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JSM: Added module and TS file for MMDAnimationHelper.

Mugen87 6 年之前
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601470c209

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -80,6 +80,7 @@
 					<ul>
 						<li>AnimationClipCreator</li>
 						<li>CCDIKSolver</li>
+						<li>MMDAnimationHelper</li>
 						<li>MMDPhysics</li>
 						<li>TimelinerController</li>
 					</ul>

+ 5 - 5
examples/js/animation/MMDAnimationHelper.js

@@ -19,7 +19,7 @@ THREE.MMDAnimationHelper = ( function () {
 	 * @param {Object} params - (optional)
 	 * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
 	 * @param {Number} params.afterglow - Default is 0.0.
-	 * @param {boolean} params resetPhysicsOnLoop - Default is true.
+	 * @param {boolean} params.resetPhysicsOnLoop - Default is true.
 	 */
 	function MMDAnimationHelper( params ) {
 
@@ -53,7 +53,7 @@ THREE.MMDAnimationHelper = ( function () {
 			cameraAnimation: true
 		};
 
-		this.onBeforePhysics = function ( mesh ) {};
+		this.onBeforePhysics = function ( /* mesh */ ) {};
 
 		// experimental
 		this.sharedPhysics = false;
@@ -239,7 +239,7 @@ THREE.MMDAnimationHelper = ( function () {
 		 * Enabes/Disables an animation feature.
 		 *
 		 * @param {string} key
-		 * @param {boolean} enebled
+		 * @param {boolean} enabled
 		 * @return {THREE.MMDAnimationHelper}
 		 */
 		enable: function ( key, enabled ) {
@@ -488,7 +488,7 @@ THREE.MMDAnimationHelper = ( function () {
 
 				var masterPhysics = this._getMasterPhysics();
 
-				if ( masterPhysics !== null ) world = masterPhysics.world;
+				if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
 
 			}
 
@@ -945,7 +945,7 @@ THREE.MMDAnimationHelper = ( function () {
 			}
 
 			if ( this.currentTime < this.delayTime ) return false;
-			
+
 			// 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
 			if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;
 

+ 85 - 0
examples/jsm/animation/MMDAnimationHelper.d.ts

@@ -0,0 +1,85 @@
+import {
+  AnimationClip,
+  Audio,
+  Camera,
+  Mesh,
+  Object3D,
+  SkinnedMesh
+} from '../../../src/Three';
+
+export interface MMDAnimationHelperParameter {
+  sync?: boolean;
+  afterglow?: number;
+  resetPhysicsOnLoop?: boolean;
+}
+
+export interface MMDAnimationHelperAddParameter {
+  animation?: AnimationClip | AnimationClip[];
+  physics?: boolean;
+  warmup?: number;
+  unitStep?: number;
+  maxStepNum?: number;
+  gravity?: number;
+  delayTime?: number;
+}
+
+export interface MMDAnimationHelperPoseParameter {
+  resetPose?: boolean;
+  ik?: boolean;
+  grant?: boolean;
+}
+
+export class MMDAnimationHelper {
+  constructor(params?: MMDAnimationHelperParameter);
+  meshes: Mesh[];
+  camera: Camera | null;
+  cameraTarget: Object3D;
+  audio: Audio;
+  audioManager: AudioManager;
+  configuration: {
+    sync: boolean;
+    afterglow: number;
+    resetPhysicsOnLoop: boolean;
+  };
+  enabled: {
+    animation: boolean;
+    ik: boolean;
+    grant: boolean;
+    physics: boolean;
+    cameraAnimation: boolean;
+  };
+  onBeforePhysics: (mesh: SkinnedMesh) => void;
+  sharedPhysics: boolean;
+  masterPhysics: null;
+
+  add(object: SkinnedMesh | Camera | Audio, params?: MMDAnimationHelperAddParameter): this;
+  remove(object: SkinnedMesh | Camera | Audio): this;
+  update(delta: number): this;
+  pose(mesh: SkinnedMesh, vpd: object, params?: MMDAnimationHelperPoseParameter): this;
+  enable(key: string, enabled: boolean): this;
+  createGrantSolver(mesh: SkinnedMesh): GrantSolver;
+}
+
+export interface AudioManagerParameter {
+  delayTime?: number;
+}
+
+export class AudioManager {
+  constructor(audio: Audio, params?: AudioManagerParameter);
+  audio: Audio;
+  elapsedTime: number;
+  currentTime: number;
+  delayTime: number;
+  audioDuration: number;
+  duration: number;
+
+  control(delta: number): this;
+}
+
+export class GrantSolver {
+  constructor(mesh: SkinnedMesh, grants: object[]);
+  mesh: SkinnedMesh;
+  grants: object[];
+
+  update(): this;
+}

+ 1052 - 0
examples/jsm/animation/MMDAnimationHelper.js

@@ -0,0 +1,1052 @@
+/**
+ * @author takahiro / https://github.com/takahirox
+ *
+ * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
+ * with MMD special features as IK, Grant, and Physics.
+ *
+ * Dependencies
+ *  - ammo.js https://github.com/kripken/ammo.js
+ *  - MMDPhysics
+ *  - CCDIKSolver
+ *
+ * TODO
+ *  - more precise grant skinning support.
+ */
+
+import {
+	AnimationMixer,
+	Object3D,
+	Quaternion,
+	Vector3
+} from "../../../build/three.module.js";
+import { CCDIKSolver } from "../animation/CCDIKSolver.js";
+import { MMDPhysics } from "../animation/MMDPhysics.js";
+
+var MMDAnimationHelper = ( function () {
+
+	/**
+	 * @param {Object} params - (optional)
+	 * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
+	 * @param {Number} params.afterglow - Default is 0.0.
+	 * @param {boolean} params.resetPhysicsOnLoop - Default is true.
+	 */
+	function MMDAnimationHelper( params ) {
+
+		params = params || {};
+
+		this.meshes = [];
+
+		this.camera = null;
+		this.cameraTarget = new Object3D();
+		this.cameraTarget.name = 'target';
+
+		this.audio = null;
+		this.audioManager = null;
+
+		this.objects = new WeakMap();
+
+		this.configuration = {
+			sync: params.sync !== undefined
+				? params.sync : true,
+			afterglow: params.afterglow !== undefined
+				? params.afterglow : 0.0,
+			resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined
+				? params.resetPhysicsOnLoop : true
+		};
+
+		this.enabled = {
+			animation: true,
+			ik: true,
+			grant: true,
+			physics: true,
+			cameraAnimation: true
+		};
+
+		this.onBeforePhysics = function ( /* mesh */ ) {};
+
+		// experimental
+		this.sharedPhysics = false;
+		this.masterPhysics = null;
+
+	}
+
+	MMDAnimationHelper.prototype = {
+
+		constructor: MMDAnimationHelper,
+
+		/**
+		 * Adds an Three.js Object to helper and setups animation.
+		 * The anmation durations of added objects are synched
+		 * if this.configuration.sync is true.
+		 *
+		 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
+		 * @param {Object} params - (optional)
+		 * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
+		 * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
+		 * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
+		 * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
+		 * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
+		 * @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
+		 * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
+		 * @return {MMDAnimationHelper}
+		 */
+		add: function ( object, params ) {
+
+			params = params || {};
+
+			if ( object.isSkinnedMesh ) {
+
+				this._addMesh( object, params );
+
+			} else if ( object.isCamera ) {
+
+				this._setupCamera( object, params );
+
+			} else if ( object.type === 'Audio' ) {
+
+				this._setupAudio( object, params );
+
+			} else {
+
+				throw new Error( 'THREE.MMDAnimationHelper.add: '
+					+ 'accepts only '
+					+ 'THREE.SkinnedMesh or '
+					+ 'THREE.Camera or '
+					+ 'THREE.Audio instance.' );
+
+			}
+
+			if ( this.configuration.sync ) this._syncDuration();
+
+			return this;
+
+		},
+
+		/**
+		 * Removes an Three.js Object from helper.
+		 *
+		 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
+		 * @return {MMDAnimationHelper}
+		 */
+		remove: function ( object ) {
+
+			if ( object.isSkinnedMesh ) {
+
+				this._removeMesh( object );
+
+			} else if ( object.isCamera ) {
+
+				this._clearCamera( object );
+
+			} else if ( object.type === 'Audio' ) {
+
+				this._clearAudio( object );
+
+			} else {
+
+				throw new Error( 'THREE.MMDAnimationHelper.remove: '
+					+ 'accepts only '
+					+ 'THREE.SkinnedMesh or '
+					+ 'THREE.Camera or '
+					+ 'THREE.Audio instance.' );
+
+			}
+
+			if ( this.configuration.sync ) this._syncDuration();
+
+			return this;
+
+		},
+
+		/**
+		 * Updates the animation.
+		 *
+		 * @param {Number} delta
+		 * @return {MMDAnimationHelper}
+		 */
+		update: function ( delta ) {
+
+			if ( this.audioManager !== null ) this.audioManager.control( delta );
+
+			for ( var i = 0; i < this.meshes.length; i ++ ) {
+
+				this._animateMesh( this.meshes[ i ], delta );
+
+			}
+
+			if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
+
+			if ( this.camera !== null ) this._animateCamera( this.camera, delta );
+
+			return this;
+
+		},
+
+		/**
+		 * Changes the pose of SkinnedMesh as VPD specifies.
+		 *
+		 * @param {THREE.SkinnedMesh} mesh
+		 * @param {Object} vpd - VPD content parsed MMDParser
+		 * @param {Object} params - (optional)
+		 * @param {boolean} params.resetPose - Default is true.
+		 * @param {boolean} params.ik - Default is true.
+		 * @param {boolean} params.grant - Default is true.
+		 * @return {MMDAnimationHelper}
+		 */
+		pose: function ( mesh, vpd, params ) {
+
+			params = params || {};
+
+			if ( params.resetPose !== false ) mesh.pose();
+
+			var bones = mesh.skeleton.bones;
+			var boneParams = vpd.bones;
+
+			var boneNameDictionary = {};
+
+			for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+				boneNameDictionary[ bones[ i ].name ] = i;
+
+			}
+
+			var vector = new Vector3();
+			var quaternion = new Quaternion();
+
+			for ( var i = 0, il = boneParams.length; i < il; i ++ ) {
+
+				var boneParam = boneParams[ i ];
+				var boneIndex = boneNameDictionary[ boneParam.name ];
+
+				if ( boneIndex === undefined ) continue;
+
+				var bone = bones[ boneIndex ];
+				bone.position.add( vector.fromArray( boneParam.translation ) );
+				bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
+
+			}
+
+			mesh.updateMatrixWorld( true );
+
+			if ( params.ik !== false ) {
+
+				this._createCCDIKSolver( mesh ).update( params.saveOriginalBonesBeforeIK ); // this param is experimental
+
+			}
+
+			if ( params.grant !== false ) {
+
+				this.createGrantSolver( mesh ).update();
+
+			}
+
+			return this;
+
+		},
+
+		/**
+		 * Enabes/Disables an animation feature.
+		 *
+		 * @param {string} key
+		 * @param {boolean} enabled
+		 * @return {MMDAnimationHelper}
+		 */
+		enable: function ( key, enabled ) {
+
+			if ( this.enabled[ key ] === undefined ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper.enable: '
+					+ 'unknown key ' + key );
+
+			}
+
+			this.enabled[ key ] = enabled;
+
+			if ( key === 'physics' ) {
+
+				for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
+
+					this._optimizeIK( this.meshes[ i ], enabled );
+
+				}
+
+			}
+
+			return this;
+
+		},
+
+		/**
+		 * Creates an GrantSolver instance.
+		 *
+		 * @param {THREE.SkinnedMesh} mesh
+		 * @return {GrantSolver}
+		 */
+		createGrantSolver: function ( mesh ) {
+
+			return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );
+
+		},
+
+		// private methods
+
+		_addMesh: function ( mesh, params ) {
+
+			if ( this.meshes.indexOf( mesh ) >= 0 ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper._addMesh: '
+					+ 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );
+
+			}
+
+			this.meshes.push( mesh );
+			this.objects.set( mesh, { looped: false } );
+
+			this._setupMeshAnimation( mesh, params.animation );
+
+			if ( params.physics !== false ) {
+
+				this._setupMeshPhysics( mesh, params );
+
+			}
+
+			return this;
+
+		},
+
+		_setupCamera: function ( camera, params ) {
+
+			if ( this.camera === camera ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper._setupCamera: '
+					+ 'Camera \'' + camera.name + '\' has already been set.' );
+
+			}
+
+			if ( this.camera ) this.clearCamera( this.camera );
+
+			this.camera = camera;
+
+			camera.add( this.cameraTarget );
+
+			this.objects.set( camera, {} );
+
+			if ( params.animation !== undefined ) {
+
+				this._setupCameraAnimation( camera, params.animation );
+
+			}
+
+			return this;
+
+		},
+
+		_setupAudio: function ( audio, params ) {
+
+			if ( this.audio === audio ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper._setupAudio: '
+					+ 'Audio \'' + audio.name + '\' has already been set.' );
+
+			}
+
+			if ( this.audio ) this.clearAudio( this.audio );
+
+			this.audio = audio;
+			this.audioManager = new AudioManager( audio, params );
+
+			this.objects.set( this.audioManager, {
+				duration: this.audioManager.duration
+			} );
+
+			return this;
+
+		},
+
+		_removeMesh: function ( mesh ) {
+
+			var found = false;
+			var writeIndex = 0;
+
+			for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
+
+				if ( this.meshes[ i ] === mesh ) {
+
+					this.objects.delete( mesh );
+					found = true;
+
+					continue;
+
+				}
+
+				this.meshes[ writeIndex ++ ] = this.meshes[ i ];
+
+			}
+
+			if ( ! found ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper._removeMesh: '
+					+ 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );
+
+			}
+
+			this.meshes.length = writeIndex;
+
+			return this;
+
+		},
+
+		_clearCamera: function ( camera ) {
+
+			if ( camera !== this.camera ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper._clearCamera: '
+					+ 'Camera \'' + camera.name + '\' has not been set yet.' );
+
+			}
+
+			this.camera.remove( this.cameraTarget );
+
+			this.objects.delete( this.camera );
+			this.camera = null;
+
+			return this;
+
+		},
+
+		_clearAudio: function ( audio ) {
+
+			if ( audio !== this.audio ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper._clearAudio: '
+					+ 'Audio \'' + audio.name + '\' has not been set yet.' );
+
+			}
+
+			this.objects.delete( this.audioManager );
+
+			this.audio = null;
+			this.audioManager = null;
+
+			return this;
+
+		},
+
+		_setupMeshAnimation: function ( mesh, animation ) {
+
+			var objects = this.objects.get( mesh );
+
+			if ( animation !== undefined ) {
+
+				var animations = Array.isArray( animation )
+					? animation : [ animation ];
+
+				objects.mixer = new AnimationMixer( mesh );
+
+				for ( var i = 0, il = animations.length; i < il; i ++ ) {
+
+					objects.mixer.clipAction( animations[ i ] ).play();
+
+				}
+
+				// TODO: find a workaround not to access ._clip looking like a private property
+				objects.mixer.addEventListener( 'loop', function ( event ) {
+
+					var tracks = event.action._clip.tracks;
+
+					if ( tracks.length > 0 &&
+					     tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;
+
+					objects.looped = true;
+
+				} );
+
+			}
+
+			objects.ikSolver = this._createCCDIKSolver( mesh );
+			objects.grantSolver = this.createGrantSolver( mesh );
+
+			return this;
+
+		},
+
+		_setupCameraAnimation: function ( camera, animation ) {
+
+			var animations = Array.isArray( animation )
+				? animation : [ animation ];
+
+			var objects = this.objects.get( camera );
+
+			objects.mixer = new AnimationMixer( camera );
+
+			for ( var i = 0, il = animations.length; i < il; i ++ ) {
+
+				objects.mixer.clipAction( animations[ i ] ).play();
+
+			}
+
+		},
+
+		_setupMeshPhysics: function ( mesh, params ) {
+
+			var objects = this.objects.get( mesh );
+
+			// shared physics is experimental
+
+			if ( params.world === undefined && this.sharedPhysics ) {
+
+				var masterPhysics = this._getMasterPhysics();
+
+				if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
+
+			}
+
+			objects.physics = this._createMMDPhysics( mesh, params );
+
+			if ( objects.mixer && params.animationWarmup !== false ) {
+
+				this._animateMesh( mesh, 0 );
+				objects.physics.reset();
+
+			}
+
+			objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );
+
+			this._optimizeIK( mesh, true );
+
+		},
+
+		_animateMesh: function ( mesh, delta ) {
+
+			var objects = this.objects.get( mesh );
+
+			var mixer = objects.mixer;
+			var ikSolver = objects.ikSolver;
+			var grantSolver = objects.grantSolver;
+			var physics = objects.physics;
+			var looped = objects.looped;
+
+			// alternate solution to save/restore bones but less performant?
+			//mesh.pose();
+			//this._updatePropertyMixersBuffer( mesh );
+
+			if ( mixer && this.enabled.animation ) {
+
+				this._restoreBones( mesh );
+
+				mixer.update( delta );
+
+				this._saveBones( mesh );
+
+				if ( ikSolver && this.enabled.ik ) {
+
+					mesh.updateMatrixWorld( true );
+					ikSolver.update();
+
+				}
+
+				if ( grantSolver && this.enabled.grant ) {
+
+					grantSolver.update();
+
+				}
+
+			}
+
+			if ( looped === true && this.enabled.physics ) {
+
+				if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();
+
+				objects.looped = false;
+
+			}
+
+			if ( physics && this.enabled.physics && ! this.sharedPhysics ) {
+
+				this.onBeforePhysics( mesh );
+				physics.update( delta );
+
+			}
+
+		},
+
+		_animateCamera: function ( camera, delta ) {
+
+			var mixer = this.objects.get( camera ).mixer;
+
+			if ( mixer && this.enabled.cameraAnimation ) {
+
+				mixer.update( delta );
+
+				camera.updateProjectionMatrix();
+
+				camera.up.set( 0, 1, 0 );
+				camera.up.applyQuaternion( camera.quaternion );
+				camera.lookAt( this.cameraTarget.position );
+
+			}
+
+		},
+
+		_optimizeIK: function ( mesh, physicsEnabled ) {
+
+			var iks = mesh.geometry.userData.MMD.iks;
+			var bones = mesh.geometry.userData.MMD.bones;
+
+			for ( var i = 0, il = iks.length; i < il; i ++ ) {
+
+				var ik = iks[ i ];
+				var links = ik.links;
+
+				for ( var j = 0, jl = links.length; j < jl; j ++ ) {
+
+					var link = links[ j ];
+
+					if ( physicsEnabled === true ) {
+
+						// disable IK of the bone the corresponding rigidBody type of which is 1 or 2
+						// because its rotation will be overriden by physics
+						link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
+
+					} else {
+
+						link.enabled = true;
+
+					}
+
+				}
+
+			}
+
+		},
+
+		_createCCDIKSolver: function ( mesh ) {
+
+			if ( CCDIKSolver === undefined ) {
+
+				throw new Error( 'THREE.MMDAnimationHelper: Import CCDIKSolver.' );
+
+			}
+
+			return new CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
+
+		},
+
+		_createMMDPhysics: function ( mesh, params ) {
+
+			if ( MMDPhysics === undefined ) {
+
+				throw new Error( 'THREE.MMDPhysics: Import MMDPhysics.' );
+
+			}
+
+			return new MMDPhysics(
+				mesh,
+				mesh.geometry.userData.MMD.rigidBodies,
+				mesh.geometry.userData.MMD.constraints,
+				params );
+
+		},
+
+		/*
+		 * Detects the longest duration and then sets it to them to sync.
+		 * TODO: Not to access private properties ( ._actions and ._clip )
+		 */
+		_syncDuration: function () {
+
+			var max = 0.0;
+
+			var objects = this.objects;
+			var meshes = this.meshes;
+			var camera = this.camera;
+			var audioManager = this.audioManager;
+
+			// get the longest duration
+
+			for ( var i = 0, il = meshes.length; i < il; i ++ ) {
+
+				var mixer = this.objects.get( meshes[ i ] ).mixer;
+
+				if ( mixer === undefined ) continue;
+
+				for ( var j = 0; j < mixer._actions.length; j ++ ) {
+
+					var clip = mixer._actions[ j ]._clip;
+
+					if ( ! objects.has( clip ) ) {
+
+						objects.set( clip, {
+							duration: clip.duration
+						} );
+
+					}
+
+					max = Math.max( max, objects.get( clip ).duration );
+
+				}
+
+			}
+
+			if ( camera !== null ) {
+
+				var mixer = this.objects.get( camera ).mixer;
+
+				if ( mixer !== undefined ) {
+
+					for ( var i = 0, il = mixer._actions.length; i < il; i ++ ) {
+
+						var clip = mixer._actions[ i ]._clip;
+
+						if ( ! objects.has( clip ) ) {
+
+							objects.set( clip, {
+								duration: clip.duration
+							} );
+
+						}
+
+						max = Math.max( max, objects.get( clip ).duration );
+
+					}
+
+				}
+
+			}
+
+			if ( audioManager !== null ) {
+
+				max = Math.max( max, objects.get( audioManager ).duration );
+
+			}
+
+			max += this.configuration.afterglow;
+
+			// update the duration
+
+			for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
+
+				var mixer = this.objects.get( this.meshes[ i ] ).mixer;
+
+				if ( mixer === undefined ) continue;
+
+				for ( var j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
+
+					mixer._actions[ j ]._clip.duration = max;
+
+				}
+
+			}
+
+			if ( camera !== null ) {
+
+				var mixer = this.objects.get( camera ).mixer;
+
+				if ( mixer !== undefined ) {
+
+					for ( var i = 0, il = mixer._actions.length; i < il; i ++ ) {
+
+						mixer._actions[ i ]._clip.duration = max;
+
+					}
+
+				}
+
+			}
+
+			if ( audioManager !== null ) {
+
+				audioManager.duration = max;
+
+			}
+
+		},
+
+		// workaround
+
+		_updatePropertyMixersBuffer: function ( mesh ) {
+
+			var mixer = this.objects.get( mesh ).mixer;
+
+			var propertyMixers = mixer._bindings;
+			var accuIndex = mixer._accuIndex;
+
+			for ( var i = 0, il = propertyMixers.length; i < il; i ++ ) {
+
+				var propertyMixer = propertyMixers[ i ];
+				var buffer = propertyMixer.buffer;
+				var stride = propertyMixer.valueSize;
+				var offset = ( accuIndex + 1 ) * stride;
+
+				propertyMixer.binding.getValue( buffer, offset );
+
+			}
+
+		},
+
+		/*
+		 * Avoiding these two issues by restore/save bones before/after mixer animation.
+		 *
+		 * 1. PropertyMixer used by AnimationMixer holds cache value in .buffer.
+		 *    Calculating IK, Grant, and Physics after mixer animation can break
+		 *    the cache coherency.
+		 *
+		 * 2. Applying Grant two or more times without reset the posing breaks model.
+		 */
+		_saveBones: function ( mesh ) {
+
+			var objects = this.objects.get( mesh );
+
+			var bones = mesh.skeleton.bones;
+
+			var backupBones = objects.backupBones;
+
+			if ( backupBones === undefined ) {
+
+				backupBones = new Float32Array( bones.length * 7 );
+				objects.backupBones = backupBones;
+
+			}
+
+			for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+				var bone = bones[ i ];
+				bone.position.toArray( backupBones, i * 7 );
+				bone.quaternion.toArray( backupBones, i * 7 + 3 );
+
+			}
+
+		},
+
+		_restoreBones: function ( mesh ) {
+
+			var objects = this.objects.get( mesh );
+
+			var backupBones = objects.backupBones;
+
+			if ( backupBones === undefined ) return;
+
+			var bones = mesh.skeleton.bones;
+
+			for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+				var bone = bones[ i ];
+				bone.position.fromArray( backupBones, i * 7 );
+				bone.quaternion.fromArray( backupBones, i * 7 + 3 );
+
+			}
+
+		},
+
+		// experimental
+
+		_getMasterPhysics: function () {
+
+			if ( this.masterPhysics !== null ) return this.masterPhysics;
+
+			for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
+
+				var physics = this.meshes[ i ].physics;
+
+				if ( physics !== undefined && physics !== null ) {
+
+					this.masterPhysics = physics;
+					return this.masterPhysics;
+
+				}
+
+			}
+
+			return null;
+
+		},
+
+		_updateSharedPhysics: function ( delta ) {
+
+			if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
+
+			var physics = this._getMasterPhysics();
+
+			if ( physics === null ) return;
+
+			for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
+
+				var p = this.meshes[ i ].physics;
+
+				if ( p !== null && p !== undefined ) {
+
+					p.updateRigidBodies();
+
+				}
+
+			}
+
+			physics.stepSimulation( delta );
+
+			for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
+
+				var p = this.meshes[ i ].physics;
+
+				if ( p !== null && p !== undefined ) {
+
+					p.updateBones();
+
+				}
+
+			}
+
+		}
+
+	};
+
+	//
+
+	/**
+	 * @param {THREE.Audio} audio
+	 * @param {Object} params - (optional)
+	 * @param {Nuumber} params.delayTime
+	 */
+	function AudioManager( audio, params ) {
+
+		params = params || {};
+
+		this.audio = audio;
+
+		this.elapsedTime = 0.0;
+		this.currentTime = 0.0;
+		this.delayTime = params.delayTime !== undefined
+			? params.delayTime : 0.0;
+
+		this.audioDuration = this.audio.buffer.duration;
+		this.duration = this.audioDuration + this.delayTime;
+
+	}
+
+	AudioManager.prototype = {
+
+		constructor: AudioManager,
+
+		/**
+		 * @param {Number} delta
+		 * @return {AudioManager}
+		 */
+		control: function ( delta ) {
+
+			this.elapsed += delta;
+			this.currentTime += delta;
+
+			if ( this._shouldStopAudio() ) this.audio.stop();
+			if ( this._shouldStartAudio() ) this.audio.play();
+
+			return this;
+
+		},
+
+		// private methods
+
+		_shouldStartAudio: function () {
+
+			if ( this.audio.isPlaying ) return false;
+
+			while ( this.currentTime >= this.duration ) {
+
+				this.currentTime -= this.duration;
+
+			}
+
+			if ( this.currentTime < this.delayTime ) return false;
+
+			// 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
+			if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;
+
+			this.audio.startTime = this.currentTime - this.delayTime;
+
+			return true;
+
+		},
+
+		_shouldStopAudio: function () {
+
+			return this.audio.isPlaying &&
+				this.currentTime >= this.duration;
+
+		}
+
+	};
+
+	/**
+	 * @param {THREE.SkinnedMesh} mesh
+	 * @param {Array<Object>} grants
+	 */
+	function GrantSolver( mesh, grants ) {
+
+		this.mesh = mesh;
+		this.grants = grants || [];
+
+	}
+
+	GrantSolver.prototype = {
+
+		constructor: GrantSolver,
+
+		/**
+		 * @return {GrantSolver}
+		 */
+		update: function () {
+
+			var quaternion = new Quaternion();
+
+			return function () {
+
+				var bones = this.mesh.skeleton.bones;
+				var grants = this.grants;
+
+				for ( var i = 0, il = grants.length; i < il; i ++ ) {
+
+					var grant = grants[ i ];
+					var bone = bones[ grant.index ];
+					var parentBone = bones[ grant.parentIndex ];
+
+					if ( grant.isLocal ) {
+
+						// TODO: implement
+						if ( grant.affectPosition ) {
+
+						}
+
+						// TODO: implement
+						if ( grant.affectRotation ) {
+
+						}
+
+					} else {
+
+						// TODO: implement
+						if ( grant.affectPosition ) {
+
+						}
+
+						if ( grant.affectRotation ) {
+
+							quaternion.set( 0, 0, 0, 1 );
+							quaternion.slerp( parentBone.quaternion, grant.ratio );
+							bone.quaternion.multiply( quaternion );
+
+						}
+
+					}
+
+				}
+
+				return this;
+
+			};
+
+		}()
+
+	};
+
+	return MMDAnimationHelper;
+
+} )();
+
+export { MMDAnimationHelper };

+ 1 - 0
utils/modularize.js

@@ -12,6 +12,7 @@ var dstFolder = __dirname + '/../examples/jsm/';
 var files = [
 	{ path: 'animation/AnimationClipCreator.js', dependencies: [], ignoreList: [] },
 	{ path: 'animation/CCDIKSolver.js', dependencies: [], ignoreList: [ 'SkinnedMesh' ] },
+	{ path: 'animation/MMDAnimationHelper.js', dependencies: [ { name: 'CCDIKSolver', path: 'animation/CCDIKSolver.js' }, { name: 'MMDPhysics', path: 'animation/MMDPhysics.js' } ], ignoreList: [ 'AnimationClip', 'Audio', 'Camera', 'SkinnedMesh' ] },
 	{ path: 'animation/MMDPhysics.js', dependencies: [], ignoreList: [ 'SkinnedMesh' ] },
 	{ path: 'animation/TimelinerController.js', dependencies: [], ignoreList: [] },