customizable motions(wip)
This commit is contained in:
parent
1635b808e9
commit
d10f3adf3a
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@ -19,7 +19,8 @@
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slim: true,
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// disableControl: true, // This disables the mouse control feature
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width: 600,
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height: 600
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height: 600,
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animation: skinpreview3d.WalkAnimation
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});
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});
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</script>
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@ -17,7 +17,8 @@
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width: 600,
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height: 600,
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skinUrl: 'img/hatsune_miku.png',
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capeUrl: 'img/mojang_cape.png'
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capeUrl: 'img/mojang_cape.png',
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animation: skinpreview3d.WalkAnimation
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});
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// change the skin and cape
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@ -84,13 +84,314 @@ var skinpreview3d = new function(){
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box.faceVertexUvs[0][11] = [back[0], back[1], back[2]];
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};
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this.SkinObject = class extends THREE.Group {
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constructor(isSlim, layer1Material, layer2Material) {
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super();
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// Head
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this.head = new THREE.Group();
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var headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0);
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addVertices(headBox,
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toSkinVertices(8, 0, 16, 8),
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toSkinVertices(16, 0, 24, 8),
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toSkinVertices(0, 8, 8, 16),
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toSkinVertices(8, 8, 16, 16),
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toSkinVertices(16, 8, 24, 16),
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toSkinVertices(24, 8, 32, 16)
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);
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var headMesh = new THREE.Mesh(headBox, layer1Material);
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this.head.add(headMesh);
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var head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0);
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addVertices(head2Box,
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toSkinVertices(40, 0, 48, 8),
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toSkinVertices(48, 0, 56, 8),
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toSkinVertices(32, 8, 40, 16),
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toSkinVertices(40, 8, 48, 16),
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toSkinVertices(48, 8, 56, 16),
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toSkinVertices(56, 8, 64, 16)
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);
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var head2Mesh = new THREE.Mesh(head2Box, layer2Material);
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head2Mesh.renderOrder = -1;
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this.head.add(head2Mesh);
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this.add(this.head);
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// Body
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this.body = new THREE.Group();
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var bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0);
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addVertices(bodyBox,
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toSkinVertices(20, 16, 28, 20),
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toSkinVertices(28, 16, 36, 20),
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toSkinVertices(16, 20, 20, 32),
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toSkinVertices(20, 20, 28, 32),
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toSkinVertices(28, 20, 32, 32),
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toSkinVertices(32, 20, 40, 32)
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);
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var bodyMesh = new THREE.Mesh(bodyBox, layer1Material);
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this.body.add(bodyMesh);
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var body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0);
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addVertices(body2Box,
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toSkinVertices(20, 32, 28, 36),
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toSkinVertices(28, 32, 36, 36),
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toSkinVertices(16, 36, 20, 48),
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toSkinVertices(20, 36, 28, 48),
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toSkinVertices(28, 36, 32, 48),
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toSkinVertices(32, 36, 40, 48)
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);
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var body2Mesh = new THREE.Mesh(body2Box, layer2Material);
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this.body.add(body2Mesh);
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this.body.position.y = -10;
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this.add(this.body);
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// Right Arm
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this.rightArm = new THREE.Group();
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var rightArmBox = new THREE.BoxGeometry(isSlim?3:4, 12, 4, 0, 0, 0);
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if (isSlim) {
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addVertices(rightArmBox,
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toSkinVertices(44, 16, 47, 20),
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toSkinVertices(47, 16, 50, 20),
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toSkinVertices(40, 20, 44, 32),
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toSkinVertices(44, 20, 47, 32),
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toSkinVertices(47, 20, 51, 32),
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toSkinVertices(51, 20, 54, 32)
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);
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} else {
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addVertices(rightArmBox,
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toSkinVertices(44, 16, 48, 20),
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toSkinVertices(48, 16, 52, 20),
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toSkinVertices(40, 20, 44, 32),
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toSkinVertices(44, 20, 48, 32),
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toSkinVertices(48, 20, 52, 32),
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toSkinVertices(52, 20, 56, 32)
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);
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}
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var rightArmMesh = new THREE.Mesh(rightArmBox, layer1Material);
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this.rightArm.add(rightArmMesh);
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var rightArm2Box = new THREE.BoxGeometry(isSlim?3.375:4.5, 13.5, 4.5, 0, 0, 0);
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if (isSlim) {
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addVertices(rightArm2Box,
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toSkinVertices(44, 32, 47, 36),
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toSkinVertices(47, 32, 50, 36),
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toSkinVertices(40, 36, 44, 48),
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toSkinVertices(44, 36, 47, 48),
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toSkinVertices(47, 36, 51, 48),
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toSkinVertices(51, 36, 54, 48)
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);
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} else {
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addVertices(rightArm2Box,
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toSkinVertices(44, 32, 48, 36),
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toSkinVertices(48, 32, 52, 36),
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toSkinVertices(40, 36, 44, 48),
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toSkinVertices(44, 36, 48, 48),
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toSkinVertices(48, 36, 52, 48),
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toSkinVertices(52, 36, 56, 48)
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);
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}
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var rightArm2Mesh = new THREE.Mesh(rightArm2Box, layer2Material);
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rightArm2Mesh.renderOrder = 1;
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this.rightArm.add(rightArm2Mesh);
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this.rightArm.position.y = -10;
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this.rightArm.position.x = isSlim?-5.5:-6;
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this.add(this.rightArm);
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// Left Arm
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this.leftArm = new THREE.Group();
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var leftArmBox = new THREE.BoxGeometry(isSlim?3:4, 12, 4, 0, 0, 0);
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if (isSlim) {
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addVertices(leftArmBox,
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toSkinVertices(36, 48, 39, 52),
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toSkinVertices(39, 48, 42, 52),
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toSkinVertices(32, 52, 36, 64),
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toSkinVertices(36, 52, 39, 64),
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toSkinVertices(39, 52, 43, 64),
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toSkinVertices(43, 52, 46, 64)
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);
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} else {
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addVertices(leftArmBox,
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toSkinVertices(36, 48, 40, 52),
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toSkinVertices(40, 48, 44, 52),
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toSkinVertices(32, 52, 36, 64),
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toSkinVertices(36, 52, 40, 64),
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toSkinVertices(40, 52, 44, 64),
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toSkinVertices(44, 52, 48, 64)
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);
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}
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var leftArmMesh = new THREE.Mesh(leftArmBox, layer1Material);
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this.leftArm.add(leftArmMesh);
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var leftArm2Box = new THREE.BoxGeometry(isSlim?3.375:4.5, 13.5, 4.5, 0, 0, 0);
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if (isSlim) {
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addVertices(leftArm2Box,
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toSkinVertices(52, 48, 55, 52),
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toSkinVertices(55, 48, 58, 52),
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toSkinVertices(48, 52, 52, 64),
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toSkinVertices(52, 52, 55, 64),
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toSkinVertices(55, 52, 59, 64),
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toSkinVertices(59, 52, 62, 64)
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);
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} else {
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addVertices(leftArm2Box,
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toSkinVertices(52, 48, 56, 52),
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toSkinVertices(56, 48, 60, 52),
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toSkinVertices(48, 52, 52, 64),
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toSkinVertices(52, 52, 56, 64),
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toSkinVertices(56, 52, 60, 64),
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toSkinVertices(60, 52, 64, 64)
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);
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}
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var leftArm2Mesh = new THREE.Mesh(leftArm2Box, layer2Material);
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leftArm2Mesh.renderOrder = 1;
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this.leftArm.add(leftArm2Mesh);
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this.leftArm.position.y = -10;
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this.leftArm.position.x = isSlim?5.5:6;
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this.add(this.leftArm);
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// Right Leg
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this.rightLeg = new THREE.Group();
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var rightLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
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addVertices(rightLegBox,
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toSkinVertices(4, 16, 8, 20),
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toSkinVertices(8, 16, 12, 20),
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toSkinVertices(0, 20, 4, 32),
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toSkinVertices(4, 20, 8, 32),
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toSkinVertices(8, 20, 12, 32),
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toSkinVertices(12, 20, 16, 32)
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);
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var rightLegMesh = new THREE.Mesh(rightLegBox, layer1Material);
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this.rightLeg.add(rightLegMesh);
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var rightLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
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addVertices(rightLeg2Box,
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toSkinVertices(4, 32, 8, 36),
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toSkinVertices(8, 32, 12, 36),
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toSkinVertices(0, 36, 4, 48),
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toSkinVertices(4, 36, 8, 48),
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toSkinVertices(8, 36, 12, 48),
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toSkinVertices(12, 36, 16, 48)
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);
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var rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, layer2Material);
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rightLeg2Mesh.renderOrder = 1;
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this.rightLeg.add(rightLeg2Mesh);
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this.rightLeg.position.y = -22;
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this.rightLeg.position.x = -2;
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this.add(this.rightLeg);
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// Left Leg
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this.leftLeg = new THREE.Group();
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var leftLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
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addVertices(leftLegBox,
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toSkinVertices(20, 48, 24, 52),
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toSkinVertices(24, 48, 28, 52),
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toSkinVertices(16, 52, 20, 64),
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toSkinVertices(20, 52, 24, 64),
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toSkinVertices(24, 52, 28, 64),
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toSkinVertices(28, 52, 32, 64)
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);
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var leftLegMesh = new THREE.Mesh(leftLegBox, layer1Material);
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this.leftLeg.add(leftLegMesh);
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var leftLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
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addVertices(leftLeg2Box,
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toSkinVertices(4, 48, 8, 52),
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toSkinVertices(8, 48, 12, 52),
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toSkinVertices(0, 52, 4, 64),
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toSkinVertices(4, 52, 8, 64),
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toSkinVertices(8, 52, 12, 64),
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toSkinVertices(12, 52, 16, 64)
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);
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var leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, layer2Material);
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leftLeg2Mesh.renderOrder = 1;
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this.leftLeg.add(leftLeg2Mesh);
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this.leftLeg.position.y = -22;
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this.leftLeg.position.x = 2;
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this.add(this.leftLeg);
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}
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}
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this.CapeObject = class extends THREE.Group {
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constructor(capeMaterial) {
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super();
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// back = outside
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// front = inside
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var capeBox = new THREE.BoxGeometry(10, 16, 1, 0, 0, 0);
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addVertices(capeBox,
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toCapeVertices(1, 0, 11, 1),
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toCapeVertices(11, 0, 21, 1),
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toCapeVertices(11, 1, 12, 17),
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toCapeVertices(12, 1, 22, 17),
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toCapeVertices(0, 1, 1, 17),
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toCapeVertices(1, 1, 11, 17)
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);
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this.cape = new THREE.Mesh(capeBox, capeMaterial);
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this.cape.position.y = -8;
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this.cape.position.z = -0.5;
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this.add(this.cape);
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}
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}
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this.PlayerObject = class extends THREE.Group {
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constructor(isSlim, layer1Material, layer2Material, capeMaterial){
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super();
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this.skin = new skinpreview3d.SkinObject(isSlim, layer1Material, layer2Material);
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this.skin.visible = false;
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this.add(this.skin);
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this.cape = new skinpreview3d.CapeObject(capeMaterial);
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this.cape.position.z = -2;
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this.cape.position.y = -4;
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this.cape.rotation.x = 25*Math.PI/180;
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this.cape.visible = false;
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this.add(this.cape);
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}
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}
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this.WalkAnimation = (player,time) => {
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var skin = player.skin;
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var angleRot = time + Math.PI/2;
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// Leg Swing
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skin.leftLeg.rotation.x = Math.cos(angleRot);
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skin.leftLeg.position.z = 0 - 6*Math.sin(skin.leftLeg.rotation.x);
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skin.leftLeg.position.y = -16 - 6*Math.abs(Math.cos(skin.leftLeg.rotation.x));
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skin.rightLeg.rotation.x = Math.cos(angleRot + (Math.PI));
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skin.rightLeg.position.z = 0 - 6*Math.sin(skin.rightLeg.rotation.x);
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skin.rightLeg.position.y = -16 - 6*Math.abs(Math.cos(skin.rightLeg.rotation.x));
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// Arm Swing
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skin.leftArm.rotation.x = Math.cos(angleRot + (Math.PI));
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skin.leftArm.position.z = 0 - 6*Math.sin(skin.leftArm.rotation.x);
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skin.leftArm.position.y = -4 - 6*Math.abs(Math.cos(skin.leftArm.rotation.x));
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skin.rightArm.rotation.x = Math.cos(angleRot);
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skin.rightArm.position.z = 0 - 6*Math.sin(skin.rightArm.rotation.x);
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skin.rightArm.position.y = -4 - 6*Math.abs(Math.cos(skin.rightArm.rotation.x));
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}
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this.SkinViewer = function(options){
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this.domElement = options.domElement;
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this.slim = options.slim || false;
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this.animation = options.animation || null;
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var angleRot = 0;
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var skinInitialized = false;
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var capeInitialized = false;
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var skinImg = new Image();
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var skinCanvas = document.createElement('canvas');
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@ -110,24 +411,9 @@ var skinpreview3d = new function(){
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var layer2Material = new THREE.MeshBasicMaterial({map: skinTexture, transparent: true, opacity: 1, side: THREE.DoubleSide});
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var capeMaterial = new THREE.MeshBasicMaterial({map: capeTexture});
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var capePivot;
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var headBox, headMesh,
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bodyBox, bodyMesh,
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rightArmBox, rightArmMesh,
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leftArmBox, leftArmMesh,
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rightLegBox, rightLegMesh,
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leftLegBox, leftLegMesh,
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head2Box, head2Mesh,
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body2Box, body2Mesh,
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rightArm2Box, rightArm2Mesh,
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leftArm2Box, leftArm2Mesh,
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rightLeg2Box, rightLeg2Mesh,
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leftLeg2Box, leftLeg2Mesh,
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capeBox, capeMesh;
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this.animationPaused = false;
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this.animationSpeed = 3;
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this.animationTime = 0;
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this.scene = new THREE.Scene();
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@ -140,6 +426,9 @@ var skinpreview3d = new function(){
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this.renderer.context.getShaderInfoLog = () => ''; // shut firefox up
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this.domElement.appendChild(this.renderer.domElement);
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this.playerObject = new skinpreview3d.PlayerObject(this.slim, layer1Material, layer2Material, capeMaterial);
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this.scene.add(this.playerObject);
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var setSize = (width,height) => {
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this.camera.aspect = width / height;
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this.camera.updateProjectionMatrix();
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@ -165,243 +454,6 @@ var skinpreview3d = new function(){
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}
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});
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var initializeSkin = () => {
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var isSlim = this.slim;
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// Head Parts
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headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0);
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addVertices(headBox,
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toSkinVertices(8, 0, 16, 8),
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toSkinVertices(16, 0, 24, 8),
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toSkinVertices(0, 8, 8, 16),
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toSkinVertices(8, 8, 16, 16),
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toSkinVertices(16, 8, 24, 16),
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toSkinVertices(24, 8, 32, 16)
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);
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headMesh = new THREE.Mesh(headBox, layer1Material);
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headMesh.name = 'head';
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this.scene.add(headMesh);
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// Body Parts
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bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0);
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addVertices(bodyBox,
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toSkinVertices(20, 16, 28, 20),
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toSkinVertices(28, 16, 36, 20),
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toSkinVertices(16, 20, 20, 32),
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toSkinVertices(20, 20, 28, 32),
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toSkinVertices(28, 20, 32, 32),
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toSkinVertices(32, 20, 40, 32)
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);
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bodyMesh = new THREE.Mesh(bodyBox, layer1Material);
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bodyMesh.name = 'body';
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bodyMesh.position.y = -10;
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this.scene.add(bodyMesh);
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// Right Arm Parts
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rightArmBox = new THREE.BoxGeometry(isSlim?3:4, 12, 4, 0, 0, 0);
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if (isSlim) {
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addVertices(rightArmBox,
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toSkinVertices(44, 16, 47, 20),
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toSkinVertices(47, 16, 50, 20),
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toSkinVertices(40, 20, 44, 32),
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toSkinVertices(44, 20, 47, 32),
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toSkinVertices(47, 20, 51, 32),
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toSkinVertices(51, 20, 54, 32)
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);
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} else {
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addVertices(rightArmBox,
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toSkinVertices(44, 16, 48, 20),
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toSkinVertices(48, 16, 52, 20),
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toSkinVertices(40, 20, 44, 32),
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toSkinVertices(44, 20, 48, 32),
|
||||
toSkinVertices(48, 20, 52, 32),
|
||||
toSkinVertices(52, 20, 56, 32)
|
||||
);
|
||||
}
|
||||
rightArmMesh = new THREE.Mesh(rightArmBox, layer1Material);
|
||||
rightArmMesh.name = 'rightArm';
|
||||
rightArmMesh.position.y = -10;
|
||||
rightArmMesh.position.x = isSlim?-5.5:-6;
|
||||
this.scene.add(rightArmMesh);
|
||||
|
||||
// Left Arm Parts
|
||||
leftArmBox = new THREE.BoxGeometry(isSlim?3:4, 12, 4, 0, 0, 0);
|
||||
if (isSlim) {
|
||||
addVertices(leftArmBox,
|
||||
toSkinVertices(36, 48, 39, 52),
|
||||
toSkinVertices(39, 48, 42, 52),
|
||||
toSkinVertices(32, 52, 36, 64),
|
||||
toSkinVertices(36, 52, 39, 64),
|
||||
toSkinVertices(39, 52, 43, 64),
|
||||
toSkinVertices(43, 52, 46, 64)
|
||||
);
|
||||
} else {
|
||||
addVertices(leftArmBox,
|
||||
toSkinVertices(36, 48, 40, 52),
|
||||
toSkinVertices(40, 48, 44, 52),
|
||||
toSkinVertices(32, 52, 36, 64),
|
||||
toSkinVertices(36, 52, 40, 64),
|
||||
toSkinVertices(40, 52, 44, 64),
|
||||
toSkinVertices(44, 52, 48, 64)
|
||||
);
|
||||
}
|
||||
leftArmMesh = new THREE.Mesh(leftArmBox, layer1Material);
|
||||
leftArmMesh.name = 'leftArm';
|
||||
leftArmMesh.position.y = -10;
|
||||
leftArmMesh.position.x = isSlim?5.5:6;
|
||||
this.scene.add(leftArmMesh);
|
||||
|
||||
// Right Leg Parts
|
||||
rightLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
|
||||
addVertices(rightLegBox,
|
||||
toSkinVertices(4, 16, 8, 20),
|
||||
toSkinVertices(8, 16, 12, 20),
|
||||
toSkinVertices(0, 20, 4, 32),
|
||||
toSkinVertices(4, 20, 8, 32),
|
||||
toSkinVertices(8, 20, 12, 32),
|
||||
toSkinVertices(12, 20, 16, 32)
|
||||
);
|
||||
rightLegMesh = new THREE.Mesh(rightLegBox, layer1Material);
|
||||
rightLegMesh.name = 'rightLeg'
|
||||
rightLegMesh.position.y = -22;
|
||||
rightLegMesh.position.x = -2;
|
||||
this.scene.add(rightLegMesh);
|
||||
|
||||
// Left Leg Parts
|
||||
leftLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0);
|
||||
addVertices(leftLegBox,
|
||||
toSkinVertices(20, 48, 24, 52),
|
||||
toSkinVertices(24, 48, 28, 52),
|
||||
toSkinVertices(16, 52, 20, 64),
|
||||
toSkinVertices(20, 52, 24, 64),
|
||||
toSkinVertices(24, 52, 28, 64),
|
||||
toSkinVertices(28, 52, 32, 64)
|
||||
);
|
||||
leftLegMesh = new THREE.Mesh(leftLegBox, layer1Material);
|
||||
leftLegMesh.name = 'leftLeg';
|
||||
leftLegMesh.position.y = -22;
|
||||
leftLegMesh.position.x = 2;
|
||||
this.scene.add(leftLegMesh);
|
||||
|
||||
// Head Overlay Parts
|
||||
head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0);
|
||||
addVertices(head2Box,
|
||||
toSkinVertices(40, 0, 48, 8),
|
||||
toSkinVertices(48, 0, 56, 8),
|
||||
toSkinVertices(32, 8, 40, 16),
|
||||
toSkinVertices(40, 8, 48, 16),
|
||||
toSkinVertices(48, 8, 56, 16),
|
||||
toSkinVertices(56, 8, 64, 16)
|
||||
);
|
||||
head2Mesh = new THREE.Mesh(head2Box, layer2Material);
|
||||
head2Mesh.name = 'head2'
|
||||
this.scene.add(head2Mesh);
|
||||
|
||||
// Body Overlay Parts
|
||||
body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0);
|
||||
addVertices(body2Box,
|
||||
toSkinVertices(20, 32, 28, 36),
|
||||
toSkinVertices(28, 32, 36, 36),
|
||||
toSkinVertices(16, 36, 20, 48),
|
||||
toSkinVertices(20, 36, 28, 48),
|
||||
toSkinVertices(28, 36, 32, 48),
|
||||
toSkinVertices(32, 36, 40, 48)
|
||||
);
|
||||
body2Mesh = new THREE.Mesh(body2Box, layer2Material);
|
||||
body2Mesh.name = 'body2';
|
||||
body2Mesh.position.y = -10;
|
||||
this.scene.add(body2Mesh);
|
||||
|
||||
// Right Arm Overlay Parts
|
||||
rightArm2Box = new THREE.BoxGeometry(isSlim?3.375:4.5, 13.5, 4.5, 0, 0, 0);
|
||||
if (isSlim) {
|
||||
addVertices(rightArm2Box,
|
||||
toSkinVertices(44, 32, 47, 36),
|
||||
toSkinVertices(47, 32, 50, 36),
|
||||
toSkinVertices(40, 36, 44, 48),
|
||||
toSkinVertices(44, 36, 47, 48),
|
||||
toSkinVertices(47, 36, 51, 48),
|
||||
toSkinVertices(51, 36, 54, 48)
|
||||
);
|
||||
} else {
|
||||
addVertices(rightArm2Box,
|
||||
toSkinVertices(44, 32, 48, 36),
|
||||
toSkinVertices(48, 32, 52, 36),
|
||||
toSkinVertices(40, 36, 44, 48),
|
||||
toSkinVertices(44, 36, 48, 48),
|
||||
toSkinVertices(48, 36, 52, 48),
|
||||
toSkinVertices(52, 36, 56, 48)
|
||||
);
|
||||
}
|
||||
rightArm2Mesh = new THREE.Mesh(rightArm2Box, layer2Material);
|
||||
rightArm2Mesh.name = 'rightArm2';
|
||||
rightArm2Mesh.position.y = -10;
|
||||
rightArm2Mesh.position.x = -6;
|
||||
this.scene.add(rightArm2Mesh);
|
||||
|
||||
// Left Arm Overlay Parts
|
||||
leftArm2Box = new THREE.BoxGeometry(isSlim?3.375:4.5, 13.5, 4.5, 0, 0, 0);
|
||||
if (isSlim) {
|
||||
addVertices(leftArm2Box,
|
||||
toSkinVertices(52, 48, 55, 52),
|
||||
toSkinVertices(55, 48, 58, 52),
|
||||
toSkinVertices(48, 52, 52, 64),
|
||||
toSkinVertices(52, 52, 55, 64),
|
||||
toSkinVertices(55, 52, 59, 64),
|
||||
toSkinVertices(59, 52, 62, 64)
|
||||
);
|
||||
} else {
|
||||
addVertices(leftArm2Box,
|
||||
toSkinVertices(52, 48, 56, 52),
|
||||
toSkinVertices(56, 48, 60, 52),
|
||||
toSkinVertices(48, 52, 52, 64),
|
||||
toSkinVertices(52, 52, 56, 64),
|
||||
toSkinVertices(56, 52, 60, 64),
|
||||
toSkinVertices(60, 52, 64, 64)
|
||||
);
|
||||
}
|
||||
leftArm2Mesh = new THREE.Mesh(leftArm2Box, layer2Material);
|
||||
leftArm2Mesh.name = 'leftArm2';
|
||||
leftArm2Mesh.position.y = -10;
|
||||
leftArm2Mesh.position.x = 6;
|
||||
// leftArm2Mesh.visible = true;
|
||||
this.scene.add(leftArm2Mesh);
|
||||
|
||||
// Right Leg Overlay Parts
|
||||
rightLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
|
||||
addVertices(rightLeg2Box,
|
||||
toSkinVertices(4, 32, 8, 36),
|
||||
toSkinVertices(8, 32, 12, 36),
|
||||
toSkinVertices(0, 36, 4, 48),
|
||||
toSkinVertices(4, 36, 8, 48),
|
||||
toSkinVertices(8, 36, 12, 48),
|
||||
toSkinVertices(12, 36, 16, 48)
|
||||
);
|
||||
rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, layer2Material);
|
||||
rightLeg2Mesh.name = 'rightLeg2'
|
||||
rightLeg2Mesh.position.y = -22;
|
||||
rightLeg2Mesh.position.x = -2;
|
||||
this.scene.add(rightLeg2Mesh);
|
||||
|
||||
// Left Leg Overlay Parts
|
||||
leftLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0);
|
||||
addVertices(leftLeg2Box,
|
||||
toSkinVertices(4, 48, 8, 52),
|
||||
toSkinVertices(8, 48, 12, 52),
|
||||
toSkinVertices(0, 52, 4, 64),
|
||||
toSkinVertices(4, 52, 8, 64),
|
||||
toSkinVertices(8, 52, 12, 64),
|
||||
toSkinVertices(12, 52, 16, 64)
|
||||
);
|
||||
leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, layer2Material);
|
||||
leftLeg2Mesh.name = 'leftLeg2';
|
||||
leftLeg2Mesh.position.y = -22;
|
||||
leftLeg2Mesh.position.x = 2;
|
||||
this.scene.add(leftLeg2Mesh);
|
||||
|
||||
skinInitialized = true;
|
||||
}
|
||||
|
||||
skinImg.crossOrigin = '';
|
||||
skinImg.onload = () => {
|
||||
var isOldFormat = false;
|
||||
|
@ -432,37 +484,10 @@ var skinpreview3d = new function(){
|
|||
layer1Material.needsUpdate = true;
|
||||
layer2Material.needsUpdate = true;
|
||||
|
||||
if(!skinInitialized) {
|
||||
initializeSkin();
|
||||
}
|
||||
this.playerObject.skin.visible = true;
|
||||
};
|
||||
skinImg.onerror = () => console.log('Failed loading ' + skinImg.src);
|
||||
|
||||
var initializeCape = () => {
|
||||
// Cape Parts
|
||||
// back = outside
|
||||
// front = inside
|
||||
capeBox = new THREE.BoxGeometry(10, 16, 1, 0, 0, 0);
|
||||
addVertices(capeBox,
|
||||
toCapeVertices(1, 0, 11, 1),
|
||||
toCapeVertices(11, 0, 21, 1),
|
||||
toCapeVertices(11, 1, 12, 17),
|
||||
toCapeVertices(12, 1, 22, 17),
|
||||
toCapeVertices(0, 1, 1, 17),
|
||||
toCapeVertices(1, 1, 11, 17)
|
||||
);
|
||||
capeMesh = new THREE.Mesh(capeBox, capeMaterial);
|
||||
capeMesh.name = 'cape';
|
||||
capeMesh.position.y = -12.75;
|
||||
capeMesh.position.z = -0.55;
|
||||
capePivot = new THREE.Group();
|
||||
capePivot.rotation.x = 25 * (Math.PI/180);
|
||||
capePivot.add(capeMesh);
|
||||
this.scene.add(capePivot);
|
||||
|
||||
capeInitialized = true;
|
||||
};
|
||||
|
||||
capeImg.crossOrigin = '';
|
||||
capeImg.onload = () => {
|
||||
if (capeImg.width !== 2*capeImg.height) {
|
||||
|
@ -478,41 +503,18 @@ var skinpreview3d = new function(){
|
|||
capeTexture.needsUpdate = true;
|
||||
capeMaterial.needsUpdate = true;
|
||||
|
||||
if(!capeInitialized) {
|
||||
initializeCape();
|
||||
}
|
||||
this.playerObject.cape.visible = true;
|
||||
};
|
||||
capeImg.onerror = () => console.log('Failed loading ' + capeImg.src);
|
||||
|
||||
var startTime = Date.now();
|
||||
var draw = () => {
|
||||
requestAnimationFrame(draw);
|
||||
var time = (Date.now() - startTime)/1000;
|
||||
|
||||
if(skinInitialized) {
|
||||
if(angleRot > 360)
|
||||
angleRot = 0;
|
||||
|
||||
if(!this.animationPaused)
|
||||
angleRot += 0.01;
|
||||
|
||||
//Leg Swing
|
||||
leftLeg2Mesh.rotation.x = leftLegMesh.rotation.x = Math.cos(angleRot*this.animationSpeed);
|
||||
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*this.animationSpeed + (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*this.animationSpeed + (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*this.animationSpeed);
|
||||
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));
|
||||
if(!this.animationPaused){
|
||||
this.animationTime++;
|
||||
if(this.animation){
|
||||
this.animation(this.playerObject,this.animationTime/100*this.animationSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
draw();
|
||||
|
|
Loading…
Reference in New Issue