MMDLoader.js 59 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - mmd-parser https://github.com/takahirox/mmd-parser
  6. * - ammo.js https://github.com/kripken/ammo.js
  7. * - THREE.TGALoader
  8. * - THREE.MMDPhysics
  9. * - THREE.CCDIKSolver
  10. * - THREE.OutlineEffect
  11. *
  12. *
  13. * This loader loads and parses PMD/PMX and VMD binary files
  14. * then creates mesh for Three.js.
  15. *
  16. * PMD/PMX is a model data format and VMD is a motion data format
  17. * used in MMD(Miku Miku Dance).
  18. *
  19. * MMD is a 3D CG animation tool which is popular in Japan.
  20. *
  21. *
  22. * MMD official site
  23. * http://www.geocities.jp/higuchuu4/index_e.htm
  24. *
  25. * PMD, VMD format
  26. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  27. *
  28. * PMX format
  29. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  30. *
  31. *
  32. * TODO
  33. * - light motion in vmd support.
  34. * - SDEF support.
  35. * - uv/material/bone morphing support.
  36. * - more precise grant skinning support.
  37. * - shadow support.
  38. */
  39. THREE.MMDLoader = function ( manager ) {
  40. THREE.Loader.call( this );
  41. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  42. this.parser = new MMDParser.Parser();
  43. this.textureCrossOrigin = null;
  44. };
  45. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  46. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  47. /*
  48. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp
  49. * Users don't need to prepare default texture files.
  50. *
  51. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  52. */
  53. THREE.MMDLoader.prototype.defaultToonTextures = [
  54. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  55. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  56. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  57. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  58. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  59. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  60. '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=',
  61. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  62. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  63. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  64. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  65. ];
  66. /*
  67. * Set 'anonymous' for the the texture image file in other domain
  68. * even if server responds with "Access-Control-Allow-Origin: *"
  69. * because some image operation fails in MMDLoader.
  70. */
  71. THREE.MMDLoader.prototype.setTextureCrossOrigin = function ( value ) {
  72. this.textureCrossOrigin = value;
  73. };
  74. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  75. var scope = this;
  76. this.loadModel( modelUrl, function ( mesh ) {
  77. scope.loadVmds( vmdUrls, function ( vmd ) {
  78. scope.pourVmdIntoModel( mesh, vmd );
  79. callback( mesh );
  80. }, onProgress, onError );
  81. }, onProgress, onError );
  82. };
  83. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  84. var scope = this;
  85. var texturePath = this.extractUrlBase( url );
  86. var modelExtension = this.extractExtension( url );
  87. this.loadFileAsBuffer( url, function ( buffer ) {
  88. callback( scope.createModel( buffer, modelExtension, texturePath, onProgress, onError ) );
  89. }, onProgress, onError );
  90. };
  91. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath, onProgress, onError ) {
  92. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath, onProgress, onError );
  93. };
  94. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  95. var scope = this;
  96. this.loadFileAsBuffer( url, function ( buffer ) {
  97. callback( scope.parseVmd( buffer ) );
  98. }, onProgress, onError );
  99. };
  100. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  101. var scope = this;
  102. var vmds = [];
  103. urls = urls.slice();
  104. function run () {
  105. var url = urls.shift();
  106. scope.loadVmd( url, function ( vmd ) {
  107. vmds.push( vmd );
  108. if ( urls.length > 0 ) {
  109. run();
  110. } else {
  111. callback( scope.mergeVmds( vmds ) );
  112. }
  113. }, onProgress, onError );
  114. }
  115. run();
  116. };
  117. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  118. var listener = new THREE.AudioListener();
  119. var audio = new THREE.Audio( listener );
  120. var loader = new THREE.AudioLoader( this.manager );
  121. loader.load( url, function ( buffer ) {
  122. audio.setBuffer( buffer );
  123. callback( audio, listener );
  124. }, onProgress, onError );
  125. };
  126. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  127. var scope = this;
  128. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  129. func( url, function ( text ) {
  130. callback( scope.parseVpd( text ) );
  131. }, onProgress, onError );
  132. };
  133. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  134. // Should I judge from model data header?
  135. switch( modelExtension.toLowerCase() ) {
  136. case 'pmd':
  137. return this.parsePmd( buffer );
  138. case 'pmx':
  139. return this.parsePmx( buffer );
  140. default:
  141. throw 'extension ' + modelExtension + ' is not supported.';
  142. }
  143. };
  144. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  145. return this.parser.parsePmd( buffer, true );
  146. };
  147. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  148. return this.parser.parsePmx( buffer, true );
  149. };
  150. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  151. return this.parser.parseVmd( buffer, true );
  152. };
  153. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  154. return this.parser.parseVpd( text, true );
  155. };
  156. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  157. return this.parser.mergeVmds( vmds );
  158. };
  159. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  160. this.createAnimation( mesh, vmd, name );
  161. };
  162. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  163. var helper = new THREE.MMDLoader.DataCreationHelper();
  164. var initAnimation = function () {
  165. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  166. var times = [];
  167. var centers = [];
  168. var quaternions = [];
  169. var positions = [];
  170. var fovs = [];
  171. var cInterpolations = [];
  172. var qInterpolations = [];
  173. var pInterpolations = [];
  174. var fInterpolations = [];
  175. var quaternion = new THREE.Quaternion();
  176. var euler = new THREE.Euler();
  177. var position = new THREE.Vector3();
  178. var center = new THREE.Vector3();
  179. var pushVector3 = function ( array, vec ) {
  180. array.push( vec.x );
  181. array.push( vec.y );
  182. array.push( vec.z );
  183. };
  184. var pushQuaternion = function ( array, q ) {
  185. array.push( q.x );
  186. array.push( q.y );
  187. array.push( q.z );
  188. array.push( q.w );
  189. };
  190. var pushInterpolation = function ( array, interpolation, index ) {
  191. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  192. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  193. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  194. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  195. };
  196. var createTrack = function ( node, type, times, values, interpolations ) {
  197. /*
  198. * optimizes here not to let KeyframeTrackPrototype optimize
  199. * because KeyframeTrackPrototype optimizes times and values but
  200. * doesn't optimize interpolations.
  201. */
  202. if ( times.length > 2 ) {
  203. times = times.slice();
  204. values = values.slice();
  205. interpolations = interpolations.slice();
  206. var stride = values.length / times.length;
  207. var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
  208. var index = 1;
  209. for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  210. for ( var i = 0; i < stride; i ++ ) {
  211. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  212. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  213. index ++;
  214. break;
  215. }
  216. }
  217. if ( aheadIndex > index ) {
  218. times[ index ] = times[ aheadIndex ];
  219. for ( var i = 0; i < stride; i ++ ) {
  220. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  221. }
  222. for ( var i = 0; i < interpolateStride; i ++ ) {
  223. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  224. }
  225. }
  226. }
  227. times.length = index + 1;
  228. values.length = ( index + 1 ) * stride;
  229. interpolations.length = ( index + 1 ) * interpolateStride;
  230. }
  231. return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
  232. };
  233. for ( var i = 0; i < orderedMotions.length; i++ ) {
  234. var m = orderedMotions[ i ];
  235. var time = m.frameNum / 30;
  236. var pos = m.position;
  237. var rot = m.rotation;
  238. var distance = m.distance;
  239. var fov = m.fov;
  240. var interpolation = m.interpolation;
  241. position.set( 0, 0, -distance );
  242. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  243. euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
  244. quaternion.setFromEuler( euler );
  245. position.add( center );
  246. position.applyQuaternion( quaternion );
  247. /*
  248. * Note: This is a workaround not to make Animation system calculate lerp
  249. * if the diff from the last frame is 1 frame (in 30fps).
  250. */
  251. if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
  252. times[ times.length - 1 ] = time - 1e-13;
  253. }
  254. times.push( time );
  255. pushVector3( centers, center );
  256. pushQuaternion( quaternions, quaternion );
  257. pushVector3( positions, position );
  258. fovs.push( fov );
  259. for ( var j = 0; j < 3; j ++ ) {
  260. pushInterpolation( cInterpolations, interpolation, j );
  261. }
  262. pushInterpolation( qInterpolations, interpolation, 3 );
  263. // use same one parameter for x, y, z axis.
  264. for ( var j = 0; j < 3; j ++ ) {
  265. pushInterpolation( pInterpolations, interpolation, 4 );
  266. }
  267. pushInterpolation( fInterpolations, interpolation, 5 );
  268. }
  269. if ( times.length === 0 ) return;
  270. var tracks = [];
  271. tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
  272. tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
  273. tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
  274. tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
  275. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  276. if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
  277. if ( camera.animations === undefined ) camera.animations = [];
  278. camera.animations.push( clip );
  279. };
  280. initAnimation();
  281. };
  282. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  283. var index = url.lastIndexOf( '.' );
  284. if ( index < 0 ) {
  285. return null;
  286. }
  287. return url.slice( index + 1 );
  288. };
  289. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  290. var loader = new THREE.FileLoader( this.manager );
  291. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  292. loader.setResponseType( responseType );
  293. var request = loader.load( url, function ( result ) {
  294. onLoad( result );
  295. }, onProgress, onError );
  296. return request;
  297. };
  298. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  299. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  300. };
  301. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  302. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  303. };
  304. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  305. this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  306. };
  307. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  308. var scope = this;
  309. var geometry = new THREE.BufferGeometry();
  310. var materials = [];
  311. var helper = new THREE.MMDLoader.DataCreationHelper();
  312. var buffer = {};
  313. buffer.vertices = [];
  314. buffer.uvs = [];
  315. buffer.normals = [];
  316. buffer.skinIndices = [];
  317. buffer.skinWeights = [];
  318. buffer.indices = [];
  319. var initVartices = function () {
  320. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  321. var v = model.vertices[ i ];
  322. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  323. buffer.vertices.push( v.position[ j ] );
  324. }
  325. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  326. buffer.normals.push( v.normal[ j ] );
  327. }
  328. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  329. buffer.uvs.push( v.uv[ j ] );
  330. }
  331. for ( var j = 0; j < 4; j ++ ) {
  332. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  333. }
  334. for ( var j = 0; j < 4; j ++ ) {
  335. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  336. }
  337. }
  338. };
  339. var initFaces = function () {
  340. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  341. var f = model.faces[ i ];
  342. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  343. buffer.indices.push( f.indices[ j ] );
  344. }
  345. }
  346. };
  347. var initBones = function () {
  348. var bones = [];
  349. var rigidBodies = model.rigidBodies;
  350. var dictionary = {};
  351. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  352. var body = rigidBodies[ i ];
  353. var value = dictionary[ body.boneIndex ];
  354. // keeps greater number if already value is set without any special reasons
  355. value = value === undefined ? body.type : Math.max( body.type, value );
  356. dictionary[ body.boneIndex ] = value;
  357. }
  358. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  359. var bone = {};
  360. var b = model.bones[ i ];
  361. bone.parent = b.parentIndex;
  362. bone.name = b.name;
  363. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  364. bone.rotq = [ 0, 0, 0, 1 ];
  365. bone.scl = [ 1, 1, 1 ];
  366. if ( bone.parent !== -1 ) {
  367. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  368. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  369. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  370. }
  371. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  372. bones.push( bone );
  373. }
  374. geometry.bones = bones;
  375. };
  376. var initIKs = function () {
  377. var iks = [];
  378. // TODO: remove duplicated codes between PMD and PMX
  379. if ( model.metadata.format === 'pmd' ) {
  380. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  381. var ik = model.iks[i];
  382. var param = {};
  383. param.target = ik.target;
  384. param.effector = ik.effector;
  385. param.iteration = ik.iteration;
  386. param.maxAngle = ik.maxAngle * 4;
  387. param.links = [];
  388. for ( var j = 0; j < ik.links.length; j++ ) {
  389. var link = {};
  390. link.index = ik.links[ j ].index;
  391. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  392. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  393. }
  394. param.links.push( link );
  395. }
  396. iks.push( param );
  397. }
  398. } else {
  399. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  400. var b = model.bones[ i ];
  401. var ik = b.ik;
  402. if ( ik === undefined ) {
  403. continue;
  404. }
  405. var param = {};
  406. param.target = i;
  407. param.effector = ik.effector;
  408. param.iteration = ik.iteration;
  409. param.maxAngle = ik.maxAngle;
  410. param.links = [];
  411. for ( var j = 0; j < ik.links.length; j++ ) {
  412. var link = {};
  413. link.index = ik.links[ j ].index;
  414. link.enabled = true;
  415. if ( ik.links[ j ].angleLimitation === 1 ) {
  416. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  417. // TODO: use limitation angles
  418. // link.lowerLimitationAngle;
  419. // link.upperLimitationAngle;
  420. }
  421. param.links.push( link );
  422. }
  423. iks.push( param );
  424. }
  425. }
  426. geometry.iks = iks;
  427. };
  428. var initGrants = function () {
  429. if ( model.metadata.format === 'pmd' ) {
  430. return;
  431. }
  432. var grants = [];
  433. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  434. var b = model.bones[ i ];
  435. var grant = b.grant;
  436. if ( grant === undefined ) {
  437. continue;
  438. }
  439. var param = {};
  440. param.index = i;
  441. param.parentIndex = grant.parentIndex;
  442. param.ratio = grant.ratio;
  443. param.isLocal = grant.isLocal;
  444. param.affectRotation = grant.affectRotation;
  445. param.affectPosition = grant.affectPosition;
  446. param.transformationClass = b.transformationClass;
  447. grants.push( param );
  448. }
  449. grants.sort( function ( a, b ) {
  450. return a.transformationClass - b.transformationClass;
  451. } );
  452. geometry.grants = grants;
  453. };
  454. var initMorphs = function () {
  455. function updateVertex( attribute, index, v, ratio ) {
  456. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  457. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  458. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  459. }
  460. function updateVertices( attribute, m, ratio ) {
  461. for ( var i = 0; i < m.elementCount; i++ ) {
  462. var v = m.elements[ i ];
  463. var index;
  464. if ( model.metadata.format === 'pmd' ) {
  465. index = model.morphs[ 0 ].elements[ v.index ].index;
  466. } else {
  467. index = v.index;
  468. }
  469. updateVertex( attribute, index, v, ratio );
  470. }
  471. }
  472. var morphTargets = [];
  473. var attributes = [];
  474. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  475. var m = model.morphs[ i ];
  476. var params = { name: m.name };
  477. var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
  478. attribute.name = m.name;
  479. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  480. attribute.array[ j ] = buffer.vertices[ j ];
  481. }
  482. if ( model.metadata.format === 'pmd' ) {
  483. if ( i !== 0 ) {
  484. updateVertices( attribute, m, 1.0 );
  485. }
  486. } else {
  487. if ( m.type === 0 ) { // group
  488. for ( var j = 0; j < m.elementCount; j++ ) {
  489. var m2 = model.morphs[ m.elements[ j ].index ];
  490. var ratio = m.elements[ j ].ratio;
  491. if ( m2.type === 1 ) {
  492. updateVertices( attribute, m2, ratio );
  493. } else {
  494. // TODO: implement
  495. }
  496. }
  497. } else if ( m.type === 1 ) { // vertex
  498. updateVertices( attribute, m, 1.0 );
  499. } else if ( m.type === 2 ) { // bone
  500. // TODO: implement
  501. } else if ( m.type === 3 ) { // uv
  502. // TODO: implement
  503. } else if ( m.type === 4 ) { // additional uv1
  504. // TODO: implement
  505. } else if ( m.type === 5 ) { // additional uv2
  506. // TODO: implement
  507. } else if ( m.type === 6 ) { // additional uv3
  508. // TODO: implement
  509. } else if ( m.type === 7 ) { // additional uv4
  510. // TODO: implement
  511. } else if ( m.type === 8 ) { // material
  512. // TODO: implement
  513. }
  514. }
  515. morphTargets.push( params );
  516. attributes.push( attribute );
  517. }
  518. geometry.morphTargets = morphTargets;
  519. geometry.morphAttributes.position = attributes;
  520. };
  521. var initMaterials = function () {
  522. var textures = {};
  523. var textureLoader = new THREE.TextureLoader( scope.manager );
  524. var tgaLoader = new THREE.TGALoader( scope.manager );
  525. var canvas = document.createElement( 'canvas' );
  526. var context = canvas.getContext( '2d' );
  527. var offset = 0;
  528. var materialParams = [];
  529. if ( scope.textureCrossOrigin !== null ) textureLoader.setCrossOrigin( scope.textureCrossOrigin );
  530. function loadTexture ( filePath, params ) {
  531. if ( params === undefined ) {
  532. params = {};
  533. }
  534. var fullPath;
  535. if ( params.defaultTexturePath === true ) {
  536. try {
  537. fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
  538. } catch ( e ) {
  539. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' );
  540. fullPath = scope.defaultToonTextures[ 0 ];
  541. }
  542. } else {
  543. fullPath = texturePath + filePath;
  544. }
  545. if ( textures[ fullPath ] !== undefined ) return fullPath;
  546. var loader = THREE.Loader.Handlers.get( fullPath );
  547. if ( loader === null ) {
  548. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  549. }
  550. var texture = loader.load( fullPath, function ( t ) {
  551. // MMD toon texture is Axis-Y oriented
  552. // but Three.js gradient map is Axis-X oriented.
  553. // So here replaces the toon texture image with the rotated one.
  554. if ( params.isToonTexture === true ) {
  555. var image = t.image;
  556. var width = image.width;
  557. var height = image.height;
  558. canvas.width = width;
  559. canvas.height = height;
  560. context.clearRect( 0, 0, width, height );
  561. context.translate( width / 2.0, height / 2.0 );
  562. context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  563. context.translate( -width / 2.0, -height / 2.0 );
  564. context.drawImage( image, 0, 0 );
  565. t.image = context.getImageData( 0, 0, width, height );
  566. }
  567. t.flipY = false;
  568. t.wrapS = THREE.RepeatWrapping;
  569. t.wrapT = THREE.RepeatWrapping;
  570. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  571. texture.readyCallbacks[ i ]( texture );
  572. }
  573. delete texture.readyCallbacks;
  574. }, onProgress, onError );
  575. if ( params.sphericalReflectionMapping === true ) {
  576. texture.mapping = THREE.SphericalReflectionMapping;
  577. }
  578. texture.readyCallbacks = [];
  579. textures[ fullPath ] = texture;
  580. return fullPath;
  581. }
  582. function getTexture( name, textures ) {
  583. if ( textures[ name ] === undefined ) {
  584. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  585. }
  586. return textures[ name ];
  587. }
  588. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  589. var m = model.materials[ i ];
  590. var params = {};
  591. params.faceOffset = offset;
  592. params.faceNum = m.faceCount;
  593. offset += m.faceCount;
  594. params.name = m.name;
  595. /*
  596. * Color
  597. *
  598. * MMD MeshToonMaterial
  599. * diffuse - color
  600. * specular - specular
  601. * ambient - emissive * a
  602. * (a = 1.0 without map texture or 0.2 with map texture)
  603. *
  604. * MeshToonMaterial doesn't have ambient. Set it to emissive instead.
  605. * It'll be too bright if material has map texture so using coef 0.2.
  606. */
  607. params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
  608. params.opacity = m.diffuse[ 3 ];
  609. params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
  610. params.shininess = m.shininess;
  611. if ( params.opacity === 1.0 ) {
  612. params.side = THREE.FrontSide;
  613. params.transparent = false;
  614. } else {
  615. params.side = THREE.DoubleSide;
  616. params.transparent = true;
  617. }
  618. if ( model.metadata.format === 'pmd' ) {
  619. if ( m.fileName ) {
  620. var fileName = m.fileName;
  621. var fileNames = [];
  622. var index = fileName.lastIndexOf( '*' );
  623. if ( index >= 0 ) {
  624. fileNames.push( fileName.slice( 0, index ) );
  625. fileNames.push( fileName.slice( index + 1 ) );
  626. } else {
  627. fileNames.push( fileName );
  628. }
  629. for ( var j = 0; j < fileNames.length; j++ ) {
  630. var n = fileNames[ j ];
  631. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  632. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  633. if ( n.indexOf( '.sph' ) >= 0 ) {
  634. params.envMapType = THREE.MultiplyOperation;
  635. } else {
  636. params.envMapType = THREE.AddOperation;
  637. }
  638. } else {
  639. params.map = loadTexture( n );
  640. }
  641. }
  642. }
  643. } else {
  644. if ( m.textureIndex !== -1 ) {
  645. var n = model.textures[ m.textureIndex ];
  646. params.map = loadTexture( n );
  647. }
  648. // TODO: support m.envFlag === 3
  649. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  650. var n = model.textures[ m.envTextureIndex ];
  651. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  652. if ( m.envFlag === 1 ) {
  653. params.envMapType = THREE.MultiplyOperation;
  654. } else {
  655. params.envMapType = THREE.AddOperation;
  656. }
  657. }
  658. }
  659. var coef = ( params.map === undefined ) ? 1.0 : 0.2;
  660. params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
  661. materialParams.push( params );
  662. }
  663. for ( var i = 0; i < materialParams.length; i++ ) {
  664. var p = materialParams[ i ];
  665. var p2 = model.materials[ i ];
  666. var m = new THREE.MeshToonMaterial();
  667. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  668. if ( p.name !== undefined ) m.name = p.name;
  669. m.skinning = geometry.bones.length > 0 ? true : false;
  670. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  671. m.lights = true;
  672. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  673. m.transparent = p.transparent;
  674. m.fog = true;
  675. m.blending = THREE.CustomBlending;
  676. m.blendSrc = THREE.SrcAlphaFactor;
  677. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  678. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  679. m.blendDstAlpha = THREE.DstAlphaFactor;
  680. if ( p.map !== undefined ) {
  681. m.faceOffset = p.faceOffset;
  682. m.faceNum = p.faceNum;
  683. // Check if this part of the texture image the material uses requires transparency
  684. function checkTextureTransparency ( m ) {
  685. m.map.readyCallbacks.push( function ( t ) {
  686. // Is there any efficient ways?
  687. function createImageData ( image ) {
  688. var c = document.createElement( 'canvas' );
  689. c.width = image.width;
  690. c.height = image.height;
  691. var ctx = c.getContext( '2d' );
  692. ctx.drawImage( image, 0, 0 );
  693. return ctx.getImageData( 0, 0, c.width, c.height );
  694. }
  695. function detectTextureTransparency( image, uvs, indices ) {
  696. var width = image.width;
  697. var height = image.height;
  698. var data = image.data;
  699. var threshold = 253;
  700. if ( data.length / ( width * height ) !== 4 ) {
  701. return false;
  702. }
  703. for ( var i = 0; i < indices.length; i += 3 ) {
  704. var centerUV = { x: 0.0, y: 0.0 };
  705. for ( var j = 0; j < 3; j++ ) {
  706. var index = indices[ i * 3 + j ];
  707. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  708. if ( getAlphaByUv( image, uv ) < threshold ) {
  709. return true;
  710. }
  711. centerUV.x += uv.x;
  712. centerUV.y += uv.y;
  713. }
  714. centerUV.x /= 3;
  715. centerUV.y /= 3;
  716. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  717. return true;
  718. }
  719. }
  720. return false;
  721. }
  722. /*
  723. * This method expects
  724. * t.flipY = false
  725. * t.wrapS = THREE.RepeatWrapping
  726. * t.wrapT = THREE.RepeatWrapping
  727. * TODO: more precise
  728. */
  729. function getAlphaByUv ( image, uv ) {
  730. var width = image.width;
  731. var height = image.height;
  732. var x = Math.round( uv.x * width ) % width;
  733. var y = Math.round( uv.y * height ) % height;
  734. if ( x < 0 ) {
  735. x += width;
  736. }
  737. if ( y < 0 ) {
  738. y += height;
  739. }
  740. var index = y * width + x;
  741. return image.data[ index * 4 + 3 ];
  742. }
  743. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  744. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  745. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  746. delete m.faceOffset;
  747. delete m.faceNum;
  748. } );
  749. }
  750. m.map = getTexture( p.map, textures );
  751. checkTextureTransparency( m );
  752. }
  753. if ( p.envMap !== undefined ) {
  754. m.envMap = getTexture( p.envMap, textures );
  755. m.combine = p.envMapType;
  756. }
  757. m.opacity = p.opacity;
  758. m.color = p.color;
  759. if ( p.emissive !== undefined ) {
  760. m.emissive = p.emissive;
  761. }
  762. m.specular = p.specular;
  763. m.shininess = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  764. if ( model.metadata.format === 'pmd' ) {
  765. function isDefaultToonTexture ( n ) {
  766. if ( n.length !== 10 ) {
  767. return false;
  768. }
  769. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  770. }
  771. // parameters for OutlineEffect
  772. m.outlineParameters = {
  773. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  774. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  775. alpha: 1.0
  776. };
  777. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  778. var toonFileName = ( p2.toonIndex === -1 ) ? 'toon00.bmp' : model.toonTextures[ p2.toonIndex ].fileName;
  779. var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToonTexture( toonFileName ) } );
  780. m.gradientMap = getTexture( uuid, textures );
  781. } else {
  782. // parameters for OutlineEffect
  783. m.outlineParameters = {
  784. thickness: p2.edgeSize / 300,
  785. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  786. alpha: p2.edgeColor[ 3 ]
  787. };
  788. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  789. var toonFileName, isDefaultToon;
  790. if ( p2.toonIndex === -1 || p2.toonFlag !== 0 ) {
  791. var num = p2.toonIndex + 1;
  792. toonFileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  793. isDefaultToon = true;
  794. } else {
  795. toonFileName = model.textures[ p2.toonIndex ];
  796. isDefaultToon = false;
  797. }
  798. var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToon } );
  799. m.gradientMap = getTexture( uuid, textures );
  800. }
  801. materials.push( m );
  802. }
  803. if ( model.metadata.format === 'pmx' ) {
  804. function checkAlphaMorph ( morph, elements ) {
  805. if ( morph.type !== 8 ) {
  806. return;
  807. }
  808. for ( var i = 0; i < elements.length; i++ ) {
  809. var e = elements[ i ];
  810. if ( e.index === -1 ) {
  811. continue;
  812. }
  813. var m = materials[ e.index ];
  814. if ( m.opacity !== e.diffuse[ 3 ] ) {
  815. m.transparent = true;
  816. }
  817. }
  818. }
  819. for ( var i = 0; i < model.morphs.length; i++ ) {
  820. var morph = model.morphs[ i ];
  821. var elements = morph.elements;
  822. if ( morph.type === 0 ) {
  823. for ( var j = 0; j < elements.length; j++ ) {
  824. var morph2 = model.morphs[ elements[ j ].index ];
  825. var elements2 = morph2.elements;
  826. checkAlphaMorph( morph2, elements2 );
  827. }
  828. } else {
  829. checkAlphaMorph( morph, elements );
  830. }
  831. }
  832. }
  833. };
  834. var initPhysics = function () {
  835. var rigidBodies = [];
  836. var constraints = [];
  837. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  838. var b = model.rigidBodies[ i ];
  839. var keys = Object.keys( b );
  840. var p = {};
  841. for ( var j = 0; j < keys.length; j++ ) {
  842. var key = keys[ j ];
  843. p[ key ] = b[ key ];
  844. }
  845. /*
  846. * RigidBody position parameter in PMX seems global position
  847. * while the one in PMD seems offset from corresponding bone.
  848. * So unify being offset.
  849. */
  850. if ( model.metadata.format === 'pmx' ) {
  851. if ( p.boneIndex !== -1 ) {
  852. var bone = model.bones[ p.boneIndex ];
  853. p.position[ 0 ] -= bone.position[ 0 ];
  854. p.position[ 1 ] -= bone.position[ 1 ];
  855. p.position[ 2 ] -= bone.position[ 2 ];
  856. }
  857. }
  858. rigidBodies.push( p );
  859. }
  860. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  861. var c = model.constraints[ i ];
  862. var keys = Object.keys( c );
  863. var p = {};
  864. for ( var j = 0; j < keys.length; j++ ) {
  865. var key = keys[ j ];
  866. p[ key ] = c[ key ];
  867. }
  868. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  869. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  870. /*
  871. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  872. */
  873. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  874. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  875. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  876. bodyB.type = 1;
  877. }
  878. }
  879. constraints.push( p );
  880. }
  881. geometry.rigidBodies = rigidBodies;
  882. geometry.constraints = constraints;
  883. };
  884. var initGeometry = function () {
  885. geometry.setIndex( buffer.indices );
  886. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
  887. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
  888. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
  889. geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
  890. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
  891. geometry.computeBoundingSphere();
  892. geometry.mmdFormat = model.metadata.format;
  893. };
  894. initVartices();
  895. initFaces();
  896. initBones();
  897. initIKs();
  898. initGrants();
  899. initMorphs();
  900. initMaterials();
  901. initPhysics();
  902. initGeometry();
  903. var mesh = new THREE.SkinnedMesh( geometry, materials );
  904. // console.log( mesh ); // for console debug
  905. return mesh;
  906. };
  907. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  908. var helper = new THREE.MMDLoader.DataCreationHelper();
  909. var initMotionAnimations = function () {
  910. if ( vmd.metadata.motionCount === 0 ) {
  911. return;
  912. }
  913. var bones = mesh.geometry.bones;
  914. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  915. var tracks = [];
  916. var pushInterpolation = function ( array, interpolation, index ) {
  917. array.push( interpolation[ index + 0 ] / 127 ); // x1
  918. array.push( interpolation[ index + 8 ] / 127 ); // x2
  919. array.push( interpolation[ index + 4 ] / 127 ); // y1
  920. array.push( interpolation[ index + 12 ] / 127 ); // y2
  921. };
  922. for ( var i = 0; i < orderedMotions.length; i++ ) {
  923. var times = [];
  924. var positions = [];
  925. var rotations = [];
  926. var pInterpolations = [];
  927. var rInterpolations = [];
  928. var bone = bones[ i ];
  929. var array = orderedMotions[ i ];
  930. for ( var j = 0; j < array.length; j++ ) {
  931. var time = array[ j ].frameNum / 30;
  932. var pos = array[ j ].position;
  933. var rot = array[ j ].rotation;
  934. var interpolation = array[ j ].interpolation;
  935. times.push( time );
  936. for ( var k = 0; k < 3; k ++ ) {
  937. positions.push( bone.pos[ k ] + pos[ k ] );
  938. }
  939. for ( var k = 0; k < 4; k ++ ) {
  940. rotations.push( rot[ k ] );
  941. }
  942. for ( var k = 0; k < 3; k ++ ) {
  943. pushInterpolation( pInterpolations, interpolation, k );
  944. }
  945. pushInterpolation( rInterpolations, interpolation, 3 );
  946. }
  947. if ( times.length === 0 ) continue;
  948. var boneName = '.bones[' + bone.name + ']';
  949. tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
  950. tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
  951. }
  952. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  953. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  954. mesh.geometry.animations.push( clip );
  955. };
  956. var initMorphAnimations = function () {
  957. if ( vmd.metadata.morphCount === 0 ) {
  958. return;
  959. }
  960. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  961. var tracks = [];
  962. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  963. var times = [];
  964. var values = [];
  965. var array = orderedMorphs[ i ];
  966. for ( var j = 0; j < array.length; j++ ) {
  967. times.push( array[ j ].frameNum / 30 );
  968. values.push( array[ j ].weight );
  969. }
  970. if ( times.length === 0 ) continue;
  971. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  972. }
  973. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  974. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  975. mesh.geometry.animations.push( clip );
  976. };
  977. initMotionAnimations();
  978. initMorphAnimations();
  979. };
  980. THREE.MMDLoader.DataCreationHelper = function () {
  981. };
  982. THREE.MMDLoader.DataCreationHelper.prototype = {
  983. constructor: THREE.MMDLoader.DataCreationHelper,
  984. /*
  985. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  986. * In such a case, use this method to convert it to Unicode hex charcode strings,
  987. * like 'あいう' -> '0x30420x30440x3046'
  988. */
  989. toCharcodeStrings: function ( s ) {
  990. var str = '';
  991. for ( var i = 0; i < s.length; i++ ) {
  992. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  993. }
  994. return str;
  995. },
  996. createDictionary: function ( array ) {
  997. var dict = {};
  998. for ( var i = 0; i < array.length; i++ ) {
  999. dict[ array[ i ].name ] = i;
  1000. }
  1001. return dict;
  1002. },
  1003. initializeMotionArrays: function ( array ) {
  1004. var result = [];
  1005. for ( var i = 0; i < array.length; i++ ) {
  1006. result[ i ] = [];
  1007. }
  1008. return result;
  1009. },
  1010. sortMotionArray: function ( array ) {
  1011. array.sort( function ( a, b ) {
  1012. return a.frameNum - b.frameNum;
  1013. } ) ;
  1014. },
  1015. sortMotionArrays: function ( arrays ) {
  1016. for ( var i = 0; i < arrays.length; i++ ) {
  1017. this.sortMotionArray( arrays[ i ] );
  1018. }
  1019. },
  1020. createMotionArray: function ( array ) {
  1021. var result = [];
  1022. for ( var i = 0; i < array.length; i++ ) {
  1023. result.push( array[ i ] );
  1024. }
  1025. return result;
  1026. },
  1027. createMotionArrays: function ( array, result, dict, key ) {
  1028. for ( var i = 0; i < array.length; i++ ) {
  1029. var a = array[ i ];
  1030. var num = dict[ a[ key ] ];
  1031. if ( num === undefined ) {
  1032. continue;
  1033. }
  1034. result[ num ].push( a );
  1035. }
  1036. },
  1037. createOrderedMotionArray: function ( array ) {
  1038. var result = this.createMotionArray( array );
  1039. this.sortMotionArray( result );
  1040. return result;
  1041. },
  1042. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1043. var dict = this.createDictionary( targetArray );
  1044. var result = this.initializeMotionArrays( targetArray );
  1045. this.createMotionArrays( motionArray, result, dict, key );
  1046. this.sortMotionArrays( result );
  1047. return result;
  1048. }
  1049. };
  1050. /*
  1051. * extends existing KeyframeTrack for bone and camera animation.
  1052. * - use Float64Array for times
  1053. * - use Cubic Bezier curves interpolation
  1054. */
  1055. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1056. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1057. THREE.VectorKeyframeTrack.call( this, name, times, values );
  1058. };
  1059. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1060. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1061. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1062. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1063. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1064. };
  1065. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1066. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1067. };
  1068. THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1069. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1070. THREE.QuaternionKeyframeTrack.call( this, name, times, values );
  1071. };
  1072. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
  1073. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
  1074. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1075. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1076. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1077. };
  1078. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1079. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1080. };
  1081. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1082. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1083. THREE.NumberKeyframeTrack.call( this, name, times, values );
  1084. };
  1085. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1086. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1087. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1088. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1089. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1090. };
  1091. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1092. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1093. };
  1094. THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1095. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1096. this.params = params;
  1097. }
  1098. THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
  1099. THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
  1100. THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
  1101. var result = this.resultBuffer;
  1102. var values = this.sampleValues;
  1103. var stride = this.valueSize;
  1104. var offset1 = i1 * stride;
  1105. var offset0 = offset1 - stride;
  1106. var weight1 = ( t - t0 ) / ( t1 - t0 );
  1107. if ( stride === 4 ) { // Quaternion
  1108. var x1 = this.params[ i1 * 4 + 0 ];
  1109. var x2 = this.params[ i1 * 4 + 1 ];
  1110. var y1 = this.params[ i1 * 4 + 2 ];
  1111. var y2 = this.params[ i1 * 4 + 3 ];
  1112. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1113. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1114. } else if ( stride === 3 ) { // Vector3
  1115. for ( var i = 0; i !== stride; ++ i ) {
  1116. var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
  1117. var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
  1118. var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
  1119. var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
  1120. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1121. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1122. }
  1123. } else { // Number
  1124. var x1 = this.params[ i1 * 4 + 0 ];
  1125. var x2 = this.params[ i1 * 4 + 1 ];
  1126. var y1 = this.params[ i1 * 4 + 2 ];
  1127. var y2 = this.params[ i1 * 4 + 3 ];
  1128. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1129. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1130. }
  1131. return result;
  1132. };
  1133. THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
  1134. /*
  1135. * Cubic Bezier curves
  1136. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1137. *
  1138. * B(t) = ( 1 - t ) ^ 3 * P0
  1139. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1140. * + 3 * ( 1 - t ) * t^2 * P2
  1141. * + t ^ 3 * P3
  1142. * ( 0 <= t <= 1 )
  1143. *
  1144. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1145. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1146. *
  1147. * x = ( 1 - t ) ^ 3 * x0
  1148. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1149. * + 3 * ( 1 - t ) * t^2 * x2
  1150. * + t ^ 3 * x3
  1151. * y = ( 1 - t ) ^ 3 * y0
  1152. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1153. * + 3 * ( 1 - t ) * t^2 * y2
  1154. * + t ^ 3 * y3
  1155. * ( x0 = 0, y0 = 0 )
  1156. * ( x3 = 1, y3 = 1 )
  1157. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1158. *
  1159. * Here solves this equation with Bisection method,
  1160. * https://en.wikipedia.org/wiki/Bisection_method
  1161. * gets t, and then calculate y.
  1162. *
  1163. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1164. * + 3 * ( 1 - t ) * t^2 * x2
  1165. * + t ^ 3 - x = 0
  1166. *
  1167. * (Another option: Newton's method
  1168. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1169. */
  1170. var c = 0.5;
  1171. var t = c;
  1172. var s = 1.0 - t;
  1173. var loop = 15;
  1174. var eps = 1e-5;
  1175. var math = Math;
  1176. var sst3, stt3, ttt;
  1177. for ( var i = 0; i < loop; i ++ ) {
  1178. sst3 = 3.0 * s * s * t;
  1179. stt3 = 3.0 * s * t * t;
  1180. ttt = t * t * t;
  1181. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1182. if ( math.abs( ft ) < eps ) break;
  1183. c /= 2.0;
  1184. t += ( ft < 0 ) ? c : -c;
  1185. s = 1.0 - t;
  1186. }
  1187. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1188. };
  1189. THREE.MMDAudioManager = function ( audio, listener, p ) {
  1190. var params = ( p === null || p === undefined ) ? {} : p;
  1191. this.audio = audio;
  1192. this.listener = listener;
  1193. this.elapsedTime = 0.0;
  1194. this.currentTime = 0.0;
  1195. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  1196. this.audioDuration = this.audio.buffer.duration;
  1197. this.duration = this.audioDuration + this.delayTime;
  1198. };
  1199. THREE.MMDAudioManager.prototype = {
  1200. constructor: THREE.MMDAudioManager,
  1201. control: function ( delta ) {
  1202. this.elapsed += delta;
  1203. this.currentTime += delta;
  1204. if ( this.checkIfStopAudio() ) {
  1205. this.audio.stop();
  1206. }
  1207. if ( this.checkIfStartAudio() ) {
  1208. this.audio.play();
  1209. }
  1210. },
  1211. checkIfStartAudio: function () {
  1212. if ( this.audio.isPlaying ) {
  1213. return false;
  1214. }
  1215. while ( this.currentTime >= this.duration ) {
  1216. this.currentTime -= this.duration;
  1217. }
  1218. if ( this.currentTime < this.delayTime ) {
  1219. return false;
  1220. }
  1221. this.audio.startTime = this.currentTime - this.delayTime;
  1222. return true;
  1223. },
  1224. checkIfStopAudio: function () {
  1225. if ( ! this.audio.isPlaying ) {
  1226. return false;
  1227. }
  1228. if ( this.currentTime >= this.duration ) {
  1229. return true;
  1230. }
  1231. return false;
  1232. }
  1233. };
  1234. THREE.MMDGrantSolver = function ( mesh ) {
  1235. this.mesh = mesh;
  1236. };
  1237. THREE.MMDGrantSolver.prototype = {
  1238. constructor: THREE.MMDGrantSolver,
  1239. update: function () {
  1240. var q = new THREE.Quaternion();
  1241. return function () {
  1242. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  1243. var g = this.mesh.geometry.grants[ i ];
  1244. var b = this.mesh.skeleton.bones[ g.index ];
  1245. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  1246. if ( g.isLocal ) {
  1247. // TODO: implement
  1248. if ( g.affectPosition ) {
  1249. }
  1250. // TODO: implement
  1251. if ( g.affectRotation ) {
  1252. }
  1253. } else {
  1254. // TODO: implement
  1255. if ( g.affectPosition ) {
  1256. }
  1257. if ( g.affectRotation ) {
  1258. q.set( 0, 0, 0, 1 );
  1259. q.slerp( pb.quaternion, g.ratio );
  1260. b.quaternion.multiply( q );
  1261. }
  1262. }
  1263. }
  1264. };
  1265. }()
  1266. };
  1267. THREE.MMDHelper = function () {
  1268. this.meshes = [];
  1269. this.doAnimation = true;
  1270. this.doIk = true;
  1271. this.doGrant = true;
  1272. this.doPhysics = true;
  1273. this.doCameraAnimation = true;
  1274. this.sharedPhysics = false;
  1275. this.masterPhysics = null;
  1276. this.audioManager = null;
  1277. this.camera = null;
  1278. };
  1279. THREE.MMDHelper.prototype = {
  1280. constructor: THREE.MMDHelper,
  1281. add: function ( mesh ) {
  1282. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  1283. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  1284. }
  1285. if ( mesh.mixer === undefined ) mesh.mixer = null;
  1286. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  1287. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  1288. if ( mesh.physics === undefined ) mesh.physics = null;
  1289. if ( mesh.looped === undefined ) mesh.looped = false;
  1290. this.meshes.push( mesh );
  1291. // workaround until I make IK and Physics Animation plugin
  1292. this.initBackupBones( mesh );
  1293. },
  1294. setAudio: function ( audio, listener, params ) {
  1295. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  1296. },
  1297. setCamera: function ( camera ) {
  1298. camera.mixer = null;
  1299. this.camera = camera;
  1300. },
  1301. setPhysicses: function ( params ) {
  1302. for ( var i = 0; i < this.meshes.length; i++ ) {
  1303. this.setPhysics( this.meshes[ i ], params );
  1304. }
  1305. },
  1306. setPhysics: function ( mesh, params ) {
  1307. params = ( params === undefined ) ? {} : Object.assign( {}, params );
  1308. if ( params.world === undefined && this.sharedPhysics ) {
  1309. var masterPhysics = this.getMasterPhysics();
  1310. if ( masterPhysics !== null ) params.world = masterPhysics.world;
  1311. }
  1312. var warmup = params.warmup !== undefined ? params.warmup : 60;
  1313. var physics = new THREE.MMDPhysics( mesh, params );
  1314. if ( mesh.mixer !== null && mesh.mixer !== undefined && params.preventAnimationWarmup !== true ) {
  1315. this.animateOneMesh( 0, mesh );
  1316. physics.reset();
  1317. }
  1318. physics.warmup( warmup );
  1319. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  1320. mesh.physics = physics;
  1321. },
  1322. getMasterPhysics: function () {
  1323. if ( this.masterPhysics !== null ) return this.masterPhysics;
  1324. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1325. var physics = this.meshes[ i ].physics;
  1326. if ( physics !== undefined && physics !== null ) {
  1327. this.masterPhysics = physics;
  1328. return this.masterPhysics;
  1329. }
  1330. }
  1331. return null;
  1332. },
  1333. enablePhysics: function ( enabled ) {
  1334. if ( enabled === true ) {
  1335. this.doPhysics = true;
  1336. } else {
  1337. this.doPhysics = false;
  1338. }
  1339. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1340. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  1341. }
  1342. },
  1343. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  1344. var iks = mesh.geometry.iks;
  1345. var bones = mesh.geometry.bones;
  1346. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  1347. var ik = iks[ j ];
  1348. var links = ik.links;
  1349. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  1350. var link = links[ k ];
  1351. if ( physicsEnabled === true ) {
  1352. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  1353. // because its rotation will be overriden by physics
  1354. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  1355. } else {
  1356. link.enabled = true;
  1357. }
  1358. }
  1359. }
  1360. },
  1361. setAnimations: function () {
  1362. for ( var i = 0; i < this.meshes.length; i++ ) {
  1363. this.setAnimation( this.meshes[ i ] );
  1364. }
  1365. },
  1366. setAnimation: function ( mesh ) {
  1367. if ( mesh.geometry.animations !== undefined ) {
  1368. mesh.mixer = new THREE.AnimationMixer( mesh );
  1369. // TODO: find a workaround not to access (seems like) private properties
  1370. // the name of them begins with "_".
  1371. mesh.mixer.addEventListener( 'loop', function ( e ) {
  1372. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  1373. var mesh = e.target._root;
  1374. mesh.looped = true;
  1375. } );
  1376. var foundAnimation = false;
  1377. var foundMorphAnimation = false;
  1378. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  1379. var clip = mesh.geometry.animations[ i ];
  1380. var action = mesh.mixer.clipAction( clip );
  1381. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  1382. if ( ! foundMorphAnimation ) {
  1383. action.play();
  1384. foundMorphAnimation = true;
  1385. }
  1386. } else {
  1387. if ( ! foundAnimation ) {
  1388. action.play();
  1389. foundAnimation = true;
  1390. }
  1391. }
  1392. }
  1393. if ( foundAnimation ) {
  1394. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  1395. if ( mesh.geometry.grants !== undefined ) {
  1396. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  1397. }
  1398. }
  1399. }
  1400. },
  1401. setCameraAnimation: function ( camera ) {
  1402. if ( camera.animations !== undefined ) {
  1403. camera.mixer = new THREE.AnimationMixer( camera );
  1404. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  1405. }
  1406. },
  1407. /*
  1408. * detect the longest duration among model, camera, and audio animations and then
  1409. * set it to them to sync.
  1410. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  1411. * to access them for safe and modularity.
  1412. */
  1413. unifyAnimationDuration: function ( params ) {
  1414. params = params === undefined ? {} : params;
  1415. var max = 0.0;
  1416. var camera = this.camera;
  1417. var audioManager = this.audioManager;
  1418. // check the longest duration
  1419. for ( var i = 0; i < this.meshes.length; i++ ) {
  1420. var mesh = this.meshes[ i ];
  1421. var mixer = mesh.mixer;
  1422. if ( mixer === null ) {
  1423. continue;
  1424. }
  1425. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1426. var action = mixer._actions[ j ];
  1427. max = Math.max( max, action._clip.duration );
  1428. }
  1429. }
  1430. if ( camera !== null && camera.mixer !== null ) {
  1431. var mixer = camera.mixer;
  1432. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1433. var action = mixer._actions[ i ];
  1434. max = Math.max( max, action._clip.duration );
  1435. }
  1436. }
  1437. if ( audioManager !== null ) {
  1438. max = Math.max( max, audioManager.duration );
  1439. }
  1440. if ( params.afterglow !== undefined ) {
  1441. max += params.afterglow;
  1442. }
  1443. // set the duration
  1444. for ( var i = 0; i < this.meshes.length; i++ ) {
  1445. var mesh = this.meshes[ i ];
  1446. var mixer = mesh.mixer;
  1447. if ( mixer === null ) {
  1448. continue;
  1449. }
  1450. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1451. var action = mixer._actions[ j ];
  1452. action._clip.duration = max;
  1453. }
  1454. }
  1455. if ( camera !== null && camera.mixer !== null ) {
  1456. var mixer = camera.mixer;
  1457. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1458. var action = mixer._actions[ i ];
  1459. action._clip.duration = max;
  1460. }
  1461. }
  1462. if ( audioManager !== null ) {
  1463. audioManager.duration = max;
  1464. }
  1465. },
  1466. controlAudio: function ( delta ) {
  1467. if ( this.audioManager === null ) {
  1468. return;
  1469. }
  1470. this.audioManager.control( delta );
  1471. },
  1472. animate: function ( delta ) {
  1473. this.controlAudio( delta );
  1474. for ( var i = 0; i < this.meshes.length; i++ ) {
  1475. this.animateOneMesh( delta, this.meshes[ i ] );
  1476. }
  1477. if ( this.sharedPhysics ) this.updateSharedPhysics( delta );
  1478. this.animateCamera( delta );
  1479. },
  1480. animateOneMesh: function ( delta, mesh ) {
  1481. var mixer = mesh.mixer;
  1482. var ikSolver = mesh.ikSolver;
  1483. var grantSolver = mesh.grantSolver;
  1484. var physics = mesh.physics;
  1485. if ( mixer !== null && this.doAnimation === true ) {
  1486. // restore/backupBones are workaround
  1487. // until I make IK, Grant, and Physics Animation plugin
  1488. this.restoreBones( mesh );
  1489. mixer.update( delta );
  1490. this.backupBones( mesh );
  1491. }
  1492. if ( ikSolver !== null && this.doIk === true ) {
  1493. ikSolver.update();
  1494. }
  1495. if ( grantSolver !== null && this.doGrant === true ) {
  1496. grantSolver.update();
  1497. }
  1498. if ( mesh.looped === true ) {
  1499. if ( physics !== null ) physics.reset();
  1500. mesh.looped = false;
  1501. }
  1502. if ( physics !== null && this.doPhysics && ! this.sharedPhysics ) {
  1503. physics.update( delta );
  1504. }
  1505. },
  1506. updateSharedPhysics: function ( delta ) {
  1507. if ( this.meshes.length === 0 || ! this.doPhysics || ! this.sharedPhysics ) return;
  1508. var physics = this.getMasterPhysics();
  1509. if ( physics === null ) return;
  1510. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1511. var p = this.meshes[ i ].physics;
  1512. if ( p !== null && p !== undefined ) {
  1513. p.updateRigidBodies();
  1514. }
  1515. }
  1516. physics.stepSimulation( delta );
  1517. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1518. var p = this.meshes[ i ].physics;
  1519. if ( p !== null && p !== undefined ) {
  1520. p.updateBones();
  1521. }
  1522. }
  1523. },
  1524. animateCamera: function ( delta ) {
  1525. if ( this.camera === null ) {
  1526. return;
  1527. }
  1528. var mixer = this.camera.mixer;
  1529. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  1530. mixer.update( delta );
  1531. // TODO: Let PerspectiveCamera automatically update?
  1532. this.camera.updateProjectionMatrix();
  1533. this.camera.up.set( 0, 1, 0 );
  1534. this.camera.up.applyQuaternion( this.camera.quaternion );
  1535. this.camera.lookAt( this.camera.center );
  1536. }
  1537. },
  1538. poseAsVpd: function ( mesh, vpd, params ) {
  1539. if ( params === undefined ) params = {};
  1540. if ( params.preventResetPose !== true ) mesh.pose();
  1541. var bones = mesh.skeleton.bones;
  1542. var bones2 = vpd.bones;
  1543. var table = {};
  1544. for ( var i = 0; i < bones.length; i++ ) {
  1545. table[ bones[ i ].name ] = i;
  1546. }
  1547. var thV = new THREE.Vector3();
  1548. var thQ = new THREE.Quaternion();
  1549. for ( var i = 0; i < bones2.length; i++ ) {
  1550. var b = bones2[ i ];
  1551. var index = table[ b.name ];
  1552. if ( index === undefined ) continue;
  1553. var b2 = bones[ index ];
  1554. var t = b.translation;
  1555. var q = b.quaternion;
  1556. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  1557. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  1558. b2.position.add( thV );
  1559. b2.quaternion.multiply( thQ );
  1560. }
  1561. mesh.updateMatrixWorld( true );
  1562. if ( params.preventIk !== true ) {
  1563. var solver = new THREE.CCDIKSolver( mesh );
  1564. solver.update( params.saveOriginalBonesBeforeIK );
  1565. }
  1566. if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
  1567. var solver = new THREE.MMDGrantSolver( mesh );
  1568. solver.update();
  1569. }
  1570. },
  1571. /*
  1572. * Note: These following three functions are workaround for r74dev.
  1573. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  1574. * when mixer.update() is called.
  1575. * ikSolver.update() and physics.update() change bone position/quaternion
  1576. * without mixer.update() then buffer cache will be inconsistent.
  1577. * So trying to avoid buffer cache inconsistency by doing
  1578. * backup bones position/quaternion right after mixer.update() call
  1579. * and then restore them after rendering.
  1580. */
  1581. initBackupBones: function ( mesh ) {
  1582. mesh.skeleton.backupBones = [];
  1583. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1584. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  1585. }
  1586. },
  1587. backupBones: function ( mesh ) {
  1588. mesh.skeleton.backupBoneIsSaved = true;
  1589. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1590. var b = mesh.skeleton.backupBones[ i ];
  1591. var b2 = mesh.skeleton.bones[ i ];
  1592. b.position.copy( b2.position );
  1593. b.quaternion.copy( b2.quaternion );
  1594. }
  1595. },
  1596. restoreBones: function ( mesh ) {
  1597. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  1598. return;
  1599. }
  1600. mesh.skeleton.backupBoneIsSaved = false;
  1601. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1602. var b = mesh.skeleton.bones[ i ];
  1603. var b2 = mesh.skeleton.backupBones[ i ];
  1604. b.position.copy( b2.position );
  1605. b.quaternion.copy( b2.quaternion );
  1606. }
  1607. }
  1608. };