This post is about tQuery.md2Character plugin: a cool plugin which allow you to easily play with doom characters. You can see a live demo here. I will walk you thru its example. It include a checkerboard for the ground, a fog for the depth, keyboard to move your player and obviously plugins for the MD2 characters (doom formats). We gonna learn how to move doom characters in webgl in only 50lines of javascript!

Background knowledge

First what means MD2 ? MD2 is the file format used in the famous Quake II. Many of the monster you love to hate can be found in this format :) You can find md2 models at sitters-electronics or at planet quake.

You can use it easily in three.js thanks to oosmoxiecode He wrote a nice converter from MD2 to three.js json format. He wrote a post about it with plenty of usefull info on the subject. alteredq wrote several cool demos using it.

Let’s Get Started

We gonna walk you thru the 50lines of javascript needed make this demo. It is rather simple. It implies tQuery obviously, and various plugins: One for the fog, one for the checkerboard used as ground, one to bind the keyboard and obviously plugins for the MD2 Character itself.

Nice demo no ? You can try it here. Let’s code it!

The 3D World

First we initialize the world in 3D. With tQuery.createWorld() , we create a tQuery.World . With .boilerplate() , we setup a boilerplate on this world. A boilerplate is a fast way to get you started on the right foot. It is the learningthreejs boilerplate for three.js With .start() , we start the rendering loop. So from now on, the world scene gonna be rendered periodically, typically 60time per seconds.

1 var world = tQuery . createWorld (). boilerplate (). start ();

Change the background color. This confusing line ensure the background of the 3D scene will be rendered as 0x000000 color, aka black. We set a black background to give an impression of night.

1 world . renderer (). setClearColorHex ( 0x000000 , world . renderer (). getClearAlpha () );

The Lights

Here we setup the lights of our scene. This is important as it determine how your scene looks. We add a ambient light and 2 directional lights. The ambient light is a dark grey, to simulate the lack of light during the night. We setup a directional light in front colored redish…. This is like a setting sun. In the opposite direction, we put another direction light, bluish. This is like the moon. Well this was my rational :)

1 2 3 tQuery . createAmbientLight (). addTo ( world ). color ( 0x444444 ); tQuery . createDirectionalLight (). addTo ( world ). position ( - 1 , 1 , 1 ). color ( 0xFF88BB ). intensity ( 3 ); tQuery . createDirectionalLight (). addTo ( world ). position ( 1 , 1 , - 1 ). color ( 0x4444FF ). intensity ( 2 );

The fog

We had a fog to the scene. For that, we use tquery.world.createfog.js plugins. It allows to create the 2 types of fog from three.js : fogexp2 and fog. density is the density of the fog. 0.01 is very light, 0.9 is almost opaque. In general, fogs are a nice visual trick. It is rather cheap to compute and limits the depth of what you see. It is a nice trick to hide the “end of the world” :)

1 world . addFogExp2 ({ density : 0.1 });

The Columns

initialize a material

We will apply it to all the columns. It is lambert lighting the ambient is the color which gonna be combined with be combined with the ambient light we initialized on top. color will be combined with the directional lights. and map gives the texture to use.

1 2 3 4 5 var material = new THREE . MeshLambertMaterial ({ ambient : 0xFFFFFF , color : 0xFFAAAA , map : THREE . ImageUtils . loadTexture ( '../../assets/images/water.jpg' ) });

Build 15 Columns

loop over each column

1 for ( var i = 0 ; i < 15 ; i ++ ){

Create the cylinder. We pass some parameters to the contructor to setup the size we see fit, and we add the material we want to apply on the cylinder. Then we use .addTo() to add our object to our tQuery.World .

1 var column = tQuery . createCylinder ( 0.2 , 0.2 , 2 , material ). addTo ( world );

Change the position of the column. We translate the column to build a kind of alley. Thus the character will be able to run inside it :)

1 2 column . translateX ( i % 2 ? + 1 : - 1 ). translateY ( 1 ). translateZ ( 15 / 2 + - 1 * i ); }

The Ground

We create a large checkerboard with tquery.checkerboard.js plugin. We scale the checkerboard to 100 per 100 units in the 3D world. Thus it is quite large and disappears into the fog. It gives the cheap impression of an infinite checkerboard.

1 2 3 4 tQuery . createCheckerboard ({ segmentsW : 100 , // number of segment in width segmentsH : 100 // number of segment in Height }). addTo ( world ). scaleBy ( 100 );

The Character

We use tQuery.RatamahattaMD2Character plugin. Its inherits from tQuery.MD2Character plugin. All the configuration for this particular character ratamahatta is already done for you. We attach it to tQuery world. Additionnaly we use .hookKeyboard() which bind arrow key to character moving. This function is part of keyboard plugins for ratamahatta

1 var character = new tQuery . RatamahattaMD2Character (). attach ( world ). hookKeyboard ();

Here we show an example of binding the “loaded” event. It is notified once the whole characters data are loaded (texture, mesh for animations of body and weapons). It just display the name of the available animations.

1 2 3 character . bind ( "loaded" , function (){ console . log ( "list animmation" , Object . keys ( character . _meshBody . geometry . animations )) });

We setup the user camera controls. It will determine how the user camera will move in the world scene. We use tQuery.MD2Character.CameraControls plugin made specially for this case. With it, the camera will follow the MD2 character looking at it from above. world.setCameraControls(new tQuery.MD2Character.CameraControls(character));

Change the Skin by Keyboard

hook a function in the rendering loop. This function will be executed everytime the scene is rendered. Within this function, we will use tQuery.Keyboard plugins to test the keyboard. if the key s is pressed, then use character.setSkin() to change the skin of the character.

1 2 3 4 5 6 world . loop (). hook ( function (){ var keyboard = tQuery . keyboard (); // get keyboard instance if ( keyboard . pressed ( "s" ) ){ // if the key 's' is pressed, change the skin character . setSkin ( Math . floor ( Math . random () * 5 )); } });

Conclusion

So we have seen what is possible to do with tquery.md2character and 50lines of javascript. It is a rather short code for what you got on the screen, if you ask me. Btw all that released under MIT license. I think i like the code walkthru format. I find it efficient to describe tQuery examples and fast for me to generate. It is directly derived from annoted doc format as you can see here. I will likely do more in the future.

That’s all folks. Have fun :)