MMDLoader.js 90 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - charset-encoder-js https://github.com/takahirox/charset-encoder-js
  6. * - THREE.TGALoader
  7. *
  8. *
  9. * This loader loads and parses PMD/PMX and VMD binary files
  10. * then creates mesh for Three.js.
  11. *
  12. * PMD/PMX is a model data format and VMD is a motion data format
  13. * used in MMD(Miku Miku Dance).
  14. *
  15. * MMD is a 3D CG animation tool which is popular in Japan.
  16. *
  17. *
  18. * MMD official site
  19. * http://www.geocities.jp/higuchuu4/index_e.htm
  20. *
  21. * PMD, VMD format
  22. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  23. *
  24. * PMX format
  25. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  26. *
  27. *
  28. * TODO
  29. * - light motion in vmd support.
  30. * - SDEF support.
  31. * - uv/material/bone morphing support.
  32. * - more precise grant skinning support.
  33. * - shadow support.
  34. */
  35. THREE.MMDLoader = function ( manager ) {
  36. THREE.Loader.call( this );
  37. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  38. this.defaultTexturePath = './models/default/';
  39. };
  40. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  41. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  42. THREE.MMDLoader.prototype.setDefaultTexturePath = function ( path ) {
  43. this.defaultTexturePath = path;
  44. };
  45. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  46. var scope = this;
  47. this.loadModel( modelUrl, function ( mesh ) {
  48. scope.loadVmds( vmdUrls, function ( vmd ) {
  49. scope.pourVmdIntoModel( mesh, vmd );
  50. callback( mesh );
  51. }, onProgress, onError );
  52. }, onProgress, onError );
  53. };
  54. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  55. var scope = this;
  56. var texturePath = this.extractUrlBase( url );
  57. var modelExtension = this.extractExtension( url );
  58. this.loadFileAsBuffer( url, function ( buffer ) {
  59. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  60. }, onProgress, onError );
  61. };
  62. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  63. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  64. };
  65. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadFileAsBuffer( url, function ( buffer ) {
  68. callback( scope.parseVmd( buffer ) );
  69. }, onProgress, onError );
  70. };
  71. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  72. var scope = this;
  73. var vmds = [];
  74. function run () {
  75. var url = urls.shift();
  76. scope.loadVmd( url, function ( vmd ) {
  77. vmds.push( vmd );
  78. if ( urls.length > 0 ) {
  79. run();
  80. } else {
  81. callback( scope.mergeVmds( vmds ) );
  82. }
  83. }, onProgress, onError );
  84. };
  85. run();
  86. };
  87. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  88. var listener = new THREE.AudioListener();
  89. var audio = new THREE.Audio( listener );
  90. var loader = new THREE.AudioLoader( this.manager );
  91. loader.load( url, function ( buffer ) {
  92. audio.setBuffer( buffer );
  93. callback( audio, listener );
  94. }, onProgress, onError );
  95. };
  96. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  97. var scope = this;
  98. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  99. func( url, function ( text ) {
  100. callback( scope.parseVpd( text ) );
  101. }, onProgress, onError );
  102. };
  103. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  104. var v = {};
  105. v.metadata = {};
  106. v.metadata.name = vmds[ 0 ].metadata.name;
  107. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  108. v.metadata.motionCount = 0;
  109. v.metadata.morphCount = 0;
  110. v.metadata.cameraCount = 0;
  111. v.motions = [];
  112. v.morphs = [];
  113. v.cameras = [];
  114. for ( var i = 0; i < vmds.length; i++ ) {
  115. var v2 = vmds[ i ];
  116. v.metadata.motionCount += v2.metadata.motionCount;
  117. v.metadata.morphCount += v2.metadata.morphCount;
  118. v.metadata.cameraCount += v2.metadata.cameraCount;
  119. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  120. v.motions.push( v2.motions[ j ] );
  121. }
  122. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  123. v.morphs.push( v2.morphs[ j ] );
  124. }
  125. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  126. v.cameras.push( v2.cameras[ j ] );
  127. }
  128. }
  129. return v;
  130. };
  131. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  132. this.createAnimation( mesh, vmd, name );
  133. };
  134. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  135. var helper = new THREE.MMDLoader.DataCreationHelper();
  136. var initAnimation = function () {
  137. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  138. var q = new THREE.Quaternion();
  139. var e = new THREE.Euler();
  140. var pkeys = [];
  141. var ckeys = [];
  142. var ukeys = [];
  143. var fkeys = [];
  144. for ( var i = 0; i < orderedMotions.length; i++ ) {
  145. var m = orderedMotions[ i ];
  146. var t = m.frameNum / 30;
  147. var p = m.position;
  148. var r = m.rotation;
  149. var d = m.distance;
  150. var f = m.fov;
  151. var position = new THREE.Vector3( 0, 0, -d );
  152. var center = new THREE.Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
  153. var up = new THREE.Vector3( 0, 1, 0 );
  154. e.set( -r[ 0 ], -r[ 1 ], -r[ 2 ] );
  155. q.setFromEuler( e );
  156. position.add( center );
  157. position.applyQuaternion( q );
  158. up.applyQuaternion( q );
  159. helper.pushAnimationKey( pkeys, t, position, true );
  160. helper.pushAnimationKey( ckeys, t, center, true );
  161. helper.pushAnimationKey( ukeys, t, up, true );
  162. helper.pushAnimationKey( fkeys, t, f, true );
  163. }
  164. helper.insertAnimationKeyAtTimeZero( pkeys, new THREE.Vector3( 0, 0, 0 ) );
  165. helper.insertAnimationKeyAtTimeZero( ckeys, new THREE.Vector3( 0, 0, 0 ) );
  166. helper.insertAnimationKeyAtTimeZero( ukeys, new THREE.Vector3( 0, 0, 0 ) );
  167. helper.insertAnimationKeyAtTimeZero( fkeys, 45 );
  168. helper.insertStartAnimationKey( pkeys );
  169. helper.insertStartAnimationKey( ckeys );
  170. helper.insertStartAnimationKey( ukeys );
  171. helper.insertStartAnimationKey( fkeys );
  172. var tracks = [];
  173. tracks.push( helper.generateTrackFromAnimationKeys( pkeys, 'VectorKeyframeTrackEx', '.position' ) );
  174. tracks.push( helper.generateTrackFromAnimationKeys( ckeys, 'VectorKeyframeTrackEx', '.center' ) );
  175. tracks.push( helper.generateTrackFromAnimationKeys( ukeys, 'VectorKeyframeTrackEx', '.up' ) );
  176. tracks.push( helper.generateTrackFromAnimationKeys( fkeys, 'NumberKeyframeTrackEx', '.fov' ) );
  177. camera.center = new THREE.Vector3( 0, 0, 0 );
  178. if ( camera.animations === undefined ) {
  179. camera.animations = [];
  180. }
  181. camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
  182. };
  183. this.leftToRightVmd( vmd );
  184. initAnimation();
  185. };
  186. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  187. var index = url.lastIndexOf( '.' );
  188. if ( index < 0 ) {
  189. return null;
  190. }
  191. return url.slice( index + 1 );
  192. };
  193. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType ) {
  194. var loader = new THREE.XHRLoader( this.manager );
  195. loader.setResponseType( responseType );
  196. var request = loader.load( url, function ( result ) {
  197. onLoad( result );
  198. }, onProgress, onError );
  199. return request;
  200. };
  201. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  202. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  203. };
  204. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  205. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  206. };
  207. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  208. var request = this.loadFile( url, onLoad, onProgress, onError, 'text' );
  209. /*
  210. * TODO: some browsers seem not support overrideMimeType
  211. * so some workarounds for them may be necessary.
  212. * Note: to set property of request after calling request.send(null)
  213. * (it's called in THREE.XHRLoader.load()) could be a bad manner.
  214. */
  215. request.overrideMimeType( 'text/plain; charset=shift_jis' );
  216. };
  217. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  218. // Should I judge from model data header?
  219. switch( modelExtension.toLowerCase() ) {
  220. case 'pmd':
  221. return this.parsePmd( buffer );
  222. case 'pmx':
  223. return this.parsePmx( buffer );
  224. default:
  225. throw 'extension ' + modelExtension + ' is not supported.';
  226. }
  227. };
  228. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  229. var scope = this;
  230. var pmd = {};
  231. var dv = new THREE.MMDLoader.DataView( buffer );
  232. var helper = new THREE.MMDLoader.DataCreationHelper();
  233. pmd.metadata = {};
  234. pmd.metadata.format = 'pmd';
  235. pmd.metadata.coordinateSystem = 'left';
  236. var parseHeader = function () {
  237. var metadata = pmd.metadata;
  238. metadata.magic = dv.getChars( 3 );
  239. if ( metadata.magic !== 'Pmd' ) {
  240. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  241. }
  242. metadata.version = dv.getFloat32();
  243. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  244. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  245. };
  246. var parseVertices = function () {
  247. var parseVertex = function () {
  248. var p = {};
  249. p.position = dv.getFloat32Array( 3 );
  250. p.normal = dv.getFloat32Array( 3 );
  251. p.uv = dv.getFloat32Array( 2 );
  252. p.skinIndices = dv.getUint16Array( 2 );
  253. p.skinWeights = [ dv.getUint8() / 100 ];
  254. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  255. p.edgeFlag = dv.getUint8();
  256. return p;
  257. };
  258. var metadata = pmd.metadata;
  259. metadata.vertexCount = dv.getUint32();
  260. pmd.vertices = [];
  261. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  262. pmd.vertices.push( parseVertex() );
  263. }
  264. };
  265. var parseFaces = function () {
  266. var parseFace = function () {
  267. var p = {};
  268. p.indices = dv.getUint16Array( 3 );
  269. return p;
  270. };
  271. var metadata = pmd.metadata;
  272. metadata.faceCount = dv.getUint32() / 3;
  273. pmd.faces = [];
  274. for ( var i = 0; i < metadata.faceCount; i++ ) {
  275. pmd.faces.push( parseFace() );
  276. }
  277. };
  278. var parseMaterials = function () {
  279. var parseMaterial = function () {
  280. var p = {};
  281. p.diffuse = dv.getFloat32Array( 4 );
  282. p.shininess = dv.getFloat32();
  283. p.specular = dv.getFloat32Array( 3 );
  284. p.emissive = dv.getFloat32Array( 3 );
  285. p.toonIndex = dv.getInt8();
  286. p.edgeFlag = dv.getUint8();
  287. p.faceCount = dv.getUint32() / 3;
  288. p.fileName = dv.getSjisStringsAsUnicode( 20 );
  289. return p;
  290. };
  291. var metadata = pmd.metadata;
  292. metadata.materialCount = dv.getUint32();
  293. pmd.materials = [];
  294. for ( var i = 0; i < metadata.materialCount; i++ ) {
  295. pmd.materials.push( parseMaterial() );
  296. }
  297. };
  298. var parseBones = function () {
  299. var parseBone = function () {
  300. var p = {};
  301. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  302. // So using charcode strings as workaround and keep original strings in .originalName.
  303. p.originalName = dv.getSjisStringsAsUnicode( 20 );
  304. p.name = helper.toCharcodeStrings( p.originalName );
  305. p.parentIndex = dv.getInt16();
  306. p.tailIndex = dv.getInt16();
  307. p.type = dv.getUint8();
  308. p.ikIndex = dv.getInt16();
  309. p.position = dv.getFloat32Array( 3 );
  310. return p;
  311. };
  312. var metadata = pmd.metadata;
  313. metadata.boneCount = dv.getUint16();
  314. pmd.bones = [];
  315. for ( var i = 0; i < metadata.boneCount; i++ ) {
  316. pmd.bones.push( parseBone() );
  317. }
  318. };
  319. var parseIks = function () {
  320. var parseIk = function () {
  321. var p = {};
  322. p.target = dv.getUint16();
  323. p.effector = dv.getUint16();
  324. p.linkCount = dv.getUint8();
  325. p.iteration = dv.getUint16();
  326. p.maxAngle = dv.getFloat32();
  327. p.links = [];
  328. for ( var i = 0; i < p.linkCount; i++ ) {
  329. var link = {}
  330. link.index = dv.getUint16();
  331. p.links.push( link );
  332. }
  333. return p;
  334. };
  335. var metadata = pmd.metadata;
  336. metadata.ikCount = dv.getUint16();
  337. pmd.iks = [];
  338. for ( var i = 0; i < metadata.ikCount; i++ ) {
  339. pmd.iks.push( parseIk() );
  340. }
  341. };
  342. var parseMorphs = function () {
  343. var parseMorph = function () {
  344. var p = {};
  345. p.name = dv.getSjisStringsAsUnicode( 20 );
  346. p.elementCount = dv.getUint32();
  347. p.type = dv.getUint8();
  348. p.elements = [];
  349. for ( var i = 0; i < p.elementCount; i++ ) {
  350. p.elements.push( {
  351. index: dv.getUint32(),
  352. position: dv.getFloat32Array( 3 )
  353. } ) ;
  354. }
  355. return p;
  356. };
  357. var metadata = pmd.metadata;
  358. metadata.morphCount = dv.getUint16();
  359. pmd.morphs = [];
  360. for ( var i = 0; i < metadata.morphCount; i++ ) {
  361. pmd.morphs.push( parseMorph() );
  362. }
  363. };
  364. var parseMorphFrames = function () {
  365. var parseMorphFrame = function () {
  366. var p = {};
  367. p.index = dv.getUint16();
  368. return p;
  369. };
  370. var metadata = pmd.metadata;
  371. metadata.morphFrameCount = dv.getUint8();
  372. pmd.morphFrames = [];
  373. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  374. pmd.morphFrames.push( parseMorphFrame() );
  375. }
  376. };
  377. var parseBoneFrameNames = function () {
  378. var parseBoneFrameName = function () {
  379. var p = {};
  380. p.name = dv.getSjisStringsAsUnicode( 50 );
  381. return p;
  382. };
  383. var metadata = pmd.metadata;
  384. metadata.boneFrameNameCount = dv.getUint8();
  385. pmd.boneFrameNames = [];
  386. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  387. pmd.boneFrameNames.push( parseBoneFrameName() );
  388. }
  389. };
  390. var parseBoneFrames = function () {
  391. var parseBoneFrame = function () {
  392. var p = {};
  393. p.boneIndex = dv.getInt16();
  394. p.frameIndex = dv.getUint8();
  395. return p;
  396. };
  397. var metadata = pmd.metadata;
  398. metadata.boneFrameCount = dv.getUint32();
  399. pmd.boneFrames = [];
  400. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  401. pmd.boneFrames.push( parseBoneFrame() );
  402. }
  403. };
  404. var parseEnglishHeader = function () {
  405. var metadata = pmd.metadata;
  406. metadata.englishCompatibility = dv.getUint8();
  407. if ( metadata.englishCompatibility > 0 ) {
  408. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  409. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  410. }
  411. };
  412. var parseEnglishBoneNames = function () {
  413. var parseEnglishBoneName = function () {
  414. var p = {};
  415. p.name = dv.getSjisStringsAsUnicode( 20 );
  416. return p;
  417. };
  418. var metadata = pmd.metadata;
  419. if ( metadata.englishCompatibility === 0 ) {
  420. return;
  421. }
  422. pmd.englishBoneNames = [];
  423. for ( var i = 0; i < metadata.boneCount; i++ ) {
  424. pmd.englishBoneNames.push( parseEnglishBoneName() );
  425. }
  426. };
  427. var parseEnglishMorphNames = function () {
  428. var parseEnglishMorphName = function () {
  429. var p = {};
  430. p.name = dv.getSjisStringsAsUnicode( 20 );
  431. return p;
  432. };
  433. var metadata = pmd.metadata;
  434. if ( metadata.englishCompatibility === 0 ) {
  435. return;
  436. }
  437. pmd.englishMorphNames = [];
  438. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  439. pmd.englishMorphNames.push( parseEnglishMorphName() );
  440. }
  441. };
  442. var parseEnglishBoneFrameNames = function () {
  443. var parseEnglishBoneFrameName = function () {
  444. var p = {};
  445. p.name = dv.getSjisStringsAsUnicode( 50 );
  446. return p;
  447. };
  448. var metadata = pmd.metadata;
  449. if ( metadata.englishCompatibility === 0 ) {
  450. return;
  451. }
  452. pmd.englishBoneFrameNames = [];
  453. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  454. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  455. }
  456. };
  457. var parseToonTextures = function () {
  458. var parseToonTexture = function () {
  459. var p = {};
  460. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  461. return p;
  462. };
  463. pmd.toonTextures = [];
  464. for ( var i = 0; i < 10; i++ ) {
  465. pmd.toonTextures.push( parseToonTexture() );
  466. }
  467. };
  468. var parseRigidBodies = function () {
  469. var parseRigidBody = function () {
  470. var p = {};
  471. p.name = dv.getSjisStringsAsUnicode( 20 );
  472. p.boneIndex = dv.getInt16();
  473. p.groupIndex = dv.getUint8();
  474. p.groupTarget = dv.getUint16();
  475. p.shapeType = dv.getUint8();
  476. p.width = dv.getFloat32();
  477. p.height = dv.getFloat32();
  478. p.depth = dv.getFloat32();
  479. p.position = dv.getFloat32Array( 3 );
  480. p.rotation = dv.getFloat32Array( 3 );
  481. p.weight = dv.getFloat32();
  482. p.positionDamping = dv.getFloat32();
  483. p.rotationDamping = dv.getFloat32();
  484. p.restriction = dv.getFloat32();
  485. p.friction = dv.getFloat32();
  486. p.type = dv.getUint8();
  487. return p;
  488. };
  489. var metadata = pmd.metadata;
  490. metadata.rigidBodyCount = dv.getUint32();
  491. pmd.rigidBodies = [];
  492. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  493. pmd.rigidBodies.push( parseRigidBody() );
  494. }
  495. };
  496. var parseConstraints = function () {
  497. var parseConstraint = function () {
  498. var p = {};
  499. p.name = dv.getSjisStringsAsUnicode( 20 );
  500. p.rigidBodyIndex1 = dv.getUint32();
  501. p.rigidBodyIndex2 = dv.getUint32();
  502. p.position = dv.getFloat32Array( 3 );
  503. p.rotation = dv.getFloat32Array( 3 );
  504. p.translationLimitation1 = dv.getFloat32Array( 3 );
  505. p.translationLimitation2 = dv.getFloat32Array( 3 );
  506. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  507. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  508. p.springPosition = dv.getFloat32Array( 3 );
  509. p.springRotation = dv.getFloat32Array( 3 );
  510. return p;
  511. };
  512. var metadata = pmd.metadata;
  513. metadata.constraintCount = dv.getUint32();
  514. pmd.constraints = [];
  515. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  516. pmd.constraints.push( parseConstraint() );
  517. }
  518. };
  519. parseHeader();
  520. parseVertices();
  521. parseFaces();
  522. parseMaterials();
  523. parseBones();
  524. parseIks();
  525. parseMorphs();
  526. parseMorphFrames();
  527. parseBoneFrameNames();
  528. parseBoneFrames();
  529. parseEnglishHeader();
  530. parseEnglishBoneNames();
  531. parseEnglishMorphNames();
  532. parseEnglishBoneFrameNames();
  533. parseToonTextures();
  534. parseRigidBodies();
  535. parseConstraints();
  536. // console.log( pmd ); // for console debug
  537. return pmd;
  538. };
  539. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  540. var scope = this;
  541. var pmx = {};
  542. var dv = new THREE.MMDLoader.DataView( buffer );
  543. var helper = new THREE.MMDLoader.DataCreationHelper();
  544. pmx.metadata = {};
  545. pmx.metadata.format = 'pmx';
  546. pmx.metadata.coordinateSystem = 'left';
  547. var parseHeader = function () {
  548. var metadata = pmx.metadata;
  549. metadata.magic = dv.getChars( 4 );
  550. // Note: don't remove the last blank space.
  551. if ( metadata.magic !== 'PMX ' ) {
  552. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  553. }
  554. metadata.version = dv.getFloat32();
  555. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  556. throw 'PMX version ' + metadata.version + ' is not supported.';
  557. }
  558. metadata.headerSize = dv.getUint8();
  559. metadata.encoding = dv.getUint8();
  560. metadata.additionalUvNum = dv.getUint8();
  561. metadata.vertexIndexSize = dv.getUint8();
  562. metadata.textureIndexSize = dv.getUint8();
  563. metadata.materialIndexSize = dv.getUint8();
  564. metadata.boneIndexSize = dv.getUint8();
  565. metadata.morphIndexSize = dv.getUint8();
  566. metadata.rigidBodyIndexSize = dv.getUint8();
  567. metadata.modelName = dv.getTextBuffer();
  568. metadata.englishModelName = dv.getTextBuffer();
  569. metadata.comment = dv.getTextBuffer();
  570. metadata.englishComment = dv.getTextBuffer();
  571. };
  572. var parseVertices = function () {
  573. var parseVertex = function () {
  574. var p = {};
  575. p.position = dv.getFloat32Array( 3 );
  576. p.normal = dv.getFloat32Array( 3 );
  577. p.uv = dv.getFloat32Array( 2 );
  578. p.auvs = [];
  579. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  580. p.auvs.push( dv.getFloat32Array( 4 ) );
  581. }
  582. p.type = dv.getUint8();
  583. var indexSize = metadata.boneIndexSize;
  584. if ( p.type === 0 ) { // BDEF1
  585. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  586. p.skinWeights = [ 1.0 ];
  587. } else if ( p.type === 1 ) { // BDEF2
  588. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  589. p.skinWeights = dv.getFloat32Array( 1 );
  590. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  591. } else if ( p.type === 2 ) { // BDEF4
  592. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  593. p.skinWeights = dv.getFloat32Array( 4 );
  594. } else if ( p.type === 3 ) { // SDEF
  595. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  596. p.skinWeights = dv.getFloat32Array( 1 );
  597. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  598. p.skinC = dv.getFloat32Array( 3 );
  599. p.skinR0 = dv.getFloat32Array( 3 );
  600. p.skinR1 = dv.getFloat32Array( 3 );
  601. // SDEF is not supported yet and is handled as BDEF2 so far.
  602. // TODO: SDEF support
  603. p.type = 1;
  604. } else {
  605. throw 'unsupport bone type ' + p.type + ' exception.';
  606. }
  607. p.edgeRatio = dv.getFloat32();
  608. return p;
  609. };
  610. var metadata = pmx.metadata;
  611. metadata.vertexCount = dv.getUint32();
  612. pmx.vertices = [];
  613. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  614. pmx.vertices.push( parseVertex() );
  615. }
  616. };
  617. var parseFaces = function () {
  618. var parseFace = function () {
  619. var p = {};
  620. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3 );
  621. return p;
  622. };
  623. var metadata = pmx.metadata;
  624. metadata.faceCount = dv.getUint32() / 3;
  625. pmx.faces = [];
  626. for ( var i = 0; i < metadata.faceCount; i++ ) {
  627. pmx.faces.push( parseFace() );
  628. }
  629. };
  630. var parseTextures = function () {
  631. var parseTexture = function () {
  632. return dv.getTextBuffer();
  633. };
  634. var metadata = pmx.metadata;
  635. metadata.textureCount = dv.getUint32();
  636. pmx.textures = [];
  637. for ( var i = 0; i < metadata.textureCount; i++ ) {
  638. pmx.textures.push( parseTexture() );
  639. }
  640. };
  641. var parseMaterials = function () {
  642. var parseMaterial = function () {
  643. var p = {};
  644. p.name = dv.getTextBuffer();
  645. p.englishName = dv.getTextBuffer();
  646. p.diffuse = dv.getFloat32Array( 4 );
  647. p.specular = dv.getFloat32Array( 3 );
  648. p.shininess = dv.getFloat32();
  649. p.emissive = dv.getFloat32Array( 3 );
  650. p.flag = dv.getUint8();
  651. p.edgeColor = dv.getFloat32Array( 4 );
  652. p.edgeSize = dv.getFloat32();
  653. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  654. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  655. p.envFlag = dv.getUint8();
  656. p.toonFlag = dv.getUint8();
  657. if ( p.toonFlag === 0 ) {
  658. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  659. } else if ( p.toonFlag === 1 ) {
  660. p.toonIndex = dv.getInt8();
  661. } else {
  662. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  663. }
  664. p.comment = dv.getTextBuffer();
  665. p.faceCount = dv.getUint32() / 3;
  666. return p;
  667. };
  668. var metadata = pmx.metadata;
  669. metadata.materialCount = dv.getUint32();
  670. pmx.materials = [];
  671. for ( var i = 0; i < metadata.materialCount; i++ ) {
  672. pmx.materials.push( parseMaterial() );
  673. }
  674. };
  675. var parseBones = function () {
  676. var parseBone = function () {
  677. var p = {};
  678. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  679. // So using charcode strings as workaround and keep original strings in .originalName.
  680. p.originalName = dv.getTextBuffer();
  681. p.name = helper.toCharcodeStrings( p.originalName );
  682. p.englishName = dv.getTextBuffer();
  683. p.position = dv.getFloat32Array( 3 );
  684. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  685. p.transformationClass = dv.getUint32();
  686. p.flag = dv.getUint16();
  687. if ( p.flag & 0x1 ) {
  688. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  689. } else {
  690. p.offsetPosition = dv.getFloat32Array( 3 );
  691. }
  692. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  693. // Note: I don't think Grant is an appropriate name
  694. // but I found that some English translated MMD tools use this term
  695. // so I've named it Grant so far.
  696. // I'd rename to more appropriate name from Grant later.
  697. var grant = {};
  698. grant.isLocal = ( p.flag & 0x80 ) !== 0 ? true : false;
  699. grant.affectRotation = ( p.flag & 0x100 ) !== 0 ? true : false;
  700. grant.affectPosition = ( p.flag & 0x200 ) !== 0 ? true : false;
  701. grant.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  702. grant.ratio = dv.getFloat32();
  703. p.grant = grant;
  704. }
  705. if ( p.flag & 0x400 ) {
  706. p.fixAxis = dv.getFloat32Array( 3 );
  707. }
  708. if ( p.flag & 0x800 ) {
  709. p.localXVector = dv.getFloat32Array( 3 );
  710. p.localZVector = dv.getFloat32Array( 3 );
  711. }
  712. if ( p.flag & 0x2000 ) {
  713. p.key = dv.getUint32();
  714. }
  715. if ( p.flag & 0x20 ) {
  716. var ik = {};
  717. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  718. ik.target = null;
  719. ik.iteration = dv.getUint32();
  720. ik.maxAngle = dv.getFloat32();
  721. ik.linkCount = dv.getUint32();
  722. ik.links = [];
  723. for ( var i = 0; i < ik.linkCount; i++ ) {
  724. var link = {};
  725. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  726. link.angleLimitation = dv.getUint8();
  727. if ( link.angleLimitation === 1 ) {
  728. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  729. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  730. }
  731. ik.links.push( link );
  732. }
  733. p.ik = ik;
  734. }
  735. return p;
  736. };
  737. var metadata = pmx.metadata;
  738. metadata.boneCount = dv.getUint32();
  739. pmx.bones = [];
  740. for ( var i = 0; i < metadata.boneCount; i++ ) {
  741. pmx.bones.push( parseBone() );
  742. }
  743. };
  744. var parseMorphs = function () {
  745. var parseMorph = function () {
  746. var p = {};
  747. p.name = dv.getTextBuffer();
  748. p.englishName = dv.getTextBuffer();
  749. p.panel = dv.getUint8();
  750. p.type = dv.getUint8();
  751. p.elementCount = dv.getUint32();
  752. p.elements = [];
  753. for ( var i = 0; i < p.elementCount; i++ ) {
  754. if ( p.type === 0 ) { // group morph
  755. var m = {};
  756. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  757. m.ratio = dv.getFloat32();
  758. p.elements.push( m );
  759. } else if ( p.type === 1 ) { // vertex morph
  760. var m = {};
  761. m.index = dv.getIndex( pmx.metadata.vertexIndexSize );
  762. m.position = dv.getFloat32Array( 3 );
  763. p.elements.push( m );
  764. } else if ( p.type === 2 ) { // bone morph
  765. var m = {};
  766. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  767. m.position = dv.getFloat32Array( 3 );
  768. m.rotation = dv.getFloat32Array( 4 );
  769. p.elements.push( m );
  770. } else if ( p.type === 3 ) { // uv morph
  771. var m = {};
  772. m.index = dv.getIndex( pmx.metadata.vertexIndexSize );
  773. m.uv = dv.getFloat32Array( 4 );
  774. p.elements.push( m );
  775. } else if ( p.type === 8 ) { // material morph
  776. var m = {};
  777. m.index = dv.getIndex( pmx.metadata.materialIndexSize );
  778. m.type = dv.getUint8();
  779. m.diffuse = dv.getFloat32Array( 4 );
  780. m.specular = dv.getFloat32Array( 3 );
  781. m.shininess = dv.getFloat32();
  782. m.emissive = dv.getFloat32Array( 3 );
  783. m.edgeColor = dv.getFloat32Array( 4 );
  784. m.edgeSize = dv.getFloat32();
  785. m.textureColor = dv.getFloat32Array( 4 );
  786. m.sphereTextureColor = dv.getFloat32Array( 4 );
  787. m.toonColor = dv.getFloat32Array( 4 );
  788. p.elements.push( m );
  789. }
  790. }
  791. return p;
  792. };
  793. var metadata = pmx.metadata;
  794. metadata.morphCount = dv.getUint32();
  795. pmx.morphs = [];
  796. for ( var i = 0; i < metadata.morphCount; i++ ) {
  797. pmx.morphs.push( parseMorph() );
  798. }
  799. };
  800. var parseFrames = function () {
  801. var parseFrame = function () {
  802. var p = {};
  803. p.name = dv.getTextBuffer();
  804. p.englishName = dv.getTextBuffer();
  805. p.type = dv.getUint8();
  806. p.elementCount = dv.getUint32();
  807. p.elements = [];
  808. for ( var i = 0; i < p.elementCount; i++ ) {
  809. var e = {};
  810. e.target = dv.getUint8();
  811. e.index = ( e.target === 0 ) ? dv.getIndex( pmx.metadata.boneIndexSize ) : dv.getIndex( pmx.metadata.morphIndexSize );
  812. p.elements.push( e );
  813. }
  814. return p;
  815. };
  816. var metadata = pmx.metadata;
  817. metadata.frameCount = dv.getUint32();
  818. pmx.frames = [];
  819. for ( var i = 0; i < metadata.frameCount; i++ ) {
  820. pmx.frames.push( parseFrame() );
  821. }
  822. };
  823. var parseRigidBodies = function () {
  824. var parseRigidBody = function () {
  825. var p = {};
  826. p.name = dv.getTextBuffer();
  827. p.englishName = dv.getTextBuffer();
  828. p.boneIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  829. p.groupIndex = dv.getUint8();
  830. p.groupTarget = dv.getUint16();
  831. p.shapeType = dv.getUint8();
  832. p.width = dv.getFloat32();
  833. p.height = dv.getFloat32();
  834. p.depth = dv.getFloat32();
  835. p.position = dv.getFloat32Array( 3 );
  836. p.rotation = dv.getFloat32Array( 3 );
  837. p.weight = dv.getFloat32();
  838. p.positionDamping = dv.getFloat32();
  839. p.rotationDamping = dv.getFloat32();
  840. p.restriction = dv.getFloat32();
  841. p.friction = dv.getFloat32();
  842. p.type = dv.getUint8();
  843. return p;
  844. };
  845. var metadata = pmx.metadata;
  846. metadata.rigidBodyCount = dv.getUint32();
  847. pmx.rigidBodies = [];
  848. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  849. pmx.rigidBodies.push( parseRigidBody() );
  850. }
  851. };
  852. var parseConstraints = function () {
  853. var parseConstraint = function () {
  854. var p = {};
  855. p.name = dv.getTextBuffer();
  856. p.englishName = dv.getTextBuffer();
  857. p.type = dv.getUint8();
  858. p.rigidBodyIndex1 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  859. p.rigidBodyIndex2 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  860. p.position = dv.getFloat32Array( 3 );
  861. p.rotation = dv.getFloat32Array( 3 );
  862. p.translationLimitation1 = dv.getFloat32Array( 3 );
  863. p.translationLimitation2 = dv.getFloat32Array( 3 );
  864. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  865. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  866. p.springPosition = dv.getFloat32Array( 3 );
  867. p.springRotation = dv.getFloat32Array( 3 );
  868. return p;
  869. };
  870. var metadata = pmx.metadata;
  871. metadata.constraintCount = dv.getUint32();
  872. pmx.constraints = [];
  873. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  874. pmx.constraints.push( parseConstraint() );
  875. }
  876. };
  877. parseHeader();
  878. parseVertices();
  879. parseFaces();
  880. parseTextures();
  881. parseMaterials();
  882. parseBones();
  883. parseMorphs();
  884. parseFrames();
  885. parseRigidBodies();
  886. parseConstraints();
  887. // console.log( pmx ); // for console debug
  888. return pmx;
  889. };
  890. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  891. var scope = this;
  892. var vmd = {};
  893. var dv = new THREE.MMDLoader.DataView( buffer );
  894. var helper = new THREE.MMDLoader.DataCreationHelper();
  895. vmd.metadata = {};
  896. vmd.metadata.coordinateSystem = 'left';
  897. var parseHeader = function () {
  898. var metadata = vmd.metadata;
  899. metadata.magic = dv.getChars( 30 );
  900. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  901. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  902. }
  903. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  904. };
  905. var parseMotions = function () {
  906. var parseMotion = function () {
  907. var p = {};
  908. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  909. // So using charcode strings as workaround and keep original strings in .originalName.
  910. p.originalBoneName = dv.getSjisStringsAsUnicode( 15 );
  911. p.boneName = helper.toCharcodeStrings( p.originalBoneName );
  912. p.frameNum = dv.getUint32();
  913. p.position = dv.getFloat32Array( 3 );
  914. p.rotation = dv.getFloat32Array( 4 );
  915. p.interpolation = dv.getUint8Array( 64 );
  916. return p;
  917. };
  918. var metadata = vmd.metadata;
  919. metadata.motionCount = dv.getUint32();
  920. vmd.motions = [];
  921. for ( var i = 0; i < metadata.motionCount; i++ ) {
  922. vmd.motions.push( parseMotion() );
  923. }
  924. };
  925. var parseMorphs = function () {
  926. var parseMorph = function () {
  927. var p = {};
  928. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  929. p.frameNum = dv.getUint32();
  930. p.weight = dv.getFloat32();
  931. return p;
  932. };
  933. var metadata = vmd.metadata;
  934. metadata.morphCount = dv.getUint32();
  935. vmd.morphs = [];
  936. for ( var i = 0; i < metadata.morphCount; i++ ) {
  937. vmd.morphs.push( parseMorph() );
  938. }
  939. };
  940. var parseCameras = function () {
  941. var parseCamera = function () {
  942. var p = {};
  943. p.frameNum = dv.getUint32();
  944. p.distance = dv.getFloat32();
  945. p.position = dv.getFloat32Array( 3 );
  946. p.rotation = dv.getFloat32Array( 3 );
  947. p.interpolation = dv.getUint8Array( 24 );
  948. p.fov = dv.getUint32();
  949. p.perspective = dv.getUint8();
  950. return p;
  951. };
  952. var metadata = vmd.metadata;
  953. metadata.cameraCount = dv.getUint32();
  954. vmd.cameras = [];
  955. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  956. vmd.cameras.push( parseCamera() );
  957. }
  958. };
  959. parseHeader();
  960. parseMotions();
  961. parseMorphs();
  962. parseCameras();
  963. // console.log( vmd ); // for console debug
  964. return vmd;
  965. };
  966. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  967. var helper = new THREE.MMDLoader.DataCreationHelper();
  968. var vpd = {};
  969. vpd.metadata = {};
  970. vpd.metadata.coordinateSystem = 'left';
  971. vpd.bones = [];
  972. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  973. var newlinePattern = /\r|\n|\r\n/;
  974. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  975. function throwError () {
  976. throw 'the file seems not vpd file.';
  977. };
  978. function checkMagic () {
  979. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  980. throwError();
  981. }
  982. };
  983. function parseHeader () {
  984. if ( lines.length < 4 ) {
  985. throwError();
  986. }
  987. vpd.metadata.parentFile = lines[ 2 ];
  988. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  989. };
  990. function parseBones () {
  991. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  992. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  993. var boneQuaternionPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  994. var boneFooterPattern = /^\s*}/;
  995. var bones = vpd.bones;
  996. var n = null;
  997. var v = null;
  998. var q = null;
  999. var encoder = new CharsetEncoder();
  1000. for ( var i = 4; i < lines.length; i++ ) {
  1001. var line = lines[ i ];
  1002. var result;
  1003. result = line.match( boneHeaderPattern );
  1004. if ( result !== null ) {
  1005. if ( n !== null ) {
  1006. throwError();
  1007. }
  1008. n = result[ 2 ];
  1009. }
  1010. result = line.match( boneVectorPattern );
  1011. if ( result !== null ) {
  1012. if ( v !== null ) {
  1013. throwError();
  1014. }
  1015. v = [
  1016. parseFloat( result[ 1 ] ),
  1017. parseFloat( result[ 2 ] ),
  1018. parseFloat( result[ 3 ] )
  1019. ];
  1020. }
  1021. result = line.match( boneQuaternionPattern );
  1022. if ( result !== null ) {
  1023. if ( q !== null ) {
  1024. throwError();
  1025. }
  1026. q = [
  1027. parseFloat( result[ 1 ] ),
  1028. parseFloat( result[ 2 ] ),
  1029. parseFloat( result[ 3 ] ),
  1030. parseFloat( result[ 4 ] )
  1031. ];
  1032. }
  1033. result = line.match( boneFooterPattern );
  1034. if ( result !== null ) {
  1035. if ( n === null || v === null || q === null ) {
  1036. throwError();
  1037. }
  1038. bones.push( {
  1039. originalName: n,
  1040. name: helper.toCharcodeStrings( n ),
  1041. translation: v,
  1042. quaternion: q
  1043. } );
  1044. n = null;
  1045. v = null;
  1046. q = null;
  1047. }
  1048. }
  1049. if ( n !== null || v !== null || q !== null ) {
  1050. throwError();
  1051. }
  1052. };
  1053. checkMagic();
  1054. parseHeader();
  1055. parseBones();
  1056. this.leftToRightVpd( vpd );
  1057. // console.log( vpd ); // for console debug
  1058. return vpd;
  1059. };
  1060. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1061. var scope = this;
  1062. var geometry = new THREE.Geometry();
  1063. var material = new THREE.MultiMaterial();
  1064. var helper = new THREE.MMDLoader.DataCreationHelper();
  1065. var initVartices = function () {
  1066. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1067. var v = model.vertices[ i ];
  1068. geometry.vertices.push(
  1069. new THREE.Vector3(
  1070. v.position[ 0 ],
  1071. v.position[ 1 ],
  1072. v.position[ 2 ]
  1073. )
  1074. );
  1075. geometry.skinIndices.push(
  1076. new THREE.Vector4(
  1077. v.skinIndices.length >= 1 ? v.skinIndices[ 0 ] : 0.0,
  1078. v.skinIndices.length >= 2 ? v.skinIndices[ 1 ] : 0.0,
  1079. v.skinIndices.length >= 3 ? v.skinIndices[ 2 ] : 0.0,
  1080. v.skinIndices.length >= 4 ? v.skinIndices[ 3 ] : 0.0
  1081. )
  1082. );
  1083. geometry.skinWeights.push(
  1084. new THREE.Vector4(
  1085. v.skinWeights.length >= 1 ? v.skinWeights[ 0 ] : 0.0,
  1086. v.skinWeights.length >= 2 ? v.skinWeights[ 1 ] : 0.0,
  1087. v.skinWeights.length >= 3 ? v.skinWeights[ 2 ] : 0.0,
  1088. v.skinWeights.length >= 4 ? v.skinWeights[ 3 ] : 0.0
  1089. )
  1090. );
  1091. }
  1092. };
  1093. var initFaces = function () {
  1094. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1095. geometry.faces.push(
  1096. new THREE.Face3(
  1097. model.faces[ i ].indices[ 0 ],
  1098. model.faces[ i ].indices[ 1 ],
  1099. model.faces[ i ].indices[ 2 ]
  1100. )
  1101. );
  1102. for ( var j = 0; j < 3; j++ ) {
  1103. geometry.faces[ i ].vertexNormals[ j ] =
  1104. new THREE.Vector3(
  1105. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 0 ],
  1106. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 1 ],
  1107. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 2 ]
  1108. );
  1109. }
  1110. }
  1111. };
  1112. var initBones = function () {
  1113. var bones = [];
  1114. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1115. var bone = {};
  1116. var b = model.bones[ i ];
  1117. bone.parent = b.parentIndex;
  1118. bone.name = b.name;
  1119. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1120. bone.rotq = [ 0, 0, 0, 1 ];
  1121. bone.scl = [ 1, 1, 1 ];
  1122. if ( bone.parent !== -1 ) {
  1123. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1124. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1125. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1126. }
  1127. bones.push( bone );
  1128. }
  1129. geometry.bones = bones;
  1130. };
  1131. var initIKs = function () {
  1132. var iks = [];
  1133. // TODO: remove duplicated codes between PMD and PMX
  1134. if ( model.metadata.format === 'pmd' ) {
  1135. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1136. var ik = model.iks[i];
  1137. var param = {};
  1138. param.target = ik.target;
  1139. param.effector = ik.effector;
  1140. param.iteration = ik.iteration;
  1141. param.maxAngle = ik.maxAngle * 4;
  1142. param.links = [];
  1143. for ( var j = 0; j < ik.links.length; j++ ) {
  1144. var link = {};
  1145. link.index = ik.links[ j ].index;
  1146. // Checking with .originalName, not .name.
  1147. // See parseBone() for the detail.
  1148. if ( model.bones[ link.index ].originalName.indexOf( 'ひざ' ) >= 0 ) {
  1149. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1150. }
  1151. param.links.push( link );
  1152. }
  1153. iks.push( param );
  1154. }
  1155. } else {
  1156. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1157. var b = model.bones[ i ];
  1158. var ik = b.ik;
  1159. if ( ik === undefined ) {
  1160. continue;
  1161. }
  1162. var param = {};
  1163. param.target = i;
  1164. param.effector = ik.effector;
  1165. param.iteration = ik.iteration;
  1166. param.maxAngle = ik.maxAngle;
  1167. param.links = [];
  1168. for ( var j = 0; j < ik.links.length; j++ ) {
  1169. var link = {};
  1170. link.index = ik.links[ j ].index;
  1171. if ( ik.links[ j ].angleLimitation === 1 ) {
  1172. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1173. // TODO: use limitation angles
  1174. // link.lowerLimitationAngle;
  1175. // link.upperLimitationAngle;
  1176. }
  1177. param.links.push( link );
  1178. }
  1179. iks.push( param );
  1180. }
  1181. }
  1182. geometry.iks = iks;
  1183. };
  1184. var initGrants = function () {
  1185. if ( model.metadata.format === 'pmd' ) {
  1186. return;
  1187. }
  1188. var grants = [];
  1189. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1190. var b = model.bones[ i ];
  1191. var grant = b.grant;
  1192. if ( grant === undefined ) {
  1193. continue;
  1194. }
  1195. var param = {};
  1196. param.index = i;
  1197. param.parentIndex = grant.parentIndex;
  1198. param.ratio = grant.ratio;
  1199. param.isLocal = grant.isLocal;
  1200. param.affectRotation = grant.affectRotation;
  1201. param.affectPosition = grant.affectPosition;
  1202. grants.push( param );
  1203. }
  1204. geometry.grants = grants;
  1205. };
  1206. var initMorphs = function () {
  1207. function updateVertex ( params, index, v, ratio ) {
  1208. params.vertices[ index ].x += v.position[ 0 ] * ratio;
  1209. params.vertices[ index ].y += v.position[ 1 ] * ratio;
  1210. params.vertices[ index ].z += v.position[ 2 ] * ratio;
  1211. };
  1212. function updateVertices ( params, m, ratio ) {
  1213. for ( var i = 0; i < m.elementCount; i++ ) {
  1214. var v = m.elements[ i ];
  1215. var index;
  1216. if ( model.metadata.format === 'pmd' ) {
  1217. index = model.morphs[ 0 ].elements[ v.index ].index;
  1218. } else {
  1219. index = v.index;
  1220. }
  1221. updateVertex( params, index, v, ratio );
  1222. }
  1223. };
  1224. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1225. var m = model.morphs[ i ];
  1226. var params = {};
  1227. params.name = m.name;
  1228. params.vertices = [];
  1229. for ( var j = 0; j < model.metadata.vertexCount; j++ ) {
  1230. params.vertices[ j ] = new THREE.Vector3( 0, 0, 0 );
  1231. params.vertices[ j ].x = geometry.vertices[ j ].x;
  1232. params.vertices[ j ].y = geometry.vertices[ j ].y;
  1233. params.vertices[ j ].z = geometry.vertices[ j ].z;
  1234. }
  1235. if ( model.metadata.format === 'pmd' ) {
  1236. if ( i !== 0 ) {
  1237. updateVertices( params, m, 1.0 );
  1238. }
  1239. } else {
  1240. if ( m.type === 0 ) {
  1241. for ( var j = 0; j < m.elementCount; j++ ) {
  1242. var m2 = model.morphs[ m.elements[ j ].index ];
  1243. var ratio = m.elements[ j ].ratio;
  1244. if ( m2.type === 1 ) {
  1245. updateVertices( params, m2, ratio );
  1246. }
  1247. }
  1248. } else if ( m.type === 1 ) {
  1249. updateVertices( params, m, 1.0 );
  1250. }
  1251. }
  1252. // TODO: skip if this's non-vertex morphing of PMX to reduce CPU/Memory use
  1253. geometry.morphTargets.push( params );
  1254. }
  1255. };
  1256. var initMaterials = function () {
  1257. var textures = [];
  1258. var textureLoader = new THREE.TextureLoader( this.manager );
  1259. var tgaLoader = new THREE.TGALoader( this.manager );
  1260. var materialLoader = new THREE.MaterialLoader( this.manager );
  1261. var color = new THREE.Color();
  1262. var offset = 0;
  1263. var materialParams = [];
  1264. function loadTexture ( filePath, params ) {
  1265. if ( params === undefined ) {
  1266. params = {};
  1267. }
  1268. var directoryPath = ( params.defaultTexturePath === true ) ? scope.defaultTexturePath : texturePath;
  1269. var fullPath = directoryPath + filePath;
  1270. var loader = THREE.Loader.Handlers.get( fullPath );
  1271. if ( loader === null ) {
  1272. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1273. }
  1274. var texture = loader.load( fullPath, function ( t ) {
  1275. t.flipY = false;
  1276. t.wrapS = THREE.RepeatWrapping;
  1277. t.wrapT = THREE.RepeatWrapping;
  1278. if ( params.sphericalReflectionMapping === true ) {
  1279. t.mapping = THREE.SphericalReflectionMapping;
  1280. }
  1281. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1282. texture.readyCallbacks[ i ]( texture );
  1283. }
  1284. } );
  1285. texture.readyCallbacks = [];
  1286. var uuid = THREE.Math.generateUUID();
  1287. textures[ uuid ] = texture;
  1288. return uuid;
  1289. };
  1290. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1291. geometry.faceVertexUvs.push( [] );
  1292. }
  1293. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1294. var m = model.materials[ i ];
  1295. var params = {
  1296. uuid: THREE.Math.generateUUID(),
  1297. type: 'MMDMaterial'
  1298. };
  1299. params.faceOffset = offset;
  1300. params.faceNum = m.faceCount;
  1301. for ( var j = 0; j < m.faceCount; j++ ) {
  1302. geometry.faces[ offset ].materialIndex = i;
  1303. var uvs = [];
  1304. for ( var k = 0; k < 3; k++ ) {
  1305. var v = model.vertices[ model.faces[ offset ].indices[ k ] ];
  1306. uvs.push( new THREE.Vector2( v.uv[ 0 ], v.uv[ 1 ] ) );
  1307. }
  1308. geometry.faceVertexUvs[ 0 ].push( uvs );
  1309. offset++;
  1310. }
  1311. params.name = m.name;
  1312. params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).getHex();
  1313. params.opacity = m.diffuse[ 3 ];
  1314. params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).getHex();
  1315. params.shininess = m.shininess;
  1316. if ( params.opacity === 1.0 ) {
  1317. params.side = THREE.FrontSide;
  1318. params.transparent = false;
  1319. } else {
  1320. params.side = THREE.DoubleSide;
  1321. params.transparent = true;
  1322. }
  1323. if ( model.metadata.format === 'pmd' ) {
  1324. if ( m.fileName ) {
  1325. var fileName = m.fileName;
  1326. var fileNames = [];
  1327. var index = fileName.lastIndexOf( '*' );
  1328. if ( index >= 0 ) {
  1329. fileNames.push( fileName.slice( 0, index ) );
  1330. fileNames.push( fileName.slice( index + 1 ) );
  1331. } else {
  1332. fileNames.push( fileName );
  1333. }
  1334. for ( var j = 0; j < fileNames.length; j++ ) {
  1335. var n = fileNames[ j ];
  1336. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1337. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1338. if ( n.indexOf( '.sph' ) >= 0 ) {
  1339. params.envMapType = THREE.MultiplyOperation;
  1340. } else {
  1341. params.envMapType = THREE.AddOperation;
  1342. }
  1343. } else {
  1344. params.map = loadTexture( n );
  1345. }
  1346. }
  1347. }
  1348. } else {
  1349. if ( m.textureIndex !== -1 ) {
  1350. var n = model.textures[ m.textureIndex ];
  1351. params.map = loadTexture( n );
  1352. }
  1353. // TODO: support m.envFlag === 3
  1354. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1355. var n = model.textures[ m.envTextureIndex ];
  1356. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1357. if ( m.envFlag === 1 ) {
  1358. params.envMapType = THREE.MultiplyOperation;
  1359. } else {
  1360. params.envMapType = THREE.AddOperation;
  1361. }
  1362. }
  1363. }
  1364. // TODO: check if this logic is right
  1365. if ( params.map === undefined /* && params.envMap === undefined */ ) {
  1366. params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).getHex();
  1367. }
  1368. var shader = THREE.ShaderLib[ 'mmd' ];
  1369. params.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  1370. params.vertexShader = shader.vertexShader;
  1371. params.fragmentShader = shader.fragmentShader;
  1372. materialParams.push( params );
  1373. }
  1374. materialLoader.setTextures( textures );
  1375. for ( var i = 0; i < materialParams.length; i++ ) {
  1376. var p = materialParams[ i ];
  1377. var p2 = model.materials[ i ];
  1378. var m = materialLoader.parse( p );
  1379. m.faceOffset = p.faceOffset;
  1380. m.faceNum = p.faceNum;
  1381. m.skinning = geometry.bones.length > 0 ? true : false;
  1382. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1383. m.lights = true;
  1384. m.blending = THREE.CustomBlending;
  1385. m.blendSrc = THREE.SrcAlphaFactor;
  1386. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1387. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1388. m.blendDstAlpha = THREE.DstAlphaFactor;
  1389. if ( m.map !== null ) {
  1390. // Check if this part of the texture image the material uses requires transparency
  1391. function checkTextureTransparency ( m ) {
  1392. m.map.readyCallbacks.push( function ( t ) {
  1393. // Is there any efficient ways?
  1394. function createImageData ( image ) {
  1395. var c = document.createElement( 'canvas' );
  1396. c.width = image.width;
  1397. c.height = image.height;
  1398. var ctx = c.getContext( '2d' );
  1399. ctx.drawImage( image, 0, 0 );
  1400. return ctx.getImageData( 0, 0, c.width, c.height );
  1401. };
  1402. function detectTextureTransparency ( image, uvs ) {
  1403. var width = image.width;
  1404. var height = image.height;
  1405. var data = image.data;
  1406. var threshold = 253;
  1407. if ( data.length / ( width * height ) !== 4 ) {
  1408. return false;
  1409. }
  1410. for ( var i = 0; i < uvs.length; i++ ) {
  1411. var centerUV = { x: 0.0, y: 0.0 };
  1412. for ( var j = 0; j < 3; j++ ) {
  1413. var uv = uvs[ i ][ j ];
  1414. if ( getAlphaByUv( image, uv ) < threshold ) {
  1415. return true;
  1416. }
  1417. centerUV.x += uv.x;
  1418. centerUV.y += uv.y;
  1419. }
  1420. centerUV.x /= 3;
  1421. centerUV.y /= 3;
  1422. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1423. return true;
  1424. }
  1425. }
  1426. return false;
  1427. };
  1428. /*
  1429. * This method expects
  1430. * t.flipY = false
  1431. * t.wrapS = THREE.RepeatWrapping
  1432. * t.wrapT = THREE.RepeatWrapping
  1433. * TODO: more precise
  1434. */
  1435. function getAlphaByUv ( image, uv ) {
  1436. var width = image.width;
  1437. var height = image.height;
  1438. var x = Math.round( uv.x * width ) % width;
  1439. var y = Math.round( uv.y * height ) % height;
  1440. if ( x < 0 ) {
  1441. x += width;
  1442. }
  1443. if ( y < 0 ) {
  1444. y += height;
  1445. }
  1446. var index = y * width + x;
  1447. return image.data[ index * 4 + 3 ];
  1448. };
  1449. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1450. var uvs = geometry.faceVertexUvs[ 0 ].slice( m.faceOffset, m.faceOffset + m.faceNum );
  1451. m.textureTransparency = detectTextureTransparency( imageData, uvs );
  1452. } );
  1453. }
  1454. checkTextureTransparency( m );
  1455. }
  1456. if ( m.envMap !== null ) {
  1457. // TODO: WebGLRenderer should automatically update?
  1458. function updateMaterialWhenTextureIsReady ( m ) {
  1459. m.envMap.readyCallbacks.push( function ( t ) {
  1460. m.needsUpdate = true;
  1461. } );
  1462. }
  1463. m.combine = p.envMapType;
  1464. updateMaterialWhenTextureIsReady( m );
  1465. }
  1466. m.uniforms.opacity.value = m.opacity;
  1467. m.uniforms.diffuse.value = m.color;
  1468. if ( m.emissive ) {
  1469. m.uniforms.emissive.value = m.emissive;
  1470. }
  1471. m.uniforms.map.value = m.map;
  1472. m.uniforms.envMap.value = m.envMap;
  1473. m.uniforms.specular.value = m.specular;
  1474. m.uniforms.shininess.value = Math.max( m.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1475. if ( model.metadata.format === 'pmd' ) {
  1476. function isDefaultToonTexture ( n ) {
  1477. if ( n.length !== 10 ) {
  1478. return false;
  1479. }
  1480. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1481. };
  1482. m.uniforms.outlineThickness.value = p2.edgeFlag === 1 ? 0.003 : 0.0;
  1483. m.uniforms.outlineColor.value = new THREE.Color( 0.0, 0.0, 0.0 );
  1484. m.uniforms.outlineAlpha.value = 1.0;
  1485. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1486. m.uniforms.celShading.value = 1;
  1487. if ( p2.toonIndex === -1 ) {
  1488. m.uniforms.hasToonTexture.value = 0;
  1489. } else {
  1490. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1491. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1492. m.uniforms.toonMap.value = textures[ uuid ];
  1493. m.uniforms.hasToonTexture.value = 1;
  1494. }
  1495. } else {
  1496. m.uniforms.outlineThickness.value = p2.edgeSize / 300;
  1497. m.uniforms.outlineColor.value = new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] );
  1498. m.uniforms.outlineAlpha.value = p2.edgeColor[ 3 ];
  1499. m.uniforms.celShading.value = 1;
  1500. if ( p2.toonIndex === -1 ) {
  1501. m.uniforms.hasToonTexture.value = 0;
  1502. } else {
  1503. if ( p2.toonFlag === 0 ) {
  1504. var n = model.textures[ p2.toonIndex ];
  1505. var uuid = loadTexture( n );
  1506. m.uniforms.toonMap.value = textures[ uuid ];
  1507. } else {
  1508. var num = p2.toonIndex + 1;
  1509. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1510. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1511. m.uniforms.toonMap.value = textures[ uuid ];
  1512. }
  1513. m.uniforms.hasToonTexture.value = 1;
  1514. }
  1515. }
  1516. material.materials.push( m );
  1517. }
  1518. if ( model.metadata.format === 'pmx' ) {
  1519. function checkAlphaMorph ( morph, elements ) {
  1520. if ( morph.type !== 8 ) {
  1521. return;
  1522. }
  1523. for ( var i = 0; i < elements.length; i++ ) {
  1524. var e = elements[ i ];
  1525. if ( e.index === -1 ) {
  1526. continue;
  1527. }
  1528. var m = material.materials[ e.index ];
  1529. if ( m.opacity !== e.diffuse[ 3 ] ) {
  1530. m.morphTransparency = true;
  1531. }
  1532. }
  1533. }
  1534. for ( var i = 0; i < model.morphs.length; i++ ) {
  1535. var morph = model.morphs[ i ];
  1536. var elements = morph.elements;
  1537. if ( morph.type === 0 ) {
  1538. for ( var j = 0; j < elements.length; j++ ) {
  1539. var morph2 = model.morphs[ elements[ j ].index ];
  1540. var elements2 = morph2.elements;
  1541. checkAlphaMorph( morph2, elements2 );
  1542. }
  1543. } else {
  1544. checkAlphaMorph( morph, elements );
  1545. }
  1546. }
  1547. }
  1548. };
  1549. var initPhysics = function () {
  1550. var rigidBodies = [];
  1551. var constraints = [];
  1552. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1553. var b = model.rigidBodies[ i ];
  1554. var keys = Object.keys( b );
  1555. var p = {};
  1556. for ( var j = 0; j < keys.length; j++ ) {
  1557. var key = keys[ j ];
  1558. p[ key ] = b[ key ];
  1559. }
  1560. /*
  1561. * RigidBody position parameter in PMX seems global position
  1562. * while the one in PMD seems offset from corresponding bone.
  1563. * So unify being offset.
  1564. */
  1565. if ( model.metadata.format === 'pmx' ) {
  1566. if ( p.boneIndex !== -1 ) {
  1567. var bone = model.bones[ p.boneIndex ];
  1568. p.position[ 0 ] -= bone.position[ 0 ];
  1569. p.position[ 1 ] -= bone.position[ 1 ];
  1570. p.position[ 2 ] -= bone.position[ 2 ];
  1571. }
  1572. }
  1573. rigidBodies.push( p );
  1574. }
  1575. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1576. var c = model.constraints[ i ];
  1577. var keys = Object.keys( c );
  1578. var p = {};
  1579. for ( var j = 0; j < keys.length; j++ ) {
  1580. var key = keys[ j ];
  1581. p[ key ] = c[ key ];
  1582. }
  1583. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1584. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1585. /*
  1586. * Refer http://www20.atpages.jp/katwat/wp/?p=4135
  1587. * for what this is for
  1588. */
  1589. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1590. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1591. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1592. bodyB.type = 1;
  1593. }
  1594. }
  1595. constraints.push( p );
  1596. }
  1597. geometry.rigidBodies = rigidBodies;
  1598. geometry.constraints = constraints;
  1599. };
  1600. function saveOriginalBoneNames ( mesh ) {
  1601. var bones = mesh.skeleton.bones;
  1602. var bones2 = mesh.geometry.bones;
  1603. for ( var i = 0; i < bones.length; i++ ) {
  1604. var n = model.bones[ i ].originalName;
  1605. bones[ i ].originalName = n;
  1606. bones2[ i ].originalName = n;
  1607. }
  1608. };
  1609. this.leftToRightModel( model );
  1610. initVartices();
  1611. initFaces();
  1612. initBones();
  1613. initIKs();
  1614. initGrants();
  1615. initMorphs();
  1616. initMaterials();
  1617. initPhysics();
  1618. geometry.computeFaceNormals();
  1619. geometry.verticesNeedUpdate = true;
  1620. geometry.normalsNeedUpdate = true;
  1621. geometry.uvsNeedUpdate = true;
  1622. geometry.mmdFormat = model.metadata.format;
  1623. var mesh = new THREE.SkinnedMesh( geometry, material );
  1624. saveOriginalBoneNames( mesh );
  1625. // console.log( mesh ); // for console debug
  1626. return mesh;
  1627. };
  1628. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1629. var scope = this;
  1630. var helper = new THREE.MMDLoader.DataCreationHelper();
  1631. var initMotionAnimations = function () {
  1632. if ( vmd.metadata.motionCount === 0 ) {
  1633. return;
  1634. }
  1635. var bones = mesh.geometry.bones;
  1636. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1637. var animation = {
  1638. name: name === undefined ? THREE.Math.generateUUID() : name,
  1639. fps: 30,
  1640. hierarchy: []
  1641. };
  1642. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1643. animation.hierarchy.push(
  1644. {
  1645. parent: bones[ i ].parent,
  1646. keys: []
  1647. }
  1648. );
  1649. }
  1650. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1651. var array = orderedMotions[ i ];
  1652. var keys = animation.hierarchy[ i ].keys;
  1653. var bone = bones[ i ];
  1654. for ( var j = 0; j < array.length; j++ ) {
  1655. var t = array[ j ].frameNum / 30;
  1656. var p = array[ j ].position;
  1657. var r = array[ j ].rotation;
  1658. helper.pushBoneAnimationKey( keys, t, bone, p, r );
  1659. }
  1660. }
  1661. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1662. var bone = bones[ i ];
  1663. var keys = animation.hierarchy[ i ].keys;
  1664. helper.insertBoneAnimationKeyAtTimeZero( keys, bone );
  1665. helper.insertStartBoneAnimationKey( keys );
  1666. }
  1667. var clip = THREE.AnimationClip.parseAnimation( animation, mesh.geometry.bones );
  1668. if ( clip !== null ) {
  1669. if ( mesh.geometry.animations === undefined ) {
  1670. mesh.geometry.animations = [];
  1671. }
  1672. mesh.geometry.animations.push( clip );
  1673. }
  1674. };
  1675. var initMorphAnimations = function () {
  1676. if ( vmd.metadata.morphCount === 0 ) {
  1677. return;
  1678. }
  1679. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1680. var morphAnimation = {
  1681. fps: 30,
  1682. hierarchy: []
  1683. };
  1684. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1685. morphAnimation.hierarchy.push( { keys: [] } );
  1686. }
  1687. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1688. var array = orderedMorphs[ i ];
  1689. var keys = morphAnimation.hierarchy[ i ].keys;
  1690. for ( var j = 0; j < array.length; j++ ) {
  1691. var t = array[ j ].frameNum / 30;
  1692. var w = array[ j ].weight;
  1693. helper.pushAnimationKey( keys, t, w );
  1694. }
  1695. }
  1696. // TODO: should we use THREE.AnimationClip.CreateFromMorphTargetSequence() instead?
  1697. var tracks = [];
  1698. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1699. var keys = morphAnimation.hierarchy[ i ].keys;
  1700. if ( keys.length === 0 ) {
  1701. continue;
  1702. }
  1703. tracks.push( helper.generateTrackFromAnimationKeys( keys, 'NumberKeyframeTrackEx', '.morphTargetInfluences[' + i + ']' ) );
  1704. }
  1705. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1706. if ( clip !== null ) {
  1707. if ( mesh.geometry.animations === undefined ) {
  1708. mesh.geometry.animations = [];
  1709. }
  1710. mesh.geometry.animations.push( clip );
  1711. }
  1712. };
  1713. this.leftToRightVmd( vmd );
  1714. initMotionAnimations();
  1715. initMorphAnimations();
  1716. };
  1717. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1718. if ( model.metadata.coordinateSystem === 'right' ) {
  1719. return;
  1720. }
  1721. model.metadata.coordinateSystem = 'right';
  1722. var helper = new THREE.MMDLoader.DataCreationHelper();
  1723. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1724. helper.leftToRightVector3( model.vertices[ i ].position );
  1725. helper.leftToRightVector3( model.vertices[ i ].normal );
  1726. }
  1727. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1728. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1729. }
  1730. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1731. helper.leftToRightVector3( model.bones[ i ].position );
  1732. }
  1733. // TODO: support other morph for PMX
  1734. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1735. var m = model.morphs[ i ];
  1736. if ( model.metadata.format === 'pmx' ) {
  1737. if ( m.type === 1 ) {
  1738. m = m.elements;
  1739. } else {
  1740. continue;
  1741. }
  1742. }
  1743. for ( var j = 0; j < m.elementCount; j++ ) {
  1744. helper.leftToRightVector3( m.elements[ j ].position );
  1745. }
  1746. }
  1747. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1748. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1749. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1750. }
  1751. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1752. helper.leftToRightVector3( model.constraints[ i ].position );
  1753. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1754. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1755. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1756. }
  1757. };
  1758. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1759. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1760. return;
  1761. }
  1762. vmd.metadata.coordinateSystem = 'right';
  1763. var helper = new THREE.MMDLoader.DataCreationHelper();
  1764. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1765. helper.leftToRightVector3( vmd.motions[ i ].position );
  1766. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1767. }
  1768. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1769. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1770. }
  1771. };
  1772. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1773. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1774. return;
  1775. }
  1776. vpd.metadata.coordinateSystem = 'right';
  1777. var helper = new THREE.MMDLoader.DataCreationHelper();
  1778. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1779. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1780. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1781. }
  1782. };
  1783. THREE.MMDLoader.DataCreationHelper = function () {
  1784. };
  1785. THREE.MMDLoader.DataCreationHelper.prototype = {
  1786. constructor: THREE.MMDLoader.Helper,
  1787. leftToRightVector3: function ( v ) {
  1788. v[ 2 ] = -v[ 2 ];
  1789. },
  1790. leftToRightQuaternion: function ( q ) {
  1791. q[ 0 ] = -q[ 0 ];
  1792. q[ 1 ] = -q[ 1 ];
  1793. },
  1794. leftToRightEuler: function ( r ) {
  1795. r[ 0 ] = -r[ 0 ];
  1796. r[ 1 ] = -r[ 1 ];
  1797. },
  1798. leftToRightIndexOrder: function ( p ) {
  1799. var tmp = p[ 2 ];
  1800. p[ 2 ] = p[ 0 ];
  1801. p[ 0 ] = tmp;
  1802. },
  1803. leftToRightVector3Range: function ( v1, v2 ) {
  1804. var tmp = -v2[ 2 ];
  1805. v2[ 2 ] = -v1[ 2 ];
  1806. v1[ 2 ] = tmp;
  1807. },
  1808. leftToRightEulerRange: function ( r1, r2 ) {
  1809. var tmp1 = -r2[ 0 ];
  1810. var tmp2 = -r2[ 1 ];
  1811. r2[ 0 ] = -r1[ 0 ];
  1812. r2[ 1 ] = -r1[ 1 ];
  1813. r1[ 0 ] = tmp1;
  1814. r1[ 1 ] = tmp2;
  1815. },
  1816. /*
  1817. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1818. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1819. * like 'あいう' -> '0x30420x30440x3046'
  1820. */
  1821. toCharcodeStrings: function ( s ) {
  1822. var str = '';
  1823. for ( var i = 0; i < s.length; i++ ) {
  1824. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1825. }
  1826. return str;
  1827. },
  1828. createDictionary: function ( array ) {
  1829. var dict = {};
  1830. for ( var i = 0; i < array.length; i++ ) {
  1831. dict[ array[ i ].name ] = i;
  1832. }
  1833. return dict;
  1834. },
  1835. initializeMotionArrays: function ( array ) {
  1836. var result = [];
  1837. for ( var i = 0; i < array.length; i++ ) {
  1838. result[ i ] = [];
  1839. }
  1840. return result;
  1841. },
  1842. sortMotionArray: function ( array ) {
  1843. array.sort( function ( a, b ) {
  1844. return a.frameNum - b.frameNum;
  1845. } ) ;
  1846. },
  1847. sortMotionArrays: function ( arrays ) {
  1848. for ( var i = 0; i < arrays.length; i++ ) {
  1849. this.sortMotionArray( arrays[ i ] );
  1850. }
  1851. },
  1852. createMotionArray: function ( array ) {
  1853. var result = [];
  1854. for ( var i = 0; i < array.length; i++ ) {
  1855. result.push( array[ i ] );
  1856. }
  1857. return result;
  1858. },
  1859. createMotionArrays: function ( array, result, dict, key ) {
  1860. for ( var i = 0; i < array.length; i++ ) {
  1861. var a = array[ i ];
  1862. var num = dict[ a[ key ] ];
  1863. if ( num === undefined ) {
  1864. continue;
  1865. }
  1866. result[ num ].push( a );
  1867. }
  1868. },
  1869. createOrderedMotionArray: function ( array ) {
  1870. var result = this.createMotionArray( array );
  1871. this.sortMotionArray( result );
  1872. return result;
  1873. },
  1874. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1875. var dict = this.createDictionary( targetArray );
  1876. var result = this.initializeMotionArrays( targetArray );
  1877. this.createMotionArrays( motionArray, result, dict, key );
  1878. this.sortMotionArrays( result );
  1879. return result;
  1880. },
  1881. pushAnimationKey: function ( keys, time, value, preventInterpolation ) {
  1882. /*
  1883. * Note: This is a workaround not to make Animation system calculate lerp
  1884. * if the diff from the last frame is 1 frame (in 30fps).
  1885. */
  1886. if ( keys.length > 0 && preventInterpolation === true ) {
  1887. var k = keys[ keys.length - 1 ];
  1888. if ( time < k.time + ( 1 / 30 ) * 1.5 ) {
  1889. keys.push(
  1890. {
  1891. time: time - 1e-13,
  1892. value: k.value.clone === undefined ? k.value : k.value.clone()
  1893. }
  1894. );
  1895. }
  1896. }
  1897. keys.push(
  1898. {
  1899. time: time,
  1900. value: value
  1901. }
  1902. );
  1903. },
  1904. insertAnimationKeyAtTimeZero: function ( keys, value ) {
  1905. if ( keys.length === 0 ) {
  1906. keys.push(
  1907. {
  1908. time: 0.0,
  1909. value: value
  1910. }
  1911. );
  1912. }
  1913. },
  1914. insertStartAnimationKey: function ( keys ) {
  1915. var k = keys[ 0 ];
  1916. if ( k.time !== 0.0 ) {
  1917. keys.unshift(
  1918. {
  1919. time: 0.0,
  1920. value: k.value.clone === undefined ? k.value : k.value.clone()
  1921. }
  1922. );
  1923. }
  1924. },
  1925. pushBoneAnimationKey: function ( keys, time, bone, pos, rot ) {
  1926. keys.push(
  1927. {
  1928. time: time,
  1929. pos: [ bone.pos[ 0 ] + pos[ 0 ],
  1930. bone.pos[ 1 ] + pos[ 1 ],
  1931. bone.pos[ 2 ] + pos[ 2 ] ],
  1932. rot: [ rot[ 0 ], rot[ 1 ], rot[ 2 ], rot[ 3 ] ],
  1933. scl: [ 1, 1, 1 ]
  1934. }
  1935. );
  1936. },
  1937. insertBoneAnimationKeyAtTimeZero: function ( keys, bone ) {
  1938. if ( keys.length === 0 ) {
  1939. keys.push(
  1940. {
  1941. time: 0.0,
  1942. pos: [ bone.pos[ 0 ], bone.pos[ 1 ], bone.pos[ 2 ] ],
  1943. rot: [ 0, 0, 0, 1 ],
  1944. scl: [ 1, 1, 1 ]
  1945. }
  1946. );
  1947. }
  1948. },
  1949. insertStartBoneAnimationKey: function ( keys ) {
  1950. var k = keys[ 0 ];
  1951. if ( k.time !== 0.0 ) {
  1952. keys.unshift(
  1953. {
  1954. time: 0.0,
  1955. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  1956. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  1957. scl: [ k.scl[ 0 ], k.scl[ 1 ], k.scl[ 2 ] ]
  1958. }
  1959. );
  1960. }
  1961. },
  1962. /*
  1963. * This method wraps r74 Animation key frame track API for r73 Animation.
  1964. */
  1965. generateTrackFromAnimationKeys: function ( keys, trackKey, name ) {
  1966. var times = [];
  1967. var values = [];
  1968. for ( var i = 0; i < keys.length; i++ ) {
  1969. var key = keys[ i ];
  1970. times.push( key.time );
  1971. if ( trackKey === 'VectorKeyframeTrackEx' ) {
  1972. values.push( key.value.x );
  1973. values.push( key.value.y );
  1974. values.push( key.value.z );
  1975. } else {
  1976. values.push( key.value );
  1977. }
  1978. }
  1979. return new THREE.MMDLoader[ trackKey ]( name, times, values );
  1980. }
  1981. };
  1982. /*
  1983. * These two classes are for high precision of times and values.
  1984. * TODO: Let Three.KeyframeTrack support type select on instance creation.
  1985. */
  1986. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1987. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1988. };
  1989. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1990. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1991. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1992. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1993. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1994. };
  1995. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1996. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1997. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1998. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  1999. this.dv = new DataView( buffer );
  2000. this.offset = 0;
  2001. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2002. this.encoder = new CharsetEncoder();
  2003. };
  2004. THREE.MMDLoader.DataView.prototype = {
  2005. constructor: THREE.MMDLoader.DataView,
  2006. getInt8: function () {
  2007. var value = this.dv.getInt8( this.offset );
  2008. this.offset += 1;
  2009. return value;
  2010. },
  2011. getInt8Array: function ( size ) {
  2012. var a = [];
  2013. for ( var i = 0; i < size; i++ ) {
  2014. a.push( this.getInt8() );
  2015. }
  2016. return a;
  2017. },
  2018. getUint8: function () {
  2019. var value = this.dv.getUint8( this.offset );
  2020. this.offset += 1;
  2021. return value;
  2022. },
  2023. getUint8Array: function ( size ) {
  2024. var a = [];
  2025. for ( var i = 0; i < size; i++ ) {
  2026. a.push( this.getUint8() );
  2027. }
  2028. return a;
  2029. },
  2030. getInt16: function () {
  2031. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2032. this.offset += 2;
  2033. return value;
  2034. },
  2035. getInt16Array: function ( size ) {
  2036. var a = [];
  2037. for ( var i = 0; i < size; i++ ) {
  2038. a.push( this.getInt16() );
  2039. }
  2040. return a;
  2041. },
  2042. getUint16: function () {
  2043. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2044. this.offset += 2;
  2045. return value;
  2046. },
  2047. getUint16Array: function ( size ) {
  2048. var a = [];
  2049. for ( var i = 0; i < size; i++ ) {
  2050. a.push( this.getUint16() );
  2051. }
  2052. return a;
  2053. },
  2054. getInt32: function () {
  2055. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2056. this.offset += 4;
  2057. return value;
  2058. },
  2059. getInt32Array: function ( size ) {
  2060. var a = [];
  2061. for ( var i = 0; i < size; i++ ) {
  2062. a.push( this.getInt32() );
  2063. }
  2064. return a;
  2065. },
  2066. getUint32: function () {
  2067. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2068. this.offset += 4;
  2069. return value;
  2070. },
  2071. getUint32Array: function ( size ) {
  2072. var a = [];
  2073. for ( var i = 0; i < size; i++ ) {
  2074. a.push( this.getUint32() );
  2075. }
  2076. return a;
  2077. },
  2078. getFloat32: function () {
  2079. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2080. this.offset += 4;
  2081. return value;
  2082. },
  2083. getFloat32Array: function( size ) {
  2084. var a = [];
  2085. for ( var i = 0; i < size; i++ ) {
  2086. a.push( this.getFloat32() );
  2087. }
  2088. return a;
  2089. },
  2090. getFloat64: function () {
  2091. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2092. this.offset += 8;
  2093. return value;
  2094. },
  2095. getFloat64Array: function( size ) {
  2096. var a = [];
  2097. for ( var i = 0; i < size; i++ ) {
  2098. a.push( this.getFloat64() );
  2099. }
  2100. return a;
  2101. },
  2102. getIndex: function ( type ) {
  2103. switch ( type ) {
  2104. case 1:
  2105. return this.getInt8();
  2106. case 2:
  2107. return this.getInt16();
  2108. case 4:
  2109. return this.getInt32();
  2110. default:
  2111. throw 'unknown number type ' + type + ' exception.';
  2112. }
  2113. },
  2114. getIndexArray: function ( type, size ) {
  2115. var a = [];
  2116. for ( var i = 0; i < size; i++ ) {
  2117. a.push( this.getIndex( type ) );
  2118. }
  2119. return a;
  2120. },
  2121. getChars: function ( size ) {
  2122. var str = '';
  2123. while ( size > 0 ) {
  2124. var value = this.getUint8();
  2125. size--;
  2126. if ( value === 0 ) {
  2127. break;
  2128. }
  2129. str += String.fromCharCode( value );
  2130. }
  2131. while ( size > 0 ) {
  2132. this.getUint8();
  2133. size--;
  2134. }
  2135. return str;
  2136. },
  2137. getSjisStringsAsUnicode: function ( size ) {
  2138. var a = [];
  2139. while ( size > 0 ) {
  2140. var value = this.getUint8();
  2141. size--;
  2142. if ( value === 0 ) {
  2143. break;
  2144. }
  2145. a.push( value );
  2146. }
  2147. while ( size > 0 ) {
  2148. this.getUint8();
  2149. size--;
  2150. }
  2151. return this.encoder.s2u( new Uint8Array( a ) );
  2152. },
  2153. getUnicodeStrings: function ( size ) {
  2154. var str = '';
  2155. while ( size > 0 ) {
  2156. var value = this.getUint16();
  2157. size -= 2;
  2158. if ( value === 0 ) {
  2159. break;
  2160. }
  2161. str += String.fromCharCode( value );
  2162. }
  2163. while ( size > 0 ) {
  2164. this.getUint8();
  2165. size--;
  2166. }
  2167. return str;
  2168. },
  2169. getTextBuffer: function () {
  2170. var size = this.getUint32();
  2171. return this.getUnicodeStrings( size );
  2172. }
  2173. };
  2174. /*
  2175. * MMD custom shaders based on MeshPhongMaterial.
  2176. * This class extends ShaderMaterial while shaders are based on MeshPhongMaterial.
  2177. * Keep this class updated on MeshPhongMaterial.
  2178. */
  2179. THREE.MMDMaterial = function ( parameters ) {
  2180. THREE.ShaderMaterial.call( this, parameters );
  2181. // this.type = 'MMDMaterial';
  2182. this.faceOffset = null;
  2183. this.faceNum = null;
  2184. this.textureTransparency = false;
  2185. this.morphTransparency = false;
  2186. // the followings are copied from MeshPhongMaterial
  2187. this.color = new THREE.Color( 0xffffff ); // diffuse
  2188. this.emissive = new THREE.Color( 0x000000 );
  2189. this.specular = new THREE.Color( 0x111111 );
  2190. this.shininess = 30;
  2191. this.map = null;
  2192. this.lightMap = null;
  2193. this.lightMapIntensity = 1.0;
  2194. this.aoMap = null;
  2195. this.aoMapIntensity = 1.0;
  2196. this.emissiveMap = null;
  2197. this.bumpMap = null;
  2198. this.bumpScale = 1;
  2199. this.normalMap = null;
  2200. this.normalScale = new THREE.Vector2( 1, 1 );
  2201. this.displacementMap = null;
  2202. this.displacementScale = 1;
  2203. this.displacementBias = 0;
  2204. this.specularMap = null;
  2205. this.alphaMap = null;
  2206. this.envMap = null;
  2207. this.combine = THREE.MultiplyOperation;
  2208. this.reflectivity = 1;
  2209. this.refractionRatio = 0.98;
  2210. this.fog = true;
  2211. this.shading = THREE.SmoothShading;
  2212. this.wireframe = false;
  2213. this.wireframeLinewidth = 1;
  2214. this.wireframeLinecap = 'round';
  2215. this.wireframeLinejoin = 'round';
  2216. this.vertexColors = THREE.NoColors;
  2217. this.skinning = false;
  2218. this.morphTargets = false;
  2219. this.morphNormals = false;
  2220. this.setValues( parameters );
  2221. };
  2222. THREE.MMDMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  2223. THREE.MMDMaterial.prototype.constructor = THREE.MMDMaterial;
  2224. /*
  2225. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2226. * Keep shaders updated on MeshPhongMaterial.
  2227. */
  2228. THREE.ShaderLib[ 'mmd' ] = {
  2229. uniforms: THREE.UniformsUtils.merge( [
  2230. THREE.UniformsLib[ "common" ],
  2231. THREE.UniformsLib[ "aomap" ],
  2232. THREE.UniformsLib[ "lightmap" ],
  2233. THREE.UniformsLib[ "emissivemap" ],
  2234. THREE.UniformsLib[ "bumpmap" ],
  2235. THREE.UniformsLib[ "normalmap" ],
  2236. THREE.UniformsLib[ "displacementmap" ],
  2237. THREE.UniformsLib[ "fog" ],
  2238. THREE.UniformsLib[ "lights" ],
  2239. {
  2240. "emissive" : { value: new THREE.Color( 0x000000 ) },
  2241. "specular" : { value: new THREE.Color( 0x111111 ) },
  2242. "shininess": { value: 30 }
  2243. },
  2244. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2245. {
  2246. "outlineDrawing" : { value: 0 },
  2247. "outlineThickness": { value: 0.0 },
  2248. "outlineColor" : { value: new THREE.Color( 0x000000 ) },
  2249. "outlineAlpha" : { value: 1.0 },
  2250. "celShading" : { value: 0 },
  2251. "toonMap" : { value: null },
  2252. "hasToonTexture" : { value: 0 }
  2253. }
  2254. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2255. ] ),
  2256. vertexShader: [
  2257. "#define PHONG",
  2258. "varying vec3 vViewPosition;",
  2259. "#ifndef FLAT_SHADED",
  2260. " varying vec3 vNormal;",
  2261. "#endif",
  2262. THREE.ShaderChunk[ "common" ],
  2263. THREE.ShaderChunk[ "uv_pars_vertex" ],
  2264. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  2265. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  2266. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  2267. THREE.ShaderChunk[ "color_pars_vertex" ],
  2268. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  2269. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  2270. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  2271. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  2272. THREE.ShaderChunk[ "clipping_planes_pars_vertex" ],
  2273. // ---- MMD specific for outline drawing
  2274. " uniform bool outlineDrawing;",
  2275. " uniform float outlineThickness;",
  2276. // ---- MMD specific for outline drawing
  2277. "void main() {",
  2278. THREE.ShaderChunk[ "uv_vertex" ],
  2279. THREE.ShaderChunk[ "uv2_vertex" ],
  2280. THREE.ShaderChunk[ "color_vertex" ],
  2281. THREE.ShaderChunk[ "beginnormal_vertex" ],
  2282. THREE.ShaderChunk[ "morphnormal_vertex" ],
  2283. THREE.ShaderChunk[ "skinbase_vertex" ],
  2284. THREE.ShaderChunk[ "skinnormal_vertex" ],
  2285. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  2286. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  2287. " vNormal = normalize( transformedNormal );",
  2288. "#endif",
  2289. THREE.ShaderChunk[ "begin_vertex" ],
  2290. THREE.ShaderChunk[ "displacementmap_vertex" ],
  2291. THREE.ShaderChunk[ "morphtarget_vertex" ],
  2292. THREE.ShaderChunk[ "skinning_vertex" ],
  2293. THREE.ShaderChunk[ "project_vertex" ],
  2294. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  2295. THREE.ShaderChunk[ "clipping_planes_vertex" ],
  2296. " vViewPosition = - mvPosition.xyz;",
  2297. THREE.ShaderChunk[ "worldpos_vertex" ],
  2298. THREE.ShaderChunk[ "envmap_vertex" ],
  2299. THREE.ShaderChunk[ "shadowmap_vertex" ],
  2300. // ---- MMD specific for outline drawing
  2301. " if ( outlineDrawing ) {",
  2302. " float thickness = outlineThickness;",
  2303. " float ratio = 1.0;", // TODO: support outline size ratio for each vertex
  2304. " vec4 epos = projectionMatrix * modelViewMatrix * skinned;",
  2305. " vec4 epos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  2306. " vec4 enorm = normalize( epos2 - epos );",
  2307. " gl_Position = epos + enorm * thickness * epos.w * ratio;",
  2308. " }",
  2309. // ---- MMD specific for outline drawing
  2310. "}"
  2311. ].join( "\n" ),
  2312. fragmentShader: [
  2313. "#define PHONG",
  2314. "uniform vec3 diffuse;",
  2315. "uniform vec3 emissive;",
  2316. "uniform vec3 specular;",
  2317. "uniform float shininess;",
  2318. "uniform float opacity;",
  2319. THREE.ShaderChunk[ "common" ],
  2320. THREE.ShaderChunk[ "packing" ],
  2321. THREE.ShaderChunk[ "color_pars_fragment" ],
  2322. THREE.ShaderChunk[ "uv_pars_fragment" ],
  2323. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  2324. THREE.ShaderChunk[ "map_pars_fragment" ],
  2325. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  2326. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  2327. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  2328. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  2329. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  2330. THREE.ShaderChunk[ "fog_pars_fragment" ],
  2331. THREE.ShaderChunk[ "bsdfs" ],
  2332. THREE.ShaderChunk[ "lights_pars" ],
  2333. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  2334. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  2335. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  2336. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  2337. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  2338. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  2339. THREE.ShaderChunk[ "clipping_planes_pars_fragment" ],
  2340. // ---- MMD specific for cel shading
  2341. " uniform bool outlineDrawing;",
  2342. " uniform vec3 outlineColor;",
  2343. " uniform float outlineAlpha;",
  2344. " uniform bool celShading;",
  2345. " uniform sampler2D toonMap;",
  2346. " uniform bool hasToonTexture;",
  2347. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2348. " if ( ! hasToonTexture ) {",
  2349. " return vec3( 1.0 );",
  2350. " }",
  2351. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2352. " return texture2D( toonMap, coord ).rgb;",
  2353. " }",
  2354. // redefine for MMD
  2355. "#undef RE_Direct",
  2356. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2357. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2358. " vec3 irradiance = dotNL * directLight.color;",
  2359. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  2360. " irradiance *= PI; // punctual light",
  2361. " #endif",
  2362. // ---- MMD specific for toon mapping
  2363. " if ( celShading ) {",
  2364. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2365. " } else {",
  2366. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2367. " }",
  2368. // ---- MMD specific for toon mapping
  2369. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2370. "}",
  2371. // ---- MMD specific for toon mapping
  2372. "#define RE_Direct RE_Direct_BlinnMMD",
  2373. // ---- MMD specific for toon mapping
  2374. "void main() {",
  2375. // ---- MMD specific for outline drawing
  2376. " if ( outlineDrawing ) {",
  2377. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  2378. " return;",
  2379. " }",
  2380. // ---- MMD specific for outline drawing
  2381. THREE.ShaderChunk[ "clipping_planes_fragment" ],
  2382. " vec4 diffuseColor = vec4( diffuse, opacity );",
  2383. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  2384. " vec3 totalEmissiveRadiance = emissive;",
  2385. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  2386. THREE.ShaderChunk[ "map_fragment" ],
  2387. THREE.ShaderChunk[ "color_fragment" ],
  2388. THREE.ShaderChunk[ "alphamap_fragment" ],
  2389. THREE.ShaderChunk[ "alphatest_fragment" ],
  2390. THREE.ShaderChunk[ "specularmap_fragment" ],
  2391. THREE.ShaderChunk[ "normal_fragment" ],
  2392. THREE.ShaderChunk[ "emissivemap_fragment" ],
  2393. // accumulation
  2394. THREE.ShaderChunk[ "lights_phong_fragment" ],
  2395. THREE.ShaderChunk[ "lights_template" ],
  2396. // modulation
  2397. THREE.ShaderChunk[ "aomap_fragment" ],
  2398. "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",
  2399. THREE.ShaderChunk[ "envmap_fragment" ],
  2400. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  2401. THREE.ShaderChunk[ "premultiplied_alpha_fragment" ],
  2402. THREE.ShaderChunk[ "tonemapping_fragment" ],
  2403. THREE.ShaderChunk[ "encodings_fragment" ],
  2404. THREE.ShaderChunk[ "fog_fragment" ],
  2405. "}"
  2406. ].join( "\n" )
  2407. };
  2408. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2409. var params = ( p === null || p === undefined ) ? {} : p;
  2410. this.audio = audio;
  2411. this.listener = listener;
  2412. this.elapsedTime = 0.0;
  2413. this.currentTime = 0.0;
  2414. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2415. this.audioDuration = this.audio.source.buffer.duration;
  2416. this.duration = this.audioDuration + this.delayTime;
  2417. };
  2418. THREE.MMDAudioManager.prototype = {
  2419. constructor: THREE.MMDAudioManager,
  2420. control: function ( delta ) {
  2421. this.elapsed += delta;
  2422. this.currentTime += delta;
  2423. if ( this.checkIfStopAudio() ) {
  2424. this.audio.stop();
  2425. }
  2426. if ( this.checkIfStartAudio() ) {
  2427. this.audio.play();
  2428. }
  2429. },
  2430. checkIfStartAudio: function () {
  2431. if ( this.audio.isPlaying ) {
  2432. return false;
  2433. }
  2434. while ( this.currentTime >= this.duration ) {
  2435. this.currentTime -= this.duration;
  2436. }
  2437. if ( this.currentTime < this.delayTime ) {
  2438. return false;
  2439. }
  2440. this.audio.startTime = this.currentTime - this.delayTime;
  2441. return true;
  2442. },
  2443. checkIfStopAudio: function () {
  2444. if ( ! this.audio.isPlaying ) {
  2445. return false;
  2446. }
  2447. if ( this.currentTime >= this.duration ) {
  2448. return true;
  2449. }
  2450. return false;
  2451. }
  2452. };
  2453. THREE.MMDGrantSolver = function ( mesh ) {
  2454. this.mesh = mesh;
  2455. };
  2456. THREE.MMDGrantSolver.prototype = {
  2457. constructor: THREE.MMDGrantSolver,
  2458. update: function () {
  2459. var q = new THREE.Quaternion();
  2460. return function () {
  2461. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  2462. var g = this.mesh.geometry.grants[ i ];
  2463. var b = this.mesh.skeleton.bones[ g.index ];
  2464. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  2465. if ( g.isLocal ) {
  2466. // TODO: implement
  2467. if ( g.affectPosition ) {
  2468. }
  2469. // TODO: implement
  2470. if ( g.affectRotation ) {
  2471. }
  2472. } else {
  2473. // TODO: implement
  2474. if ( g.affectPosition ) {
  2475. }
  2476. if ( g.affectRotation ) {
  2477. q.set( 0, 0, 0, 1 );
  2478. q.slerp( pb.quaternion, g.ratio );
  2479. b.quaternion.multiply( q );
  2480. b.updateMatrixWorld( true );
  2481. }
  2482. }
  2483. }
  2484. };
  2485. }()
  2486. };
  2487. THREE.MMDHelper = function ( renderer ) {
  2488. this.renderer = renderer;
  2489. this.effect = null;
  2490. this.meshes = [];
  2491. this.doAnimation = true;
  2492. this.doIk = true;
  2493. this.doGrant = true;
  2494. this.doPhysics = true;
  2495. this.doOutlineDrawing = true;
  2496. this.doCameraAnimation = true;
  2497. this.audioManager = null;
  2498. this.camera = null;
  2499. this.init();
  2500. };
  2501. THREE.MMDHelper.prototype = {
  2502. constructor: THREE.MMDHelper,
  2503. init: function () {
  2504. this.initRender();
  2505. },
  2506. initRender: function () {
  2507. this.renderer.autoClear = false;
  2508. this.renderer.autoClearColor = false;
  2509. this.renderer.autoClearDepth = false;
  2510. },
  2511. add: function ( mesh ) {
  2512. mesh.mixer = null;
  2513. mesh.ikSolver = null;
  2514. mesh.grantSolver = null;
  2515. mesh.physics = null;
  2516. this.meshes.push( mesh );
  2517. // workaround until I make IK and Physics Animation plugin
  2518. this.initBackupBones( mesh );
  2519. },
  2520. /*
  2521. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  2522. * In such a case, try to set doOutlineDrawing = false or
  2523. * manually comment out renderer.clear() in *Effect.render().
  2524. */
  2525. setEffect: function ( effect ) {
  2526. this.effect = effect;
  2527. },
  2528. setAudio: function ( audio, listener, params ) {
  2529. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2530. },
  2531. setCamera: function ( camera ) {
  2532. camera.mixer = null;
  2533. this.camera = camera;
  2534. },
  2535. setPhysicses: function ( params ) {
  2536. for ( var i = 0; i < this.meshes.length; i++ ) {
  2537. this.setPhysics( this.meshes[ i ], params );
  2538. }
  2539. },
  2540. setPhysics: function ( mesh, params ) {
  2541. mesh.physics = new THREE.MMDPhysics( mesh, params );
  2542. mesh.physics.warmup( 10 );
  2543. },
  2544. setAnimations: function () {
  2545. for ( var i = 0; i < this.meshes.length; i++ ) {
  2546. this.setAnimation( this.meshes[ i ] );
  2547. }
  2548. },
  2549. setAnimation: function ( mesh ) {
  2550. if ( mesh.geometry.animations !== undefined ) {
  2551. mesh.mixer = new THREE.AnimationMixer( mesh );
  2552. var foundAnimation = false;
  2553. var foundMorphAnimation = false;
  2554. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2555. var clip = mesh.geometry.animations[ i ];
  2556. var action = mesh.mixer.clipAction( clip );
  2557. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  2558. if ( ! foundMorphAnimation ) {
  2559. action.play();
  2560. foundMorphAnimation = true;
  2561. }
  2562. } else {
  2563. if ( ! foundAnimation ) {
  2564. action.play();
  2565. foundAnimation = true;
  2566. }
  2567. }
  2568. }
  2569. if ( foundAnimation ) {
  2570. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2571. if ( mesh.geometry.grants !== undefined ) {
  2572. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  2573. }
  2574. }
  2575. }
  2576. },
  2577. setCameraAnimation: function ( camera ) {
  2578. if ( camera.animations !== undefined ) {
  2579. camera.mixer = new THREE.AnimationMixer( camera );
  2580. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2581. }
  2582. },
  2583. /*
  2584. * detect the longest duration among model, camera, and audio animation and then
  2585. * set it to them to sync.
  2586. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2587. * to access them for safe and modularity.
  2588. */
  2589. unifyAnimationDuration: function ( params ) {
  2590. params = params === undefined ? {} : params;
  2591. var max = 0.0;
  2592. var camera = this.camera;
  2593. var audioManager = this.audioManager;
  2594. // check the longest duration
  2595. for ( var i = 0; i < this.meshes.length; i++ ) {
  2596. var mesh = this.meshes[ i ];
  2597. var mixer = mesh.mixer;
  2598. if ( mixer === null ) {
  2599. continue;
  2600. }
  2601. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2602. var action = mixer._actions[ j ];
  2603. max = Math.max( max, action._clip.duration );
  2604. }
  2605. }
  2606. if ( camera !== null && camera.mixer !== null ) {
  2607. var mixer = camera.mixer;
  2608. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2609. var action = mixer._actions[ i ];
  2610. max = Math.max( max, action._clip.duration );
  2611. }
  2612. }
  2613. if ( audioManager !== null ) {
  2614. max = Math.max( max, audioManager.duration );
  2615. }
  2616. if ( params.afterglow !== undefined ) {
  2617. max += params.afterglow;
  2618. }
  2619. // set the duration
  2620. for ( var i = 0; i < this.meshes.length; i++ ) {
  2621. var mesh = this.meshes[ i ];
  2622. var mixer = mesh.mixer;
  2623. if ( mixer === null ) {
  2624. continue;
  2625. }
  2626. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2627. var action = mixer._actions[ j ];
  2628. action._clip.duration = max;
  2629. }
  2630. }
  2631. if ( camera !== null && camera.mixer !== null ) {
  2632. var mixer = camera.mixer;
  2633. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2634. var action = mixer._actions[ i ];
  2635. action._clip.duration = max;
  2636. }
  2637. }
  2638. if ( audioManager !== null ) {
  2639. audioManager.duration = max;
  2640. }
  2641. },
  2642. controlAudio: function ( delta ) {
  2643. if ( this.audioManager === null ) {
  2644. return;
  2645. }
  2646. this.audioManager.control( delta );
  2647. },
  2648. animate: function ( delta ) {
  2649. this.controlAudio( delta );
  2650. for ( var i = 0; i < this.meshes.length; i++ ) {
  2651. this.animateOneMesh( delta, this.meshes[ i ] );
  2652. }
  2653. this.animateCamera( delta );
  2654. },
  2655. animateOneMesh: function ( delta, mesh ) {
  2656. var mixer = mesh.mixer;
  2657. var ikSolver = mesh.ikSolver;
  2658. var grantSolver = mesh.grantSolver;
  2659. var physics = mesh.physics;
  2660. if ( mixer !== null && this.doAnimation === true ) {
  2661. mixer.update( delta );
  2662. // workaround until I make IK, Grant, and Physics Animation plugin
  2663. this.backupBones( mesh );
  2664. }
  2665. if ( ikSolver !== null && this.doIk === true ) {
  2666. ikSolver.update();
  2667. }
  2668. if ( grantSolver !== null && this.doGrant === true ) {
  2669. grantSolver.update();
  2670. }
  2671. if ( physics !== null && this.doPhysics === true ) {
  2672. physics.update( delta );
  2673. }
  2674. },
  2675. animateCamera: function ( delta ) {
  2676. if ( this.camera === null ) {
  2677. return;
  2678. }
  2679. var mixer = this.camera.mixer;
  2680. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2681. mixer.update( delta );
  2682. // TODO: Let PerspectiveCamera automatically update?
  2683. this.camera.updateProjectionMatrix();
  2684. this.camera.lookAt( this.camera.center );
  2685. }
  2686. },
  2687. render: function ( scene, camera ) {
  2688. this.renderer.clearColor();
  2689. this.renderer.clearDepth();
  2690. this.renderer.clear( true, true );
  2691. this.renderMain( scene, camera );
  2692. if ( this.doOutlineDrawing ) {
  2693. this.renderOutline( scene, camera );
  2694. }
  2695. // workaround until I make IK and Physics Animation plugin
  2696. for ( var i = 0; i < this.meshes.length; i++ ) {
  2697. this.restoreBones( this.meshes[ i ] );
  2698. }
  2699. },
  2700. renderMain: function ( scene, camera ) {
  2701. this.setupMainRendering();
  2702. this.callRender( scene, camera );
  2703. },
  2704. renderOutline: function ( scene, camera ) {
  2705. var tmpEnabled = this.renderer.shadowMap.enabled;
  2706. this.renderer.shadowMap.enabled = false;
  2707. this.setupOutlineRendering();
  2708. this.callRender( scene, camera );
  2709. this.renderer.shadowMap.enabled = tmpEnabled;
  2710. },
  2711. callRender: function ( scene, camera ) {
  2712. if ( this.effect === null ) {
  2713. this.renderer.render( scene, camera );
  2714. } else {
  2715. this.effect.render( scene, camera );
  2716. }
  2717. },
  2718. setupMainRendering: function () {
  2719. for ( var i = 0; i < this.meshes.length; i++ ) {
  2720. this.setupMainRenderingOneMesh( this.meshes[ i ] );
  2721. }
  2722. },
  2723. setupMainRenderingOneMesh: function ( mesh ) {
  2724. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2725. var m = mesh.material.materials[ i ];
  2726. m.uniforms.outlineDrawing.value = 0;
  2727. m.visible = true;
  2728. if ( m.opacity === 1.0 ) {
  2729. m.side = THREE.FrontSide;
  2730. m.transparent = false;
  2731. } else {
  2732. m.side = THREE.DoubleSide;
  2733. m.transparent = true;
  2734. }
  2735. if ( m.textureTransparency === true || m.morphTransparency === true ) {
  2736. m.transparent = true;
  2737. }
  2738. }
  2739. },
  2740. setupOutlineRendering: function () {
  2741. for ( var i = 0; i < this.meshes.length; i++ ) {
  2742. this.setupOutlineRenderingOneMesh( this.meshes[ i ] );
  2743. }
  2744. },
  2745. setupOutlineRenderingOneMesh: function ( mesh ) {
  2746. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2747. var m = mesh.material.materials[ i ];
  2748. m.uniforms.outlineDrawing.value = 1;
  2749. m.side = THREE.BackSide;
  2750. if ( m.uniforms.outlineAlpha.value < 1.0 ) {
  2751. m.transparent = true;
  2752. }
  2753. if ( m.uniforms.outlineThickness.value === 0.0 ) {
  2754. m.visible = false;
  2755. }
  2756. }
  2757. },
  2758. resetPose: function ( mesh ) {
  2759. var bones = mesh.skeleton.bones;
  2760. var bones2 = mesh.geometry.bones;
  2761. var v = new THREE.Vector3();
  2762. var q = new THREE.Quaternion();
  2763. for ( var i = 0; i < bones.length; i++ ) {
  2764. var b = bones2[ i ];
  2765. v.set( b.pos[ 0 ], b.pos[ 1 ], b.pos[ 2 ] );
  2766. q.set( b.rotq[ 0 ], b.rotq[ 1 ], b.rotq[ 2 ], b.rotq[ 3 ] );
  2767. bones[ i ].position.copy( v );
  2768. bones[ i ].quaternion.copy( q );
  2769. }
  2770. },
  2771. poseAsVpd: function ( mesh, vpd, params ) {
  2772. if ( ! ( params && params.preventResetPose === true ) ) {
  2773. this.resetPose( mesh );
  2774. }
  2775. var bones = mesh.skeleton.bones;
  2776. var bones2 = vpd.bones;
  2777. var table = {};
  2778. for ( var i = 0; i < bones.length; i++ ) {
  2779. var b = bones[ i ];
  2780. table[ b.name ] = i;
  2781. }
  2782. var thV = new THREE.Vector3();
  2783. var thQ = new THREE.Quaternion();
  2784. for ( var i = 0; i < bones2.length; i++ ) {
  2785. var b = bones2[ i ];
  2786. var index = table[ b.name ];
  2787. if ( index === undefined ) {
  2788. continue;
  2789. }
  2790. var b2 = bones[ index ];
  2791. var t = b.translation;
  2792. var q = b.quaternion;
  2793. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2794. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2795. b2.position.add( thV );
  2796. b2.quaternion.multiply( thQ );
  2797. b2.updateMatrixWorld( true );
  2798. }
  2799. if ( params === undefined || params.preventIk !== true ) {
  2800. var solver = new THREE.CCDIKSolver( mesh );
  2801. solver.update();
  2802. }
  2803. if ( params === undefined || params.preventGrant !== true ) {
  2804. if ( mesh.geometry.grants !== undefined ) {
  2805. var solver = new THREE.MMDGrantSolver( mesh );
  2806. solver.update();
  2807. }
  2808. }
  2809. },
  2810. /*
  2811. * Note: These following three functions are workaround for r74dev.
  2812. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2813. * when mixer.update() is called.
  2814. * ikSolver.update() and physics.update() change bone position/quaternion
  2815. * without mixer.update() then buffer cache will be inconsistent.
  2816. * So trying to avoid buffer cache inconsistency by doing
  2817. * backup bones position/quaternion right after mixer.update() call
  2818. * and then restore them after rendering.
  2819. */
  2820. initBackupBones: function ( mesh ) {
  2821. mesh.skeleton.backupBones = [];
  2822. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2823. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2824. }
  2825. },
  2826. backupBones: function ( mesh ) {
  2827. mesh.skeleton.backupBoneIsSaved = true;
  2828. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2829. var b = mesh.skeleton.backupBones[ i ];
  2830. var b2 = mesh.skeleton.bones[ i ];
  2831. b.position.copy( b2.position );
  2832. b.quaternion.copy( b2.quaternion );
  2833. }
  2834. },
  2835. restoreBones: function ( mesh ) {
  2836. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2837. return;
  2838. }
  2839. mesh.skeleton.backupBoneIsSaved = false;
  2840. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2841. var b = mesh.skeleton.bones[ i ];
  2842. var b2 = mesh.skeleton.backupBones[ i ];
  2843. b.position.copy( b2.position );
  2844. b.quaternion.copy( b2.quaternion );
  2845. }
  2846. }
  2847. };