MMDLoader.js 63 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. };
  44. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  45. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  46. /*
  47. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp
  48. * Users don't need to prepare default texture files.
  49. *
  50. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  51. */
  52. THREE.MMDLoader.prototype.defaultToonTextures = [
  53. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  54. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  55. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  56. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  57. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  58. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  59. '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=',
  60. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  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. ];
  65. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadModel( modelUrl, function ( mesh ) {
  68. scope.loadVmds( vmdUrls, function ( vmd ) {
  69. scope.pourVmdIntoModel( mesh, vmd );
  70. callback( mesh );
  71. }, onProgress, onError );
  72. }, onProgress, onError );
  73. };
  74. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  75. var scope = this;
  76. var texturePath = this.extractUrlBase( url );
  77. var modelExtension = this.extractExtension( url );
  78. this.loadFileAsBuffer( url, function ( buffer ) {
  79. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  80. }, onProgress, onError );
  81. };
  82. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  83. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  84. };
  85. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  86. var scope = this;
  87. this.loadFileAsBuffer( url, function ( buffer ) {
  88. callback( scope.parseVmd( buffer ) );
  89. }, onProgress, onError );
  90. };
  91. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  92. var scope = this;
  93. var vmds = [];
  94. urls = urls.slice();
  95. function run () {
  96. var url = urls.shift();
  97. scope.loadVmd( url, function ( vmd ) {
  98. vmds.push( vmd );
  99. if ( urls.length > 0 ) {
  100. run();
  101. } else {
  102. callback( scope.mergeVmds( vmds ) );
  103. }
  104. }, onProgress, onError );
  105. }
  106. run();
  107. };
  108. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  109. var listener = new THREE.AudioListener();
  110. var audio = new THREE.Audio( listener );
  111. var loader = new THREE.AudioLoader( this.manager );
  112. loader.load( url, function ( buffer ) {
  113. audio.setBuffer( buffer );
  114. callback( audio, listener );
  115. }, onProgress, onError );
  116. };
  117. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  118. var scope = this;
  119. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  120. func( url, function ( text ) {
  121. callback( scope.parseVpd( text ) );
  122. }, onProgress, onError );
  123. };
  124. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  125. // Should I judge from model data header?
  126. switch( modelExtension.toLowerCase() ) {
  127. case 'pmd':
  128. return this.parsePmd( buffer );
  129. case 'pmx':
  130. return this.parsePmx( buffer );
  131. default:
  132. throw 'extension ' + modelExtension + ' is not supported.';
  133. }
  134. };
  135. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  136. return this.parser.parsePmd( buffer, true );
  137. };
  138. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  139. return this.parser.parsePmx( buffer, true );
  140. };
  141. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  142. return this.parser.parseVmd( buffer, true );
  143. };
  144. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  145. return this.parser.parseVpd( text, true );
  146. };
  147. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  148. return this.parser.mergeVmds( vmds );
  149. };
  150. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  151. this.createAnimation( mesh, vmd, name );
  152. };
  153. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  154. var helper = new THREE.MMDLoader.DataCreationHelper();
  155. var initAnimation = function () {
  156. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  157. var times = [];
  158. var centers = [];
  159. var quaternions = [];
  160. var positions = [];
  161. var fovs = [];
  162. var cInterpolations = [];
  163. var qInterpolations = [];
  164. var pInterpolations = [];
  165. var fInterpolations = [];
  166. var quaternion = new THREE.Quaternion();
  167. var euler = new THREE.Euler();
  168. var position = new THREE.Vector3();
  169. var center = new THREE.Vector3();
  170. var pushVector3 = function ( array, vec ) {
  171. array.push( vec.x );
  172. array.push( vec.y );
  173. array.push( vec.z );
  174. };
  175. var pushQuaternion = function ( array, q ) {
  176. array.push( q.x );
  177. array.push( q.y );
  178. array.push( q.z );
  179. array.push( q.w );
  180. };
  181. var pushInterpolation = function ( array, interpolation, index ) {
  182. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  183. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  184. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  185. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  186. };
  187. var createTrack = function ( node, type, times, values, interpolations ) {
  188. /*
  189. * optimizes here not to let KeyframeTrackPrototype optimize
  190. * because KeyframeTrackPrototype optimizes times and values but
  191. * doesn't optimize interpolations.
  192. */
  193. if ( times.length > 2 ) {
  194. times = times.slice();
  195. values = values.slice();
  196. interpolations = interpolations.slice();
  197. var stride = values.length / times.length;
  198. var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
  199. var aheadIndex = 2;
  200. var index = 1;
  201. for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  202. for ( var i = 0; i < stride; i ++ ) {
  203. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  204. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  205. index ++;
  206. break;
  207. }
  208. }
  209. if ( aheadIndex > index ) {
  210. times[ index ] = times[ aheadIndex ];
  211. for ( var i = 0; i < stride; i ++ ) {
  212. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  213. }
  214. for ( var i = 0; i < interpolateStride; i ++ ) {
  215. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  216. }
  217. }
  218. }
  219. times.length = index + 1;
  220. values.length = ( index + 1 ) * stride;
  221. interpolations.length = ( index + 1 ) * interpolateStride;
  222. }
  223. return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
  224. };
  225. for ( var i = 0; i < orderedMotions.length; i++ ) {
  226. var m = orderedMotions[ i ];
  227. var time = m.frameNum / 30;
  228. var pos = m.position;
  229. var rot = m.rotation;
  230. var distance = m.distance;
  231. var fov = m.fov;
  232. var interpolation = m.interpolation;
  233. position.set( 0, 0, -distance );
  234. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  235. euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
  236. quaternion.setFromEuler( euler );
  237. position.add( center );
  238. position.applyQuaternion( quaternion );
  239. /*
  240. * Note: This is a workaround not to make Animation system calculate lerp
  241. * if the diff from the last frame is 1 frame (in 30fps).
  242. */
  243. if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
  244. times[ times.length - 1 ] = time - 1e-13;
  245. }
  246. times.push( time );
  247. pushVector3( centers, center );
  248. pushQuaternion( quaternions, quaternion );
  249. pushVector3( positions, position );
  250. fovs.push( fov );
  251. for ( var j = 0; j < 3; j ++ ) {
  252. pushInterpolation( cInterpolations, interpolation, j );
  253. }
  254. pushInterpolation( qInterpolations, interpolation, 3 );
  255. // use same one parameter for x, y, z axis.
  256. for ( var j = 0; j < 3; j ++ ) {
  257. pushInterpolation( pInterpolations, interpolation, 4 );
  258. }
  259. pushInterpolation( fInterpolations, interpolation, 5 );
  260. }
  261. if ( times.length === 0 ) return;
  262. var tracks = [];
  263. tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
  264. tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
  265. tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
  266. tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
  267. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  268. if ( clip !== null ) {
  269. if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
  270. if ( camera.animations === undefined ) camera.animations = [];
  271. camera.animations.push( clip );
  272. }
  273. };
  274. initAnimation();
  275. };
  276. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  277. var index = url.lastIndexOf( '.' );
  278. if ( index < 0 ) {
  279. return null;
  280. }
  281. return url.slice( index + 1 );
  282. };
  283. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  284. var loader = new THREE.FileLoader( this.manager );
  285. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  286. loader.setResponseType( responseType );
  287. var request = loader.load( url, function ( result ) {
  288. onLoad( result );
  289. }, onProgress, onError );
  290. return request;
  291. };
  292. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  293. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  294. };
  295. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  296. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  297. };
  298. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  299. this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  300. };
  301. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  302. var scope = this;
  303. var geometry = new THREE.BufferGeometry();
  304. var material = new THREE.MultiMaterial();
  305. var helper = new THREE.MMDLoader.DataCreationHelper();
  306. var buffer = {};
  307. buffer.vertices = [];
  308. buffer.uvs = [];
  309. buffer.normals = [];
  310. buffer.skinIndices = [];
  311. buffer.skinWeights = [];
  312. buffer.indices = [];
  313. var initVartices = function () {
  314. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  315. var v = model.vertices[ i ];
  316. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  317. buffer.vertices.push( v.position[ j ] );
  318. }
  319. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  320. buffer.normals.push( v.normal[ j ] );
  321. }
  322. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  323. buffer.uvs.push( v.uv[ j ] );
  324. }
  325. for ( var j = 0; j < 4; j ++ ) {
  326. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  327. }
  328. for ( var j = 0; j < 4; j ++ ) {
  329. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  330. }
  331. }
  332. };
  333. var initFaces = function () {
  334. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  335. var f = model.faces[ i ];
  336. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  337. buffer.indices.push( f.indices[ j ] );
  338. }
  339. }
  340. };
  341. var initBones = function () {
  342. var bones = [];
  343. var rigidBodies = model.rigidBodies;
  344. var dictionary = {};
  345. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  346. var body = rigidBodies[ i ];
  347. var value = dictionary[ body.boneIndex ];
  348. // keeps greater number if already value is set without any special reasons
  349. value = value === undefined ? body.type : Math.max( body.type, value );
  350. dictionary[ body.boneIndex ] = value;
  351. }
  352. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  353. var bone = {};
  354. var b = model.bones[ i ];
  355. bone.parent = b.parentIndex;
  356. bone.name = b.name;
  357. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  358. bone.rotq = [ 0, 0, 0, 1 ];
  359. bone.scl = [ 1, 1, 1 ];
  360. if ( bone.parent !== -1 ) {
  361. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  362. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  363. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  364. }
  365. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  366. bones.push( bone );
  367. }
  368. geometry.bones = bones;
  369. };
  370. var initIKs = function () {
  371. var iks = [];
  372. // TODO: remove duplicated codes between PMD and PMX
  373. if ( model.metadata.format === 'pmd' ) {
  374. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  375. var ik = model.iks[i];
  376. var param = {};
  377. param.target = ik.target;
  378. param.effector = ik.effector;
  379. param.iteration = ik.iteration;
  380. param.maxAngle = ik.maxAngle * 4;
  381. param.links = [];
  382. for ( var j = 0; j < ik.links.length; j++ ) {
  383. var link = {};
  384. link.index = ik.links[ j ].index;
  385. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  386. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  387. }
  388. param.links.push( link );
  389. }
  390. iks.push( param );
  391. }
  392. } else {
  393. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  394. var b = model.bones[ i ];
  395. var ik = b.ik;
  396. if ( ik === undefined ) {
  397. continue;
  398. }
  399. var param = {};
  400. param.target = i;
  401. param.effector = ik.effector;
  402. param.iteration = ik.iteration;
  403. param.maxAngle = ik.maxAngle;
  404. param.links = [];
  405. for ( var j = 0; j < ik.links.length; j++ ) {
  406. var link = {};
  407. link.index = ik.links[ j ].index;
  408. link.enabled = true;
  409. if ( ik.links[ j ].angleLimitation === 1 ) {
  410. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  411. // TODO: use limitation angles
  412. // link.lowerLimitationAngle;
  413. // link.upperLimitationAngle;
  414. }
  415. param.links.push( link );
  416. }
  417. iks.push( param );
  418. }
  419. }
  420. geometry.iks = iks;
  421. };
  422. var initGrants = function () {
  423. if ( model.metadata.format === 'pmd' ) {
  424. return;
  425. }
  426. var grants = [];
  427. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  428. var b = model.bones[ i ];
  429. var grant = b.grant;
  430. if ( grant === undefined ) {
  431. continue;
  432. }
  433. var param = {};
  434. param.index = i;
  435. param.parentIndex = grant.parentIndex;
  436. param.ratio = grant.ratio;
  437. param.isLocal = grant.isLocal;
  438. param.affectRotation = grant.affectRotation;
  439. param.affectPosition = grant.affectPosition;
  440. param.transformationClass = b.transformationClass;
  441. grants.push( param );
  442. }
  443. grants.sort( function ( a, b ) {
  444. return a.transformationClass - b.transformationClass;
  445. } );
  446. geometry.grants = grants;
  447. };
  448. var initMorphs = function () {
  449. function updateVertex( attribute, index, v, ratio ) {
  450. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  451. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  452. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  453. }
  454. function updateVertices( attribute, m, ratio ) {
  455. for ( var i = 0; i < m.elementCount; i++ ) {
  456. var v = m.elements[ i ];
  457. var index;
  458. if ( model.metadata.format === 'pmd' ) {
  459. index = model.morphs[ 0 ].elements[ v.index ].index;
  460. } else {
  461. index = v.index;
  462. }
  463. updateVertex( attribute, index, v, ratio );
  464. }
  465. }
  466. var morphTargets = [];
  467. var attributes = [];
  468. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  469. var m = model.morphs[ i ];
  470. var params = { name: m.name };
  471. var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
  472. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  473. attribute.array[ j ] = buffer.vertices[ j ];
  474. }
  475. if ( model.metadata.format === 'pmd' ) {
  476. if ( i !== 0 ) {
  477. updateVertices( attribute, m, 1.0 );
  478. }
  479. } else {
  480. if ( m.type === 0 ) { // group
  481. for ( var j = 0; j < m.elementCount; j++ ) {
  482. var m2 = model.morphs[ m.elements[ j ].index ];
  483. var ratio = m.elements[ j ].ratio;
  484. if ( m2.type === 1 ) {
  485. updateVertices( attribute, m2, ratio );
  486. } else {
  487. // TODO: implement
  488. }
  489. }
  490. } else if ( m.type === 1 ) { // vertex
  491. updateVertices( attribute, m, 1.0 );
  492. } else if ( m.type === 2 ) { // bone
  493. // TODO: implement
  494. } else if ( m.type === 3 ) { // uv
  495. // TODO: implement
  496. } else if ( m.type === 4 ) { // additional uv1
  497. // TODO: implement
  498. } else if ( m.type === 5 ) { // additional uv2
  499. // TODO: implement
  500. } else if ( m.type === 6 ) { // additional uv3
  501. // TODO: implement
  502. } else if ( m.type === 7 ) { // additional uv4
  503. // TODO: implement
  504. } else if ( m.type === 8 ) { // material
  505. // TODO: implement
  506. }
  507. }
  508. morphTargets.push( params );
  509. attributes.push( attribute );
  510. }
  511. geometry.morphTargets = morphTargets;
  512. geometry.morphAttributes.position = attributes;
  513. };
  514. var initMaterials = function () {
  515. var textures = [];
  516. var textureLoader = new THREE.TextureLoader( scope.manager );
  517. var tgaLoader = new THREE.TGALoader( scope.manager );
  518. var offset = 0;
  519. var materialParams = [];
  520. function loadTexture ( filePath, params ) {
  521. if ( params === undefined ) {
  522. params = {};
  523. }
  524. var fullPath;
  525. if ( params.defaultTexturePath === true ) {
  526. try {
  527. fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
  528. } catch ( e ) {
  529. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' );
  530. fullPath = scope.defaultToonTextures[ 0 ];
  531. }
  532. } else {
  533. fullPath = texturePath + filePath;
  534. }
  535. var loader = THREE.Loader.Handlers.get( fullPath );
  536. if ( loader === null ) {
  537. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  538. }
  539. var texture = loader.load( fullPath, function ( t ) {
  540. t.flipY = false;
  541. t.wrapS = THREE.RepeatWrapping;
  542. t.wrapT = THREE.RepeatWrapping;
  543. if ( params.sphericalReflectionMapping === true ) {
  544. t.mapping = THREE.SphericalReflectionMapping;
  545. }
  546. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  547. texture.readyCallbacks[ i ]( texture );
  548. }
  549. delete texture.readyCallbacks;
  550. } );
  551. texture.readyCallbacks = [];
  552. var uuid = THREE.Math.generateUUID();
  553. textures[ uuid ] = texture;
  554. return uuid;
  555. }
  556. function getTexture( name, textures ) {
  557. if ( textures[ name ] === undefined ) {
  558. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  559. }
  560. return textures[ name ];
  561. }
  562. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  563. var m = model.materials[ i ];
  564. var params = {};
  565. params.faceOffset = offset;
  566. params.faceNum = m.faceCount;
  567. offset += m.faceCount;
  568. params.name = m.name;
  569. /*
  570. * Color
  571. *
  572. * MMD MeshPhongMaterial
  573. * diffuse - color
  574. * specular - specular
  575. * ambient - emissive * a
  576. * (a = 1.0 without map texture or 0.2 with map texture)
  577. *
  578. * MeshPhongMaterial doesn't have ambient. Set it to emissive instead.
  579. * It'll be too bright if material has map texture so using coef 0.2.
  580. */
  581. params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
  582. params.opacity = m.diffuse[ 3 ];
  583. params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
  584. params.shininess = m.shininess;
  585. if ( params.opacity === 1.0 ) {
  586. params.side = THREE.FrontSide;
  587. params.transparent = false;
  588. } else {
  589. params.side = THREE.DoubleSide;
  590. params.transparent = true;
  591. }
  592. if ( model.metadata.format === 'pmd' ) {
  593. if ( m.fileName ) {
  594. var fileName = m.fileName;
  595. var fileNames = [];
  596. var index = fileName.lastIndexOf( '*' );
  597. if ( index >= 0 ) {
  598. fileNames.push( fileName.slice( 0, index ) );
  599. fileNames.push( fileName.slice( index + 1 ) );
  600. } else {
  601. fileNames.push( fileName );
  602. }
  603. for ( var j = 0; j < fileNames.length; j++ ) {
  604. var n = fileNames[ j ];
  605. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  606. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  607. if ( n.indexOf( '.sph' ) >= 0 ) {
  608. params.envMapType = THREE.MultiplyOperation;
  609. } else {
  610. params.envMapType = THREE.AddOperation;
  611. }
  612. } else {
  613. params.map = loadTexture( n );
  614. }
  615. }
  616. }
  617. } else {
  618. if ( m.textureIndex !== -1 ) {
  619. var n = model.textures[ m.textureIndex ];
  620. params.map = loadTexture( n );
  621. }
  622. // TODO: support m.envFlag === 3
  623. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  624. var n = model.textures[ m.envTextureIndex ];
  625. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  626. if ( m.envFlag === 1 ) {
  627. params.envMapType = THREE.MultiplyOperation;
  628. } else {
  629. params.envMapType = THREE.AddOperation;
  630. }
  631. }
  632. }
  633. var coef = ( params.map === undefined ) ? 1.0 : 0.2;
  634. params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
  635. materialParams.push( params );
  636. }
  637. var shader = THREE.ShaderLib[ 'mmd' ];
  638. for ( var i = 0; i < materialParams.length; i++ ) {
  639. var p = materialParams[ i ];
  640. var p2 = model.materials[ i ];
  641. var m = new THREE.ShaderMaterial( {
  642. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  643. vertexShader: shader.vertexShader,
  644. fragmentShader: shader.fragmentShader
  645. } );
  646. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  647. if ( p.name !== undefined ) m.name = p.name;
  648. m.skinning = geometry.bones.length > 0 ? true : false;
  649. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  650. m.lights = true;
  651. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  652. m.transparent = p.transparent;
  653. m.fog = true;
  654. m.blending = THREE.CustomBlending;
  655. m.blendSrc = THREE.SrcAlphaFactor;
  656. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  657. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  658. m.blendDstAlpha = THREE.DstAlphaFactor;
  659. if ( p.map !== undefined ) {
  660. m.faceOffset = p.faceOffset;
  661. m.faceNum = p.faceNum;
  662. // Check if this part of the texture image the material uses requires transparency
  663. function checkTextureTransparency ( m ) {
  664. m.map.readyCallbacks.push( function ( t ) {
  665. // Is there any efficient ways?
  666. function createImageData ( image ) {
  667. var c = document.createElement( 'canvas' );
  668. c.width = image.width;
  669. c.height = image.height;
  670. var ctx = c.getContext( '2d' );
  671. ctx.drawImage( image, 0, 0 );
  672. return ctx.getImageData( 0, 0, c.width, c.height );
  673. }
  674. function detectTextureTransparency( image, uvs, indices ) {
  675. var width = image.width;
  676. var height = image.height;
  677. var data = image.data;
  678. var threshold = 253;
  679. if ( data.length / ( width * height ) !== 4 ) {
  680. return false;
  681. }
  682. for ( var i = 0; i < indices.length; i += 3 ) {
  683. var centerUV = { x: 0.0, y: 0.0 };
  684. for ( var j = 0; j < 3; j++ ) {
  685. var index = indices[ i * 3 + j ];
  686. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  687. if ( getAlphaByUv( image, uv ) < threshold ) {
  688. return true;
  689. }
  690. centerUV.x += uv.x;
  691. centerUV.y += uv.y;
  692. }
  693. centerUV.x /= 3;
  694. centerUV.y /= 3;
  695. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  696. return true;
  697. }
  698. }
  699. return false;
  700. }
  701. /*
  702. * This method expects
  703. * t.flipY = false
  704. * t.wrapS = THREE.RepeatWrapping
  705. * t.wrapT = THREE.RepeatWrapping
  706. * TODO: more precise
  707. */
  708. function getAlphaByUv ( image, uv ) {
  709. var width = image.width;
  710. var height = image.height;
  711. var x = Math.round( uv.x * width ) % width;
  712. var y = Math.round( uv.y * height ) % height;
  713. if ( x < 0 ) {
  714. x += width;
  715. }
  716. if ( y < 0 ) {
  717. y += height;
  718. }
  719. var index = y * width + x;
  720. return image.data[ index * 4 + 3 ];
  721. }
  722. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  723. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  724. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  725. delete m.faceOffset;
  726. delete m.faceNum;
  727. } );
  728. }
  729. m.map = getTexture( p.map, textures );
  730. m.uniforms.map.value = m.map;
  731. checkTextureTransparency( m );
  732. }
  733. if ( p.envMap !== undefined ) {
  734. m.envMap = getTexture( p.envMap, textures );
  735. m.uniforms.envMap.value = m.envMap;
  736. m.combine = p.envMapType;
  737. // TODO: WebGLRenderer should automatically update?
  738. m.envMap.readyCallbacks.push( function ( t ) {
  739. m.needsUpdate = true;
  740. } );
  741. }
  742. m.uniforms.opacity.value = p.opacity;
  743. m.uniforms.diffuse.value.copy( p.color );
  744. if ( p.emissive !== undefined ) {
  745. m.uniforms.emissive.value.copy( p.emissive );
  746. }
  747. m.uniforms.specular.value.copy( p.specular );
  748. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  749. if ( model.metadata.format === 'pmd' ) {
  750. function isDefaultToonTexture ( n ) {
  751. if ( n.length !== 10 ) {
  752. return false;
  753. }
  754. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  755. }
  756. m.outlineParameters = {
  757. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  758. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  759. alpha: 1.0
  760. };
  761. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  762. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  763. m.uniforms.celShading.value = 1;
  764. if ( p2.toonIndex === -1 ) {
  765. m.uniforms.hasToonTexture.value = 0;
  766. } else {
  767. var n = model.toonTextures[ p2.toonIndex ].fileName;
  768. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  769. m.uniforms.toonMap.value = textures[ uuid ];
  770. m.uniforms.hasToonTexture.value = 1;
  771. }
  772. } else {
  773. m.outlineParameters = {
  774. thickness: p2.edgeSize / 300,
  775. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  776. alpha: p2.edgeColor[ 3 ]
  777. };
  778. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  779. m.uniforms.celShading.value = 1;
  780. if ( p2.toonIndex === -1 ) {
  781. m.uniforms.hasToonTexture.value = 0;
  782. } else {
  783. if ( p2.toonFlag === 0 ) {
  784. var n = model.textures[ p2.toonIndex ];
  785. var uuid = loadTexture( n );
  786. m.uniforms.toonMap.value = textures[ uuid ];
  787. } else {
  788. var num = p2.toonIndex + 1;
  789. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  790. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  791. m.uniforms.toonMap.value = textures[ uuid ];
  792. }
  793. m.uniforms.hasToonTexture.value = 1;
  794. }
  795. }
  796. material.materials.push( m );
  797. }
  798. if ( model.metadata.format === 'pmx' ) {
  799. function checkAlphaMorph ( morph, elements ) {
  800. if ( morph.type !== 8 ) {
  801. return;
  802. }
  803. for ( var i = 0; i < elements.length; i++ ) {
  804. var e = elements[ i ];
  805. if ( e.index === -1 ) {
  806. continue;
  807. }
  808. var m = material.materials[ e.index ];
  809. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  810. m.transparent = true;
  811. }
  812. }
  813. }
  814. for ( var i = 0; i < model.morphs.length; i++ ) {
  815. var morph = model.morphs[ i ];
  816. var elements = morph.elements;
  817. if ( morph.type === 0 ) {
  818. for ( var j = 0; j < elements.length; j++ ) {
  819. var morph2 = model.morphs[ elements[ j ].index ];
  820. var elements2 = morph2.elements;
  821. checkAlphaMorph( morph2, elements2 );
  822. }
  823. } else {
  824. checkAlphaMorph( morph, elements );
  825. }
  826. }
  827. }
  828. };
  829. var initPhysics = function () {
  830. var rigidBodies = [];
  831. var constraints = [];
  832. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  833. var b = model.rigidBodies[ i ];
  834. var keys = Object.keys( b );
  835. var p = {};
  836. for ( var j = 0; j < keys.length; j++ ) {
  837. var key = keys[ j ];
  838. p[ key ] = b[ key ];
  839. }
  840. /*
  841. * RigidBody position parameter in PMX seems global position
  842. * while the one in PMD seems offset from corresponding bone.
  843. * So unify being offset.
  844. */
  845. if ( model.metadata.format === 'pmx' ) {
  846. if ( p.boneIndex !== -1 ) {
  847. var bone = model.bones[ p.boneIndex ];
  848. p.position[ 0 ] -= bone.position[ 0 ];
  849. p.position[ 1 ] -= bone.position[ 1 ];
  850. p.position[ 2 ] -= bone.position[ 2 ];
  851. }
  852. }
  853. rigidBodies.push( p );
  854. }
  855. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  856. var c = model.constraints[ i ];
  857. var keys = Object.keys( c );
  858. var p = {};
  859. for ( var j = 0; j < keys.length; j++ ) {
  860. var key = keys[ j ];
  861. p[ key ] = c[ key ];
  862. }
  863. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  864. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  865. /*
  866. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  867. */
  868. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  869. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  870. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  871. bodyB.type = 1;
  872. }
  873. }
  874. constraints.push( p );
  875. }
  876. geometry.rigidBodies = rigidBodies;
  877. geometry.constraints = constraints;
  878. };
  879. var initGeometry = function () {
  880. geometry.setIndex( new ( buffer.indices.length > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute )( buffer.indices, 1 ) );
  881. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
  882. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
  883. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
  884. geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
  885. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
  886. geometry.computeBoundingSphere();
  887. geometry.mmdFormat = model.metadata.format;
  888. };
  889. initVartices();
  890. initFaces();
  891. initBones();
  892. initIKs();
  893. initGrants();
  894. initMorphs();
  895. initMaterials();
  896. initPhysics();
  897. initGeometry();
  898. var mesh = new THREE.SkinnedMesh( geometry, material );
  899. // console.log( mesh ); // for console debug
  900. return mesh;
  901. };
  902. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  903. var helper = new THREE.MMDLoader.DataCreationHelper();
  904. var initMotionAnimations = function () {
  905. if ( vmd.metadata.motionCount === 0 ) {
  906. return;
  907. }
  908. var bones = mesh.geometry.bones;
  909. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  910. var tracks = [];
  911. var pushInterpolation = function ( array, interpolation, index ) {
  912. array.push( interpolation[ index + 0 ] / 127 ); // x1
  913. array.push( interpolation[ index + 8 ] / 127 ); // x2
  914. array.push( interpolation[ index + 4 ] / 127 ); // y1
  915. array.push( interpolation[ index + 12 ] / 127 ); // y2
  916. };
  917. for ( var i = 0; i < orderedMotions.length; i++ ) {
  918. var times = [];
  919. var positions = [];
  920. var rotations = [];
  921. var pInterpolations = [];
  922. var rInterpolations = [];
  923. var bone = bones[ i ];
  924. var array = orderedMotions[ i ];
  925. for ( var j = 0; j < array.length; j++ ) {
  926. var time = array[ j ].frameNum / 30;
  927. var pos = array[ j ].position;
  928. var rot = array[ j ].rotation;
  929. var interpolation = array[ j ].interpolation;
  930. times.push( time );
  931. for ( var k = 0; k < 3; k ++ ) {
  932. positions.push( bone.pos[ k ] + pos[ k ] );
  933. }
  934. for ( var k = 0; k < 4; k ++ ) {
  935. rotations.push( rot[ k ] );
  936. }
  937. for ( var k = 0; k < 3; k ++ ) {
  938. pushInterpolation( pInterpolations, interpolation, k );
  939. }
  940. pushInterpolation( rInterpolations, interpolation, 3 );
  941. }
  942. if ( times.length === 0 ) continue;
  943. var boneName = '.bones[' + bone.name + ']';
  944. tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
  945. tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
  946. }
  947. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  948. if ( clip !== null ) {
  949. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  950. mesh.geometry.animations.push( clip );
  951. }
  952. };
  953. var initMorphAnimations = function () {
  954. if ( vmd.metadata.morphCount === 0 ) {
  955. return;
  956. }
  957. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  958. var tracks = [];
  959. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  960. var times = [];
  961. var values = [];
  962. var array = orderedMorphs[ i ];
  963. for ( var j = 0; j < array.length; j++ ) {
  964. times.push( array[ j ].frameNum / 30 );
  965. values.push( array[ j ].weight );
  966. }
  967. if ( times.length === 0 ) continue;
  968. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  969. }
  970. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  971. if ( clip !== null ) {
  972. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  973. mesh.geometry.animations.push( clip );
  974. }
  975. };
  976. initMotionAnimations();
  977. initMorphAnimations();
  978. };
  979. THREE.MMDLoader.DataCreationHelper = function () {
  980. };
  981. THREE.MMDLoader.DataCreationHelper.prototype = {
  982. constructor: THREE.MMDLoader.DataCreationHelper,
  983. /*
  984. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  985. * In such a case, use this method to convert it to Unicode hex charcode strings,
  986. * like 'あいう' -> '0x30420x30440x3046'
  987. */
  988. toCharcodeStrings: function ( s ) {
  989. var str = '';
  990. for ( var i = 0; i < s.length; i++ ) {
  991. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  992. }
  993. return str;
  994. },
  995. createDictionary: function ( array ) {
  996. var dict = {};
  997. for ( var i = 0; i < array.length; i++ ) {
  998. dict[ array[ i ].name ] = i;
  999. }
  1000. return dict;
  1001. },
  1002. initializeMotionArrays: function ( array ) {
  1003. var result = [];
  1004. for ( var i = 0; i < array.length; i++ ) {
  1005. result[ i ] = [];
  1006. }
  1007. return result;
  1008. },
  1009. sortMotionArray: function ( array ) {
  1010. array.sort( function ( a, b ) {
  1011. return a.frameNum - b.frameNum;
  1012. } ) ;
  1013. },
  1014. sortMotionArrays: function ( arrays ) {
  1015. for ( var i = 0; i < arrays.length; i++ ) {
  1016. this.sortMotionArray( arrays[ i ] );
  1017. }
  1018. },
  1019. createMotionArray: function ( array ) {
  1020. var result = [];
  1021. for ( var i = 0; i < array.length; i++ ) {
  1022. result.push( array[ i ] );
  1023. }
  1024. return result;
  1025. },
  1026. createMotionArrays: function ( array, result, dict, key ) {
  1027. for ( var i = 0; i < array.length; i++ ) {
  1028. var a = array[ i ];
  1029. var num = dict[ a[ key ] ];
  1030. if ( num === undefined ) {
  1031. continue;
  1032. }
  1033. result[ num ].push( a );
  1034. }
  1035. },
  1036. createOrderedMotionArray: function ( array ) {
  1037. var result = this.createMotionArray( array );
  1038. this.sortMotionArray( result );
  1039. return result;
  1040. },
  1041. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1042. var dict = this.createDictionary( targetArray );
  1043. var result = this.initializeMotionArrays( targetArray );
  1044. this.createMotionArrays( motionArray, result, dict, key );
  1045. this.sortMotionArrays( result );
  1046. return result;
  1047. }
  1048. };
  1049. /*
  1050. * extends existing KeyframeTrack for bone and camera animation.
  1051. * - use Float64Array for times
  1052. * - use Cubic Bezier curves interpolation
  1053. */
  1054. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1055. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1056. THREE.VectorKeyframeTrack.call( this, name, times, values );
  1057. };
  1058. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1059. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1060. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1061. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1062. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1063. };
  1064. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1065. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1066. };
  1067. THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1068. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1069. THREE.QuaternionKeyframeTrack.call( this, name, times, values );
  1070. };
  1071. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
  1072. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
  1073. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1074. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1075. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1076. };
  1077. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1078. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1079. };
  1080. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1081. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1082. THREE.NumberKeyframeTrack.call( this, name, times, values );
  1083. };
  1084. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1085. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1086. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1087. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1088. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1089. };
  1090. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1091. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1092. };
  1093. THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1094. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1095. this.params = params;
  1096. }
  1097. THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
  1098. THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
  1099. THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
  1100. var result = this.resultBuffer;
  1101. var values = this.sampleValues;
  1102. var stride = this.valueSize;
  1103. var offset1 = i1 * stride;
  1104. var offset0 = offset1 - stride;
  1105. var weight1 = ( t - t0 ) / ( t1 - t0 );
  1106. if ( stride === 4 ) { // Quaternion
  1107. var x1 = this.params[ i1 * 4 + 0 ];
  1108. var x2 = this.params[ i1 * 4 + 1 ];
  1109. var y1 = this.params[ i1 * 4 + 2 ];
  1110. var y2 = this.params[ i1 * 4 + 3 ];
  1111. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1112. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1113. } else if ( stride === 3 ) { // Vector3
  1114. for ( var i = 0; i !== stride; ++ i ) {
  1115. var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
  1116. var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
  1117. var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
  1118. var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
  1119. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1120. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1121. }
  1122. } else { // Number
  1123. var x1 = this.params[ i1 * 4 + 0 ];
  1124. var x2 = this.params[ i1 * 4 + 1 ];
  1125. var y1 = this.params[ i1 * 4 + 2 ];
  1126. var y2 = this.params[ i1 * 4 + 3 ];
  1127. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1128. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1129. }
  1130. return result;
  1131. };
  1132. THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
  1133. /*
  1134. * Cubic Bezier curves
  1135. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1136. *
  1137. * B(t) = ( 1 - t ) ^ 3 * P0
  1138. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1139. * + 3 * ( 1 - t ) * t^2 * P2
  1140. * + t ^ 3 * P3
  1141. * ( 0 <= t <= 1 )
  1142. *
  1143. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1144. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1145. *
  1146. * x = ( 1 - t ) ^ 3 * x0
  1147. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1148. * + 3 * ( 1 - t ) * t^2 * x2
  1149. * + t ^ 3 * x3
  1150. * y = ( 1 - t ) ^ 3 * y0
  1151. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1152. * + 3 * ( 1 - t ) * t^2 * y2
  1153. * + t ^ 3 * y3
  1154. * ( x0 = 0, y0 = 0 )
  1155. * ( x3 = 1, y3 = 1 )
  1156. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1157. *
  1158. * Here solves this equation with Bisection method,
  1159. * https://en.wikipedia.org/wiki/Bisection_method
  1160. * gets t, and then calculate y.
  1161. *
  1162. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1163. * + 3 * ( 1 - t ) * t^2 * x2
  1164. * + t ^ 3 - x = 0
  1165. *
  1166. * (Another option: Newton's method
  1167. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1168. */
  1169. var c = 0.5;
  1170. var t = c;
  1171. var s = 1.0 - t;
  1172. var loop = 15;
  1173. var eps = 1e-5;
  1174. var math = Math;
  1175. var sst3, stt3, ttt;
  1176. for ( var i = 0; i < loop; i ++ ) {
  1177. sst3 = 3.0 * s * s * t;
  1178. stt3 = 3.0 * s * t * t;
  1179. ttt = t * t * t;
  1180. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1181. if ( math.abs( ft ) < eps ) break;
  1182. c /= 2.0;
  1183. t += ( ft < 0 ) ? c : -c;
  1184. s = 1.0 - t;
  1185. }
  1186. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1187. };
  1188. /*
  1189. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  1190. * Keep shaders updated on MeshPhongMaterial.
  1191. */
  1192. THREE.ShaderLib[ 'mmd' ] = {
  1193. uniforms: THREE.UniformsUtils.merge( [
  1194. THREE.ShaderLib[ 'phong' ].uniforms,
  1195. // MMD specific for toon mapping
  1196. {
  1197. "celShading" : { type: "i", value: 0 },
  1198. "toonMap" : { type: "t", value: null },
  1199. "hasToonTexture" : { type: "i", value: 0 }
  1200. }
  1201. ] ),
  1202. vertexShader: THREE.ShaderLib[ 'phong' ].vertexShader,
  1203. // put toon mapping logic right before "void main() {...}"
  1204. fragmentShader: THREE.ShaderLib[ 'phong' ].fragmentShader.replace( /void\s+main\s*\(\s*\)/, [
  1205. " uniform bool celShading;",
  1206. " uniform sampler2D toonMap;",
  1207. " uniform bool hasToonTexture;",
  1208. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  1209. " if ( ! hasToonTexture ) {",
  1210. " return vec3( 1.0 );",
  1211. " }",
  1212. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  1213. " return texture2D( toonMap, coord ).rgb;",
  1214. " }",
  1215. // redefine for MMD
  1216. "#undef RE_Direct",
  1217. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  1218. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  1219. " vec3 irradiance = dotNL * directLight.color;",
  1220. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  1221. " irradiance *= PI; // punctual light",
  1222. " #endif",
  1223. // ---- MMD specific for toon mapping
  1224. " if ( celShading ) {",
  1225. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  1226. " } else {",
  1227. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  1228. " }",
  1229. // ---- MMD specific for toon mapping
  1230. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  1231. "}",
  1232. // ---- MMD specific for toon mapping
  1233. "#define RE_Direct RE_Direct_BlinnMMD",
  1234. // ---- MMD specific for toon mapping
  1235. "void main()"
  1236. ].join( "\n" ) )
  1237. };
  1238. THREE.MMDAudioManager = function ( audio, listener, p ) {
  1239. var params = ( p === null || p === undefined ) ? {} : p;
  1240. this.audio = audio;
  1241. this.listener = listener;
  1242. this.elapsedTime = 0.0;
  1243. this.currentTime = 0.0;
  1244. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  1245. this.audioDuration = this.audio.source.buffer.duration;
  1246. this.duration = this.audioDuration + this.delayTime;
  1247. };
  1248. THREE.MMDAudioManager.prototype = {
  1249. constructor: THREE.MMDAudioManager,
  1250. control: function ( delta ) {
  1251. this.elapsed += delta;
  1252. this.currentTime += delta;
  1253. if ( this.checkIfStopAudio() ) {
  1254. this.audio.stop();
  1255. }
  1256. if ( this.checkIfStartAudio() ) {
  1257. this.audio.play();
  1258. }
  1259. },
  1260. checkIfStartAudio: function () {
  1261. if ( this.audio.isPlaying ) {
  1262. return false;
  1263. }
  1264. while ( this.currentTime >= this.duration ) {
  1265. this.currentTime -= this.duration;
  1266. }
  1267. if ( this.currentTime < this.delayTime ) {
  1268. return false;
  1269. }
  1270. this.audio.startTime = this.currentTime - this.delayTime;
  1271. return true;
  1272. },
  1273. checkIfStopAudio: function () {
  1274. if ( ! this.audio.isPlaying ) {
  1275. return false;
  1276. }
  1277. if ( this.currentTime >= this.duration ) {
  1278. return true;
  1279. }
  1280. return false;
  1281. }
  1282. };
  1283. THREE.MMDGrantSolver = function ( mesh ) {
  1284. this.mesh = mesh;
  1285. };
  1286. THREE.MMDGrantSolver.prototype = {
  1287. constructor: THREE.MMDGrantSolver,
  1288. update: function () {
  1289. var q = new THREE.Quaternion();
  1290. return function () {
  1291. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  1292. var g = this.mesh.geometry.grants[ i ];
  1293. var b = this.mesh.skeleton.bones[ g.index ];
  1294. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  1295. if ( g.isLocal ) {
  1296. // TODO: implement
  1297. if ( g.affectPosition ) {
  1298. }
  1299. // TODO: implement
  1300. if ( g.affectRotation ) {
  1301. }
  1302. } else {
  1303. // TODO: implement
  1304. if ( g.affectPosition ) {
  1305. }
  1306. if ( g.affectRotation ) {
  1307. q.set( 0, 0, 0, 1 );
  1308. q.slerp( pb.quaternion, g.ratio );
  1309. b.quaternion.multiply( q );
  1310. }
  1311. }
  1312. }
  1313. };
  1314. }()
  1315. };
  1316. THREE.MMDHelper = function ( renderer ) {
  1317. this.renderer = renderer;
  1318. this.outlineEffect = null;
  1319. this.effect = null;
  1320. this.autoClear = true;
  1321. this.meshes = [];
  1322. this.doAnimation = true;
  1323. this.doIk = true;
  1324. this.doGrant = true;
  1325. this.doPhysics = true;
  1326. this.doOutlineDrawing = true;
  1327. this.doCameraAnimation = true;
  1328. this.audioManager = null;
  1329. this.camera = null;
  1330. this.init();
  1331. };
  1332. THREE.MMDHelper.prototype = {
  1333. constructor: THREE.MMDHelper,
  1334. init: function () {
  1335. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  1336. var size = this.renderer.getSize();
  1337. this.setSize( size.width, size.height );
  1338. },
  1339. add: function ( mesh ) {
  1340. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  1341. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  1342. }
  1343. if ( mesh.mixer === undefined ) mesh.mixer = null;
  1344. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  1345. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  1346. if ( mesh.physics === undefined ) mesh.physics = null;
  1347. if ( mesh.looped === undefined ) mesh.looped = false;
  1348. this.meshes.push( mesh );
  1349. // workaround until I make IK and Physics Animation plugin
  1350. this.initBackupBones( mesh );
  1351. },
  1352. setSize: function ( width, height ) {
  1353. this.outlineEffect.setSize( width, height );
  1354. },
  1355. /*
  1356. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  1357. * In such a case, try to set doOutlineDrawing = false or
  1358. * manually comment out renderer.clear() in *Effect.render().
  1359. */
  1360. setEffect: function ( effect ) {
  1361. this.effect = effect;
  1362. },
  1363. setAudio: function ( audio, listener, params ) {
  1364. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  1365. },
  1366. setCamera: function ( camera ) {
  1367. camera.mixer = null;
  1368. this.camera = camera;
  1369. },
  1370. setPhysicses: function ( params ) {
  1371. for ( var i = 0; i < this.meshes.length; i++ ) {
  1372. this.setPhysics( this.meshes[ i ], params );
  1373. }
  1374. },
  1375. setPhysics: function ( mesh, params ) {
  1376. if ( params === undefined ) params = {};
  1377. var warmup = params.warmup !== undefined ? params.warmup : 60;
  1378. var physics = new THREE.MMDPhysics( mesh, params );
  1379. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  1380. this.animateOneMesh( 0, mesh );
  1381. physics.reset();
  1382. }
  1383. physics.warmup( warmup );
  1384. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  1385. mesh.physics = physics;
  1386. },
  1387. enablePhysics: function ( enabled ) {
  1388. if ( enabled === true ) {
  1389. this.doPhysics = true;
  1390. } else {
  1391. this.doPhysics = false;
  1392. }
  1393. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1394. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  1395. }
  1396. },
  1397. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  1398. var iks = mesh.geometry.iks;
  1399. var bones = mesh.geometry.bones;
  1400. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  1401. var ik = iks[ j ];
  1402. var links = ik.links;
  1403. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  1404. var link = links[ k ];
  1405. if ( physicsEnabled === true ) {
  1406. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  1407. // because its rotation will be overriden by physics
  1408. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  1409. } else {
  1410. link.enabled = true;
  1411. }
  1412. }
  1413. }
  1414. },
  1415. setAnimations: function () {
  1416. for ( var i = 0; i < this.meshes.length; i++ ) {
  1417. this.setAnimation( this.meshes[ i ] );
  1418. }
  1419. },
  1420. setAnimation: function ( mesh ) {
  1421. if ( mesh.geometry.animations !== undefined ) {
  1422. mesh.mixer = new THREE.AnimationMixer( mesh );
  1423. // TODO: find a workaround not to access (seems like) private properties
  1424. // the name of them begins with "_".
  1425. mesh.mixer.addEventListener( 'loop', function ( e ) {
  1426. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  1427. var mesh = e.target._root;
  1428. mesh.looped = true;
  1429. } );
  1430. var foundAnimation = false;
  1431. var foundMorphAnimation = false;
  1432. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  1433. var clip = mesh.geometry.animations[ i ];
  1434. var action = mesh.mixer.clipAction( clip );
  1435. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  1436. if ( ! foundMorphAnimation ) {
  1437. action.play();
  1438. foundMorphAnimation = true;
  1439. }
  1440. } else {
  1441. if ( ! foundAnimation ) {
  1442. action.play();
  1443. foundAnimation = true;
  1444. }
  1445. }
  1446. }
  1447. if ( foundAnimation ) {
  1448. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  1449. if ( mesh.geometry.grants !== undefined ) {
  1450. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  1451. }
  1452. }
  1453. }
  1454. },
  1455. setCameraAnimation: function ( camera ) {
  1456. if ( camera.animations !== undefined ) {
  1457. camera.mixer = new THREE.AnimationMixer( camera );
  1458. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  1459. }
  1460. },
  1461. /*
  1462. * detect the longest duration among model, camera, and audio animations and then
  1463. * set it to them to sync.
  1464. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  1465. * to access them for safe and modularity.
  1466. */
  1467. unifyAnimationDuration: function ( params ) {
  1468. params = params === undefined ? {} : params;
  1469. var max = 0.0;
  1470. var camera = this.camera;
  1471. var audioManager = this.audioManager;
  1472. // check the longest duration
  1473. for ( var i = 0; i < this.meshes.length; i++ ) {
  1474. var mesh = this.meshes[ i ];
  1475. var mixer = mesh.mixer;
  1476. if ( mixer === null ) {
  1477. continue;
  1478. }
  1479. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1480. var action = mixer._actions[ j ];
  1481. max = Math.max( max, action._clip.duration );
  1482. }
  1483. }
  1484. if ( camera !== null && camera.mixer !== null ) {
  1485. var mixer = camera.mixer;
  1486. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1487. var action = mixer._actions[ i ];
  1488. max = Math.max( max, action._clip.duration );
  1489. }
  1490. }
  1491. if ( audioManager !== null ) {
  1492. max = Math.max( max, audioManager.duration );
  1493. }
  1494. if ( params.afterglow !== undefined ) {
  1495. max += params.afterglow;
  1496. }
  1497. // set the duration
  1498. for ( var i = 0; i < this.meshes.length; i++ ) {
  1499. var mesh = this.meshes[ i ];
  1500. var mixer = mesh.mixer;
  1501. if ( mixer === null ) {
  1502. continue;
  1503. }
  1504. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1505. var action = mixer._actions[ j ];
  1506. action._clip.duration = max;
  1507. }
  1508. }
  1509. if ( camera !== null && camera.mixer !== null ) {
  1510. var mixer = camera.mixer;
  1511. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1512. var action = mixer._actions[ i ];
  1513. action._clip.duration = max;
  1514. }
  1515. }
  1516. if ( audioManager !== null ) {
  1517. audioManager.duration = max;
  1518. }
  1519. },
  1520. controlAudio: function ( delta ) {
  1521. if ( this.audioManager === null ) {
  1522. return;
  1523. }
  1524. this.audioManager.control( delta );
  1525. },
  1526. animate: function ( delta ) {
  1527. this.controlAudio( delta );
  1528. for ( var i = 0; i < this.meshes.length; i++ ) {
  1529. this.animateOneMesh( delta, this.meshes[ i ] );
  1530. }
  1531. this.animateCamera( delta );
  1532. },
  1533. animateOneMesh: function ( delta, mesh ) {
  1534. var mixer = mesh.mixer;
  1535. var ikSolver = mesh.ikSolver;
  1536. var grantSolver = mesh.grantSolver;
  1537. var physics = mesh.physics;
  1538. if ( mixer !== null && this.doAnimation === true ) {
  1539. // restore/backupBones are workaround
  1540. // until I make IK, Grant, and Physics Animation plugin
  1541. this.restoreBones( mesh );
  1542. mixer.update( delta );
  1543. this.backupBones( mesh );
  1544. }
  1545. if ( ikSolver !== null && this.doIk === true ) {
  1546. ikSolver.update();
  1547. }
  1548. if ( grantSolver !== null && this.doGrant === true ) {
  1549. grantSolver.update();
  1550. }
  1551. if ( mesh.looped === true ) {
  1552. if ( physics !== null ) physics.reset();
  1553. mesh.looped = false;
  1554. }
  1555. if ( physics !== null && this.doPhysics === true ) {
  1556. physics.update( delta );
  1557. }
  1558. },
  1559. animateCamera: function ( delta ) {
  1560. if ( this.camera === null ) {
  1561. return;
  1562. }
  1563. var mixer = this.camera.mixer;
  1564. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  1565. mixer.update( delta );
  1566. // TODO: Let PerspectiveCamera automatically update?
  1567. this.camera.updateProjectionMatrix();
  1568. this.camera.up.set( 0, 1, 0 );
  1569. this.camera.up.applyQuaternion( this.camera.quaternion );
  1570. this.camera.lookAt( this.camera.center );
  1571. }
  1572. },
  1573. render: function ( scene, camera ) {
  1574. if ( this.effect === null ) {
  1575. if ( this.doOutlineDrawing ) {
  1576. this.outlineEffect.autoClear = this.autoClear;
  1577. this.outlineEffect.render( scene, camera );
  1578. } else {
  1579. var currentAutoClear = this.renderer.autoClear;
  1580. this.renderer.autoClear = this.autoClear;
  1581. this.renderer.render( scene, camera );
  1582. this.renderer.autoClear = currentAutoClear;
  1583. }
  1584. } else {
  1585. var currentAutoClear = this.renderer.autoClear;
  1586. this.renderer.autoClear = this.autoClear;
  1587. if ( this.doOutlineDrawing ) {
  1588. this.renderWithEffectAndOutline( scene, camera );
  1589. } else {
  1590. this.effect.render( scene, camera );
  1591. }
  1592. this.renderer.autoClear = currentAutoClear;
  1593. }
  1594. },
  1595. /*
  1596. * Currently(r82 dev) there's no way to render with two Effects
  1597. * then attempt to get them to coordinately run by myself.
  1598. *
  1599. * What this method does
  1600. * 1. let OutlineEffect make outline materials (only once)
  1601. * 2. render normally with effect
  1602. * 3. set outline materials
  1603. * 4. render outline with effect
  1604. * 5. restore original materials
  1605. */
  1606. renderWithEffectAndOutline: function ( scene, camera ) {
  1607. var hasOutlineMaterial = false;
  1608. function checkIfObjectHasOutlineMaterial ( object ) {
  1609. if ( object.material === undefined ) return;
  1610. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  1611. }
  1612. function setOutlineMaterial ( object ) {
  1613. if ( object.material === undefined ) return;
  1614. if ( object.userData.outlineMaterial === undefined ) return;
  1615. object.userData.originalMaterial = object.material;
  1616. object.material = object.userData.outlineMaterial;
  1617. }
  1618. function restoreOriginalMaterial ( object ) {
  1619. if ( object.material === undefined ) return;
  1620. if ( object.userData.originalMaterial === undefined ) return;
  1621. object.material = object.userData.originalMaterial;
  1622. }
  1623. return function renderWithEffectAndOutline( scene, camera ) {
  1624. hasOutlineMaterial = false;
  1625. var forceClear = false;
  1626. scene.traverse( checkIfObjectHasOutlineMaterial );
  1627. if ( ! hasOutlineMaterial ) {
  1628. this.outlineEffect.render( scene, camera );
  1629. forceClear = true;
  1630. scene.traverse( checkIfObjectHasOutlineMaterial );
  1631. }
  1632. if ( hasOutlineMaterial ) {
  1633. this.renderer.autoClear = this.autoClear || forceClear;
  1634. this.effect.render( scene, camera );
  1635. scene.traverse( setOutlineMaterial );
  1636. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  1637. this.renderer.autoClear = false;
  1638. this.renderer.shadowMap.enabled = false;
  1639. this.effect.render( scene, camera );
  1640. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  1641. scene.traverse( restoreOriginalMaterial );
  1642. } else {
  1643. this.outlineEffect.autoClear = this.autoClear || forceClear;
  1644. this.outlineEffect.render( scene, camera );
  1645. }
  1646. }
  1647. }(),
  1648. poseAsVpd: function ( mesh, vpd, params ) {
  1649. if ( params === undefined ) params = {};
  1650. if ( params.preventResetPose !== true ) mesh.pose();
  1651. var bones = mesh.skeleton.bones;
  1652. var bones2 = vpd.bones;
  1653. var table = {};
  1654. for ( var i = 0; i < bones.length; i++ ) {
  1655. table[ bones[ i ].name ] = i;
  1656. }
  1657. var thV = new THREE.Vector3();
  1658. var thQ = new THREE.Quaternion();
  1659. for ( var i = 0; i < bones2.length; i++ ) {
  1660. var b = bones2[ i ];
  1661. var index = table[ b.name ];
  1662. if ( index === undefined ) continue;
  1663. var b2 = bones[ index ];
  1664. var t = b.translation;
  1665. var q = b.quaternion;
  1666. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  1667. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  1668. b2.position.add( thV );
  1669. b2.quaternion.multiply( thQ );
  1670. }
  1671. mesh.updateMatrixWorld( true );
  1672. if ( params.preventIk !== true ) {
  1673. var solver = new THREE.CCDIKSolver( mesh );
  1674. solver.update( params.saveOriginalBonesBeforeIK );
  1675. }
  1676. if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
  1677. var solver = new THREE.MMDGrantSolver( mesh );
  1678. solver.update();
  1679. }
  1680. },
  1681. /*
  1682. * Note: These following three functions are workaround for r74dev.
  1683. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  1684. * when mixer.update() is called.
  1685. * ikSolver.update() and physics.update() change bone position/quaternion
  1686. * without mixer.update() then buffer cache will be inconsistent.
  1687. * So trying to avoid buffer cache inconsistency by doing
  1688. * backup bones position/quaternion right after mixer.update() call
  1689. * and then restore them after rendering.
  1690. */
  1691. initBackupBones: function ( mesh ) {
  1692. mesh.skeleton.backupBones = [];
  1693. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1694. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  1695. }
  1696. },
  1697. backupBones: function ( mesh ) {
  1698. mesh.skeleton.backupBoneIsSaved = true;
  1699. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1700. var b = mesh.skeleton.backupBones[ i ];
  1701. var b2 = mesh.skeleton.bones[ i ];
  1702. b.position.copy( b2.position );
  1703. b.quaternion.copy( b2.quaternion );
  1704. }
  1705. },
  1706. restoreBones: function ( mesh ) {
  1707. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  1708. return;
  1709. }
  1710. mesh.skeleton.backupBoneIsSaved = false;
  1711. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1712. var b = mesh.skeleton.bones[ i ];
  1713. var b2 = mesh.skeleton.backupBones[ i ];
  1714. b.position.copy( b2.position );
  1715. b.quaternion.copy( b2.quaternion );
  1716. }
  1717. }
  1718. };