 0.4375),
+ new THREE.Vector2(0.1875, 0.4375),
+ new THREE.Vector2(0.1875, 0.5),
+ new THREE.Vector2(0.125, 0.5)
+ ];
+ var rightLeg2Left = [
+ new THREE.Vector2(0, 0.25),
+ new THREE.Vector2(0.0625, 0.25),
+ new THREE.Vector2(0.0625, 0.4375),
+ new THREE.Vector2(0, 0.4375)
+ ];
+ var rightLeg2Front = [
+ new THREE.Vector2(0.0625, 0.25),
+ new THREE.Vector2(0.125, 0.25),
+ new THREE.Vector2(0.125, 0.4375),
+ new THREE.Vector2(0.0625, 0.4375)
+ ];
+ var rightLeg2Right = [
+ new THREE.Vector2(0.125, 0.25),
+ new THREE.Vector2(0.1875, 0.25),
+ new THREE.Vector2(0.1875, 0.4375),
+ new THREE.Vector2(0.125, 0.4375)
+ ];
+ var rightLeg2Back = [
+ new THREE.Vector2(0.1875, 0.25),
+ new THREE.Vector2(0.25, 0.25),
+ new THREE.Vector2(0.25, 0.4375),
+ new THREE.Vector2(0.1875, 0.4375)
+ ];
+
+ rightLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
+ rightLeg2Box.faceVertexUvs[0] = [];
+ rightLeg2Box.faceVertexUvs[0][0] = [rightLeg2Right[3], rightLeg2Right[0], rightLeg2Right[2]];
+ rightLeg2Box.faceVertexUvs[0][1] = [rightLeg2Right[0], rightLeg2Right[1], rightLeg2Right[2]];
+ rightLeg2Box.faceVertexUvs[0][2] = [rightLeg2Left[3], rightLeg2Left[0], rightLeg2Left[2]];
+ rightLeg2Box.faceVertexUvs[0][3] = [rightLeg2Left[0], rightLeg2Left[1], rightLeg2Left[2]];
+ rightLeg2Box.faceVertexUvs[0][4] = [rightLeg2Top[3], rightLeg2Top[0], rightLeg2Top[2]];
+ rightLeg2Box.faceVertexUvs[0][5] = [rightLeg2Top[0], rightLeg2Top[1], rightLeg2Top[2]];
+ rightLeg2Box.faceVertexUvs[0][6] = [rightLeg2Bottom[0], rightLeg2Bottom[3], rightLeg2Bottom[1]];
+ rightLeg2Box.faceVertexUvs[0][7] = [rightLeg2Bottom[3], rightLeg2Bottom[2], rightLeg2Bottom[1]];
+ rightLeg2Box.faceVertexUvs[0][8] = [rightLeg2Front[3], rightLeg2Front[0], rightLeg2Front[2]];
+ rightLeg2Box.faceVertexUvs[0][9] = [rightLeg2Front[0], rightLeg2Front[1], rightLeg2Front[2]];
+ rightLeg2Box.faceVertexUvs[0][10] = [rightLeg2Back[3], rightLeg2Back[0], rightLeg2Back[2]];
+ rightLeg2Box.faceVertexUvs[0][11] = [rightLeg2Back[0], rightLeg2Back[1], rightLeg2Back[2]];
+ rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, material2);
+ rightLeg2Mesh.name = "rightLeg2"
+ rightLeg2Mesh.position.y = -22;
+ rightLeg2Mesh.position.x = -2;
+ scene.add(rightLeg2Mesh);
+
+ // Left Leg Overlay Parts
+ var leftLeg2Top = [
+ new THREE.Vector2(0.0625, 0.1875),
+ new THREE.Vector2(0.125, 0.1875),
+ new THREE.Vector2(0.125, 0.25),
+ new THREE.Vector2(0.0625, 0.25),
+ ];
+ var leftLeg2Bottom = [
+ new THREE.Vector2(0.125, 0.1875),
+ new THREE.Vector2(0.1875, 0.1875),
+ new THREE.Vector2(0.1875, 0.25),
+ new THREE.Vector2(0.125, 0.25)
+ ];
+ var leftLeg2Left = [
+ new THREE.Vector2(0, 0),
+ new THREE.Vector2(0.0625, 0),
+ new THREE.Vector2(0.0625, 0.1875),
+ new THREE.Vector2(0, 0.1875)
+ ];
+ var leftLeg2Front = [
+ new THREE.Vector2(0.0625, 0),
+ new THREE.Vector2(0.125, 0),
+ new THREE.Vector2(0.125, 0.1875),
+ new THREE.Vector2(0.0625, 0.1875)
+ ];
+ var leftLeg2Right = [
+ new THREE.Vector2(0.125, 0),
+ new THREE.Vector2(0.1875, 0),
+ new THREE.Vector2(0.1875, 0.1875),
+ new THREE.Vector2(0.125, 0.1875)
+ ];
+ var leftLeg2Back = [
+ new THREE.Vector2(0.1875, 0),
+ new THREE.Vector2(0.25, 0),
+ new THREE.Vector2(0.25, 0.1875),
+ new THREE.Vector2(0.1875, 0.1875)
+ ];
+ var leftLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
+ leftLeg2Box.faceVertexUvs[0] = [];
+ leftLeg2Box.faceVertexUvs[0][0] = [leftLeg2Right[3], leftLeg2Right[0], leftLeg2Right[2]];
+ leftLeg2Box.faceVertexUvs[0][1] = [leftLeg2Right[0], leftLeg2Right[1], leftLeg2Right[2]];
+ leftLeg2Box.faceVertexUvs[0][2] = [leftLeg2Left[3], leftLeg2Left[0], leftLeg2Left[2]];
+ leftLeg2Box.faceVertexUvs[0][3] = [leftLeg2Left[0], leftLeg2Left[1], leftLeg2Left[2]];
+ leftLeg2Box.faceVertexUvs[0][4] = [leftLeg2Top[3], leftLeg2Top[0], leftLeg2Top[2]];
+ leftLeg2Box.faceVertexUvs[0][5] = [leftLeg2Top[0], leftLeg2Top[1], leftLeg2Top[2]];
+ leftLeg2Box.faceVertexUvs[0][6] = [leftLeg2Bottom[0], leftLeg2Bottom[3], leftLeg2Bottom[1]];
+ leftLeg2Box.faceVertexUvs[0][7] = [leftLeg2Bottom[3], leftLeg2Bottom[2], leftLeg2Bottom[1]];
+ leftLeg2Box.faceVertexUvs[0][8] = [leftLeg2Front[3], leftLeg2Front[0], leftLeg2Front[2]];
+ leftLeg2Box.faceVertexUvs[0][9] = [leftLeg2Front[0], leftLeg2Front[1], leftLeg2Front[2]];
+ leftLeg2Box.faceVertexUvs[0][10] = [leftLeg2Back[3], leftLeg2Back[0], leftLeg2Back[2]];
+ leftLeg2Box.faceVertexUvs[0][11] = [leftLeg2Back[0], leftLeg2Back[1], leftLeg2Back[2]];
+ leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, material2);
+ leftLeg2Mesh.name = "leftLeg2";
+ leftLeg2Mesh.position.y = -22;
+ leftLeg2Mesh.position.x = 2;
+ scene.add(leftLeg2Mesh);
+
+ renderer = new THREE.WebGLRenderer({angleRot: true});
+ renderer.setSize(canvasW, canvasH);
+
+ model.append(renderer.domElement);
+ }
+
+ function drawSkin() {
+ requestAnimationFrame(drawSkin);
+
+ if(!mouseDown && !isPaused){
+ modelRot += 0.5;
+ angleRot += 0.01;
+ }
+
+ var ang = -(modelRot * Math.PI / 180);
+
+ camera.rotation.y = ang;
+ camera.position.z = radius*Math.cos(ang);
+ camera.position.x = radius*Math.sin(ang);
+
+ //Leg Swing
+ leftLeg2Mesh.rotation.x = leftLegMesh.rotation.x = Math.cos(angleRot*4);
+ leftLeg2Mesh.position.z = leftLegMesh.position.z = 0 - 6*Math.sin(leftLegMesh.rotation.x);
+ leftLeg2Mesh.position.y = leftLegMesh.position.y = -16 - 6*Math.abs(Math.cos(leftLegMesh.rotation.x));
+ rightLeg2Mesh.rotation.x = rightLegMesh.rotation.x = Math.cos(angleRot*4 + (Math.PI));
+ rightLeg2Mesh.position.z = rightLegMesh.position.z = 0 - 6*Math.sin(rightLegMesh.rotation.x);
+ rightLeg2Mesh.position.y = rightLegMesh.position.y = -16 - 6*Math.abs(Math.cos(rightLegMesh.rotation.x));
+
+ //Arm Swing
+ leftArm2Mesh.rotation.x = leftArmMesh.rotation.x = Math.cos(angleRot*4 + (Math.PI));
+ leftArm2Mesh.position.z = leftArmMesh.position.z = 0 - 6*Math.sin(leftArmMesh.rotation.x);
+ leftArm2Mesh.position.y = leftArmMesh.position.y = -4 - 6*Math.abs(Math.cos(leftArmMesh.rotation.x));
+ rightArm2Mesh.rotation.x = rightArmMesh.rotation.x = Math.cos(angleRot*4);
+ rightArm2Mesh.position.z = rightArmMesh.position.z = 0 - 6*Math.sin(rightArmMesh.rotation.x);
+ rightArm2Mesh.position.y = rightArmMesh.position.y = -4 - 6*Math.abs(Math.cos(rightArmMesh.rotation.x));
+
+
+ renderer.render(scene, camera);
+
+ if(angleRot > 360){
+ angleRot = 0;
+ }
+
+ }
+ model.mousedown(function(e){
+ originMouseX = (e.pageX - this.offsetLeft) - modelRot;
+ mouseDown = true;
+ });
+
+ $(document).mouseup(function(){
+ mouseDown = false;
+ });
+
+ model.bind("contextmenu", function(e){
+ e.preventDefault();
+ isPaused = !isPaused;
+ });
+
+ model.mousemove(function(e){
+ if(!mouseDown){ return; }
+ var x = (e.pageX - this.offsetLeft) - originMouseX;
+ var y = e.pageY - this.offsetTop;
+
+ modelRot = x;
+ });
+
+ //checkbox control logic
+ $(".toggle-head").click(function(){
+ var checked = $(this)[0].checked;
+ var part = scene.getObjectByName("head2", false);
+ part.visible = !part.visible;
+
+ });
+
+ var layer2parts = [
+ "head2", "leftArm2", "body2", "rightArm2", "leftLeg2", "rightLeg2"
+ ];
+
+ $(".toggle-layer2").click(function(){
+ var head = scene.getObjectByName("head2", false);
+ $("#head2").prop("checked", !head.visible);
+
+ var checked = $(this)[0].checked;
+ for(var i=0; i /dev/null
+apt-get install nginx -y > /dev/null
+
+echo "nginx Config files"
+rm -rf /etc/nginx/sites-available/default
+rm -rf /etc/nginx/sites-enabled/default
+ln -s /var/www/nginx_vhost /etc/nginx/sites-enabled/
+
+service nginx restart
\ No newline at end of file
diff --git a/misc/nginx_vhost b/misc/nginx_vhost
new file mode 100644
index 0000000..b399c9e
--- /dev/null
+++ b/misc/nginx_vhost
@@ -0,0 +1,17 @@
+server {
+ listen 80;
+
+ root /var/www;
+ index index.html index.htm;
+ server_name localhost;
+
+ sendfile off;
+ large_client_header_buffers 8 16k;
+ client_header_buffer_size 8k;
+ client_max_body_size 4m;
+
+ location / {
+ try_files $uri $uri/ /index.php;
+ }
+
+}
\ No newline at end of file