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+/**
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+ * @author takahiro / https://github.com/takahirox
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+ *
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+ * Dependencies
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+ * - mmd-parser https://github.com/takahirox/mmd-parser
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+ * - TGALoader
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+ * - OutlineEffect
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+ *
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+ * MMDLoader creates Three.js Objects from MMD resources as
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+ * PMD, PMX, VMD, and VPD files.
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+ *
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+ * PMD/PMX is a model data format, VMD is a motion data format
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+ * VPD is a posing data format used in MMD(Miku Miku Dance).
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+ *
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+ * MMD official site
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+ * - http://www.geocities.jp/higuchuu4/index_e.htm
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+ *
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+ * PMD, VMD format (in Japanese)
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+ * - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
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+ *
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+ * PMX format
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+ * - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
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+ *
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+ * TODO
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+ * - light motion in vmd support.
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+ * - SDEF support.
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+ * - uv/material/bone morphing support.
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+ * - more precise grant skinning support.
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+ * - shadow support.
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+ */
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+
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+import {
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+ AddOperation,
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+ AnimationClip,
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+ Bone,
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+ BufferGeometry,
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+ Color,
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+ CustomBlending,
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+ DefaultLoadingManager,
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+ DoubleSide,
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+ DstAlphaFactor,
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+ Euler,
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+ FileLoader,
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+ Float32BufferAttribute,
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+ FrontSide,
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+ Interpolant,
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+ Loader,
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+ LoaderUtils,
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+ MeshToonMaterial,
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+ MultiplyOperation,
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+ NearestFilter,
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+ NumberKeyframeTrack,
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+ OneMinusSrcAlphaFactor,
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+ Quaternion,
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+ QuaternionKeyframeTrack,
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+ RepeatWrapping,
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+ Skeleton,
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+ SkinnedMesh,
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+ SphericalReflectionMapping,
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+ SrcAlphaFactor,
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+ TextureLoader,
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+ Uint16BufferAttribute,
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+ Vector3,
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+ VectorKeyframeTrack
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+} from "../../../build/three.module.js";
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+import { TGALoader } from "../loaders/TGALoader.js";
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+import { MMDParser } from "../libs/mmdparser.module.js";
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+
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+var MMDLoader = ( function () {
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+
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+ /**
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+ * @param {THREE.LoadingManager} manager
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+ */
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+ function MMDLoader( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
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+
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+ this.loader = new FileLoader( this.manager );
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+
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+ this.parser = null; // lazy generation
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+ this.meshBuilder = new MeshBuilder( this.manager );
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+ this.animationBuilder = new AnimationBuilder();
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+
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+ }
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+
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+ MMDLoader.prototype = {
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+
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+ constructor: MMDLoader,
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+
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+ crossOrigin: 'anonymous',
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+
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+ /**
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+ * @param {string} crossOrigin
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+ * @return {MMDLoader}
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+ */
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+ setCrossOrigin: function ( crossOrigin ) {
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+
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+ this.crossOrigin = crossOrigin;
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+ return this;
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+
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+ },
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+
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+ /**
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+ * @param {string} animationPath
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+ * @return {MMDLoader}
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+ */
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+ setAnimationPath: function ( animationPath ) {
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+
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+ this.animationPath = animationPath;
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+ return this;
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+
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+ },
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+
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+ /**
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+ * @param {string} path
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+ * @return {MMDLoader}
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+ */
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+ setPath: function ( path ) {
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+
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+ this.path = path;
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+ return this;
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+
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+ },
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+
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+ /**
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+ * @param {string} resourcePath
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+ * @return {MMDLoader}
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+ */
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+ setResoucePath: function ( resourcePath ) {
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+
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+ this.resourcePath = resourcePath;
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+ return this;
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+
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+ },
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+
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+ // Load MMD assets as Three.js Object
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+
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+ /**
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+ * Loads Model file (.pmd or .pmx) as a SkinnedMesh.
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+ *
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+ * @param {string} url - url to Model(.pmd or .pmx) file
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ load: function ( url, onLoad, onProgress, onError ) {
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+
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+ var builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );
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+
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+ // resource path
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+
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+ var resourcePath;
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+
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+ if ( this.resourcePath !== undefined ) {
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+
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+ resourcePath = this.resourcePath;
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+
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+ } else if ( this.path !== undefined ) {
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+
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+ resourcePath = this.path;
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+
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+ } else {
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+
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+ resourcePath = LoaderUtils.extractUrlBase( url );
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+
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+ }
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+
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+ var modelExtension = this._extractExtension( url ).toLowerCase();
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+
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+ // Should I detect by seeing header?
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+ if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
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+
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+ if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
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+
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+ return;
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+
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+ }
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+
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+ this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
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+
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+ onLoad( builder.build( data, resourcePath, onProgress, onError ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ /**
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+ * Loads Motion file(s) (.vmd) as a AnimationClip.
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+ * If two or more files are specified, they'll be merged.
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+ *
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+ * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
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+ * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ loadAnimation: function ( url, object, onLoad, onProgress, onError ) {
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+
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+ var builder = this.animationBuilder;
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+
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+ this.loadVMD( url, function ( vmd ) {
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+
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+ onLoad( object.isCamera
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+ ? builder.buildCameraAnimation( vmd )
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+ : builder.build( vmd, object ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ /**
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+ * Loads mode file and motion file(s) as an object containing
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+ * a SkinnedMesh and a AnimationClip.
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+ * Tracks of AnimationClip are fitting to the model.
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+ *
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+ * @param {string} modelUrl - url to Model(.pmd or .pmx) file
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+ * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ loadWithAnimation: function ( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
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+
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+ var scope = this;
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+
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+ this.load( modelUrl, function ( mesh ) {
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+
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+ scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
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+
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+ onLoad( {
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+ mesh: mesh,
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+ animation: animation
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+ } );
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+
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+ }, onProgress, onError );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ // Load MMD assets as Object data parsed by MMDParser
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+
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+ /**
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+ * Loads .pmd file as an Object.
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+ *
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+ * @param {string} url - url to .pmd file
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ loadPMD: function ( url, onLoad, onProgress, onError ) {
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+
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+ var parser = this._getParser();
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+
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+ this.loader
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+ .setMimeType( undefined )
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+ .setPath( this.path )
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+ .setResponseType( 'arraybuffer' )
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+ .load( url, function ( buffer ) {
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+
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+ onLoad( parser.parsePmd( buffer, true ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ /**
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+ * Loads .pmx file as an Object.
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+ *
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+ * @param {string} url - url to .pmx file
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ loadPMX: function ( url, onLoad, onProgress, onError ) {
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+
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+ var parser = this._getParser();
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+
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+ this.loader
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+ .setMimeType( undefined )
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+ .setPath( this.path )
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+ .setResponseType( 'arraybuffer' )
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+ .load( url, function ( buffer ) {
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+
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+ onLoad( parser.parsePmx( buffer, true ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ /**
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+ * Loads .vmd file as an Object. If two or more files are specified
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+ * they'll be merged.
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+ *
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+ * @param {string|Array<string>} url - url(s) to .vmd file(s)
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ loadVMD: function ( url, onLoad, onProgress, onError ) {
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+
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+ var urls = Array.isArray( url ) ? url : [ url ];
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+
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+ var vmds = [];
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+ var vmdNum = urls.length;
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+
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+ var parser = this._getParser();
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+
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+ this.loader
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+ .setMimeType( undefined )
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+ .setPath( this.animationPath )
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+ .setResponseType( 'arraybuffer' );
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+
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+ for ( var i = 0, il = urls.length; i < il; i ++ ) {
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+
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+ this.loader.load( urls[ i ], function ( buffer ) {
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+
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+ vmds.push( parser.parseVmd( buffer, true ) );
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+
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+ if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
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+
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+ }, onProgress, onError );
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+
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+ }
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+
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+ },
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+
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+ /**
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+ * Loads .vpd file as an Object.
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+ *
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+ * @param {string} url - url to .vpd file
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+ * @param {boolean} isUnicode
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+ * @param {function} onLoad
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+ * @param {function} onProgress
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+ * @param {function} onError
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+ */
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+ loadVPD: function ( url, isUnicode, onLoad, onProgress, onError ) {
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+
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+ var parser = this._getParser();
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+
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+ this.loader
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+ .setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )
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+ .setPath( this.animationPath )
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+ .setResponseType( 'text' )
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+ .load( url, function ( text ) {
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+
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+ onLoad( parser.parseVpd( text, true ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ // private methods
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+
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+ _extractExtension: function ( url ) {
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+
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+ var index = url.lastIndexOf( '.' );
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+ return index < 0 ? '' : url.slice( index + 1 );
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+
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+ },
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+
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+ _getParser: function () {
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+
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+ if ( this.parser === null ) {
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+
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+ if ( typeof MMDParser === 'undefined' ) {
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+
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+ throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
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+
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+ }
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+
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+ this.parser = new MMDParser.Parser();
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+
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+ }
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+
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+ return this.parser;
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+
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+ }
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+
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+ };
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+
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+ // Utilities
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+
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+ /*
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+ * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
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+ * We don't need to request external toon image files.
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+ * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
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+ */
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+ var DEFAULT_TOON_TEXTURES = [
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
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+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
|
|
|
+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
|
|
|
+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
|
|
|
+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
|
|
|
+ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
|
|
|
+ ];
|
|
|
+
|
|
|
+ // Builders. They build Three.js object from Object data parsed by MMDParser.
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {THREE.LoadingManager} manager
|
|
|
+ */
|
|
|
+ function MeshBuilder( manager ) {
|
|
|
+
|
|
|
+ this.geometryBuilder = new GeometryBuilder();
|
|
|
+ this.materialBuilder = new MaterialBuilder( manager );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ MeshBuilder.prototype = {
|
|
|
+
|
|
|
+ constructor: MeshBuilder,
|
|
|
+
|
|
|
+ crossOrigin: 'anonymous',
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {string} crossOrigin
|
|
|
+ * @return {MeshBuilder}
|
|
|
+ */
|
|
|
+ setCrossOrigin: function ( crossOrigin ) {
|
|
|
+
|
|
|
+ this.crossOrigin = crossOrigin;
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} data - parsed PMD/PMX data
|
|
|
+ * @param {string} resourcePath
|
|
|
+ * @param {function} onProgress
|
|
|
+ * @param {function} onError
|
|
|
+ * @return {SkinnedMesh}
|
|
|
+ */
|
|
|
+ build: function ( data, resourcePath, onProgress, onError ) {
|
|
|
+
|
|
|
+ var geometry = this.geometryBuilder.build( data );
|
|
|
+ var material = this.materialBuilder
|
|
|
+ .setCrossOrigin( this.crossOrigin )
|
|
|
+ .setResourcePath( resourcePath )
|
|
|
+ .build( data, geometry, onProgress, onError );
|
|
|
+
|
|
|
+ var mesh = new SkinnedMesh( geometry, material );
|
|
|
+
|
|
|
+ var skeleton = new Skeleton( initBones( mesh ) );
|
|
|
+ mesh.bind( skeleton );
|
|
|
+
|
|
|
+ // console.log( mesh ); // for console debug
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // TODO: Try to remove this function
|
|
|
+
|
|
|
+ function initBones( mesh ) {
|
|
|
+
|
|
|
+ var geometry = mesh.geometry;
|
|
|
+
|
|
|
+ var bones = [], bone, gbone;
|
|
|
+ var i, il;
|
|
|
+
|
|
|
+ if ( geometry && geometry.bones !== undefined ) {
|
|
|
+
|
|
|
+ // first, create array of 'Bone' objects from geometry data
|
|
|
+
|
|
|
+ for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ gbone = geometry.bones[ i ];
|
|
|
+
|
|
|
+ // create new 'Bone' object
|
|
|
+
|
|
|
+ bone = new Bone();
|
|
|
+ bones.push( bone );
|
|
|
+
|
|
|
+ // apply values
|
|
|
+
|
|
|
+ bone.name = gbone.name;
|
|
|
+ bone.position.fromArray( gbone.pos );
|
|
|
+ bone.quaternion.fromArray( gbone.rotq );
|
|
|
+ if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // second, create bone hierarchy
|
|
|
+
|
|
|
+ for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ gbone = geometry.bones[ i ];
|
|
|
+
|
|
|
+ if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
|
|
|
+
|
|
|
+ // subsequent bones in the hierarchy
|
|
|
+
|
|
|
+ bones[ gbone.parent ].add( bones[ i ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // topmost bone, immediate child of the skinned mesh
|
|
|
+
|
|
|
+ mesh.add( bones[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // now the bones are part of the scene graph and children of the skinned mesh.
|
|
|
+ // let's update the corresponding matrices
|
|
|
+
|
|
|
+ mesh.updateMatrixWorld( true );
|
|
|
+
|
|
|
+ return bones;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function GeometryBuilder() {
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ GeometryBuilder.prototype = {
|
|
|
+
|
|
|
+ constructor: GeometryBuilder,
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} data - parsed PMD/PMX data
|
|
|
+ * @return {BufferGeometry}
|
|
|
+ */
|
|
|
+ build: function ( data ) {
|
|
|
+
|
|
|
+ // for geometry
|
|
|
+ var positions = [];
|
|
|
+ var uvs = [];
|
|
|
+ var normals = [];
|
|
|
+
|
|
|
+ var indices = [];
|
|
|
+
|
|
|
+ var groups = [];
|
|
|
+
|
|
|
+ var bones = [];
|
|
|
+ var skinIndices = [];
|
|
|
+ var skinWeights = [];
|
|
|
+
|
|
|
+ var morphTargets = [];
|
|
|
+ var morphPositions = [];
|
|
|
+
|
|
|
+ var iks = [];
|
|
|
+ var grants = [];
|
|
|
+
|
|
|
+ var rigidBodies = [];
|
|
|
+ var constraints = [];
|
|
|
+
|
|
|
+ // for work
|
|
|
+ var offset = 0;
|
|
|
+ var boneTypeTable = {};
|
|
|
+
|
|
|
+ // positions, normals, uvs, skinIndices, skinWeights
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.vertexCount; i ++ ) {
|
|
|
+
|
|
|
+ var v = data.vertices[ i ];
|
|
|
+
|
|
|
+ for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ positions.push( v.position[ j ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ normals.push( v.normal[ j ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ uvs.push( v.uv[ j ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var j = 0; j < 4; j ++ ) {
|
|
|
+
|
|
|
+ skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var j = 0; j < 4; j ++ ) {
|
|
|
+
|
|
|
+ skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // indices
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.faceCount; i ++ ) {
|
|
|
+
|
|
|
+ var face = data.faces[ i ];
|
|
|
+
|
|
|
+ for ( var j = 0, jl = face.indices.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ indices.push( face.indices[ j ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // groups
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
|
|
|
+
|
|
|
+ var material = data.materials[ i ];
|
|
|
+
|
|
|
+ groups.push( {
|
|
|
+ offset: offset * 3,
|
|
|
+ count: material.faceCount * 3
|
|
|
+ } );
|
|
|
+
|
|
|
+ offset += material.faceCount;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // bones
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
|
|
|
+
|
|
|
+ var body = data.rigidBodies[ i ];
|
|
|
+ var value = boneTypeTable[ body.boneIndex ];
|
|
|
+
|
|
|
+ // keeps greater number if already value is set without any special reasons
|
|
|
+ value = value === undefined ? body.type : Math.max( body.type, value );
|
|
|
+
|
|
|
+ boneTypeTable[ body.boneIndex ] = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
|
|
|
+
|
|
|
+ var boneData = data.bones[ i ];
|
|
|
+
|
|
|
+ var bone = {
|
|
|
+ parent: boneData.parentIndex,
|
|
|
+ name: boneData.name,
|
|
|
+ pos: boneData.position.slice( 0, 3 ),
|
|
|
+ rotq: [ 0, 0, 0, 1 ],
|
|
|
+ scl: [ 1, 1, 1 ],
|
|
|
+ rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
|
|
|
+ };
|
|
|
+
|
|
|
+ if ( bone.parent !== - 1 ) {
|
|
|
+
|
|
|
+ bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
|
|
|
+ bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
|
|
|
+ bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ bones.push( bone );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // iks
|
|
|
+
|
|
|
+ // TODO: remove duplicated codes between PMD and PMX
|
|
|
+ if ( data.metadata.format === 'pmd' ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.ikCount; i ++ ) {
|
|
|
+
|
|
|
+ var ik = data.iks[ i ];
|
|
|
+
|
|
|
+ var param = {
|
|
|
+ target: ik.target,
|
|
|
+ effector: ik.effector,
|
|
|
+ iteration: ik.iteration,
|
|
|
+ maxAngle: ik.maxAngle * 4,
|
|
|
+ links: []
|
|
|
+ };
|
|
|
+
|
|
|
+ for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ var link = {};
|
|
|
+ link.index = ik.links[ j ].index;
|
|
|
+ link.enabled = true;
|
|
|
+
|
|
|
+ if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
|
|
|
+
|
|
|
+ link.limitation = new Vector3( 1.0, 0.0, 0.0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ param.links.push( link );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ iks.push( param );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
|
|
|
+
|
|
|
+ var ik = data.bones[ i ].ik;
|
|
|
+
|
|
|
+ if ( ik === undefined ) continue;
|
|
|
+
|
|
|
+ var param = {
|
|
|
+ target: i,
|
|
|
+ effector: ik.effector,
|
|
|
+ iteration: ik.iteration,
|
|
|
+ maxAngle: ik.maxAngle,
|
|
|
+ links: []
|
|
|
+ };
|
|
|
+
|
|
|
+ for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ var link = {};
|
|
|
+ link.index = ik.links[ j ].index;
|
|
|
+ link.enabled = true;
|
|
|
+
|
|
|
+ if ( ik.links[ j ].angleLimitation === 1 ) {
|
|
|
+
|
|
|
+ // Revert if rotationMin/Max doesn't work well
|
|
|
+ // link.limitation = new Vector3( 1.0, 0.0, 0.0 );
|
|
|
+
|
|
|
+ var rotationMin = ik.links[ j ].lowerLimitationAngle;
|
|
|
+ var rotationMax = ik.links[ j ].upperLimitationAngle;
|
|
|
+
|
|
|
+ // Convert Left to Right coordinate by myself because
|
|
|
+ // MMDParser doesn't convert. It's a MMDParser's bug
|
|
|
+
|
|
|
+ var tmp1 = - rotationMax[ 0 ];
|
|
|
+ var tmp2 = - rotationMax[ 1 ];
|
|
|
+ rotationMax[ 0 ] = - rotationMin[ 0 ];
|
|
|
+ rotationMax[ 1 ] = - rotationMin[ 1 ];
|
|
|
+ rotationMin[ 0 ] = tmp1;
|
|
|
+ rotationMin[ 1 ] = tmp2;
|
|
|
+
|
|
|
+ link.rotationMin = new Vector3().fromArray( rotationMin );
|
|
|
+ link.rotationMax = new Vector3().fromArray( rotationMax );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ param.links.push( link );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ iks.push( param );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // grants
|
|
|
+
|
|
|
+ if ( data.metadata.format === 'pmx' ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
|
|
|
+
|
|
|
+ var boneData = data.bones[ i ];
|
|
|
+ var grant = boneData.grant;
|
|
|
+
|
|
|
+ if ( grant === undefined ) continue;
|
|
|
+
|
|
|
+ var param = {
|
|
|
+ index: i,
|
|
|
+ parentIndex: grant.parentIndex,
|
|
|
+ ratio: grant.ratio,
|
|
|
+ isLocal: grant.isLocal,
|
|
|
+ affectRotation: grant.affectRotation,
|
|
|
+ affectPosition: grant.affectPosition,
|
|
|
+ transformationClass: boneData.transformationClass
|
|
|
+ };
|
|
|
+
|
|
|
+ grants.push( param );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ grants.sort( function ( a, b ) {
|
|
|
+
|
|
|
+ return a.transformationClass - b.transformationClass;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // morph
|
|
|
+
|
|
|
+ function updateAttributes( attribute, morph, ratio ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < morph.elementCount; i ++ ) {
|
|
|
+
|
|
|
+ var element = morph.elements[ i ];
|
|
|
+
|
|
|
+ var index;
|
|
|
+
|
|
|
+ if ( data.metadata.format === 'pmd' ) {
|
|
|
+
|
|
|
+ index = data.morphs[ 0 ].elements[ element.index ].index;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ index = element.index;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
|
|
|
+ attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
|
|
|
+ attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.morphCount; i ++ ) {
|
|
|
+
|
|
|
+ var morph = data.morphs[ i ];
|
|
|
+ var params = { name: morph.name };
|
|
|
+
|
|
|
+ var attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
|
|
|
+ attribute.name = morph.name;
|
|
|
+
|
|
|
+ for ( var j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
|
|
|
+
|
|
|
+ attribute.array[ j ] = positions[ j ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.metadata.format === 'pmd' ) {
|
|
|
+
|
|
|
+ if ( i !== 0 ) {
|
|
|
+
|
|
|
+ updateAttributes( attribute, morph, 1.0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( morph.type === 0 ) { // group
|
|
|
+
|
|
|
+ for ( var j = 0; j < morph.elementCount; j ++ ) {
|
|
|
+
|
|
|
+ var morph2 = data.morphs[ morph.elements[ j ].index ];
|
|
|
+ var ratio = morph.elements[ j ].ratio;
|
|
|
+
|
|
|
+ if ( morph2.type === 1 ) {
|
|
|
+
|
|
|
+ updateAttributes( attribute, morph2, ratio );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( morph.type === 1 ) { // vertex
|
|
|
+
|
|
|
+ updateAttributes( attribute, morph, 1.0 );
|
|
|
+
|
|
|
+ } else if ( morph.type === 2 ) { // bone
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ } else if ( morph.type === 3 ) { // uv
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ } else if ( morph.type === 4 ) { // additional uv1
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ } else if ( morph.type === 5 ) { // additional uv2
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ } else if ( morph.type === 6 ) { // additional uv3
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ } else if ( morph.type === 7 ) { // additional uv4
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ } else if ( morph.type === 8 ) { // material
|
|
|
+
|
|
|
+ // TODO: implement
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ morphTargets.push( params );
|
|
|
+ morphPositions.push( attribute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // rigid bodies from rigidBodies field.
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
|
|
|
+
|
|
|
+ var rigidBody = data.rigidBodies[ i ];
|
|
|
+ var params = {};
|
|
|
+
|
|
|
+ for ( var key in rigidBody ) {
|
|
|
+
|
|
|
+ params[ key ] = rigidBody[ key ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /*
|
|
|
+ * RigidBody position parameter in PMX seems global position
|
|
|
+ * while the one in PMD seems offset from corresponding bone.
|
|
|
+ * So unify being offset.
|
|
|
+ */
|
|
|
+ if ( data.metadata.format === 'pmx' ) {
|
|
|
+
|
|
|
+ if ( params.boneIndex !== - 1 ) {
|
|
|
+
|
|
|
+ var bone = data.bones[ params.boneIndex ];
|
|
|
+ params.position[ 0 ] -= bone.position[ 0 ];
|
|
|
+ params.position[ 1 ] -= bone.position[ 1 ];
|
|
|
+ params.position[ 2 ] -= bone.position[ 2 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ rigidBodies.push( params );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // constraints from constraints field.
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.constraintCount; i ++ ) {
|
|
|
+
|
|
|
+ var constraint = data.constraints[ i ];
|
|
|
+ var params = {};
|
|
|
+
|
|
|
+ for ( var key in constraint ) {
|
|
|
+
|
|
|
+ params[ key ] = constraint[ key ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var bodyA = rigidBodies[ params.rigidBodyIndex1 ];
|
|
|
+ var bodyB = rigidBodies[ params.rigidBodyIndex2 ];
|
|
|
+
|
|
|
+ // Refer to http://www20.atpages.jp/katwat/wp/?p=4135
|
|
|
+ if ( bodyA.type !== 0 && bodyB.type === 2 ) {
|
|
|
+
|
|
|
+ if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
|
|
|
+ data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
|
|
|
+
|
|
|
+ bodyB.type = 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ constraints.push( params );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // build BufferGeometry.
|
|
|
+
|
|
|
+ var geometry = new BufferGeometry();
|
|
|
+
|
|
|
+ geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
|
|
|
+ geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
|
+ geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
+ geometry.addAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
|
|
|
+ geometry.addAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
|
|
|
+ geometry.setIndex( indices );
|
|
|
+
|
|
|
+ for ( var i = 0, il = groups.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.bones = bones;
|
|
|
+
|
|
|
+ geometry.morphTargets = morphTargets;
|
|
|
+ geometry.morphAttributes.position = morphPositions;
|
|
|
+
|
|
|
+ geometry.userData.MMD = {
|
|
|
+ bones: bones,
|
|
|
+ iks: iks,
|
|
|
+ grants: grants,
|
|
|
+ rigidBodies: rigidBodies,
|
|
|
+ constraints: constraints,
|
|
|
+ format: data.metadata.format
|
|
|
+ };
|
|
|
+
|
|
|
+ geometry.computeBoundingSphere();
|
|
|
+
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {THREE.LoadingManager} manager
|
|
|
+ */
|
|
|
+ function MaterialBuilder( manager ) {
|
|
|
+
|
|
|
+ this.manager = manager;
|
|
|
+
|
|
|
+ this.textureLoader = new TextureLoader( this.manager );
|
|
|
+ this.tgaLoader = null; // lazy generation
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ MaterialBuilder.prototype = {
|
|
|
+
|
|
|
+ constructor: MaterialBuilder,
|
|
|
+
|
|
|
+ crossOrigin: 'anonymous',
|
|
|
+
|
|
|
+ resourcePath: undefined,
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {string} crossOrigin
|
|
|
+ * @return {MaterialBuilder}
|
|
|
+ */
|
|
|
+ setCrossOrigin: function ( crossOrigin ) {
|
|
|
+
|
|
|
+ this.crossOrigin = crossOrigin;
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {string} resourcePath
|
|
|
+ * @return {MaterialBuilder}
|
|
|
+ */
|
|
|
+ setResourcePath: function ( resourcePath ) {
|
|
|
+
|
|
|
+ this.resourcePath = resourcePath;
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} data - parsed PMD/PMX data
|
|
|
+ * @param {BufferGeometry} geometry - some properties are dependend on geometry
|
|
|
+ * @param {function} onProgress
|
|
|
+ * @param {function} onError
|
|
|
+ * @return {Array<MeshToonMaterial>}
|
|
|
+ */
|
|
|
+ build: function ( data, geometry /*, onProgress, onError */ ) {
|
|
|
+
|
|
|
+ var materials = [];
|
|
|
+
|
|
|
+ var textures = {};
|
|
|
+
|
|
|
+ this.textureLoader.setCrossOrigin( this.crossOrigin );
|
|
|
+
|
|
|
+ // materials
|
|
|
+
|
|
|
+ for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
|
|
|
+
|
|
|
+ var material = data.materials[ i ];
|
|
|
+
|
|
|
+ var params = { userData: {} };
|
|
|
+
|
|
|
+ if ( material.name !== undefined ) params.name = material.name;
|
|
|
+
|
|
|
+ /*
|
|
|
+ * Color
|
|
|
+ *
|
|
|
+ * MMD MeshToonMaterial
|
|
|
+ * diffuse - color
|
|
|
+ * specular - specular
|
|
|
+ * ambient - emissive * a
|
|
|
+ * (a = 1.0 without map texture or 0.2 with map texture)
|
|
|
+ *
|
|
|
+ * MeshToonMaterial doesn't have ambient. Set it to emissive instead.
|
|
|
+ * It'll be too bright if material has map texture so using coef 0.2.
|
|
|
+ */
|
|
|
+ params.color = new Color().fromArray( material.diffuse );
|
|
|
+ params.opacity = material.diffuse[ 3 ];
|
|
|
+ params.specular = new Color().fromArray( material.specular );
|
|
|
+ params.emissive = new Color().fromArray( material.ambient );
|
|
|
+ params.shininess = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
|
|
|
+ params.transparent = params.opacity !== 1.0;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ params.skinning = geometry.bones.length > 0 ? true : false;
|
|
|
+ params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
|
|
|
+ params.lights = true;
|
|
|
+ params.fog = true;
|
|
|
+
|
|
|
+ // blend
|
|
|
+
|
|
|
+ params.blending = CustomBlending;
|
|
|
+ params.blendSrc = SrcAlphaFactor;
|
|
|
+ params.blendDst = OneMinusSrcAlphaFactor;
|
|
|
+ params.blendSrcAlpha = SrcAlphaFactor;
|
|
|
+ params.blendDstAlpha = DstAlphaFactor;
|
|
|
+
|
|
|
+ // side
|
|
|
+
|
|
|
+ if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
|
|
|
+
|
|
|
+ params.side = DoubleSide;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.metadata.format === 'pmd' ) {
|
|
|
+
|
|
|
+ // map, envMap
|
|
|
+
|
|
|
+ if ( material.fileName ) {
|
|
|
+
|
|
|
+ var fileName = material.fileName;
|
|
|
+ var fileNames = fileName.split( '*' );
|
|
|
+
|
|
|
+ // fileNames[ 0 ]: mapFileName
|
|
|
+ // fileNames[ 1 ]: envMapFileName( optional )
|
|
|
+
|
|
|
+ params.map = this._loadTexture( fileNames[ 0 ], textures );
|
|
|
+
|
|
|
+ if ( fileNames.length > 1 ) {
|
|
|
+
|
|
|
+ var extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
|
|
|
+
|
|
|
+ params.envMap = this._loadTexture(
|
|
|
+ fileNames[ 1 ],
|
|
|
+ textures,
|
|
|
+ { sphericalReflectionMapping: true }
|
|
|
+ );
|
|
|
+
|
|
|
+ params.combine = extension === '.sph'
|
|
|
+ ? MultiplyOperation
|
|
|
+ : AddOperation;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // gradientMap
|
|
|
+
|
|
|
+ var toonFileName = ( material.toonIndex === - 1 )
|
|
|
+ ? 'toon00.bmp'
|
|
|
+ : data.toonTextures[ material.toonIndex ].fileName;
|
|
|
+
|
|
|
+ params.gradientMap = this._loadTexture(
|
|
|
+ toonFileName,
|
|
|
+ textures,
|
|
|
+ {
|
|
|
+ isToonTexture: true,
|
|
|
+ isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ // parameters for OutlineEffect
|
|
|
+
|
|
|
+ params.userData.outlineParameters = {
|
|
|
+ thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
|
|
|
+ color: [ 0, 0, 0 ],
|
|
|
+ alpha: 1.0,
|
|
|
+ visible: material.edgeFlag === 1
|
|
|
+ };
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // map
|
|
|
+
|
|
|
+ if ( material.textureIndex !== - 1 ) {
|
|
|
+
|
|
|
+ params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // envMap TODO: support m.envFlag === 3
|
|
|
+
|
|
|
+ if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
|
|
|
+
|
|
|
+ params.envMap = this._loadTexture(
|
|
|
+ data.textures[ material.envTextureIndex ],
|
|
|
+ textures, { sphericalReflectionMapping: true }
|
|
|
+ );
|
|
|
+
|
|
|
+ params.combine = material.envFlag === 1
|
|
|
+ ? MultiplyOperation
|
|
|
+ : AddOperation;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // gradientMap
|
|
|
+
|
|
|
+ var toonFileName, isDefaultToon;
|
|
|
+
|
|
|
+ if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
|
|
|
+
|
|
|
+ toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
|
|
|
+ isDefaultToon = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ toonFileName = data.textures[ material.toonIndex ];
|
|
|
+ isDefaultToon = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ params.gradientMap = this._loadTexture(
|
|
|
+ toonFileName,
|
|
|
+ textures,
|
|
|
+ {
|
|
|
+ isToonTexture: true,
|
|
|
+ isDefaultToonTexture: isDefaultToon
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ // parameters for OutlineEffect
|
|
|
+ params.userData.outlineParameters = {
|
|
|
+ thickness: material.edgeSize / 300, // TODO: better calculation?
|
|
|
+ color: material.edgeColor.slice( 0, 3 ),
|
|
|
+ alpha: material.edgeColor[ 3 ],
|
|
|
+ visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( params.map !== undefined ) {
|
|
|
+
|
|
|
+ if ( ! params.transparent ) {
|
|
|
+
|
|
|
+ this._checkImageTransparency( params.map, geometry, i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ params.emissive.multiplyScalar( 0.2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ materials.push( new MeshToonMaterial( params ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( data.metadata.format === 'pmx' ) {
|
|
|
+
|
|
|
+ // set transparent true if alpha morph is defined.
|
|
|
+
|
|
|
+ function checkAlphaMorph( elements, materials ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = elements.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var element = elements[ i ];
|
|
|
+
|
|
|
+ if ( element.index === - 1 ) continue;
|
|
|
+
|
|
|
+ var material = materials[ element.index ];
|
|
|
+
|
|
|
+ if ( material.opacity !== element.diffuse[ 3 ] ) {
|
|
|
+
|
|
|
+ material.transparent = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0, il = data.morphs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var morph = data.morphs[ i ];
|
|
|
+ var elements = morph.elements;
|
|
|
+
|
|
|
+ if ( morph.type === 0 ) {
|
|
|
+
|
|
|
+ for ( var j = 0, jl = elements.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ var morph2 = data.morphs[ elements[ j ].index ];
|
|
|
+
|
|
|
+ if ( morph2.type !== 8 ) continue;
|
|
|
+
|
|
|
+ checkAlphaMorph( morph2.elements, materials );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( morph.type === 8 ) {
|
|
|
+
|
|
|
+ checkAlphaMorph( elements, materials );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return materials;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // private methods
|
|
|
+
|
|
|
+ _getTGALoader: function () {
|
|
|
+
|
|
|
+ if ( this.tgaLoader === null ) {
|
|
|
+
|
|
|
+ if ( TGALoader === undefined ) {
|
|
|
+
|
|
|
+ throw new Error( 'THREE.MMDLoader: Import TGALoader' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.tgaLoader = new TGALoader( this.manager );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.tgaLoader;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ _isDefaultToonTexture: function ( name ) {
|
|
|
+
|
|
|
+ if ( name.length !== 10 ) return false;
|
|
|
+
|
|
|
+ return /toon(10|0[0-9])\.bmp/.test( name );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ _loadTexture: function ( filePath, textures, params, onProgress, onError ) {
|
|
|
+
|
|
|
+ params = params || {};
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ var fullPath;
|
|
|
+
|
|
|
+ if ( params.isDefaultToonTexture === true ) {
|
|
|
+
|
|
|
+ var index;
|
|
|
+
|
|
|
+ try {
|
|
|
+
|
|
|
+ index = parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] );
|
|
|
+
|
|
|
+ } catch ( e ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
|
|
|
+ + 'not right default texture path. Using toon00.bmp instead.' );
|
|
|
+
|
|
|
+ index = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ fullPath = DEFAULT_TOON_TEXTURES[ index ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ fullPath = this.resourcePath + filePath;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
|
|
|
+
|
|
|
+ var loader = Loader.Handlers.get( fullPath );
|
|
|
+
|
|
|
+ if ( loader === null ) {
|
|
|
+
|
|
|
+ loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
|
|
|
+ ? this._getTGALoader()
|
|
|
+ : this.textureLoader;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var texture = loader.load( fullPath, function ( t ) {
|
|
|
+
|
|
|
+ // MMD toon texture is Axis-Y oriented
|
|
|
+ // but Three.js gradient map is Axis-X oriented.
|
|
|
+ // So here replaces the toon texture image with the rotated one.
|
|
|
+ if ( params.isToonTexture === true ) {
|
|
|
+
|
|
|
+ t.image = scope._getRotatedImage( t.image );
|
|
|
+
|
|
|
+ t.magFilter = NearestFilter;
|
|
|
+ t.minFilter = NearestFilter;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ t.flipY = false;
|
|
|
+ t.wrapS = RepeatWrapping;
|
|
|
+ t.wrapT = RepeatWrapping;
|
|
|
+
|
|
|
+ for ( var i = 0; i < texture.readyCallbacks.length; i ++ ) {
|
|
|
+
|
|
|
+ texture.readyCallbacks[ i ]( texture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ delete texture.readyCallbacks;
|
|
|
+
|
|
|
+ }, onProgress, onError );
|
|
|
+
|
|
|
+ if ( params.sphericalReflectionMapping === true ) {
|
|
|
+
|
|
|
+ texture.mapping = SphericalReflectionMapping;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ texture.readyCallbacks = [];
|
|
|
+
|
|
|
+ textures[ fullPath ] = texture;
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ _getRotatedImage: function ( image ) {
|
|
|
+
|
|
|
+ var canvas = document.createElement( 'canvas' );
|
|
|
+ var context = canvas.getContext( '2d' );
|
|
|
+
|
|
|
+ var width = image.width;
|
|
|
+ var height = image.height;
|
|
|
+
|
|
|
+ canvas.width = width;
|
|
|
+ canvas.height = height;
|
|
|
+
|
|
|
+ context.clearRect( 0, 0, width, height );
|
|
|
+ context.translate( width / 2.0, height / 2.0 );
|
|
|
+ context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
|
|
|
+ context.translate( - width / 2.0, - height / 2.0 );
|
|
|
+ context.drawImage( image, 0, 0 );
|
|
|
+
|
|
|
+ return context.getImageData( 0, 0, width, height );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Check if the partial image area used by the texture is transparent.
|
|
|
+ _checkImageTransparency: function ( map, geometry, groupIndex ) {
|
|
|
+
|
|
|
+ map.readyCallbacks.push( function ( texture ) {
|
|
|
+
|
|
|
+ // Is there any efficient ways?
|
|
|
+ function createImageData( image ) {
|
|
|
+
|
|
|
+ var canvas = document.createElement( 'canvas' );
|
|
|
+ canvas.width = image.width;
|
|
|
+ canvas.height = image.height;
|
|
|
+
|
|
|
+ var context = canvas.getContext( '2d' );
|
|
|
+ context.drawImage( image, 0, 0 );
|
|
|
+
|
|
|
+ return context.getImageData( 0, 0, canvas.width, canvas.height );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function detectImageTransparency( image, uvs, indices ) {
|
|
|
+
|
|
|
+ var width = image.width;
|
|
|
+ var height = image.height;
|
|
|
+ var data = image.data;
|
|
|
+ var threshold = 253;
|
|
|
+
|
|
|
+ if ( data.length / ( width * height ) !== 4 ) return false;
|
|
|
+
|
|
|
+ for ( var i = 0; i < indices.length; i += 3 ) {
|
|
|
+
|
|
|
+ var centerUV = { x: 0.0, y: 0.0 };
|
|
|
+
|
|
|
+ for ( var j = 0; j < 3; j ++ ) {
|
|
|
+
|
|
|
+ var index = indices[ i * 3 + j ];
|
|
|
+ var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
|
|
|
+
|
|
|
+ if ( getAlphaByUv( image, uv ) < threshold ) return true;
|
|
|
+
|
|
|
+ centerUV.x += uv.x;
|
|
|
+ centerUV.y += uv.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ centerUV.x /= 3;
|
|
|
+ centerUV.y /= 3;
|
|
|
+
|
|
|
+ if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /*
|
|
|
+ * This method expects
|
|
|
+ * texture.flipY = false
|
|
|
+ * texture.wrapS = RepeatWrapping
|
|
|
+ * texture.wrapT = RepeatWrapping
|
|
|
+ * TODO: more precise
|
|
|
+ */
|
|
|
+ function getAlphaByUv( image, uv ) {
|
|
|
+
|
|
|
+ var width = image.width;
|
|
|
+ var height = image.height;
|
|
|
+
|
|
|
+ var x = Math.round( uv.x * width ) % width;
|
|
|
+ var y = Math.round( uv.y * height ) % height;
|
|
|
+
|
|
|
+ if ( x < 0 ) x += width;
|
|
|
+ if ( y < 0 ) y += height;
|
|
|
+
|
|
|
+ var index = y * width + x;
|
|
|
+
|
|
|
+ return image.data[ index * 4 + 3 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var imageData = texture.image.data !== undefined
|
|
|
+ ? texture.image
|
|
|
+ : createImageData( texture.image );
|
|
|
+
|
|
|
+ var group = geometry.groups[ groupIndex ];
|
|
|
+
|
|
|
+ if ( detectImageTransparency(
|
|
|
+ imageData,
|
|
|
+ geometry.attributes.uv.array,
|
|
|
+ geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
|
|
|
+
|
|
|
+ map.transparent = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function AnimationBuilder() {
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ AnimationBuilder.prototype = {
|
|
|
+
|
|
|
+ constructor: AnimationBuilder,
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} vmd - parsed VMD data
|
|
|
+ * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
|
|
|
+ * @return {AnimationClip}
|
|
|
+ */
|
|
|
+ build: function ( vmd, mesh ) {
|
|
|
+
|
|
|
+ // combine skeletal and morph animations
|
|
|
+
|
|
|
+ var tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
|
|
|
+ var tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
|
|
|
+
|
|
|
+ for ( var i = 0, il = tracks2.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ tracks.push( tracks2[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return new AnimationClip( '', - 1, tracks );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} vmd - parsed VMD data
|
|
|
+ * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
|
|
|
+ * @return {AnimationClip}
|
|
|
+ */
|
|
|
+ buildSkeletalAnimation: function ( vmd, mesh ) {
|
|
|
+
|
|
|
+ function pushInterpolation( array, interpolation, index ) {
|
|
|
+
|
|
|
+ array.push( interpolation[ index + 0 ] / 127 ); // x1
|
|
|
+ array.push( interpolation[ index + 8 ] / 127 ); // x2
|
|
|
+ array.push( interpolation[ index + 4 ] / 127 ); // y1
|
|
|
+ array.push( interpolation[ index + 12 ] / 127 ); // y2
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tracks = [];
|
|
|
+
|
|
|
+ var motions = {};
|
|
|
+ var bones = mesh.skeleton.bones;
|
|
|
+ var boneNameDictionary = {};
|
|
|
+
|
|
|
+ for ( var i = 0, il = bones.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ boneNameDictionary[ bones[ i ].name ] = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < vmd.metadata.motionCount; i ++ ) {
|
|
|
+
|
|
|
+ var motion = vmd.motions[ i ];
|
|
|
+ var boneName = motion.boneName;
|
|
|
+
|
|
|
+ if ( boneNameDictionary[ boneName ] === undefined ) continue;
|
|
|
+
|
|
|
+ motions[ boneName ] = motions[ boneName ] || [];
|
|
|
+ motions[ boneName ].push( motion );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var key in motions ) {
|
|
|
+
|
|
|
+ var array = motions[ key ];
|
|
|
+
|
|
|
+ array.sort( function ( a, b ) {
|
|
|
+
|
|
|
+ return a.frameNum - b.frameNum;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var times = [];
|
|
|
+ var positions = [];
|
|
|
+ var rotations = [];
|
|
|
+ var pInterpolations = [];
|
|
|
+ var rInterpolations = [];
|
|
|
+
|
|
|
+ var basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
|
|
|
+
|
|
|
+ for ( var i = 0, il = array.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var time = array[ i ].frameNum / 30;
|
|
|
+ var position = array[ i ].position;
|
|
|
+ var rotation = array[ i ].rotation;
|
|
|
+ var interpolation = array[ i ].interpolation;
|
|
|
+
|
|
|
+ times.push( time );
|
|
|
+
|
|
|
+ for ( var j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
|
|
|
+ for ( var j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
|
|
|
+ for ( var j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
|
|
|
+
|
|
|
+ pushInterpolation( rInterpolations, interpolation, 3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var targetName = '.bones[' + key + ']';
|
|
|
+
|
|
|
+ tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
|
|
|
+ tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return new AnimationClip( '', - 1, tracks );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} vmd - parsed VMD data
|
|
|
+ * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
|
|
|
+ * @return {AnimationClip}
|
|
|
+ */
|
|
|
+ buildMorphAnimation: function ( vmd, mesh ) {
|
|
|
+
|
|
|
+ var tracks = [];
|
|
|
+
|
|
|
+ var morphs = {};
|
|
|
+ var morphTargetDictionary = mesh.morphTargetDictionary;
|
|
|
+
|
|
|
+ for ( var i = 0; i < vmd.metadata.morphCount; i ++ ) {
|
|
|
+
|
|
|
+ var morph = vmd.morphs[ i ];
|
|
|
+ var morphName = morph.morphName;
|
|
|
+
|
|
|
+ if ( morphTargetDictionary[ morphName ] === undefined ) continue;
|
|
|
+
|
|
|
+ morphs[ morphName ] = morphs[ morphName ] || [];
|
|
|
+ morphs[ morphName ].push( morph );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var key in morphs ) {
|
|
|
+
|
|
|
+ var array = morphs[ key ];
|
|
|
+
|
|
|
+ array.sort( function ( a, b ) {
|
|
|
+
|
|
|
+ return a.frameNum - b.frameNum;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var times = [];
|
|
|
+ var values = [];
|
|
|
+
|
|
|
+ for ( var i = 0, il = array.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ times.push( array[ i ].frameNum / 30 );
|
|
|
+ values.push( array[ i ].weight );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return new AnimationClip( '', - 1, tracks );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @param {Object} vmd - parsed VMD data
|
|
|
+ * @return {AnimationClip}
|
|
|
+ */
|
|
|
+ buildCameraAnimation: function ( vmd ) {
|
|
|
+
|
|
|
+ function pushVector3( array, vec ) {
|
|
|
+
|
|
|
+ array.push( vec.x );
|
|
|
+ array.push( vec.y );
|
|
|
+ array.push( vec.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function pushQuaternion( array, q ) {
|
|
|
+
|
|
|
+ array.push( q.x );
|
|
|
+ array.push( q.y );
|
|
|
+ array.push( q.z );
|
|
|
+ array.push( q.w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function pushInterpolation( array, interpolation, index ) {
|
|
|
+
|
|
|
+ array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
|
|
|
+ array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
|
|
|
+ array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
|
|
|
+ array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tracks = [];
|
|
|
+
|
|
|
+ var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
|
|
|
+
|
|
|
+ cameras.sort( function ( a, b ) {
|
|
|
+
|
|
|
+ return a.frameNum - b.frameNum;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var times = [];
|
|
|
+ var centers = [];
|
|
|
+ var quaternions = [];
|
|
|
+ var positions = [];
|
|
|
+ var fovs = [];
|
|
|
+
|
|
|
+ var cInterpolations = [];
|
|
|
+ var qInterpolations = [];
|
|
|
+ var pInterpolations = [];
|
|
|
+ var fInterpolations = [];
|
|
|
+
|
|
|
+ var quaternion = new Quaternion();
|
|
|
+ var euler = new Euler();
|
|
|
+ var position = new Vector3();
|
|
|
+ var center = new Vector3();
|
|
|
+
|
|
|
+ for ( var i = 0, il = cameras.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var motion = cameras[ i ];
|
|
|
+
|
|
|
+ var time = motion.frameNum / 30;
|
|
|
+ var pos = motion.position;
|
|
|
+ var rot = motion.rotation;
|
|
|
+ var distance = motion.distance;
|
|
|
+ var fov = motion.fov;
|
|
|
+ var interpolation = motion.interpolation;
|
|
|
+
|
|
|
+ times.push( time );
|
|
|
+
|
|
|
+ position.set( 0, 0, - distance );
|
|
|
+ center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
|
|
|
+
|
|
|
+ euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
|
|
|
+ quaternion.setFromEuler( euler );
|
|
|
+
|
|
|
+ position.add( center );
|
|
|
+ position.applyQuaternion( quaternion );
|
|
|
+
|
|
|
+ pushVector3( centers, center );
|
|
|
+ pushQuaternion( quaternions, quaternion );
|
|
|
+ pushVector3( positions, position );
|
|
|
+
|
|
|
+ fovs.push( fov );
|
|
|
+
|
|
|
+ for ( var j = 0; j < 3; j ++ ) {
|
|
|
+
|
|
|
+ pushInterpolation( cInterpolations, interpolation, j );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ pushInterpolation( qInterpolations, interpolation, 3 );
|
|
|
+
|
|
|
+ // use the same parameter for x, y, z axis.
|
|
|
+ for ( var j = 0; j < 3; j ++ ) {
|
|
|
+
|
|
|
+ pushInterpolation( pInterpolations, interpolation, 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ pushInterpolation( fInterpolations, interpolation, 5 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tracks = [];
|
|
|
+
|
|
|
+ // I expect an object whose name 'target' exists under THREE.Camera
|
|
|
+ tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );
|
|
|
+
|
|
|
+ tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
|
|
|
+ tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
|
|
|
+ tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );
|
|
|
+
|
|
|
+ return new AnimationClip( '', - 1, tracks );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // private method
|
|
|
+
|
|
|
+ _createTrack: function ( node, typedKeyframeTrack, times, values, interpolations ) {
|
|
|
+
|
|
|
+ /*
|
|
|
+ * optimizes here not to let KeyframeTrackPrototype optimize
|
|
|
+ * because KeyframeTrackPrototype optimizes times and values but
|
|
|
+ * doesn't optimize interpolations.
|
|
|
+ */
|
|
|
+ if ( times.length > 2 ) {
|
|
|
+
|
|
|
+ times = times.slice();
|
|
|
+ values = values.slice();
|
|
|
+ interpolations = interpolations.slice();
|
|
|
+
|
|
|
+ var stride = values.length / times.length;
|
|
|
+ var interpolateStride = interpolations.length / times.length;
|
|
|
+
|
|
|
+ var index = 1;
|
|
|
+
|
|
|
+ for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < stride; i ++ ) {
|
|
|
+
|
|
|
+ if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
|
|
|
+ values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
|
|
|
+
|
|
|
+ index ++;
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( aheadIndex > index ) {
|
|
|
+
|
|
|
+ times[ index ] = times[ aheadIndex ];
|
|
|
+
|
|
|
+ for ( var i = 0; i < stride; i ++ ) {
|
|
|
+
|
|
|
+ values[ index * stride + i ] = values[ aheadIndex * stride + i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < interpolateStride; i ++ ) {
|
|
|
+
|
|
|
+ interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ times.length = index + 1;
|
|
|
+ values.length = ( index + 1 ) * stride;
|
|
|
+ interpolations.length = ( index + 1 ) * interpolateStride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var track = new typedKeyframeTrack( node, times, values );
|
|
|
+
|
|
|
+ track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
|
|
|
+
|
|
|
+ return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ return track;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // interpolation
|
|
|
+
|
|
|
+ function CubicBezierInterpolation( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
|
|
|
+
|
|
|
+ Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
+
|
|
|
+ this.interpolationParams = params;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ CubicBezierInterpolation.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
+
|
|
|
+ constructor: CubicBezierInterpolation,
|
|
|
+
|
|
|
+ interpolate_: function ( i1, t0, t, t1 ) {
|
|
|
+
|
|
|
+ var result = this.resultBuffer;
|
|
|
+ var values = this.sampleValues;
|
|
|
+ var stride = this.valueSize;
|
|
|
+ var params = this.interpolationParams;
|
|
|
+
|
|
|
+ var offset1 = i1 * stride;
|
|
|
+ var offset0 = offset1 - stride;
|
|
|
+
|
|
|
+ // No interpolation if next key frame is in one frame in 30fps.
|
|
|
+ // This is from MMD animation spec.
|
|
|
+ // '1.5' is for precision loss. times are Float32 in Three.js Animation system.
|
|
|
+ var weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
|
|
|
+
|
|
|
+ if ( stride === 4 ) { // Quaternion
|
|
|
+
|
|
|
+ var x1 = params[ i1 * 4 + 0 ];
|
|
|
+ var x2 = params[ i1 * 4 + 1 ];
|
|
|
+ var y1 = params[ i1 * 4 + 2 ];
|
|
|
+ var y2 = params[ i1 * 4 + 3 ];
|
|
|
+
|
|
|
+ var ratio = this._calculate( x1, x2, y1, y2, weight1 );
|
|
|
+
|
|
|
+ Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
|
|
|
+
|
|
|
+ } else if ( stride === 3 ) { // Vector3
|
|
|
+
|
|
|
+ for ( var i = 0; i !== stride; ++ i ) {
|
|
|
+
|
|
|
+ var x1 = params[ i1 * 12 + i * 4 + 0 ];
|
|
|
+ var x2 = params[ i1 * 12 + i * 4 + 1 ];
|
|
|
+ var y1 = params[ i1 * 12 + i * 4 + 2 ];
|
|
|
+ var y2 = params[ i1 * 12 + i * 4 + 3 ];
|
|
|
+
|
|
|
+ var ratio = this._calculate( x1, x2, y1, y2, weight1 );
|
|
|
+
|
|
|
+ result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else { // Number
|
|
|
+
|
|
|
+ var x1 = params[ i1 * 4 + 0 ];
|
|
|
+ var x2 = params[ i1 * 4 + 1 ];
|
|
|
+ var y1 = params[ i1 * 4 + 2 ];
|
|
|
+ var y2 = params[ i1 * 4 + 3 ];
|
|
|
+
|
|
|
+ var ratio = this._calculate( x1, x2, y1, y2, weight1 );
|
|
|
+
|
|
|
+ result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ _calculate: function ( x1, x2, y1, y2, x ) {
|
|
|
+
|
|
|
+ /*
|
|
|
+ * Cubic Bezier curves
|
|
|
+ * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
|
|
|
+ *
|
|
|
+ * B(t) = ( 1 - t ) ^ 3 * P0
|
|
|
+ * + 3 * ( 1 - t ) ^ 2 * t * P1
|
|
|
+ * + 3 * ( 1 - t ) * t^2 * P2
|
|
|
+ * + t ^ 3 * P3
|
|
|
+ * ( 0 <= t <= 1 )
|
|
|
+ *
|
|
|
+ * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
|
|
|
+ * http://d.hatena.ne.jp/edvakf/20111016/1318716097
|
|
|
+ *
|
|
|
+ * x = ( 1 - t ) ^ 3 * x0
|
|
|
+ * + 3 * ( 1 - t ) ^ 2 * t * x1
|
|
|
+ * + 3 * ( 1 - t ) * t^2 * x2
|
|
|
+ * + t ^ 3 * x3
|
|
|
+ * y = ( 1 - t ) ^ 3 * y0
|
|
|
+ * + 3 * ( 1 - t ) ^ 2 * t * y1
|
|
|
+ * + 3 * ( 1 - t ) * t^2 * y2
|
|
|
+ * + t ^ 3 * y3
|
|
|
+ * ( x0 = 0, y0 = 0 )
|
|
|
+ * ( x3 = 1, y3 = 1 )
|
|
|
+ * ( 0 <= t, x1, x2, y1, y2 <= 1 )
|
|
|
+ *
|
|
|
+ * Here solves this equation with Bisection method,
|
|
|
+ * https://en.wikipedia.org/wiki/Bisection_method
|
|
|
+ * gets t, and then calculate y.
|
|
|
+ *
|
|
|
+ * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
|
|
|
+ * + 3 * ( 1 - t ) * t^2 * x2
|
|
|
+ * + t ^ 3 - x = 0
|
|
|
+ *
|
|
|
+ * (Another option: Newton's method
|
|
|
+ * https://en.wikipedia.org/wiki/Newton%27s_method)
|
|
|
+ */
|
|
|
+
|
|
|
+ var c = 0.5;
|
|
|
+ var t = c;
|
|
|
+ var s = 1.0 - t;
|
|
|
+ var loop = 15;
|
|
|
+ var eps = 1e-5;
|
|
|
+ var math = Math;
|
|
|
+
|
|
|
+ var sst3, stt3, ttt;
|
|
|
+
|
|
|
+ for ( var i = 0; i < loop; i ++ ) {
|
|
|
+
|
|
|
+ sst3 = 3.0 * s * s * t;
|
|
|
+ stt3 = 3.0 * s * t * t;
|
|
|
+ ttt = t * t * t;
|
|
|
+
|
|
|
+ var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
|
|
|
+
|
|
|
+ if ( math.abs( ft ) < eps ) break;
|
|
|
+
|
|
|
+ c /= 2.0;
|
|
|
+
|
|
|
+ t += ( ft < 0 ) ? c : - c;
|
|
|
+ s = 1.0 - t;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return MMDLoader;
|
|
|
+
|
|
|
+} )();
|
|
|
+
|
|
|
+export { MMDLoader };
|