MMDLoader.js 47 KB

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  1. console.warn( "THREE.MMDLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * @author takahiro / https://github.com/takahirox
  4. *
  5. * Dependencies
  6. * - mmd-parser https://github.com/takahirox/mmd-parser
  7. * - THREE.TGALoader
  8. * - THREE.OutlineEffect
  9. *
  10. * MMDLoader creates Three.js Objects from MMD resources as
  11. * PMD, PMX, VMD, and VPD files.
  12. *
  13. * PMD/PMX is a model data format, VMD is a motion data format
  14. * VPD is a posing data format used in MMD(Miku Miku Dance).
  15. *
  16. * MMD official site
  17. * - https://sites.google.com/view/evpvp/
  18. *
  19. * PMD, VMD format (in Japanese)
  20. * - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  21. *
  22. * PMX format
  23. * - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
  24. *
  25. * TODO
  26. * - light motion in vmd support.
  27. * - SDEF support.
  28. * - uv/material/bone morphing support.
  29. * - more precise grant skinning support.
  30. * - shadow support.
  31. */
  32. THREE.MMDLoader = ( function () {
  33. /**
  34. * @param {THREE.LoadingManager} manager
  35. */
  36. function MMDLoader( manager ) {
  37. THREE.Loader.call( this, manager );
  38. this.loader = new THREE.FileLoader( this.manager );
  39. this.parser = null; // lazy generation
  40. this.meshBuilder = new MeshBuilder( this.manager );
  41. this.animationBuilder = new AnimationBuilder();
  42. }
  43. MMDLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  44. constructor: MMDLoader,
  45. /**
  46. * @param {string} animationPath
  47. * @return {THREE.MMDLoader}
  48. */
  49. setAnimationPath: function ( animationPath ) {
  50. this.animationPath = animationPath;
  51. return this;
  52. },
  53. // Load MMD assets as Three.js Object
  54. /**
  55. * Loads Model file (.pmd or .pmx) as a THREE.SkinnedMesh.
  56. *
  57. * @param {string} url - url to Model(.pmd or .pmx) file
  58. * @param {function} onLoad
  59. * @param {function} onProgress
  60. * @param {function} onError
  61. */
  62. load: function ( url, onLoad, onProgress, onError ) {
  63. var builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );
  64. // resource path
  65. var resourcePath;
  66. if ( this.resourcePath !== '' ) {
  67. resourcePath = this.resourcePath;
  68. } else if ( this.path !== '' ) {
  69. resourcePath = this.path;
  70. } else {
  71. resourcePath = THREE.LoaderUtils.extractUrlBase( url );
  72. }
  73. var modelExtension = this._extractExtension( url ).toLowerCase();
  74. // Should I detect by seeing header?
  75. if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
  76. if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
  77. return;
  78. }
  79. this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
  80. onLoad( builder.build( data, resourcePath, onProgress, onError ) );
  81. }, onProgress, onError );
  82. },
  83. /**
  84. * Loads Motion file(s) (.vmd) as a THREE.AnimationClip.
  85. * If two or more files are specified, they'll be merged.
  86. *
  87. * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
  88. * @param {THREE.SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
  89. * @param {function} onLoad
  90. * @param {function} onProgress
  91. * @param {function} onError
  92. */
  93. loadAnimation: function ( url, object, onLoad, onProgress, onError ) {
  94. var builder = this.animationBuilder;
  95. this.loadVMD( url, function ( vmd ) {
  96. onLoad( object.isCamera
  97. ? builder.buildCameraAnimation( vmd )
  98. : builder.build( vmd, object ) );
  99. }, onProgress, onError );
  100. },
  101. /**
  102. * Loads mode file and motion file(s) as an object containing
  103. * a THREE.SkinnedMesh and a THREE.AnimationClip.
  104. * Tracks of THREE.AnimationClip are fitting to the model.
  105. *
  106. * @param {string} modelUrl - url to Model(.pmd or .pmx) file
  107. * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
  108. * @param {function} onLoad
  109. * @param {function} onProgress
  110. * @param {function} onError
  111. */
  112. loadWithAnimation: function ( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
  113. var scope = this;
  114. this.load( modelUrl, function ( mesh ) {
  115. scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
  116. onLoad( {
  117. mesh: mesh,
  118. animation: animation
  119. } );
  120. }, onProgress, onError );
  121. }, onProgress, onError );
  122. },
  123. // Load MMD assets as Object data parsed by MMDParser
  124. /**
  125. * Loads .pmd file as an Object.
  126. *
  127. * @param {string} url - url to .pmd file
  128. * @param {function} onLoad
  129. * @param {function} onProgress
  130. * @param {function} onError
  131. */
  132. loadPMD: function ( url, onLoad, onProgress, onError ) {
  133. var parser = this._getParser();
  134. this.loader
  135. .setMimeType( undefined )
  136. .setPath( this.path )
  137. .setResponseType( 'arraybuffer' )
  138. .setRequestHeader( this.requestHeader )
  139. .load( url, function ( buffer ) {
  140. onLoad( parser.parsePmd( buffer, true ) );
  141. }, onProgress, onError );
  142. },
  143. /**
  144. * Loads .pmx file as an Object.
  145. *
  146. * @param {string} url - url to .pmx file
  147. * @param {function} onLoad
  148. * @param {function} onProgress
  149. * @param {function} onError
  150. */
  151. loadPMX: function ( url, onLoad, onProgress, onError ) {
  152. var parser = this._getParser();
  153. this.loader
  154. .setMimeType( undefined )
  155. .setPath( this.path )
  156. .setResponseType( 'arraybuffer' )
  157. .setRequestHeader( this.requestHeader )
  158. .load( url, function ( buffer ) {
  159. onLoad( parser.parsePmx( buffer, true ) );
  160. }, onProgress, onError );
  161. },
  162. /**
  163. * Loads .vmd file as an Object. If two or more files are specified
  164. * they'll be merged.
  165. *
  166. * @param {string|Array<string>} url - url(s) to .vmd file(s)
  167. * @param {function} onLoad
  168. * @param {function} onProgress
  169. * @param {function} onError
  170. */
  171. loadVMD: function ( url, onLoad, onProgress, onError ) {
  172. var urls = Array.isArray( url ) ? url : [ url ];
  173. var vmds = [];
  174. var vmdNum = urls.length;
  175. var parser = this._getParser();
  176. this.loader
  177. .setMimeType( undefined )
  178. .setPath( this.animationPath )
  179. .setResponseType( 'arraybuffer' )
  180. .setRequestHeader( this.requestHeader );
  181. for ( var i = 0, il = urls.length; i < il; i ++ ) {
  182. this.loader.load( urls[ i ], function ( buffer ) {
  183. vmds.push( parser.parseVmd( buffer, true ) );
  184. if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
  185. }, onProgress, onError );
  186. }
  187. },
  188. /**
  189. * Loads .vpd file as an Object.
  190. *
  191. * @param {string} url - url to .vpd file
  192. * @param {boolean} isUnicode
  193. * @param {function} onLoad
  194. * @param {function} onProgress
  195. * @param {function} onError
  196. */
  197. loadVPD: function ( url, isUnicode, onLoad, onProgress, onError ) {
  198. var parser = this._getParser();
  199. this.loader
  200. .setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )
  201. .setPath( this.animationPath )
  202. .setResponseType( 'text' )
  203. .setRequestHeader( this.requestHeader )
  204. .load( url, function ( text ) {
  205. onLoad( parser.parseVpd( text, true ) );
  206. }, onProgress, onError );
  207. },
  208. // private methods
  209. _extractExtension: function ( url ) {
  210. var index = url.lastIndexOf( '.' );
  211. return index < 0 ? '' : url.slice( index + 1 );
  212. },
  213. _getParser: function () {
  214. if ( this.parser === null ) {
  215. if ( typeof MMDParser === 'undefined' ) {
  216. throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
  217. }
  218. this.parser = new MMDParser.Parser();
  219. }
  220. return this.parser;
  221. }
  222. } );
  223. // Utilities
  224. /*
  225. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
  226. * We don't need to request external toon image files.
  227. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  228. */
  229. var DEFAULT_TOON_TEXTURES = [
  230. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  231. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  232. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  233. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  234. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  235. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  236. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
  237. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  238. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  239. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  240. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  241. ];
  242. // Builders. They build Three.js object from Object data parsed by MMDParser.
  243. /**
  244. * @param {THREE.LoadingManager} manager
  245. */
  246. function MeshBuilder( manager ) {
  247. this.geometryBuilder = new GeometryBuilder();
  248. this.materialBuilder = new MaterialBuilder( manager );
  249. }
  250. MeshBuilder.prototype = {
  251. constructor: MeshBuilder,
  252. crossOrigin: 'anonymous',
  253. /**
  254. * @param {string} crossOrigin
  255. * @return {MeshBuilder}
  256. */
  257. setCrossOrigin: function ( crossOrigin ) {
  258. this.crossOrigin = crossOrigin;
  259. return this;
  260. },
  261. /**
  262. * @param {Object} data - parsed PMD/PMX data
  263. * @param {string} resourcePath
  264. * @param {function} onProgress
  265. * @param {function} onError
  266. * @return {THREE.SkinnedMesh}
  267. */
  268. build: function ( data, resourcePath, onProgress, onError ) {
  269. var geometry = this.geometryBuilder.build( data );
  270. var material = this.materialBuilder
  271. .setCrossOrigin( this.crossOrigin )
  272. .setResourcePath( resourcePath )
  273. .build( data, geometry, onProgress, onError );
  274. var mesh = new THREE.SkinnedMesh( geometry, material );
  275. var skeleton = new THREE.Skeleton( initBones( mesh ) );
  276. mesh.bind( skeleton );
  277. // console.log( mesh ); // for console debug
  278. return mesh;
  279. }
  280. };
  281. // TODO: Try to remove this function
  282. function initBones( mesh ) {
  283. var geometry = mesh.geometry;
  284. var bones = [], bone, gbone;
  285. var i, il;
  286. if ( geometry && geometry.bones !== undefined ) {
  287. // first, create array of 'Bone' objects from geometry data
  288. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  289. gbone = geometry.bones[ i ];
  290. // create new 'Bone' object
  291. bone = new THREE.Bone();
  292. bones.push( bone );
  293. // apply values
  294. bone.name = gbone.name;
  295. bone.position.fromArray( gbone.pos );
  296. bone.quaternion.fromArray( gbone.rotq );
  297. if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  298. }
  299. // second, create bone hierarchy
  300. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  301. gbone = geometry.bones[ i ];
  302. if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
  303. // subsequent bones in the hierarchy
  304. bones[ gbone.parent ].add( bones[ i ] );
  305. } else {
  306. // topmost bone, immediate child of the skinned mesh
  307. mesh.add( bones[ i ] );
  308. }
  309. }
  310. }
  311. // now the bones are part of the scene graph and children of the skinned mesh.
  312. // let's update the corresponding matrices
  313. mesh.updateMatrixWorld( true );
  314. return bones;
  315. }
  316. //
  317. function GeometryBuilder() {
  318. }
  319. GeometryBuilder.prototype = {
  320. constructor: GeometryBuilder,
  321. /**
  322. * @param {Object} data - parsed PMD/PMX data
  323. * @return {THREE.BufferGeometry}
  324. */
  325. build: function ( data ) {
  326. // for geometry
  327. var positions = [];
  328. var uvs = [];
  329. var normals = [];
  330. var indices = [];
  331. var groups = [];
  332. var bones = [];
  333. var skinIndices = [];
  334. var skinWeights = [];
  335. var morphTargets = [];
  336. var morphPositions = [];
  337. var iks = [];
  338. var grants = [];
  339. var rigidBodies = [];
  340. var constraints = [];
  341. // for work
  342. var offset = 0;
  343. var boneTypeTable = {};
  344. // positions, normals, uvs, skinIndices, skinWeights
  345. for ( var i = 0; i < data.metadata.vertexCount; i ++ ) {
  346. var v = data.vertices[ i ];
  347. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  348. positions.push( v.position[ j ] );
  349. }
  350. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  351. normals.push( v.normal[ j ] );
  352. }
  353. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  354. uvs.push( v.uv[ j ] );
  355. }
  356. for ( var j = 0; j < 4; j ++ ) {
  357. skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  358. }
  359. for ( var j = 0; j < 4; j ++ ) {
  360. skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  361. }
  362. }
  363. // indices
  364. for ( var i = 0; i < data.metadata.faceCount; i ++ ) {
  365. var face = data.faces[ i ];
  366. for ( var j = 0, jl = face.indices.length; j < jl; j ++ ) {
  367. indices.push( face.indices[ j ] );
  368. }
  369. }
  370. // groups
  371. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  372. var material = data.materials[ i ];
  373. groups.push( {
  374. offset: offset * 3,
  375. count: material.faceCount * 3
  376. } );
  377. offset += material.faceCount;
  378. }
  379. // bones
  380. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  381. var body = data.rigidBodies[ i ];
  382. var value = boneTypeTable[ body.boneIndex ];
  383. // keeps greater number if already value is set without any special reasons
  384. value = value === undefined ? body.type : Math.max( body.type, value );
  385. boneTypeTable[ body.boneIndex ] = value;
  386. }
  387. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  388. var boneData = data.bones[ i ];
  389. var bone = {
  390. parent: boneData.parentIndex,
  391. name: boneData.name,
  392. pos: boneData.position.slice( 0, 3 ),
  393. rotq: [ 0, 0, 0, 1 ],
  394. scl: [ 1, 1, 1 ],
  395. rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
  396. };
  397. if ( bone.parent !== - 1 ) {
  398. bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
  399. bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
  400. bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
  401. }
  402. bones.push( bone );
  403. }
  404. // iks
  405. // TODO: remove duplicated codes between PMD and PMX
  406. if ( data.metadata.format === 'pmd' ) {
  407. for ( var i = 0; i < data.metadata.ikCount; i ++ ) {
  408. var ik = data.iks[ i ];
  409. var param = {
  410. target: ik.target,
  411. effector: ik.effector,
  412. iteration: ik.iteration,
  413. maxAngle: ik.maxAngle * 4,
  414. links: []
  415. };
  416. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  417. var link = {};
  418. link.index = ik.links[ j ].index;
  419. link.enabled = true;
  420. if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  421. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  422. }
  423. param.links.push( link );
  424. }
  425. iks.push( param );
  426. }
  427. } else {
  428. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  429. var ik = data.bones[ i ].ik;
  430. if ( ik === undefined ) continue;
  431. var param = {
  432. target: i,
  433. effector: ik.effector,
  434. iteration: ik.iteration,
  435. maxAngle: ik.maxAngle,
  436. links: []
  437. };
  438. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  439. var link = {};
  440. link.index = ik.links[ j ].index;
  441. link.enabled = true;
  442. if ( ik.links[ j ].angleLimitation === 1 ) {
  443. // Revert if rotationMin/Max doesn't work well
  444. // link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  445. var rotationMin = ik.links[ j ].lowerLimitationAngle;
  446. var rotationMax = ik.links[ j ].upperLimitationAngle;
  447. // Convert Left to Right coordinate by myself because
  448. // MMDParser doesn't convert. It's a MMDParser's bug
  449. var tmp1 = - rotationMax[ 0 ];
  450. var tmp2 = - rotationMax[ 1 ];
  451. rotationMax[ 0 ] = - rotationMin[ 0 ];
  452. rotationMax[ 1 ] = - rotationMin[ 1 ];
  453. rotationMin[ 0 ] = tmp1;
  454. rotationMin[ 1 ] = tmp2;
  455. link.rotationMin = new THREE.Vector3().fromArray( rotationMin );
  456. link.rotationMax = new THREE.Vector3().fromArray( rotationMax );
  457. }
  458. param.links.push( link );
  459. }
  460. iks.push( param );
  461. }
  462. }
  463. // grants
  464. if ( data.metadata.format === 'pmx' ) {
  465. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  466. var boneData = data.bones[ i ];
  467. var grant = boneData.grant;
  468. if ( grant === undefined ) continue;
  469. var param = {
  470. index: i,
  471. parentIndex: grant.parentIndex,
  472. ratio: grant.ratio,
  473. isLocal: grant.isLocal,
  474. affectRotation: grant.affectRotation,
  475. affectPosition: grant.affectPosition,
  476. transformationClass: boneData.transformationClass
  477. };
  478. grants.push( param );
  479. }
  480. grants.sort( function ( a, b ) {
  481. return a.transformationClass - b.transformationClass;
  482. } );
  483. }
  484. // morph
  485. function updateAttributes( attribute, morph, ratio ) {
  486. for ( var i = 0; i < morph.elementCount; i ++ ) {
  487. var element = morph.elements[ i ];
  488. var index;
  489. if ( data.metadata.format === 'pmd' ) {
  490. index = data.morphs[ 0 ].elements[ element.index ].index;
  491. } else {
  492. index = element.index;
  493. }
  494. attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
  495. attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
  496. attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
  497. }
  498. }
  499. for ( var i = 0; i < data.metadata.morphCount; i ++ ) {
  500. var morph = data.morphs[ i ];
  501. var params = { name: morph.name };
  502. var attribute = new THREE.Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
  503. attribute.name = morph.name;
  504. for ( var j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
  505. attribute.array[ j ] = positions[ j ];
  506. }
  507. if ( data.metadata.format === 'pmd' ) {
  508. if ( i !== 0 ) {
  509. updateAttributes( attribute, morph, 1.0 );
  510. }
  511. } else {
  512. if ( morph.type === 0 ) { // group
  513. for ( var j = 0; j < morph.elementCount; j ++ ) {
  514. var morph2 = data.morphs[ morph.elements[ j ].index ];
  515. var ratio = morph.elements[ j ].ratio;
  516. if ( morph2.type === 1 ) {
  517. updateAttributes( attribute, morph2, ratio );
  518. } else {
  519. // TODO: implement
  520. }
  521. }
  522. } else if ( morph.type === 1 ) { // vertex
  523. updateAttributes( attribute, morph, 1.0 );
  524. } else if ( morph.type === 2 ) { // bone
  525. // TODO: implement
  526. } else if ( morph.type === 3 ) { // uv
  527. // TODO: implement
  528. } else if ( morph.type === 4 ) { // additional uv1
  529. // TODO: implement
  530. } else if ( morph.type === 5 ) { // additional uv2
  531. // TODO: implement
  532. } else if ( morph.type === 6 ) { // additional uv3
  533. // TODO: implement
  534. } else if ( morph.type === 7 ) { // additional uv4
  535. // TODO: implement
  536. } else if ( morph.type === 8 ) { // material
  537. // TODO: implement
  538. }
  539. }
  540. morphTargets.push( params );
  541. morphPositions.push( attribute );
  542. }
  543. // rigid bodies from rigidBodies field.
  544. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  545. var rigidBody = data.rigidBodies[ i ];
  546. var params = {};
  547. for ( var key in rigidBody ) {
  548. params[ key ] = rigidBody[ key ];
  549. }
  550. /*
  551. * RigidBody position parameter in PMX seems global position
  552. * while the one in PMD seems offset from corresponding bone.
  553. * So unify being offset.
  554. */
  555. if ( data.metadata.format === 'pmx' ) {
  556. if ( params.boneIndex !== - 1 ) {
  557. var bone = data.bones[ params.boneIndex ];
  558. params.position[ 0 ] -= bone.position[ 0 ];
  559. params.position[ 1 ] -= bone.position[ 1 ];
  560. params.position[ 2 ] -= bone.position[ 2 ];
  561. }
  562. }
  563. rigidBodies.push( params );
  564. }
  565. // constraints from constraints field.
  566. for ( var i = 0; i < data.metadata.constraintCount; i ++ ) {
  567. var constraint = data.constraints[ i ];
  568. var params = {};
  569. for ( var key in constraint ) {
  570. params[ key ] = constraint[ key ];
  571. }
  572. var bodyA = rigidBodies[ params.rigidBodyIndex1 ];
  573. var bodyB = rigidBodies[ params.rigidBodyIndex2 ];
  574. // Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  575. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  576. if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
  577. data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  578. bodyB.type = 1;
  579. }
  580. }
  581. constraints.push( params );
  582. }
  583. // build BufferGeometry.
  584. var geometry = new THREE.BufferGeometry();
  585. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  586. geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  587. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  588. geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
  589. geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
  590. geometry.setIndex( indices );
  591. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  592. geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
  593. }
  594. geometry.bones = bones;
  595. geometry.morphTargets = morphTargets;
  596. geometry.morphAttributes.position = morphPositions;
  597. geometry.morphTargetsRelative = false;
  598. geometry.userData.MMD = {
  599. bones: bones,
  600. iks: iks,
  601. grants: grants,
  602. rigidBodies: rigidBodies,
  603. constraints: constraints,
  604. format: data.metadata.format
  605. };
  606. geometry.computeBoundingSphere();
  607. return geometry;
  608. }
  609. };
  610. //
  611. /**
  612. * @param {THREE.LoadingManager} manager
  613. */
  614. function MaterialBuilder( manager ) {
  615. this.manager = manager;
  616. this.textureLoader = new THREE.TextureLoader( this.manager );
  617. this.tgaLoader = null; // lazy generation
  618. }
  619. MaterialBuilder.prototype = {
  620. constructor: MaterialBuilder,
  621. crossOrigin: 'anonymous',
  622. resourcePath: undefined,
  623. /**
  624. * @param {string} crossOrigin
  625. * @return {MaterialBuilder}
  626. */
  627. setCrossOrigin: function ( crossOrigin ) {
  628. this.crossOrigin = crossOrigin;
  629. return this;
  630. },
  631. /**
  632. * @param {string} resourcePath
  633. * @return {MaterialBuilder}
  634. */
  635. setResourcePath: function ( resourcePath ) {
  636. this.resourcePath = resourcePath;
  637. return this;
  638. },
  639. /**
  640. * @param {Object} data - parsed PMD/PMX data
  641. * @param {THREE.BufferGeometry} geometry - some properties are dependend on geometry
  642. * @param {function} onProgress
  643. * @param {function} onError
  644. * @return {Array<THREE.MeshToonMaterial>}
  645. */
  646. build: function ( data, geometry /*, onProgress, onError */ ) {
  647. var materials = [];
  648. var textures = {};
  649. this.textureLoader.setCrossOrigin( this.crossOrigin );
  650. // materials
  651. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  652. var material = data.materials[ i ];
  653. var params = { userData: {} };
  654. if ( material.name !== undefined ) params.name = material.name;
  655. /*
  656. * Color
  657. *
  658. * MMD MeshToonMaterial
  659. * diffuse - color
  660. * specular - specular
  661. * ambient - emissive * a
  662. * (a = 1.0 without map texture or 0.2 with map texture)
  663. *
  664. * MeshToonMaterial doesn't have ambient. Set it to emissive instead.
  665. * It'll be too bright if material has map texture so using coef 0.2.
  666. */
  667. params.color = new THREE.Color().fromArray( material.diffuse );
  668. params.opacity = material.diffuse[ 3 ];
  669. params.specular = new THREE.Color().fromArray( material.specular );
  670. params.emissive = new THREE.Color().fromArray( material.ambient );
  671. params.shininess = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  672. params.transparent = params.opacity !== 1.0;
  673. //
  674. params.skinning = geometry.bones.length > 0 ? true : false;
  675. params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  676. params.fog = true;
  677. // blend
  678. params.blending = THREE.CustomBlending;
  679. params.blendSrc = THREE.SrcAlphaFactor;
  680. params.blendDst = THREE.OneMinusSrcAlphaFactor;
  681. params.blendSrcAlpha = THREE.SrcAlphaFactor;
  682. params.blendDstAlpha = THREE.DstAlphaFactor;
  683. // side
  684. if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
  685. params.side = THREE.DoubleSide;
  686. } else {
  687. params.side = params.opacity === 1.0 ? THREE.FrontSide : THREE.DoubleSide;
  688. }
  689. if ( data.metadata.format === 'pmd' ) {
  690. // map, envMap
  691. if ( material.fileName ) {
  692. var fileName = material.fileName;
  693. var fileNames = fileName.split( '*' );
  694. // fileNames[ 0 ]: mapFileName
  695. // fileNames[ 1 ]: envMapFileName( optional )
  696. params.map = this._loadTexture( fileNames[ 0 ], textures );
  697. if ( fileNames.length > 1 ) {
  698. var extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
  699. params.envMap = this._loadTexture(
  700. fileNames[ 1 ],
  701. textures
  702. );
  703. params.combine = extension === '.sph'
  704. ? THREE.MultiplyOperation
  705. : THREE.AddOperation;
  706. }
  707. }
  708. // gradientMap
  709. var toonFileName = ( material.toonIndex === - 1 )
  710. ? 'toon00.bmp'
  711. : data.toonTextures[ material.toonIndex ].fileName;
  712. params.gradientMap = this._loadTexture(
  713. toonFileName,
  714. textures,
  715. {
  716. isToonTexture: true,
  717. isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
  718. }
  719. );
  720. // parameters for OutlineEffect
  721. params.userData.outlineParameters = {
  722. thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
  723. color: [ 0, 0, 0 ],
  724. alpha: 1.0,
  725. visible: material.edgeFlag === 1
  726. };
  727. } else {
  728. // map
  729. if ( material.textureIndex !== - 1 ) {
  730. params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
  731. }
  732. // envMap TODO: support m.envFlag === 3
  733. if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
  734. params.envMap = this._loadTexture(
  735. data.textures[ material.envTextureIndex ],
  736. textures
  737. );
  738. params.combine = material.envFlag === 1
  739. ? THREE.MultiplyOperation
  740. : THREE.AddOperation;
  741. }
  742. // gradientMap
  743. var toonFileName, isDefaultToon;
  744. if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
  745. toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
  746. isDefaultToon = true;
  747. } else {
  748. toonFileName = data.textures[ material.toonIndex ];
  749. isDefaultToon = false;
  750. }
  751. params.gradientMap = this._loadTexture(
  752. toonFileName,
  753. textures,
  754. {
  755. isToonTexture: true,
  756. isDefaultToonTexture: isDefaultToon
  757. }
  758. );
  759. // parameters for OutlineEffect
  760. params.userData.outlineParameters = {
  761. thickness: material.edgeSize / 300, // TODO: better calculation?
  762. color: material.edgeColor.slice( 0, 3 ),
  763. alpha: material.edgeColor[ 3 ],
  764. visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
  765. };
  766. }
  767. if ( params.map !== undefined ) {
  768. if ( ! params.transparent ) {
  769. this._checkImageTransparency( params.map, geometry, i );
  770. }
  771. params.emissive.multiplyScalar( 0.2 );
  772. }
  773. materials.push( new THREE.MeshToonMaterial( params ) );
  774. }
  775. if ( data.metadata.format === 'pmx' ) {
  776. // set transparent true if alpha morph is defined.
  777. function checkAlphaMorph( elements, materials ) {
  778. for ( var i = 0, il = elements.length; i < il; i ++ ) {
  779. var element = elements[ i ];
  780. if ( element.index === - 1 ) continue;
  781. var material = materials[ element.index ];
  782. if ( material.opacity !== element.diffuse[ 3 ] ) {
  783. material.transparent = true;
  784. }
  785. }
  786. }
  787. for ( var i = 0, il = data.morphs.length; i < il; i ++ ) {
  788. var morph = data.morphs[ i ];
  789. var elements = morph.elements;
  790. if ( morph.type === 0 ) {
  791. for ( var j = 0, jl = elements.length; j < jl; j ++ ) {
  792. var morph2 = data.morphs[ elements[ j ].index ];
  793. if ( morph2.type !== 8 ) continue;
  794. checkAlphaMorph( morph2.elements, materials );
  795. }
  796. } else if ( morph.type === 8 ) {
  797. checkAlphaMorph( elements, materials );
  798. }
  799. }
  800. }
  801. return materials;
  802. },
  803. // private methods
  804. _getTGALoader: function () {
  805. if ( this.tgaLoader === null ) {
  806. if ( THREE.TGALoader === undefined ) {
  807. throw new Error( 'THREE.MMDLoader: Import THREE.TGALoader' );
  808. }
  809. this.tgaLoader = new THREE.TGALoader( this.manager );
  810. }
  811. return this.tgaLoader;
  812. },
  813. _isDefaultToonTexture: function ( name ) {
  814. if ( name.length !== 10 ) return false;
  815. return /toon(10|0[0-9])\.bmp/.test( name );
  816. },
  817. _loadTexture: function ( filePath, textures, params, onProgress, onError ) {
  818. params = params || {};
  819. var scope = this;
  820. var fullPath;
  821. if ( params.isDefaultToonTexture === true ) {
  822. var index;
  823. try {
  824. index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );
  825. } catch ( e ) {
  826. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
  827. + 'not right default texture path. Using toon00.bmp instead.' );
  828. index = 0;
  829. }
  830. fullPath = DEFAULT_TOON_TEXTURES[ index ];
  831. } else {
  832. fullPath = this.resourcePath + filePath;
  833. }
  834. if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
  835. var loader = this.manager.getHandler( fullPath );
  836. if ( loader === null ) {
  837. loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
  838. ? this._getTGALoader()
  839. : this.textureLoader;
  840. }
  841. var texture = loader.load( fullPath, function ( t ) {
  842. // MMD toon texture is Axis-Y oriented
  843. // but Three.js gradient map is Axis-X oriented.
  844. // So here replaces the toon texture image with the rotated one.
  845. if ( params.isToonTexture === true ) {
  846. t.image = scope._getRotatedImage( t.image );
  847. t.magFilter = THREE.NearestFilter;
  848. t.minFilter = THREE.NearestFilter;
  849. }
  850. t.flipY = false;
  851. t.wrapS = THREE.RepeatWrapping;
  852. t.wrapT = THREE.RepeatWrapping;
  853. for ( var i = 0; i < texture.readyCallbacks.length; i ++ ) {
  854. texture.readyCallbacks[ i ]( texture );
  855. }
  856. delete texture.readyCallbacks;
  857. }, onProgress, onError );
  858. texture.readyCallbacks = [];
  859. textures[ fullPath ] = texture;
  860. return texture;
  861. },
  862. _getRotatedImage: function ( image ) {
  863. var canvas = document.createElement( 'canvas' );
  864. var context = canvas.getContext( '2d' );
  865. var width = image.width;
  866. var height = image.height;
  867. canvas.width = width;
  868. canvas.height = height;
  869. context.clearRect( 0, 0, width, height );
  870. context.translate( width / 2.0, height / 2.0 );
  871. context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  872. context.translate( - width / 2.0, - height / 2.0 );
  873. context.drawImage( image, 0, 0 );
  874. return context.getImageData( 0, 0, width, height );
  875. },
  876. // Check if the partial image area used by the texture is transparent.
  877. _checkImageTransparency: function ( map, geometry, groupIndex ) {
  878. map.readyCallbacks.push( function ( texture ) {
  879. // Is there any efficient ways?
  880. function createImageData( image ) {
  881. var canvas = document.createElement( 'canvas' );
  882. canvas.width = image.width;
  883. canvas.height = image.height;
  884. var context = canvas.getContext( '2d' );
  885. context.drawImage( image, 0, 0 );
  886. return context.getImageData( 0, 0, canvas.width, canvas.height );
  887. }
  888. function detectImageTransparency( image, uvs, indices ) {
  889. var width = image.width;
  890. var height = image.height;
  891. var data = image.data;
  892. var threshold = 253;
  893. if ( data.length / ( width * height ) !== 4 ) return false;
  894. for ( var i = 0; i < indices.length; i += 3 ) {
  895. var centerUV = { x: 0.0, y: 0.0 };
  896. for ( var j = 0; j < 3; j ++ ) {
  897. var index = indices[ i * 3 + j ];
  898. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  899. if ( getAlphaByUv( image, uv ) < threshold ) return true;
  900. centerUV.x += uv.x;
  901. centerUV.y += uv.y;
  902. }
  903. centerUV.x /= 3;
  904. centerUV.y /= 3;
  905. if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
  906. }
  907. return false;
  908. }
  909. /*
  910. * This method expects
  911. * texture.flipY = false
  912. * texture.wrapS = THREE.RepeatWrapping
  913. * texture.wrapT = THREE.RepeatWrapping
  914. * TODO: more precise
  915. */
  916. function getAlphaByUv( image, uv ) {
  917. var width = image.width;
  918. var height = image.height;
  919. var x = Math.round( uv.x * width ) % width;
  920. var y = Math.round( uv.y * height ) % height;
  921. if ( x < 0 ) x += width;
  922. if ( y < 0 ) y += height;
  923. var index = y * width + x;
  924. return image.data[ index * 4 + 3 ];
  925. }
  926. var imageData = texture.image.data !== undefined
  927. ? texture.image
  928. : createImageData( texture.image );
  929. var group = geometry.groups[ groupIndex ];
  930. if ( detectImageTransparency(
  931. imageData,
  932. geometry.attributes.uv.array,
  933. geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
  934. map.transparent = true;
  935. }
  936. } );
  937. }
  938. };
  939. //
  940. function AnimationBuilder() {
  941. }
  942. AnimationBuilder.prototype = {
  943. constructor: AnimationBuilder,
  944. /**
  945. * @param {Object} vmd - parsed VMD data
  946. * @param {THREE.SkinnedMesh} mesh - tracks will be fitting to mesh
  947. * @return {THREE.AnimationClip}
  948. */
  949. build: function ( vmd, mesh ) {
  950. // combine skeletal and morph animations
  951. var tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
  952. var tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
  953. for ( var i = 0, il = tracks2.length; i < il; i ++ ) {
  954. tracks.push( tracks2[ i ] );
  955. }
  956. return new THREE.AnimationClip( '', - 1, tracks );
  957. },
  958. /**
  959. * @param {Object} vmd - parsed VMD data
  960. * @param {THREE.SkinnedMesh} mesh - tracks will be fitting to mesh
  961. * @return {THREE.AnimationClip}
  962. */
  963. buildSkeletalAnimation: function ( vmd, mesh ) {
  964. function pushInterpolation( array, interpolation, index ) {
  965. array.push( interpolation[ index + 0 ] / 127 ); // x1
  966. array.push( interpolation[ index + 8 ] / 127 ); // x2
  967. array.push( interpolation[ index + 4 ] / 127 ); // y1
  968. array.push( interpolation[ index + 12 ] / 127 ); // y2
  969. }
  970. var tracks = [];
  971. var motions = {};
  972. var bones = mesh.skeleton.bones;
  973. var boneNameDictionary = {};
  974. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  975. boneNameDictionary[ bones[ i ].name ] = true;
  976. }
  977. for ( var i = 0; i < vmd.metadata.motionCount; i ++ ) {
  978. var motion = vmd.motions[ i ];
  979. var boneName = motion.boneName;
  980. if ( boneNameDictionary[ boneName ] === undefined ) continue;
  981. motions[ boneName ] = motions[ boneName ] || [];
  982. motions[ boneName ].push( motion );
  983. }
  984. for ( var key in motions ) {
  985. var array = motions[ key ];
  986. array.sort( function ( a, b ) {
  987. return a.frameNum - b.frameNum;
  988. } );
  989. var times = [];
  990. var positions = [];
  991. var rotations = [];
  992. var pInterpolations = [];
  993. var rInterpolations = [];
  994. var basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
  995. for ( var i = 0, il = array.length; i < il; i ++ ) {
  996. var time = array[ i ].frameNum / 30;
  997. var position = array[ i ].position;
  998. var rotation = array[ i ].rotation;
  999. var interpolation = array[ i ].interpolation;
  1000. times.push( time );
  1001. for ( var j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
  1002. for ( var j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
  1003. for ( var j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
  1004. pushInterpolation( rInterpolations, interpolation, 3 );
  1005. }
  1006. var targetName = '.bones[' + key + ']';
  1007. tracks.push( this._createTrack( targetName + '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );
  1008. tracks.push( this._createTrack( targetName + '.quaternion', THREE.QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
  1009. }
  1010. return new THREE.AnimationClip( '', - 1, tracks );
  1011. },
  1012. /**
  1013. * @param {Object} vmd - parsed VMD data
  1014. * @param {THREE.SkinnedMesh} mesh - tracks will be fitting to mesh
  1015. * @return {THREE.AnimationClip}
  1016. */
  1017. buildMorphAnimation: function ( vmd, mesh ) {
  1018. var tracks = [];
  1019. var morphs = {};
  1020. var morphTargetDictionary = mesh.morphTargetDictionary;
  1021. for ( var i = 0; i < vmd.metadata.morphCount; i ++ ) {
  1022. var morph = vmd.morphs[ i ];
  1023. var morphName = morph.morphName;
  1024. if ( morphTargetDictionary[ morphName ] === undefined ) continue;
  1025. morphs[ morphName ] = morphs[ morphName ] || [];
  1026. morphs[ morphName ].push( morph );
  1027. }
  1028. for ( var key in morphs ) {
  1029. var array = morphs[ key ];
  1030. array.sort( function ( a, b ) {
  1031. return a.frameNum - b.frameNum;
  1032. } );
  1033. var times = [];
  1034. var values = [];
  1035. for ( var i = 0, il = array.length; i < il; i ++ ) {
  1036. times.push( array[ i ].frameNum / 30 );
  1037. values.push( array[ i ].weight );
  1038. }
  1039. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
  1040. }
  1041. return new THREE.AnimationClip( '', - 1, tracks );
  1042. },
  1043. /**
  1044. * @param {Object} vmd - parsed VMD data
  1045. * @return {THREE.AnimationClip}
  1046. */
  1047. buildCameraAnimation: function ( vmd ) {
  1048. function pushVector3( array, vec ) {
  1049. array.push( vec.x );
  1050. array.push( vec.y );
  1051. array.push( vec.z );
  1052. }
  1053. function pushQuaternion( array, q ) {
  1054. array.push( q.x );
  1055. array.push( q.y );
  1056. array.push( q.z );
  1057. array.push( q.w );
  1058. }
  1059. function pushInterpolation( array, interpolation, index ) {
  1060. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  1061. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  1062. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  1063. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  1064. }
  1065. var tracks = [];
  1066. var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
  1067. cameras.sort( function ( a, b ) {
  1068. return a.frameNum - b.frameNum;
  1069. } );
  1070. var times = [];
  1071. var centers = [];
  1072. var quaternions = [];
  1073. var positions = [];
  1074. var fovs = [];
  1075. var cInterpolations = [];
  1076. var qInterpolations = [];
  1077. var pInterpolations = [];
  1078. var fInterpolations = [];
  1079. var quaternion = new THREE.Quaternion();
  1080. var euler = new THREE.Euler();
  1081. var position = new THREE.Vector3();
  1082. var center = new THREE.Vector3();
  1083. for ( var i = 0, il = cameras.length; i < il; i ++ ) {
  1084. var motion = cameras[ i ];
  1085. var time = motion.frameNum / 30;
  1086. var pos = motion.position;
  1087. var rot = motion.rotation;
  1088. var distance = motion.distance;
  1089. var fov = motion.fov;
  1090. var interpolation = motion.interpolation;
  1091. times.push( time );
  1092. position.set( 0, 0, - distance );
  1093. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1094. euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
  1095. quaternion.setFromEuler( euler );
  1096. position.add( center );
  1097. position.applyQuaternion( quaternion );
  1098. pushVector3( centers, center );
  1099. pushQuaternion( quaternions, quaternion );
  1100. pushVector3( positions, position );
  1101. fovs.push( fov );
  1102. for ( var j = 0; j < 3; j ++ ) {
  1103. pushInterpolation( cInterpolations, interpolation, j );
  1104. }
  1105. pushInterpolation( qInterpolations, interpolation, 3 );
  1106. // use the same parameter for x, y, z axis.
  1107. for ( var j = 0; j < 3; j ++ ) {
  1108. pushInterpolation( pInterpolations, interpolation, 4 );
  1109. }
  1110. pushInterpolation( fInterpolations, interpolation, 5 );
  1111. }
  1112. var tracks = [];
  1113. // I expect an object whose name 'target' exists under THREE.Camera
  1114. tracks.push( this._createTrack( 'target.position', THREE.VectorKeyframeTrack, times, centers, cInterpolations ) );
  1115. tracks.push( this._createTrack( '.quaternion', THREE.QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
  1116. tracks.push( this._createTrack( '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );
  1117. tracks.push( this._createTrack( '.fov', THREE.NumberKeyframeTrack, times, fovs, fInterpolations ) );
  1118. return new THREE.AnimationClip( '', - 1, tracks );
  1119. },
  1120. // private method
  1121. _createTrack: function ( node, typedKeyframeTrack, times, values, interpolations ) {
  1122. /*
  1123. * optimizes here not to let KeyframeTrackPrototype optimize
  1124. * because KeyframeTrackPrototype optimizes times and values but
  1125. * doesn't optimize interpolations.
  1126. */
  1127. if ( times.length > 2 ) {
  1128. times = times.slice();
  1129. values = values.slice();
  1130. interpolations = interpolations.slice();
  1131. var stride = values.length / times.length;
  1132. var interpolateStride = interpolations.length / times.length;
  1133. var index = 1;
  1134. for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  1135. for ( var i = 0; i < stride; i ++ ) {
  1136. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  1137. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  1138. index ++;
  1139. break;
  1140. }
  1141. }
  1142. if ( aheadIndex > index ) {
  1143. times[ index ] = times[ aheadIndex ];
  1144. for ( var i = 0; i < stride; i ++ ) {
  1145. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  1146. }
  1147. for ( var i = 0; i < interpolateStride; i ++ ) {
  1148. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  1149. }
  1150. }
  1151. }
  1152. times.length = index + 1;
  1153. values.length = ( index + 1 ) * stride;
  1154. interpolations.length = ( index + 1 ) * interpolateStride;
  1155. }
  1156. var track = new typedKeyframeTrack( node, times, values );
  1157. track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
  1158. return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
  1159. };
  1160. return track;
  1161. }
  1162. };
  1163. // interpolation
  1164. function CubicBezierInterpolation( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1165. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1166. this.interpolationParams = params;
  1167. }
  1168. CubicBezierInterpolation.prototype = Object.assign( Object.create( THREE.Interpolant.prototype ), {
  1169. constructor: CubicBezierInterpolation,
  1170. interpolate_: function ( i1, t0, t, t1 ) {
  1171. var result = this.resultBuffer;
  1172. var values = this.sampleValues;
  1173. var stride = this.valueSize;
  1174. var params = this.interpolationParams;
  1175. var offset1 = i1 * stride;
  1176. var offset0 = offset1 - stride;
  1177. // No interpolation if next key frame is in one frame in 30fps.
  1178. // This is from MMD animation spec.
  1179. // '1.5' is for precision loss. times are Float32 in Three.js Animation system.
  1180. var weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
  1181. if ( stride === 4 ) { // Quaternion
  1182. var x1 = params[ i1 * 4 + 0 ];
  1183. var x2 = params[ i1 * 4 + 1 ];
  1184. var y1 = params[ i1 * 4 + 2 ];
  1185. var y2 = params[ i1 * 4 + 3 ];
  1186. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1187. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1188. } else if ( stride === 3 ) { // Vector3
  1189. for ( var i = 0; i !== stride; ++ i ) {
  1190. var x1 = params[ i1 * 12 + i * 4 + 0 ];
  1191. var x2 = params[ i1 * 12 + i * 4 + 1 ];
  1192. var y1 = params[ i1 * 12 + i * 4 + 2 ];
  1193. var y2 = params[ i1 * 12 + i * 4 + 3 ];
  1194. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1195. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1196. }
  1197. } else { // Number
  1198. var x1 = params[ i1 * 4 + 0 ];
  1199. var x2 = params[ i1 * 4 + 1 ];
  1200. var y1 = params[ i1 * 4 + 2 ];
  1201. var y2 = params[ i1 * 4 + 3 ];
  1202. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1203. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1204. }
  1205. return result;
  1206. },
  1207. _calculate: function ( x1, x2, y1, y2, x ) {
  1208. /*
  1209. * Cubic Bezier curves
  1210. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1211. *
  1212. * B(t) = ( 1 - t ) ^ 3 * P0
  1213. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1214. * + 3 * ( 1 - t ) * t^2 * P2
  1215. * + t ^ 3 * P3
  1216. * ( 0 <= t <= 1 )
  1217. *
  1218. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1219. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1220. *
  1221. * x = ( 1 - t ) ^ 3 * x0
  1222. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1223. * + 3 * ( 1 - t ) * t^2 * x2
  1224. * + t ^ 3 * x3
  1225. * y = ( 1 - t ) ^ 3 * y0
  1226. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1227. * + 3 * ( 1 - t ) * t^2 * y2
  1228. * + t ^ 3 * y3
  1229. * ( x0 = 0, y0 = 0 )
  1230. * ( x3 = 1, y3 = 1 )
  1231. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1232. *
  1233. * Here solves this equation with Bisection method,
  1234. * https://en.wikipedia.org/wiki/Bisection_method
  1235. * gets t, and then calculate y.
  1236. *
  1237. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1238. * + 3 * ( 1 - t ) * t^2 * x2
  1239. * + t ^ 3 - x = 0
  1240. *
  1241. * (Another option: Newton's method
  1242. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1243. */
  1244. var c = 0.5;
  1245. var t = c;
  1246. var s = 1.0 - t;
  1247. var loop = 15;
  1248. var eps = 1e-5;
  1249. var math = Math;
  1250. var sst3, stt3, ttt;
  1251. for ( var i = 0; i < loop; i ++ ) {
  1252. sst3 = 3.0 * s * s * t;
  1253. stt3 = 3.0 * s * t * t;
  1254. ttt = t * t * t;
  1255. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1256. if ( math.abs( ft ) < eps ) break;
  1257. c /= 2.0;
  1258. t += ( ft < 0 ) ? c : - c;
  1259. s = 1.0 - t;
  1260. }
  1261. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1262. }
  1263. } );
  1264. return MMDLoader;
  1265. } )();