MMDLoader.js 85 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. * - ammo.js https://github.com/kripken/ammo.js
  7. * - THREE.TGALoader
  8. * - THREE.MMDPhysics
  9. * - THREE.CCDIKSolver
  10. * - THREE.OutlineEffect
  11. *
  12. *
  13. * This loader loads and parses PMD/PMX and VMD binary files
  14. * then creates mesh for Three.js.
  15. *
  16. * PMD/PMX is a model data format and VMD is a motion data format
  17. * used in MMD(Miku Miku Dance).
  18. *
  19. * MMD is a 3D CG animation tool which is popular in Japan.
  20. *
  21. *
  22. * MMD official site
  23. * http://www.geocities.jp/higuchuu4/index_e.htm
  24. *
  25. * PMD, VMD format
  26. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  27. *
  28. * PMX format
  29. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  30. *
  31. *
  32. * TODO
  33. * - light motion in vmd support.
  34. * - SDEF support.
  35. * - uv/material/bone morphing support.
  36. * - more precise grant skinning support.
  37. * - shadow support.
  38. */
  39. THREE.MMDLoader = function ( manager ) {
  40. THREE.Loader.call( this );
  41. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  42. this.defaultTexturePath = './models/default/';
  43. };
  44. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  45. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  46. THREE.MMDLoader.prototype.setDefaultTexturePath = function ( path ) {
  47. this.defaultTexturePath = path;
  48. };
  49. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  50. var scope = this;
  51. this.loadModel( modelUrl, function ( mesh ) {
  52. scope.loadVmds( vmdUrls, function ( vmd ) {
  53. scope.pourVmdIntoModel( mesh, vmd );
  54. callback( mesh );
  55. }, onProgress, onError );
  56. }, onProgress, onError );
  57. };
  58. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  59. var scope = this;
  60. var texturePath = this.extractUrlBase( url );
  61. var modelExtension = this.extractExtension( url );
  62. this.loadFileAsBuffer( url, function ( buffer ) {
  63. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  64. }, onProgress, onError );
  65. };
  66. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  67. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  68. };
  69. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  70. var scope = this;
  71. this.loadFileAsBuffer( url, function ( buffer ) {
  72. callback( scope.parseVmd( buffer ) );
  73. }, onProgress, onError );
  74. };
  75. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  76. var scope = this;
  77. var vmds = [];
  78. function run () {
  79. var url = urls.shift();
  80. scope.loadVmd( url, function ( vmd ) {
  81. vmds.push( vmd );
  82. if ( urls.length > 0 ) {
  83. run();
  84. } else {
  85. callback( scope.mergeVmds( vmds ) );
  86. }
  87. }, onProgress, onError );
  88. };
  89. run();
  90. };
  91. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  92. var listener = new THREE.AudioListener();
  93. var audio = new THREE.Audio( listener );
  94. var loader = new THREE.AudioLoader( this.manager );
  95. loader.load( url, function ( buffer ) {
  96. audio.setBuffer( buffer );
  97. callback( audio, listener );
  98. }, onProgress, onError );
  99. };
  100. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  101. var scope = this;
  102. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  103. func( url, function ( text ) {
  104. callback( scope.parseVpd( text ) );
  105. }, onProgress, onError );
  106. };
  107. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  108. var v = {};
  109. v.metadata = {};
  110. v.metadata.name = vmds[ 0 ].metadata.name;
  111. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  112. v.metadata.motionCount = 0;
  113. v.metadata.morphCount = 0;
  114. v.metadata.cameraCount = 0;
  115. v.motions = [];
  116. v.morphs = [];
  117. v.cameras = [];
  118. for ( var i = 0; i < vmds.length; i++ ) {
  119. var v2 = vmds[ i ];
  120. v.metadata.motionCount += v2.metadata.motionCount;
  121. v.metadata.morphCount += v2.metadata.morphCount;
  122. v.metadata.cameraCount += v2.metadata.cameraCount;
  123. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  124. v.motions.push( v2.motions[ j ] );
  125. }
  126. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  127. v.morphs.push( v2.morphs[ j ] );
  128. }
  129. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  130. v.cameras.push( v2.cameras[ j ] );
  131. }
  132. }
  133. return v;
  134. };
  135. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  136. this.createAnimation( mesh, vmd, name );
  137. };
  138. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  139. var helper = new THREE.MMDLoader.DataCreationHelper();
  140. var initAnimation = function () {
  141. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  142. var q = new THREE.Quaternion();
  143. var e = new THREE.Euler();
  144. var pkeys = [];
  145. var ckeys = [];
  146. var ukeys = [];
  147. var fkeys = [];
  148. for ( var i = 0; i < orderedMotions.length; i++ ) {
  149. var m = orderedMotions[ i ];
  150. var t = m.frameNum / 30;
  151. var p = m.position;
  152. var r = m.rotation;
  153. var d = m.distance;
  154. var f = m.fov;
  155. var position = new THREE.Vector3( 0, 0, -d );
  156. var center = new THREE.Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
  157. var up = new THREE.Vector3( 0, 1, 0 );
  158. e.set( -r[ 0 ], -r[ 1 ], -r[ 2 ] );
  159. q.setFromEuler( e );
  160. position.add( center );
  161. position.applyQuaternion( q );
  162. up.applyQuaternion( q );
  163. helper.pushAnimationKey( pkeys, t, position, true );
  164. helper.pushAnimationKey( ckeys, t, center, true );
  165. helper.pushAnimationKey( ukeys, t, up, true );
  166. helper.pushAnimationKey( fkeys, t, f, true );
  167. }
  168. helper.insertAnimationKeyAtTimeZero( pkeys, new THREE.Vector3( 0, 0, 0 ) );
  169. helper.insertAnimationKeyAtTimeZero( ckeys, new THREE.Vector3( 0, 0, 0 ) );
  170. helper.insertAnimationKeyAtTimeZero( ukeys, new THREE.Vector3( 0, 0, 0 ) );
  171. helper.insertAnimationKeyAtTimeZero( fkeys, 45 );
  172. helper.insertStartAnimationKey( pkeys );
  173. helper.insertStartAnimationKey( ckeys );
  174. helper.insertStartAnimationKey( ukeys );
  175. helper.insertStartAnimationKey( fkeys );
  176. var tracks = [];
  177. tracks.push( helper.generateTrackFromAnimationKeys( pkeys, 'VectorKeyframeTrackEx', '.position' ) );
  178. tracks.push( helper.generateTrackFromAnimationKeys( ckeys, 'VectorKeyframeTrackEx', '.center' ) );
  179. tracks.push( helper.generateTrackFromAnimationKeys( ukeys, 'VectorKeyframeTrackEx', '.up' ) );
  180. tracks.push( helper.generateTrackFromAnimationKeys( fkeys, 'NumberKeyframeTrackEx', '.fov' ) );
  181. camera.center = new THREE.Vector3( 0, 0, 0 );
  182. if ( camera.animations === undefined ) {
  183. camera.animations = [];
  184. }
  185. camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
  186. };
  187. this.leftToRightVmd( vmd );
  188. initAnimation();
  189. };
  190. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  191. var index = url.lastIndexOf( '.' );
  192. if ( index < 0 ) {
  193. return null;
  194. }
  195. return url.slice( index + 1 );
  196. };
  197. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  198. var loader = new THREE.FileLoader( this.manager );
  199. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  200. loader.setResponseType( responseType );
  201. var request = loader.load( url, function ( result ) {
  202. onLoad( result );
  203. }, onProgress, onError );
  204. return request;
  205. };
  206. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  207. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  208. };
  209. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  210. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  211. };
  212. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  213. var request = this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  214. };
  215. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  216. // Should I judge from model data header?
  217. switch( modelExtension.toLowerCase() ) {
  218. case 'pmd':
  219. return this.parsePmd( buffer );
  220. case 'pmx':
  221. return this.parsePmx( buffer );
  222. default:
  223. throw 'extension ' + modelExtension + ' is not supported.';
  224. }
  225. };
  226. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  227. var scope = this;
  228. var pmd = {};
  229. var dv = new THREE.MMDLoader.DataView( buffer );
  230. var helper = new THREE.MMDLoader.DataCreationHelper();
  231. pmd.metadata = {};
  232. pmd.metadata.format = 'pmd';
  233. pmd.metadata.coordinateSystem = 'left';
  234. var parseHeader = function () {
  235. var metadata = pmd.metadata;
  236. metadata.magic = dv.getChars( 3 );
  237. if ( metadata.magic !== 'Pmd' ) {
  238. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  239. }
  240. metadata.version = dv.getFloat32();
  241. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  242. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  243. };
  244. var parseVertices = function () {
  245. var parseVertex = function () {
  246. var p = {};
  247. p.position = dv.getFloat32Array( 3 );
  248. p.normal = dv.getFloat32Array( 3 );
  249. p.uv = dv.getFloat32Array( 2 );
  250. p.skinIndices = dv.getUint16Array( 2 );
  251. p.skinWeights = [ dv.getUint8() / 100 ];
  252. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  253. p.edgeFlag = dv.getUint8();
  254. return p;
  255. };
  256. var metadata = pmd.metadata;
  257. metadata.vertexCount = dv.getUint32();
  258. pmd.vertices = [];
  259. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  260. pmd.vertices.push( parseVertex() );
  261. }
  262. };
  263. var parseFaces = function () {
  264. var parseFace = function () {
  265. var p = {};
  266. p.indices = dv.getUint16Array( 3 );
  267. return p;
  268. };
  269. var metadata = pmd.metadata;
  270. metadata.faceCount = dv.getUint32() / 3;
  271. pmd.faces = [];
  272. for ( var i = 0; i < metadata.faceCount; i++ ) {
  273. pmd.faces.push( parseFace() );
  274. }
  275. };
  276. var parseMaterials = function () {
  277. var parseMaterial = function () {
  278. var p = {};
  279. p.diffuse = dv.getFloat32Array( 4 );
  280. p.shininess = dv.getFloat32();
  281. p.specular = dv.getFloat32Array( 3 );
  282. p.emissive = dv.getFloat32Array( 3 );
  283. p.toonIndex = dv.getInt8();
  284. p.edgeFlag = dv.getUint8();
  285. p.faceCount = dv.getUint32() / 3;
  286. p.fileName = dv.getSjisStringsAsUnicode( 20 );
  287. return p;
  288. };
  289. var metadata = pmd.metadata;
  290. metadata.materialCount = dv.getUint32();
  291. pmd.materials = [];
  292. for ( var i = 0; i < metadata.materialCount; i++ ) {
  293. pmd.materials.push( parseMaterial() );
  294. }
  295. };
  296. var parseBones = function () {
  297. var parseBone = function () {
  298. var p = {};
  299. p.name = dv.getSjisStringsAsUnicode( 20 );
  300. p.parentIndex = dv.getInt16();
  301. p.tailIndex = dv.getInt16();
  302. p.type = dv.getUint8();
  303. p.ikIndex = dv.getInt16();
  304. p.position = dv.getFloat32Array( 3 );
  305. return p;
  306. };
  307. var metadata = pmd.metadata;
  308. metadata.boneCount = dv.getUint16();
  309. pmd.bones = [];
  310. for ( var i = 0; i < metadata.boneCount; i++ ) {
  311. pmd.bones.push( parseBone() );
  312. }
  313. };
  314. var parseIks = function () {
  315. var parseIk = function () {
  316. var p = {};
  317. p.target = dv.getUint16();
  318. p.effector = dv.getUint16();
  319. p.linkCount = dv.getUint8();
  320. p.iteration = dv.getUint16();
  321. p.maxAngle = dv.getFloat32();
  322. p.links = [];
  323. for ( var i = 0; i < p.linkCount; i++ ) {
  324. var link = {}
  325. link.index = dv.getUint16();
  326. p.links.push( link );
  327. }
  328. return p;
  329. };
  330. var metadata = pmd.metadata;
  331. metadata.ikCount = dv.getUint16();
  332. pmd.iks = [];
  333. for ( var i = 0; i < metadata.ikCount; i++ ) {
  334. pmd.iks.push( parseIk() );
  335. }
  336. };
  337. var parseMorphs = function () {
  338. var parseMorph = function () {
  339. var p = {};
  340. p.name = dv.getSjisStringsAsUnicode( 20 );
  341. p.elementCount = dv.getUint32();
  342. p.type = dv.getUint8();
  343. p.elements = [];
  344. for ( var i = 0; i < p.elementCount; i++ ) {
  345. p.elements.push( {
  346. index: dv.getUint32(),
  347. position: dv.getFloat32Array( 3 )
  348. } ) ;
  349. }
  350. return p;
  351. };
  352. var metadata = pmd.metadata;
  353. metadata.morphCount = dv.getUint16();
  354. pmd.morphs = [];
  355. for ( var i = 0; i < metadata.morphCount; i++ ) {
  356. pmd.morphs.push( parseMorph() );
  357. }
  358. };
  359. var parseMorphFrames = function () {
  360. var parseMorphFrame = function () {
  361. var p = {};
  362. p.index = dv.getUint16();
  363. return p;
  364. };
  365. var metadata = pmd.metadata;
  366. metadata.morphFrameCount = dv.getUint8();
  367. pmd.morphFrames = [];
  368. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  369. pmd.morphFrames.push( parseMorphFrame() );
  370. }
  371. };
  372. var parseBoneFrameNames = function () {
  373. var parseBoneFrameName = function () {
  374. var p = {};
  375. p.name = dv.getSjisStringsAsUnicode( 50 );
  376. return p;
  377. };
  378. var metadata = pmd.metadata;
  379. metadata.boneFrameNameCount = dv.getUint8();
  380. pmd.boneFrameNames = [];
  381. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  382. pmd.boneFrameNames.push( parseBoneFrameName() );
  383. }
  384. };
  385. var parseBoneFrames = function () {
  386. var parseBoneFrame = function () {
  387. var p = {};
  388. p.boneIndex = dv.getInt16();
  389. p.frameIndex = dv.getUint8();
  390. return p;
  391. };
  392. var metadata = pmd.metadata;
  393. metadata.boneFrameCount = dv.getUint32();
  394. pmd.boneFrames = [];
  395. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  396. pmd.boneFrames.push( parseBoneFrame() );
  397. }
  398. };
  399. var parseEnglishHeader = function () {
  400. var metadata = pmd.metadata;
  401. metadata.englishCompatibility = dv.getUint8();
  402. if ( metadata.englishCompatibility > 0 ) {
  403. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  404. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  405. }
  406. };
  407. var parseEnglishBoneNames = function () {
  408. var parseEnglishBoneName = function () {
  409. var p = {};
  410. p.name = dv.getSjisStringsAsUnicode( 20 );
  411. return p;
  412. };
  413. var metadata = pmd.metadata;
  414. if ( metadata.englishCompatibility === 0 ) {
  415. return;
  416. }
  417. pmd.englishBoneNames = [];
  418. for ( var i = 0; i < metadata.boneCount; i++ ) {
  419. pmd.englishBoneNames.push( parseEnglishBoneName() );
  420. }
  421. };
  422. var parseEnglishMorphNames = function () {
  423. var parseEnglishMorphName = function () {
  424. var p = {};
  425. p.name = dv.getSjisStringsAsUnicode( 20 );
  426. return p;
  427. };
  428. var metadata = pmd.metadata;
  429. if ( metadata.englishCompatibility === 0 ) {
  430. return;
  431. }
  432. pmd.englishMorphNames = [];
  433. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  434. pmd.englishMorphNames.push( parseEnglishMorphName() );
  435. }
  436. };
  437. var parseEnglishBoneFrameNames = function () {
  438. var parseEnglishBoneFrameName = function () {
  439. var p = {};
  440. p.name = dv.getSjisStringsAsUnicode( 50 );
  441. return p;
  442. };
  443. var metadata = pmd.metadata;
  444. if ( metadata.englishCompatibility === 0 ) {
  445. return;
  446. }
  447. pmd.englishBoneFrameNames = [];
  448. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  449. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  450. }
  451. };
  452. var parseToonTextures = function () {
  453. var parseToonTexture = function () {
  454. var p = {};
  455. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  456. return p;
  457. };
  458. pmd.toonTextures = [];
  459. for ( var i = 0; i < 10; i++ ) {
  460. pmd.toonTextures.push( parseToonTexture() );
  461. }
  462. };
  463. var parseRigidBodies = function () {
  464. var parseRigidBody = function () {
  465. var p = {};
  466. p.name = dv.getSjisStringsAsUnicode( 20 );
  467. p.boneIndex = dv.getInt16();
  468. p.groupIndex = dv.getUint8();
  469. p.groupTarget = dv.getUint16();
  470. p.shapeType = dv.getUint8();
  471. p.width = dv.getFloat32();
  472. p.height = dv.getFloat32();
  473. p.depth = dv.getFloat32();
  474. p.position = dv.getFloat32Array( 3 );
  475. p.rotation = dv.getFloat32Array( 3 );
  476. p.weight = dv.getFloat32();
  477. p.positionDamping = dv.getFloat32();
  478. p.rotationDamping = dv.getFloat32();
  479. p.restitution = dv.getFloat32();
  480. p.friction = dv.getFloat32();
  481. p.type = dv.getUint8();
  482. return p;
  483. };
  484. var metadata = pmd.metadata;
  485. metadata.rigidBodyCount = dv.getUint32();
  486. pmd.rigidBodies = [];
  487. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  488. pmd.rigidBodies.push( parseRigidBody() );
  489. }
  490. };
  491. var parseConstraints = function () {
  492. var parseConstraint = function () {
  493. var p = {};
  494. p.name = dv.getSjisStringsAsUnicode( 20 );
  495. p.rigidBodyIndex1 = dv.getUint32();
  496. p.rigidBodyIndex2 = dv.getUint32();
  497. p.position = dv.getFloat32Array( 3 );
  498. p.rotation = dv.getFloat32Array( 3 );
  499. p.translationLimitation1 = dv.getFloat32Array( 3 );
  500. p.translationLimitation2 = dv.getFloat32Array( 3 );
  501. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  502. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  503. p.springPosition = dv.getFloat32Array( 3 );
  504. p.springRotation = dv.getFloat32Array( 3 );
  505. return p;
  506. };
  507. var metadata = pmd.metadata;
  508. metadata.constraintCount = dv.getUint32();
  509. pmd.constraints = [];
  510. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  511. pmd.constraints.push( parseConstraint() );
  512. }
  513. };
  514. parseHeader();
  515. parseVertices();
  516. parseFaces();
  517. parseMaterials();
  518. parseBones();
  519. parseIks();
  520. parseMorphs();
  521. parseMorphFrames();
  522. parseBoneFrameNames();
  523. parseBoneFrames();
  524. parseEnglishHeader();
  525. parseEnglishBoneNames();
  526. parseEnglishMorphNames();
  527. parseEnglishBoneFrameNames();
  528. parseToonTextures();
  529. parseRigidBodies();
  530. parseConstraints();
  531. // console.log( pmd ); // for console debug
  532. return pmd;
  533. };
  534. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  535. var scope = this;
  536. var pmx = {};
  537. var dv = new THREE.MMDLoader.DataView( buffer );
  538. var helper = new THREE.MMDLoader.DataCreationHelper();
  539. pmx.metadata = {};
  540. pmx.metadata.format = 'pmx';
  541. pmx.metadata.coordinateSystem = 'left';
  542. var parseHeader = function () {
  543. var metadata = pmx.metadata;
  544. metadata.magic = dv.getChars( 4 );
  545. // Note: don't remove the last blank space.
  546. if ( metadata.magic !== 'PMX ' ) {
  547. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  548. }
  549. metadata.version = dv.getFloat32();
  550. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  551. throw 'PMX version ' + metadata.version + ' is not supported.';
  552. }
  553. metadata.headerSize = dv.getUint8();
  554. metadata.encoding = dv.getUint8();
  555. metadata.additionalUvNum = dv.getUint8();
  556. metadata.vertexIndexSize = dv.getUint8();
  557. metadata.textureIndexSize = dv.getUint8();
  558. metadata.materialIndexSize = dv.getUint8();
  559. metadata.boneIndexSize = dv.getUint8();
  560. metadata.morphIndexSize = dv.getUint8();
  561. metadata.rigidBodyIndexSize = dv.getUint8();
  562. metadata.modelName = dv.getTextBuffer();
  563. metadata.englishModelName = dv.getTextBuffer();
  564. metadata.comment = dv.getTextBuffer();
  565. metadata.englishComment = dv.getTextBuffer();
  566. };
  567. var parseVertices = function () {
  568. var parseVertex = function () {
  569. var p = {};
  570. p.position = dv.getFloat32Array( 3 );
  571. p.normal = dv.getFloat32Array( 3 );
  572. p.uv = dv.getFloat32Array( 2 );
  573. p.auvs = [];
  574. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  575. p.auvs.push( dv.getFloat32Array( 4 ) );
  576. }
  577. p.type = dv.getUint8();
  578. var indexSize = metadata.boneIndexSize;
  579. if ( p.type === 0 ) { // BDEF1
  580. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  581. p.skinWeights = [ 1.0 ];
  582. } else if ( p.type === 1 ) { // BDEF2
  583. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  584. p.skinWeights = dv.getFloat32Array( 1 );
  585. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  586. } else if ( p.type === 2 ) { // BDEF4
  587. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  588. p.skinWeights = dv.getFloat32Array( 4 );
  589. } else if ( p.type === 3 ) { // SDEF
  590. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  591. p.skinWeights = dv.getFloat32Array( 1 );
  592. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  593. p.skinC = dv.getFloat32Array( 3 );
  594. p.skinR0 = dv.getFloat32Array( 3 );
  595. p.skinR1 = dv.getFloat32Array( 3 );
  596. // SDEF is not supported yet and is handled as BDEF2 so far.
  597. // TODO: SDEF support
  598. p.type = 1;
  599. } else {
  600. throw 'unsupport bone type ' + p.type + ' exception.';
  601. }
  602. p.edgeRatio = dv.getFloat32();
  603. return p;
  604. };
  605. var metadata = pmx.metadata;
  606. metadata.vertexCount = dv.getUint32();
  607. pmx.vertices = [];
  608. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  609. pmx.vertices.push( parseVertex() );
  610. }
  611. };
  612. var parseFaces = function () {
  613. var parseFace = function () {
  614. var p = {};
  615. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3, true );
  616. return p;
  617. };
  618. var metadata = pmx.metadata;
  619. metadata.faceCount = dv.getUint32() / 3;
  620. pmx.faces = [];
  621. for ( var i = 0; i < metadata.faceCount; i++ ) {
  622. pmx.faces.push( parseFace() );
  623. }
  624. };
  625. var parseTextures = function () {
  626. var parseTexture = function () {
  627. return dv.getTextBuffer();
  628. };
  629. var metadata = pmx.metadata;
  630. metadata.textureCount = dv.getUint32();
  631. pmx.textures = [];
  632. for ( var i = 0; i < metadata.textureCount; i++ ) {
  633. pmx.textures.push( parseTexture() );
  634. }
  635. };
  636. var parseMaterials = function () {
  637. var parseMaterial = function () {
  638. var p = {};
  639. p.name = dv.getTextBuffer();
  640. p.englishName = dv.getTextBuffer();
  641. p.diffuse = dv.getFloat32Array( 4 );
  642. p.specular = dv.getFloat32Array( 3 );
  643. p.shininess = dv.getFloat32();
  644. p.emissive = dv.getFloat32Array( 3 );
  645. p.flag = dv.getUint8();
  646. p.edgeColor = dv.getFloat32Array( 4 );
  647. p.edgeSize = dv.getFloat32();
  648. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  649. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  650. p.envFlag = dv.getUint8();
  651. p.toonFlag = dv.getUint8();
  652. if ( p.toonFlag === 0 ) {
  653. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  654. } else if ( p.toonFlag === 1 ) {
  655. p.toonIndex = dv.getInt8();
  656. } else {
  657. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  658. }
  659. p.comment = dv.getTextBuffer();
  660. p.faceCount = dv.getUint32() / 3;
  661. return p;
  662. };
  663. var metadata = pmx.metadata;
  664. metadata.materialCount = dv.getUint32();
  665. pmx.materials = [];
  666. for ( var i = 0; i < metadata.materialCount; i++ ) {
  667. pmx.materials.push( parseMaterial() );
  668. }
  669. };
  670. var parseBones = function () {
  671. var parseBone = function () {
  672. var p = {};
  673. p.name = dv.getTextBuffer();
  674. p.englishName = dv.getTextBuffer();
  675. p.position = dv.getFloat32Array( 3 );
  676. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  677. p.transformationClass = dv.getUint32();
  678. p.flag = dv.getUint16();
  679. if ( p.flag & 0x1 ) {
  680. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  681. } else {
  682. p.offsetPosition = dv.getFloat32Array( 3 );
  683. }
  684. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  685. // Note: I don't think Grant is an appropriate name
  686. // but I found that some English translated MMD tools use this term
  687. // so I've named it Grant so far.
  688. // I'd rename to more appropriate name from Grant later.
  689. var grant = {};
  690. grant.isLocal = ( p.flag & 0x80 ) !== 0 ? true : false;
  691. grant.affectRotation = ( p.flag & 0x100 ) !== 0 ? true : false;
  692. grant.affectPosition = ( p.flag & 0x200 ) !== 0 ? true : false;
  693. grant.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  694. grant.ratio = dv.getFloat32();
  695. p.grant = grant;
  696. }
  697. if ( p.flag & 0x400 ) {
  698. p.fixAxis = dv.getFloat32Array( 3 );
  699. }
  700. if ( p.flag & 0x800 ) {
  701. p.localXVector = dv.getFloat32Array( 3 );
  702. p.localZVector = dv.getFloat32Array( 3 );
  703. }
  704. if ( p.flag & 0x2000 ) {
  705. p.key = dv.getUint32();
  706. }
  707. if ( p.flag & 0x20 ) {
  708. var ik = {};
  709. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  710. ik.target = null;
  711. ik.iteration = dv.getUint32();
  712. ik.maxAngle = dv.getFloat32();
  713. ik.linkCount = dv.getUint32();
  714. ik.links = [];
  715. for ( var i = 0; i < ik.linkCount; i++ ) {
  716. var link = {};
  717. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  718. link.angleLimitation = dv.getUint8();
  719. if ( link.angleLimitation === 1 ) {
  720. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  721. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  722. }
  723. ik.links.push( link );
  724. }
  725. p.ik = ik;
  726. }
  727. return p;
  728. };
  729. var metadata = pmx.metadata;
  730. metadata.boneCount = dv.getUint32();
  731. pmx.bones = [];
  732. for ( var i = 0; i < metadata.boneCount; i++ ) {
  733. pmx.bones.push( parseBone() );
  734. }
  735. };
  736. var parseMorphs = function () {
  737. var parseMorph = function () {
  738. var p = {};
  739. p.name = dv.getTextBuffer();
  740. p.englishName = dv.getTextBuffer();
  741. p.panel = dv.getUint8();
  742. p.type = dv.getUint8();
  743. p.elementCount = dv.getUint32();
  744. p.elements = [];
  745. for ( var i = 0; i < p.elementCount; i++ ) {
  746. if ( p.type === 0 ) { // group morph
  747. var m = {};
  748. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  749. m.ratio = dv.getFloat32();
  750. p.elements.push( m );
  751. } else if ( p.type === 1 ) { // vertex morph
  752. var m = {};
  753. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  754. m.position = dv.getFloat32Array( 3 );
  755. p.elements.push( m );
  756. } else if ( p.type === 2 ) { // bone morph
  757. var m = {};
  758. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  759. m.position = dv.getFloat32Array( 3 );
  760. m.rotation = dv.getFloat32Array( 4 );
  761. p.elements.push( m );
  762. } else if ( p.type === 3 ) { // uv morph
  763. var m = {};
  764. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  765. m.uv = dv.getFloat32Array( 4 );
  766. p.elements.push( m );
  767. } else if ( p.type === 4 ) { // additional uv1
  768. // TODO: implement
  769. } else if ( p.type === 5 ) { // additional uv2
  770. // TODO: implement
  771. } else if ( p.type === 6 ) { // additional uv3
  772. // TODO: implement
  773. } else if ( p.type === 7 ) { // additional uv4
  774. // TODO: implement
  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.restitution = 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. p.boneName = dv.getSjisStringsAsUnicode( 15 );
  909. p.frameNum = dv.getUint32();
  910. p.position = dv.getFloat32Array( 3 );
  911. p.rotation = dv.getFloat32Array( 4 );
  912. p.interpolation = dv.getUint8Array( 64 );
  913. return p;
  914. };
  915. var metadata = vmd.metadata;
  916. metadata.motionCount = dv.getUint32();
  917. vmd.motions = [];
  918. for ( var i = 0; i < metadata.motionCount; i++ ) {
  919. vmd.motions.push( parseMotion() );
  920. }
  921. };
  922. var parseMorphs = function () {
  923. var parseMorph = function () {
  924. var p = {};
  925. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  926. p.frameNum = dv.getUint32();
  927. p.weight = dv.getFloat32();
  928. return p;
  929. };
  930. var metadata = vmd.metadata;
  931. metadata.morphCount = dv.getUint32();
  932. vmd.morphs = [];
  933. for ( var i = 0; i < metadata.morphCount; i++ ) {
  934. vmd.morphs.push( parseMorph() );
  935. }
  936. };
  937. var parseCameras = function () {
  938. var parseCamera = function () {
  939. var p = {};
  940. p.frameNum = dv.getUint32();
  941. p.distance = dv.getFloat32();
  942. p.position = dv.getFloat32Array( 3 );
  943. p.rotation = dv.getFloat32Array( 3 );
  944. p.interpolation = dv.getUint8Array( 24 );
  945. p.fov = dv.getUint32();
  946. p.perspective = dv.getUint8();
  947. return p;
  948. };
  949. var metadata = vmd.metadata;
  950. metadata.cameraCount = dv.getUint32();
  951. vmd.cameras = [];
  952. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  953. vmd.cameras.push( parseCamera() );
  954. }
  955. };
  956. parseHeader();
  957. parseMotions();
  958. parseMorphs();
  959. parseCameras();
  960. // console.log( vmd ); // for console debug
  961. return vmd;
  962. };
  963. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  964. var helper = new THREE.MMDLoader.DataCreationHelper();
  965. var vpd = {};
  966. vpd.metadata = {};
  967. vpd.metadata.coordinateSystem = 'left';
  968. vpd.bones = [];
  969. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  970. var newlinePattern = /\r|\n|\r\n/;
  971. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  972. function throwError () {
  973. throw 'the file seems not vpd file.';
  974. };
  975. function checkMagic () {
  976. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  977. throwError();
  978. }
  979. };
  980. function parseHeader () {
  981. if ( lines.length < 4 ) {
  982. throwError();
  983. }
  984. vpd.metadata.parentFile = lines[ 2 ];
  985. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  986. };
  987. function parseBones () {
  988. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  989. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  990. 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*;/;
  991. var boneFooterPattern = /^\s*}/;
  992. var bones = vpd.bones;
  993. var n = null;
  994. var v = null;
  995. var q = null;
  996. var encoder = new CharsetEncoder();
  997. for ( var i = 4; i < lines.length; i++ ) {
  998. var line = lines[ i ];
  999. var result;
  1000. result = line.match( boneHeaderPattern );
  1001. if ( result !== null ) {
  1002. if ( n !== null ) {
  1003. throwError();
  1004. }
  1005. n = result[ 2 ];
  1006. }
  1007. result = line.match( boneVectorPattern );
  1008. if ( result !== null ) {
  1009. if ( v !== null ) {
  1010. throwError();
  1011. }
  1012. v = [
  1013. parseFloat( result[ 1 ] ),
  1014. parseFloat( result[ 2 ] ),
  1015. parseFloat( result[ 3 ] )
  1016. ];
  1017. }
  1018. result = line.match( boneQuaternionPattern );
  1019. if ( result !== null ) {
  1020. if ( q !== null ) {
  1021. throwError();
  1022. }
  1023. q = [
  1024. parseFloat( result[ 1 ] ),
  1025. parseFloat( result[ 2 ] ),
  1026. parseFloat( result[ 3 ] ),
  1027. parseFloat( result[ 4 ] )
  1028. ];
  1029. }
  1030. result = line.match( boneFooterPattern );
  1031. if ( result !== null ) {
  1032. if ( n === null || v === null || q === null ) {
  1033. throwError();
  1034. }
  1035. bones.push( {
  1036. name: n,
  1037. translation: v,
  1038. quaternion: q
  1039. } );
  1040. n = null;
  1041. v = null;
  1042. q = null;
  1043. }
  1044. }
  1045. if ( n !== null || v !== null || q !== null ) {
  1046. throwError();
  1047. }
  1048. };
  1049. checkMagic();
  1050. parseHeader();
  1051. parseBones();
  1052. this.leftToRightVpd( vpd );
  1053. // console.log( vpd ); // for console debug
  1054. return vpd;
  1055. };
  1056. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1057. var scope = this;
  1058. var geometry = new THREE.BufferGeometry();
  1059. var material = new THREE.MultiMaterial();
  1060. var helper = new THREE.MMDLoader.DataCreationHelper();
  1061. var buffer = {};
  1062. buffer.vertices = [];
  1063. buffer.uvs = [];
  1064. buffer.normals = [];
  1065. buffer.skinIndices = [];
  1066. buffer.skinWeights = [];
  1067. buffer.indices = [];
  1068. var initVartices = function () {
  1069. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1070. var v = model.vertices[ i ];
  1071. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  1072. buffer.vertices.push( v.position[ j ] );
  1073. }
  1074. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  1075. buffer.normals.push( v.normal[ j ] );
  1076. }
  1077. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  1078. buffer.uvs.push( v.uv[ j ] );
  1079. }
  1080. for ( var j = 0; j < 4; j ++ ) {
  1081. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  1082. }
  1083. for ( var j = 0; j < 4; j ++ ) {
  1084. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  1085. }
  1086. }
  1087. };
  1088. var initFaces = function () {
  1089. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1090. var f = model.faces[ i ];
  1091. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  1092. buffer.indices.push( f.indices[ j ] );
  1093. }
  1094. }
  1095. };
  1096. var initBones = function () {
  1097. var bones = [];
  1098. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1099. var bone = {};
  1100. var b = model.bones[ i ];
  1101. bone.parent = b.parentIndex;
  1102. bone.name = b.name;
  1103. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1104. bone.rotq = [ 0, 0, 0, 1 ];
  1105. bone.scl = [ 1, 1, 1 ];
  1106. if ( bone.parent !== -1 ) {
  1107. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1108. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1109. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1110. }
  1111. bones.push( bone );
  1112. }
  1113. geometry.bones = bones;
  1114. };
  1115. var initIKs = function () {
  1116. var iks = [];
  1117. // TODO: remove duplicated codes between PMD and PMX
  1118. if ( model.metadata.format === 'pmd' ) {
  1119. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1120. var ik = model.iks[i];
  1121. var param = {};
  1122. param.target = ik.target;
  1123. param.effector = ik.effector;
  1124. param.iteration = ik.iteration;
  1125. param.maxAngle = ik.maxAngle * 4;
  1126. param.links = [];
  1127. for ( var j = 0; j < ik.links.length; j++ ) {
  1128. var link = {};
  1129. link.index = ik.links[ j ].index;
  1130. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  1131. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1132. }
  1133. param.links.push( link );
  1134. }
  1135. iks.push( param );
  1136. }
  1137. } else {
  1138. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1139. var b = model.bones[ i ];
  1140. var ik = b.ik;
  1141. if ( ik === undefined ) {
  1142. continue;
  1143. }
  1144. var param = {};
  1145. param.target = i;
  1146. param.effector = ik.effector;
  1147. param.iteration = ik.iteration;
  1148. param.maxAngle = ik.maxAngle;
  1149. param.links = [];
  1150. for ( var j = 0; j < ik.links.length; j++ ) {
  1151. var link = {};
  1152. link.index = ik.links[ j ].index;
  1153. if ( ik.links[ j ].angleLimitation === 1 ) {
  1154. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1155. // TODO: use limitation angles
  1156. // link.lowerLimitationAngle;
  1157. // link.upperLimitationAngle;
  1158. }
  1159. param.links.push( link );
  1160. }
  1161. iks.push( param );
  1162. }
  1163. }
  1164. geometry.iks = iks;
  1165. };
  1166. var initGrants = function () {
  1167. if ( model.metadata.format === 'pmd' ) {
  1168. return;
  1169. }
  1170. var grants = [];
  1171. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1172. var b = model.bones[ i ];
  1173. var grant = b.grant;
  1174. if ( grant === undefined ) {
  1175. continue;
  1176. }
  1177. var param = {};
  1178. param.index = i;
  1179. param.parentIndex = grant.parentIndex;
  1180. param.ratio = grant.ratio;
  1181. param.isLocal = grant.isLocal;
  1182. param.affectRotation = grant.affectRotation;
  1183. param.affectPosition = grant.affectPosition;
  1184. grants.push( param );
  1185. }
  1186. geometry.grants = grants;
  1187. };
  1188. var initMorphs = function () {
  1189. function updateVertex( attribute, index, v, ratio ) {
  1190. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  1191. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  1192. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  1193. };
  1194. function updateVertices( attribute, m, ratio ) {
  1195. for ( var i = 0; i < m.elementCount; i++ ) {
  1196. var v = m.elements[ i ];
  1197. var index;
  1198. if ( model.metadata.format === 'pmd' ) {
  1199. index = model.morphs[ 0 ].elements[ v.index ].index;
  1200. } else {
  1201. index = v.index;
  1202. }
  1203. updateVertex( attribute, index, v, ratio );
  1204. }
  1205. };
  1206. var morphTargets = [];
  1207. var attributes = [];
  1208. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1209. var m = model.morphs[ i ];
  1210. var params = { name: m.name };
  1211. var attribute = new THREE.Float32Attribute( model.metadata.vertexCount * 3, 3 );
  1212. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  1213. attribute.array[ j ] = buffer.vertices[ j ];
  1214. }
  1215. if ( model.metadata.format === 'pmd' ) {
  1216. if ( i !== 0 ) {
  1217. updateVertices( attribute, m, 1.0 );
  1218. }
  1219. } else {
  1220. if ( m.type === 0 ) { // group
  1221. for ( var j = 0; j < m.elementCount; j++ ) {
  1222. var m2 = model.morphs[ m.elements[ j ].index ];
  1223. var ratio = m.elements[ j ].ratio;
  1224. if ( m2.type === 1 ) {
  1225. updateVertices( attribute, m2, ratio );
  1226. } else {
  1227. // TODO: implement
  1228. }
  1229. }
  1230. } else if ( m.type === 1 ) { // vertex
  1231. updateVertices( attribute, m, 1.0 );
  1232. } else if ( m.type === 2 ) { // bone
  1233. // TODO: implement
  1234. } else if ( m.type === 3 ) { // uv
  1235. // TODO: implement
  1236. } else if ( m.type === 4 ) { // additional uv1
  1237. // TODO: implement
  1238. } else if ( m.type === 5 ) { // additional uv2
  1239. // TODO: implement
  1240. } else if ( m.type === 6 ) { // additional uv3
  1241. // TODO: implement
  1242. } else if ( m.type === 7 ) { // additional uv4
  1243. // TODO: implement
  1244. } else if ( m.type === 8 ) { // material
  1245. // TODO: implement
  1246. }
  1247. }
  1248. morphTargets.push( params );
  1249. attributes.push( attribute );
  1250. }
  1251. geometry.morphTargets = morphTargets;
  1252. geometry.morphAttributes.position = attributes;
  1253. };
  1254. var initMaterials = function () {
  1255. var textures = [];
  1256. var textureLoader = new THREE.TextureLoader( this.manager );
  1257. var tgaLoader = new THREE.TGALoader( this.manager );
  1258. var color = new THREE.Color();
  1259. var offset = 0;
  1260. var materialParams = [];
  1261. function loadTexture ( filePath, params ) {
  1262. if ( params === undefined ) {
  1263. params = {};
  1264. }
  1265. var directoryPath = ( params.defaultTexturePath === true ) ? scope.defaultTexturePath : texturePath;
  1266. var fullPath = directoryPath + filePath;
  1267. var loader = THREE.Loader.Handlers.get( fullPath );
  1268. if ( loader === null ) {
  1269. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1270. }
  1271. var texture = loader.load( fullPath, function ( t ) {
  1272. t.flipY = false;
  1273. t.wrapS = THREE.RepeatWrapping;
  1274. t.wrapT = THREE.RepeatWrapping;
  1275. if ( params.sphericalReflectionMapping === true ) {
  1276. t.mapping = THREE.SphericalReflectionMapping;
  1277. }
  1278. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1279. texture.readyCallbacks[ i ]( texture );
  1280. }
  1281. delete texture.readyCallbacks;
  1282. } );
  1283. texture.readyCallbacks = [];
  1284. var uuid = THREE.Math.generateUUID();
  1285. textures[ uuid ] = texture;
  1286. return uuid;
  1287. };
  1288. function getTexture( name, textures ) {
  1289. if ( textures[ name ] === undefined ) {
  1290. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  1291. }
  1292. return textures[ name ];
  1293. };
  1294. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1295. var m = model.materials[ i ];
  1296. var params = {};
  1297. params.faceOffset = offset;
  1298. params.faceNum = m.faceCount;
  1299. offset += m.faceCount;
  1300. params.name = m.name;
  1301. params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).clone();
  1302. params.opacity = m.diffuse[ 3 ];
  1303. params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).clone();
  1304. params.shininess = m.shininess;
  1305. if ( params.opacity === 1.0 ) {
  1306. params.side = THREE.FrontSide;
  1307. params.transparent = false;
  1308. } else {
  1309. params.side = THREE.DoubleSide;
  1310. params.transparent = true;
  1311. }
  1312. if ( model.metadata.format === 'pmd' ) {
  1313. if ( m.fileName ) {
  1314. var fileName = m.fileName;
  1315. var fileNames = [];
  1316. var index = fileName.lastIndexOf( '*' );
  1317. if ( index >= 0 ) {
  1318. fileNames.push( fileName.slice( 0, index ) );
  1319. fileNames.push( fileName.slice( index + 1 ) );
  1320. } else {
  1321. fileNames.push( fileName );
  1322. }
  1323. for ( var j = 0; j < fileNames.length; j++ ) {
  1324. var n = fileNames[ j ];
  1325. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1326. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1327. if ( n.indexOf( '.sph' ) >= 0 ) {
  1328. params.envMapType = THREE.MultiplyOperation;
  1329. } else {
  1330. params.envMapType = THREE.AddOperation;
  1331. }
  1332. } else {
  1333. params.map = loadTexture( n );
  1334. }
  1335. }
  1336. }
  1337. } else {
  1338. if ( m.textureIndex !== -1 ) {
  1339. var n = model.textures[ m.textureIndex ];
  1340. params.map = loadTexture( n );
  1341. }
  1342. // TODO: support m.envFlag === 3
  1343. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1344. var n = model.textures[ m.envTextureIndex ];
  1345. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1346. if ( m.envFlag === 1 ) {
  1347. params.envMapType = THREE.MultiplyOperation;
  1348. } else {
  1349. params.envMapType = THREE.AddOperation;
  1350. }
  1351. }
  1352. }
  1353. // TODO: check if this logic is right
  1354. if ( params.map === undefined /* && params.envMap === undefined */ ) {
  1355. params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).clone();
  1356. }
  1357. materialParams.push( params );
  1358. }
  1359. var shader = THREE.ShaderLib[ 'mmd' ];
  1360. for ( var i = 0; i < materialParams.length; i++ ) {
  1361. var p = materialParams[ i ];
  1362. var p2 = model.materials[ i ];
  1363. var m = new THREE.ShaderMaterial( {
  1364. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1365. vertexShader: shader.vertexShader,
  1366. fragmentShader: shader.fragmentShader
  1367. } );
  1368. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  1369. if ( p.name !== undefined ) m.name = p.name;
  1370. m.skinning = geometry.bones.length > 0 ? true : false;
  1371. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1372. m.lights = true;
  1373. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  1374. m.transparent = p.transparent;
  1375. m.fog = true;
  1376. m.blending = THREE.CustomBlending;
  1377. m.blendSrc = THREE.SrcAlphaFactor;
  1378. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1379. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1380. m.blendDstAlpha = THREE.DstAlphaFactor;
  1381. if ( p.map !== undefined ) {
  1382. m.faceOffset = p.faceOffset;
  1383. m.faceNum = p.faceNum;
  1384. // Check if this part of the texture image the material uses requires transparency
  1385. function checkTextureTransparency ( m ) {
  1386. m.map.readyCallbacks.push( function ( t ) {
  1387. // Is there any efficient ways?
  1388. function createImageData ( image ) {
  1389. var c = document.createElement( 'canvas' );
  1390. c.width = image.width;
  1391. c.height = image.height;
  1392. var ctx = c.getContext( '2d' );
  1393. ctx.drawImage( image, 0, 0 );
  1394. return ctx.getImageData( 0, 0, c.width, c.height );
  1395. };
  1396. function detectTextureTransparency( image, uvs, indices ) {
  1397. var width = image.width;
  1398. var height = image.height;
  1399. var data = image.data;
  1400. var threshold = 253;
  1401. if ( data.length / ( width * height ) !== 4 ) {
  1402. return false;
  1403. }
  1404. for ( var i = 0; i < indices.length; i += 3 ) {
  1405. var centerUV = { x: 0.0, y: 0.0 };
  1406. for ( var j = 0; j < 3; j++ ) {
  1407. var index = indices[ i * 3 + j ];
  1408. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  1409. if ( getAlphaByUv( image, uv ) < threshold ) {
  1410. return true;
  1411. }
  1412. centerUV.x += uv.x;
  1413. centerUV.y += uv.y;
  1414. }
  1415. centerUV.x /= 3;
  1416. centerUV.y /= 3;
  1417. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1418. return true;
  1419. }
  1420. }
  1421. return false;
  1422. };
  1423. /*
  1424. * This method expects
  1425. * t.flipY = false
  1426. * t.wrapS = THREE.RepeatWrapping
  1427. * t.wrapT = THREE.RepeatWrapping
  1428. * TODO: more precise
  1429. */
  1430. function getAlphaByUv ( image, uv ) {
  1431. var width = image.width;
  1432. var height = image.height;
  1433. var x = Math.round( uv.x * width ) % width;
  1434. var y = Math.round( uv.y * height ) % height;
  1435. if ( x < 0 ) {
  1436. x += width;
  1437. }
  1438. if ( y < 0 ) {
  1439. y += height;
  1440. }
  1441. var index = y * width + x;
  1442. return image.data[ index * 4 + 3 ];
  1443. };
  1444. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1445. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  1446. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  1447. delete m.faceOffset;
  1448. delete m.faceNum;
  1449. } );
  1450. }
  1451. m.map = getTexture( p.map, textures );
  1452. m.uniforms.map.value = m.map;
  1453. checkTextureTransparency( m );
  1454. }
  1455. if ( p.envMap !== undefined ) {
  1456. m.envMap = getTexture( p.envMap, textures );
  1457. m.uniforms.envMap.value = m.envMap;
  1458. m.combine = p.envMapType;
  1459. // TODO: WebGLRenderer should automatically update?
  1460. m.envMap.readyCallbacks.push( function ( t ) {
  1461. m.needsUpdate = true;
  1462. } );
  1463. }
  1464. m.uniforms.opacity.value = p.opacity;
  1465. m.uniforms.diffuse.value.copy( p.color );
  1466. if ( p.emissive !== undefined ) {
  1467. m.uniforms.emissive.value.copy( p.emissive );
  1468. }
  1469. m.uniforms.specular.value.copy( p.specular );
  1470. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1471. if ( model.metadata.format === 'pmd' ) {
  1472. function isDefaultToonTexture ( n ) {
  1473. if ( n.length !== 10 ) {
  1474. return false;
  1475. }
  1476. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1477. };
  1478. m.outlineParameters = {
  1479. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  1480. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  1481. alpha: 1.0
  1482. };
  1483. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  1484. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1485. m.uniforms.celShading.value = 1;
  1486. if ( p2.toonIndex === -1 ) {
  1487. m.uniforms.hasToonTexture.value = 0;
  1488. } else {
  1489. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1490. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1491. m.uniforms.toonMap.value = textures[ uuid ];
  1492. m.uniforms.hasToonTexture.value = 1;
  1493. }
  1494. } else {
  1495. m.outlineParameters = {
  1496. thickness: p2.edgeSize / 300,
  1497. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  1498. alpha: p2.edgeColor[ 3 ]
  1499. };
  1500. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  1501. m.uniforms.celShading.value = 1;
  1502. if ( p2.toonIndex === -1 ) {
  1503. m.uniforms.hasToonTexture.value = 0;
  1504. } else {
  1505. if ( p2.toonFlag === 0 ) {
  1506. var n = model.textures[ p2.toonIndex ];
  1507. var uuid = loadTexture( n );
  1508. m.uniforms.toonMap.value = textures[ uuid ];
  1509. } else {
  1510. var num = p2.toonIndex + 1;
  1511. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1512. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1513. m.uniforms.toonMap.value = textures[ uuid ];
  1514. }
  1515. m.uniforms.hasToonTexture.value = 1;
  1516. }
  1517. }
  1518. material.materials.push( m );
  1519. }
  1520. if ( model.metadata.format === 'pmx' ) {
  1521. function checkAlphaMorph ( morph, elements ) {
  1522. if ( morph.type !== 8 ) {
  1523. return;
  1524. }
  1525. for ( var i = 0; i < elements.length; i++ ) {
  1526. var e = elements[ i ];
  1527. if ( e.index === -1 ) {
  1528. continue;
  1529. }
  1530. var m = material.materials[ e.index ];
  1531. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  1532. m.transparent = true;
  1533. }
  1534. }
  1535. }
  1536. for ( var i = 0; i < model.morphs.length; i++ ) {
  1537. var morph = model.morphs[ i ];
  1538. var elements = morph.elements;
  1539. if ( morph.type === 0 ) {
  1540. for ( var j = 0; j < elements.length; j++ ) {
  1541. var morph2 = model.morphs[ elements[ j ].index ];
  1542. var elements2 = morph2.elements;
  1543. checkAlphaMorph( morph2, elements2 );
  1544. }
  1545. } else {
  1546. checkAlphaMorph( morph, elements );
  1547. }
  1548. }
  1549. }
  1550. };
  1551. var initPhysics = function () {
  1552. var rigidBodies = [];
  1553. var constraints = [];
  1554. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1555. var b = model.rigidBodies[ i ];
  1556. var keys = Object.keys( b );
  1557. var p = {};
  1558. for ( var j = 0; j < keys.length; j++ ) {
  1559. var key = keys[ j ];
  1560. p[ key ] = b[ key ];
  1561. }
  1562. /*
  1563. * RigidBody position parameter in PMX seems global position
  1564. * while the one in PMD seems offset from corresponding bone.
  1565. * So unify being offset.
  1566. */
  1567. if ( model.metadata.format === 'pmx' ) {
  1568. if ( p.boneIndex !== -1 ) {
  1569. var bone = model.bones[ p.boneIndex ];
  1570. p.position[ 0 ] -= bone.position[ 0 ];
  1571. p.position[ 1 ] -= bone.position[ 1 ];
  1572. p.position[ 2 ] -= bone.position[ 2 ];
  1573. }
  1574. }
  1575. rigidBodies.push( p );
  1576. }
  1577. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1578. var c = model.constraints[ i ];
  1579. var keys = Object.keys( c );
  1580. var p = {};
  1581. for ( var j = 0; j < keys.length; j++ ) {
  1582. var key = keys[ j ];
  1583. p[ key ] = c[ key ];
  1584. }
  1585. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1586. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1587. /*
  1588. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  1589. */
  1590. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1591. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1592. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1593. bodyB.type = 1;
  1594. }
  1595. }
  1596. constraints.push( p );
  1597. }
  1598. geometry.rigidBodies = rigidBodies;
  1599. geometry.constraints = constraints;
  1600. };
  1601. var initGeometry = function () {
  1602. geometry.setIndex( ( buffer.indices.length > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( buffer.indices, 1 ) );
  1603. geometry.addAttribute( 'position', THREE.Float32Attribute( buffer.vertices, 3 ) );
  1604. geometry.addAttribute( 'normal', THREE.Float32Attribute( buffer.normals, 3 ) );
  1605. geometry.addAttribute( 'uv', THREE.Float32Attribute( buffer.uvs, 2 ) );
  1606. geometry.addAttribute( 'skinIndex', THREE.Float32Attribute( buffer.skinIndices, 4 ) );
  1607. geometry.addAttribute( 'skinWeight', THREE.Float32Attribute( buffer.skinWeights, 4 ) );
  1608. geometry.computeBoundingSphere();
  1609. geometry.mmdFormat = model.metadata.format;
  1610. };
  1611. this.leftToRightModel( model );
  1612. initVartices();
  1613. initFaces();
  1614. initBones();
  1615. initIKs();
  1616. initGrants();
  1617. initMorphs();
  1618. initMaterials();
  1619. initPhysics();
  1620. initGeometry();
  1621. var mesh = new THREE.SkinnedMesh( geometry, material );
  1622. // console.log( mesh ); // for console debug
  1623. return mesh;
  1624. };
  1625. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1626. var scope = this;
  1627. var helper = new THREE.MMDLoader.DataCreationHelper();
  1628. var initMotionAnimations = function () {
  1629. if ( vmd.metadata.motionCount === 0 ) {
  1630. return;
  1631. }
  1632. var bones = mesh.geometry.bones;
  1633. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1634. var animation = {
  1635. name: name === undefined ? THREE.Math.generateUUID() : name,
  1636. fps: 30,
  1637. hierarchy: []
  1638. };
  1639. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1640. animation.hierarchy.push(
  1641. {
  1642. parent: bones[ i ].parent,
  1643. keys: []
  1644. }
  1645. );
  1646. var array = orderedMotions[ i ];
  1647. var keys = animation.hierarchy[ i ].keys;
  1648. var bone = bones[ i ];
  1649. for ( var j = 0; j < array.length; j++ ) {
  1650. var t = array[ j ].frameNum / 30;
  1651. var p = array[ j ].position;
  1652. var r = array[ j ].rotation;
  1653. helper.pushBoneAnimationKey( keys, t, bone, p, r );
  1654. }
  1655. helper.insertBoneAnimationKeyAtTimeZero( keys, bone );
  1656. helper.insertStartBoneAnimationKey( keys );
  1657. }
  1658. var clip = THREE.AnimationClip.parseAnimation( animation, mesh.geometry.bones );
  1659. if ( clip !== null ) {
  1660. if ( mesh.geometry.animations === undefined ) {
  1661. mesh.geometry.animations = [];
  1662. }
  1663. mesh.geometry.animations.push( clip );
  1664. }
  1665. };
  1666. var initMorphAnimations = function () {
  1667. if ( vmd.metadata.morphCount === 0 ) {
  1668. return;
  1669. }
  1670. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1671. var morphAnimation = {
  1672. fps: 30,
  1673. hierarchy: []
  1674. };
  1675. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1676. morphAnimation.hierarchy.push( { keys: [] } );
  1677. var array = orderedMorphs[ i ];
  1678. var keys = morphAnimation.hierarchy[ i ].keys;
  1679. for ( var j = 0; j < array.length; j++ ) {
  1680. var t = array[ j ].frameNum / 30;
  1681. var w = array[ j ].weight;
  1682. helper.pushAnimationKey( keys, t, w );
  1683. }
  1684. }
  1685. // TODO: should we use THREE.AnimationClip.CreateFromMorphTargetSequence() instead?
  1686. var tracks = [];
  1687. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1688. var keys = morphAnimation.hierarchy[ i ].keys;
  1689. if ( keys.length === 0 ) {
  1690. continue;
  1691. }
  1692. tracks.push( helper.generateTrackFromAnimationKeys( keys, 'NumberKeyframeTrackEx', '.morphTargetInfluences[' + i + ']' ) );
  1693. }
  1694. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1695. if ( clip !== null ) {
  1696. if ( mesh.geometry.animations === undefined ) {
  1697. mesh.geometry.animations = [];
  1698. }
  1699. mesh.geometry.animations.push( clip );
  1700. }
  1701. };
  1702. this.leftToRightVmd( vmd );
  1703. initMotionAnimations();
  1704. initMorphAnimations();
  1705. };
  1706. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1707. if ( model.metadata.coordinateSystem === 'right' ) {
  1708. return;
  1709. }
  1710. model.metadata.coordinateSystem = 'right';
  1711. var helper = new THREE.MMDLoader.DataCreationHelper();
  1712. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1713. helper.leftToRightVector3( model.vertices[ i ].position );
  1714. helper.leftToRightVector3( model.vertices[ i ].normal );
  1715. }
  1716. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1717. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1718. }
  1719. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1720. helper.leftToRightVector3( model.bones[ i ].position );
  1721. }
  1722. // TODO: support other morph for PMX
  1723. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1724. var m = model.morphs[ i ];
  1725. if ( model.metadata.format === 'pmx' && m.type !== 1 ) {
  1726. // TODO: implement
  1727. continue;
  1728. }
  1729. for ( var j = 0; j < m.elements.length; j++ ) {
  1730. helper.leftToRightVector3( m.elements[ j ].position );
  1731. }
  1732. }
  1733. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1734. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1735. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1736. }
  1737. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1738. helper.leftToRightVector3( model.constraints[ i ].position );
  1739. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1740. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1741. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1742. }
  1743. };
  1744. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1745. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1746. return;
  1747. }
  1748. vmd.metadata.coordinateSystem = 'right';
  1749. var helper = new THREE.MMDLoader.DataCreationHelper();
  1750. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1751. helper.leftToRightVector3( vmd.motions[ i ].position );
  1752. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1753. }
  1754. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1755. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1756. }
  1757. };
  1758. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1759. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1760. return;
  1761. }
  1762. vpd.metadata.coordinateSystem = 'right';
  1763. var helper = new THREE.MMDLoader.DataCreationHelper();
  1764. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1765. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1766. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1767. }
  1768. };
  1769. THREE.MMDLoader.DataCreationHelper = function () {
  1770. };
  1771. THREE.MMDLoader.DataCreationHelper.prototype = {
  1772. constructor: THREE.MMDLoader.Helper,
  1773. leftToRightVector3: function ( v ) {
  1774. v[ 2 ] = -v[ 2 ];
  1775. },
  1776. leftToRightQuaternion: function ( q ) {
  1777. q[ 0 ] = -q[ 0 ];
  1778. q[ 1 ] = -q[ 1 ];
  1779. },
  1780. leftToRightEuler: function ( r ) {
  1781. r[ 0 ] = -r[ 0 ];
  1782. r[ 1 ] = -r[ 1 ];
  1783. },
  1784. leftToRightIndexOrder: function ( p ) {
  1785. var tmp = p[ 2 ];
  1786. p[ 2 ] = p[ 0 ];
  1787. p[ 0 ] = tmp;
  1788. },
  1789. leftToRightVector3Range: function ( v1, v2 ) {
  1790. var tmp = -v2[ 2 ];
  1791. v2[ 2 ] = -v1[ 2 ];
  1792. v1[ 2 ] = tmp;
  1793. },
  1794. leftToRightEulerRange: function ( r1, r2 ) {
  1795. var tmp1 = -r2[ 0 ];
  1796. var tmp2 = -r2[ 1 ];
  1797. r2[ 0 ] = -r1[ 0 ];
  1798. r2[ 1 ] = -r1[ 1 ];
  1799. r1[ 0 ] = tmp1;
  1800. r1[ 1 ] = tmp2;
  1801. },
  1802. /*
  1803. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1804. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1805. * like 'あいう' -> '0x30420x30440x3046'
  1806. */
  1807. toCharcodeStrings: function ( s ) {
  1808. var str = '';
  1809. for ( var i = 0; i < s.length; i++ ) {
  1810. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1811. }
  1812. return str;
  1813. },
  1814. createDictionary: function ( array ) {
  1815. var dict = {};
  1816. for ( var i = 0; i < array.length; i++ ) {
  1817. dict[ array[ i ].name ] = i;
  1818. }
  1819. return dict;
  1820. },
  1821. initializeMotionArrays: function ( array ) {
  1822. var result = [];
  1823. for ( var i = 0; i < array.length; i++ ) {
  1824. result[ i ] = [];
  1825. }
  1826. return result;
  1827. },
  1828. sortMotionArray: function ( array ) {
  1829. array.sort( function ( a, b ) {
  1830. return a.frameNum - b.frameNum;
  1831. } ) ;
  1832. },
  1833. sortMotionArrays: function ( arrays ) {
  1834. for ( var i = 0; i < arrays.length; i++ ) {
  1835. this.sortMotionArray( arrays[ i ] );
  1836. }
  1837. },
  1838. createMotionArray: function ( array ) {
  1839. var result = [];
  1840. for ( var i = 0; i < array.length; i++ ) {
  1841. result.push( array[ i ] );
  1842. }
  1843. return result;
  1844. },
  1845. createMotionArrays: function ( array, result, dict, key ) {
  1846. for ( var i = 0; i < array.length; i++ ) {
  1847. var a = array[ i ];
  1848. var num = dict[ a[ key ] ];
  1849. if ( num === undefined ) {
  1850. continue;
  1851. }
  1852. result[ num ].push( a );
  1853. }
  1854. },
  1855. createOrderedMotionArray: function ( array ) {
  1856. var result = this.createMotionArray( array );
  1857. this.sortMotionArray( result );
  1858. return result;
  1859. },
  1860. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1861. var dict = this.createDictionary( targetArray );
  1862. var result = this.initializeMotionArrays( targetArray );
  1863. this.createMotionArrays( motionArray, result, dict, key );
  1864. this.sortMotionArrays( result );
  1865. return result;
  1866. },
  1867. pushAnimationKey: function ( keys, time, value, preventInterpolation ) {
  1868. /*
  1869. * Note: This is a workaround not to make Animation system calculate lerp
  1870. * if the diff from the last frame is 1 frame (in 30fps).
  1871. */
  1872. if ( keys.length > 0 && preventInterpolation === true ) {
  1873. var k = keys[ keys.length - 1 ];
  1874. if ( time < k.time + ( 1 / 30 ) * 1.5 ) {
  1875. keys.push(
  1876. {
  1877. time: time - 1e-13,
  1878. value: k.value.clone === undefined ? k.value : k.value.clone()
  1879. }
  1880. );
  1881. }
  1882. }
  1883. keys.push(
  1884. {
  1885. time: time,
  1886. value: value
  1887. }
  1888. );
  1889. },
  1890. insertAnimationKeyAtTimeZero: function ( keys, value ) {
  1891. if ( keys.length === 0 ) {
  1892. keys.push(
  1893. {
  1894. time: 0.0,
  1895. value: value
  1896. }
  1897. );
  1898. }
  1899. },
  1900. insertStartAnimationKey: function ( keys ) {
  1901. var k = keys[ 0 ];
  1902. if ( k.time !== 0.0 ) {
  1903. keys.unshift(
  1904. {
  1905. time: 0.0,
  1906. value: k.value.clone === undefined ? k.value : k.value.clone()
  1907. }
  1908. );
  1909. }
  1910. },
  1911. pushBoneAnimationKey: function ( keys, time, bone, pos, rot ) {
  1912. keys.push(
  1913. {
  1914. time: time,
  1915. pos: [ bone.pos[ 0 ] + pos[ 0 ],
  1916. bone.pos[ 1 ] + pos[ 1 ],
  1917. bone.pos[ 2 ] + pos[ 2 ] ],
  1918. rot: [ rot[ 0 ], rot[ 1 ], rot[ 2 ], rot[ 3 ] ],
  1919. scl: [ 1, 1, 1 ]
  1920. }
  1921. );
  1922. },
  1923. insertBoneAnimationKeyAtTimeZero: function ( keys, bone ) {
  1924. if ( keys.length === 0 ) {
  1925. keys.push(
  1926. {
  1927. time: 0.0,
  1928. pos: [ bone.pos[ 0 ], bone.pos[ 1 ], bone.pos[ 2 ] ],
  1929. rot: [ 0, 0, 0, 1 ],
  1930. scl: [ 1, 1, 1 ]
  1931. }
  1932. );
  1933. }
  1934. },
  1935. insertStartBoneAnimationKey: function ( keys ) {
  1936. var k = keys[ 0 ];
  1937. if ( k.time !== 0.0 ) {
  1938. keys.unshift(
  1939. {
  1940. time: 0.0,
  1941. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  1942. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  1943. scl: [ k.scl[ 0 ], k.scl[ 1 ], k.scl[ 2 ] ]
  1944. }
  1945. );
  1946. }
  1947. },
  1948. /*
  1949. * This method wraps r74 Animation key frame track API for r73 Animation.
  1950. */
  1951. generateTrackFromAnimationKeys: function ( keys, trackKey, name ) {
  1952. var times = [];
  1953. var values = [];
  1954. for ( var i = 0; i < keys.length; i++ ) {
  1955. var key = keys[ i ];
  1956. times.push( key.time );
  1957. if ( trackKey === 'VectorKeyframeTrackEx' ) {
  1958. values.push( key.value.x );
  1959. values.push( key.value.y );
  1960. values.push( key.value.z );
  1961. } else {
  1962. values.push( key.value );
  1963. }
  1964. }
  1965. return new THREE.MMDLoader[ trackKey ]( name, times, values );
  1966. }
  1967. };
  1968. /*
  1969. * These two classes are for high precision of times and values.
  1970. * TODO: Let Three.KeyframeTrack support type select on instance creation.
  1971. */
  1972. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1973. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1974. };
  1975. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1976. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1977. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1978. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1979. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1980. };
  1981. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1982. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1983. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1984. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  1985. this.dv = new DataView( buffer );
  1986. this.offset = 0;
  1987. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1988. this.encoder = new CharsetEncoder();
  1989. };
  1990. THREE.MMDLoader.DataView.prototype = {
  1991. constructor: THREE.MMDLoader.DataView,
  1992. getInt8: function () {
  1993. var value = this.dv.getInt8( this.offset );
  1994. this.offset += 1;
  1995. return value;
  1996. },
  1997. getInt8Array: function ( size ) {
  1998. var a = [];
  1999. for ( var i = 0; i < size; i++ ) {
  2000. a.push( this.getInt8() );
  2001. }
  2002. return a;
  2003. },
  2004. getUint8: function () {
  2005. var value = this.dv.getUint8( this.offset );
  2006. this.offset += 1;
  2007. return value;
  2008. },
  2009. getUint8Array: function ( size ) {
  2010. var a = [];
  2011. for ( var i = 0; i < size; i++ ) {
  2012. a.push( this.getUint8() );
  2013. }
  2014. return a;
  2015. },
  2016. getInt16: function () {
  2017. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2018. this.offset += 2;
  2019. return value;
  2020. },
  2021. getInt16Array: function ( size ) {
  2022. var a = [];
  2023. for ( var i = 0; i < size; i++ ) {
  2024. a.push( this.getInt16() );
  2025. }
  2026. return a;
  2027. },
  2028. getUint16: function () {
  2029. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2030. this.offset += 2;
  2031. return value;
  2032. },
  2033. getUint16Array: function ( size ) {
  2034. var a = [];
  2035. for ( var i = 0; i < size; i++ ) {
  2036. a.push( this.getUint16() );
  2037. }
  2038. return a;
  2039. },
  2040. getInt32: function () {
  2041. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2042. this.offset += 4;
  2043. return value;
  2044. },
  2045. getInt32Array: function ( size ) {
  2046. var a = [];
  2047. for ( var i = 0; i < size; i++ ) {
  2048. a.push( this.getInt32() );
  2049. }
  2050. return a;
  2051. },
  2052. getUint32: function () {
  2053. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2054. this.offset += 4;
  2055. return value;
  2056. },
  2057. getUint32Array: function ( size ) {
  2058. var a = [];
  2059. for ( var i = 0; i < size; i++ ) {
  2060. a.push( this.getUint32() );
  2061. }
  2062. return a;
  2063. },
  2064. getFloat32: function () {
  2065. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2066. this.offset += 4;
  2067. return value;
  2068. },
  2069. getFloat32Array: function( size ) {
  2070. var a = [];
  2071. for ( var i = 0; i < size; i++ ) {
  2072. a.push( this.getFloat32() );
  2073. }
  2074. return a;
  2075. },
  2076. getFloat64: function () {
  2077. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2078. this.offset += 8;
  2079. return value;
  2080. },
  2081. getFloat64Array: function( size ) {
  2082. var a = [];
  2083. for ( var i = 0; i < size; i++ ) {
  2084. a.push( this.getFloat64() );
  2085. }
  2086. return a;
  2087. },
  2088. getIndex: function ( type, isUnsigned ) {
  2089. switch ( type ) {
  2090. case 1:
  2091. return ( isUnsigned === true ) ? this.getUint8() : this.getInt8();
  2092. case 2:
  2093. return ( isUnsigned === true ) ? this.getUint16() : this.getInt16();
  2094. case 4:
  2095. return this.getInt32(); // No Uint32
  2096. default:
  2097. throw 'unknown number type ' + type + ' exception.';
  2098. }
  2099. },
  2100. getIndexArray: function ( type, size, isUnsigned ) {
  2101. var a = [];
  2102. for ( var i = 0; i < size; i++ ) {
  2103. a.push( this.getIndex( type, isUnsigned ) );
  2104. }
  2105. return a;
  2106. },
  2107. getChars: function ( size ) {
  2108. var str = '';
  2109. while ( size > 0 ) {
  2110. var value = this.getUint8();
  2111. size--;
  2112. if ( value === 0 ) {
  2113. break;
  2114. }
  2115. str += String.fromCharCode( value );
  2116. }
  2117. while ( size > 0 ) {
  2118. this.getUint8();
  2119. size--;
  2120. }
  2121. return str;
  2122. },
  2123. getSjisStringsAsUnicode: function ( size ) {
  2124. var a = [];
  2125. while ( size > 0 ) {
  2126. var value = this.getUint8();
  2127. size--;
  2128. if ( value === 0 ) {
  2129. break;
  2130. }
  2131. a.push( value );
  2132. }
  2133. while ( size > 0 ) {
  2134. this.getUint8();
  2135. size--;
  2136. }
  2137. return this.encoder.s2u( new Uint8Array( a ) );
  2138. },
  2139. getUnicodeStrings: function ( size ) {
  2140. var str = '';
  2141. while ( size > 0 ) {
  2142. var value = this.getUint16();
  2143. size -= 2;
  2144. if ( value === 0 ) {
  2145. break;
  2146. }
  2147. str += String.fromCharCode( value );
  2148. }
  2149. while ( size > 0 ) {
  2150. this.getUint8();
  2151. size--;
  2152. }
  2153. return str;
  2154. },
  2155. getTextBuffer: function () {
  2156. var size = this.getUint32();
  2157. return this.getUnicodeStrings( size );
  2158. }
  2159. };
  2160. /*
  2161. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2162. * Keep shaders updated on MeshPhongMaterial.
  2163. */
  2164. THREE.ShaderLib[ 'mmd' ] = {
  2165. uniforms: THREE.UniformsUtils.merge( [
  2166. THREE.ShaderLib[ 'phong' ].uniforms,
  2167. // MMD specific for toon mapping
  2168. {
  2169. "celShading" : { type: "i", value: 0 },
  2170. "toonMap" : { type: "t", value: null },
  2171. "hasToonTexture" : { type: "i", value: 0 }
  2172. }
  2173. ] ),
  2174. vertexShader: THREE.ShaderLib[ 'phong' ].vertexShader,
  2175. // put toon mapping logic right before "void main() {...}"
  2176. fragmentShader: THREE.ShaderLib[ 'phong' ].fragmentShader.replace( /void\s+main\s*\(\s*\)/, [
  2177. " uniform bool celShading;",
  2178. " uniform sampler2D toonMap;",
  2179. " uniform bool hasToonTexture;",
  2180. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2181. " if ( ! hasToonTexture ) {",
  2182. " return vec3( 1.0 );",
  2183. " }",
  2184. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2185. " return texture2D( toonMap, coord ).rgb;",
  2186. " }",
  2187. // redefine for MMD
  2188. "#undef RE_Direct",
  2189. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2190. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2191. " vec3 irradiance = dotNL * directLight.color;",
  2192. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  2193. " irradiance *= PI; // punctual light",
  2194. " #endif",
  2195. // ---- MMD specific for toon mapping
  2196. " if ( celShading ) {",
  2197. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2198. " } else {",
  2199. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2200. " }",
  2201. // ---- MMD specific for toon mapping
  2202. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2203. "}",
  2204. // ---- MMD specific for toon mapping
  2205. "#define RE_Direct RE_Direct_BlinnMMD",
  2206. // ---- MMD specific for toon mapping
  2207. "void main()",
  2208. ].join( "\n" ) )
  2209. };
  2210. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2211. var params = ( p === null || p === undefined ) ? {} : p;
  2212. this.audio = audio;
  2213. this.listener = listener;
  2214. this.elapsedTime = 0.0;
  2215. this.currentTime = 0.0;
  2216. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2217. this.audioDuration = this.audio.source.buffer.duration;
  2218. this.duration = this.audioDuration + this.delayTime;
  2219. };
  2220. THREE.MMDAudioManager.prototype = {
  2221. constructor: THREE.MMDAudioManager,
  2222. control: function ( delta ) {
  2223. this.elapsed += delta;
  2224. this.currentTime += delta;
  2225. if ( this.checkIfStopAudio() ) {
  2226. this.audio.stop();
  2227. }
  2228. if ( this.checkIfStartAudio() ) {
  2229. this.audio.play();
  2230. }
  2231. },
  2232. checkIfStartAudio: function () {
  2233. if ( this.audio.isPlaying ) {
  2234. return false;
  2235. }
  2236. while ( this.currentTime >= this.duration ) {
  2237. this.currentTime -= this.duration;
  2238. }
  2239. if ( this.currentTime < this.delayTime ) {
  2240. return false;
  2241. }
  2242. this.audio.startTime = this.currentTime - this.delayTime;
  2243. return true;
  2244. },
  2245. checkIfStopAudio: function () {
  2246. if ( ! this.audio.isPlaying ) {
  2247. return false;
  2248. }
  2249. if ( this.currentTime >= this.duration ) {
  2250. return true;
  2251. }
  2252. return false;
  2253. }
  2254. };
  2255. THREE.MMDGrantSolver = function ( mesh ) {
  2256. this.mesh = mesh;
  2257. };
  2258. THREE.MMDGrantSolver.prototype = {
  2259. constructor: THREE.MMDGrantSolver,
  2260. update: function () {
  2261. var q = new THREE.Quaternion();
  2262. return function () {
  2263. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  2264. var g = this.mesh.geometry.grants[ i ];
  2265. var b = this.mesh.skeleton.bones[ g.index ];
  2266. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  2267. if ( g.isLocal ) {
  2268. // TODO: implement
  2269. if ( g.affectPosition ) {
  2270. }
  2271. // TODO: implement
  2272. if ( g.affectRotation ) {
  2273. }
  2274. } else {
  2275. // TODO: implement
  2276. if ( g.affectPosition ) {
  2277. }
  2278. if ( g.affectRotation ) {
  2279. q.set( 0, 0, 0, 1 );
  2280. q.slerp( pb.quaternion, g.ratio );
  2281. b.quaternion.multiply( q );
  2282. b.updateMatrixWorld( true );
  2283. }
  2284. }
  2285. }
  2286. };
  2287. }()
  2288. };
  2289. THREE.MMDHelper = function ( renderer ) {
  2290. this.renderer = renderer;
  2291. this.outlineEffect = null;
  2292. this.effect = null;
  2293. this.autoClear = true;
  2294. this.meshes = [];
  2295. this.doAnimation = true;
  2296. this.doIk = true;
  2297. this.doGrant = true;
  2298. this.doPhysics = true;
  2299. this.doOutlineDrawing = true;
  2300. this.doCameraAnimation = true;
  2301. this.audioManager = null;
  2302. this.camera = null;
  2303. this.init();
  2304. };
  2305. THREE.MMDHelper.prototype = {
  2306. constructor: THREE.MMDHelper,
  2307. init: function () {
  2308. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  2309. var size = this.renderer.getSize();
  2310. this.setSize( size.width, size.height );
  2311. },
  2312. add: function ( mesh ) {
  2313. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  2314. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  2315. }
  2316. if ( mesh.mixer === undefined ) mesh.mixer = null;
  2317. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  2318. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  2319. if ( mesh.physics === undefined ) mesh.physics = null;
  2320. if ( mesh.looped === undefined ) mesh.looped = false;
  2321. this.meshes.push( mesh );
  2322. // workaround until I make IK and Physics Animation plugin
  2323. this.initBackupBones( mesh );
  2324. },
  2325. setSize: function ( width, height ) {
  2326. this.outlineEffect.setSize( width, height );
  2327. },
  2328. /*
  2329. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  2330. * In such a case, try to set doOutlineDrawing = false or
  2331. * manually comment out renderer.clear() in *Effect.render().
  2332. */
  2333. setEffect: function ( effect ) {
  2334. this.effect = effect;
  2335. },
  2336. setAudio: function ( audio, listener, params ) {
  2337. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2338. },
  2339. setCamera: function ( camera ) {
  2340. camera.mixer = null;
  2341. this.camera = camera;
  2342. },
  2343. setPhysicses: function ( params ) {
  2344. for ( var i = 0; i < this.meshes.length; i++ ) {
  2345. this.setPhysics( this.meshes[ i ], params );
  2346. }
  2347. },
  2348. setPhysics: function ( mesh, params ) {
  2349. if ( params === undefined ) params = {};
  2350. var warmup = params.warmup !== undefined ? params.warmup : 60;
  2351. var physics = new THREE.MMDPhysics( mesh, params );
  2352. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  2353. this.animateOneMesh( 0, mesh );
  2354. physics.reset();
  2355. }
  2356. physics.warmup( warmup );
  2357. mesh.physics = physics;
  2358. },
  2359. setAnimations: function () {
  2360. for ( var i = 0; i < this.meshes.length; i++ ) {
  2361. this.setAnimation( this.meshes[ i ] );
  2362. }
  2363. },
  2364. setAnimation: function ( mesh ) {
  2365. if ( mesh.geometry.animations !== undefined ) {
  2366. mesh.mixer = new THREE.AnimationMixer( mesh );
  2367. // TODO: find a workaround not to access (seems like) private properties
  2368. // the name of them begins with "_".
  2369. mesh.mixer.addEventListener( 'loop', function ( e ) {
  2370. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  2371. var mesh = e.target._root;
  2372. mesh.looped = true;
  2373. } );
  2374. var foundAnimation = false;
  2375. var foundMorphAnimation = false;
  2376. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2377. var clip = mesh.geometry.animations[ i ];
  2378. var action = mesh.mixer.clipAction( clip );
  2379. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  2380. if ( ! foundMorphAnimation ) {
  2381. action.play();
  2382. foundMorphAnimation = true;
  2383. }
  2384. } else {
  2385. if ( ! foundAnimation ) {
  2386. action.play();
  2387. foundAnimation = true;
  2388. }
  2389. }
  2390. }
  2391. if ( foundAnimation ) {
  2392. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2393. if ( mesh.geometry.grants !== undefined ) {
  2394. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  2395. }
  2396. }
  2397. }
  2398. },
  2399. setCameraAnimation: function ( camera ) {
  2400. if ( camera.animations !== undefined ) {
  2401. camera.mixer = new THREE.AnimationMixer( camera );
  2402. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2403. }
  2404. },
  2405. /*
  2406. * detect the longest duration among model, camera, and audio animations and then
  2407. * set it to them to sync.
  2408. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2409. * to access them for safe and modularity.
  2410. */
  2411. unifyAnimationDuration: function ( params ) {
  2412. params = params === undefined ? {} : params;
  2413. var max = 0.0;
  2414. var camera = this.camera;
  2415. var audioManager = this.audioManager;
  2416. // check the longest duration
  2417. for ( var i = 0; i < this.meshes.length; i++ ) {
  2418. var mesh = this.meshes[ i ];
  2419. var mixer = mesh.mixer;
  2420. if ( mixer === null ) {
  2421. continue;
  2422. }
  2423. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2424. var action = mixer._actions[ j ];
  2425. max = Math.max( max, action._clip.duration );
  2426. }
  2427. }
  2428. if ( camera !== null && camera.mixer !== null ) {
  2429. var mixer = camera.mixer;
  2430. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2431. var action = mixer._actions[ i ];
  2432. max = Math.max( max, action._clip.duration );
  2433. }
  2434. }
  2435. if ( audioManager !== null ) {
  2436. max = Math.max( max, audioManager.duration );
  2437. }
  2438. if ( params.afterglow !== undefined ) {
  2439. max += params.afterglow;
  2440. }
  2441. // set the duration
  2442. for ( var i = 0; i < this.meshes.length; i++ ) {
  2443. var mesh = this.meshes[ i ];
  2444. var mixer = mesh.mixer;
  2445. if ( mixer === null ) {
  2446. continue;
  2447. }
  2448. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2449. var action = mixer._actions[ j ];
  2450. action._clip.duration = max;
  2451. }
  2452. }
  2453. if ( camera !== null && camera.mixer !== null ) {
  2454. var mixer = camera.mixer;
  2455. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2456. var action = mixer._actions[ i ];
  2457. action._clip.duration = max;
  2458. }
  2459. }
  2460. if ( audioManager !== null ) {
  2461. audioManager.duration = max;
  2462. }
  2463. },
  2464. controlAudio: function ( delta ) {
  2465. if ( this.audioManager === null ) {
  2466. return;
  2467. }
  2468. this.audioManager.control( delta );
  2469. },
  2470. animate: function ( delta ) {
  2471. this.controlAudio( delta );
  2472. for ( var i = 0; i < this.meshes.length; i++ ) {
  2473. this.animateOneMesh( delta, this.meshes[ i ] );
  2474. }
  2475. this.animateCamera( delta );
  2476. },
  2477. animateOneMesh: function ( delta, mesh ) {
  2478. var mixer = mesh.mixer;
  2479. var ikSolver = mesh.ikSolver;
  2480. var grantSolver = mesh.grantSolver;
  2481. var physics = mesh.physics;
  2482. if ( mixer !== null && this.doAnimation === true ) {
  2483. // restore/backupBones are workaround
  2484. // until I make IK, Grant, and Physics Animation plugin
  2485. this.restoreBones( mesh );
  2486. mixer.update( delta );
  2487. this.backupBones( mesh );
  2488. }
  2489. if ( ikSolver !== null && this.doIk === true ) {
  2490. ikSolver.update();
  2491. }
  2492. if ( grantSolver !== null && this.doGrant === true ) {
  2493. grantSolver.update();
  2494. }
  2495. if ( mesh.looped === true ) {
  2496. if ( physics !== null ) physics.reset();
  2497. mesh.looped = false;
  2498. }
  2499. if ( physics !== null && this.doPhysics === true ) {
  2500. physics.update( delta );
  2501. }
  2502. },
  2503. animateCamera: function ( delta ) {
  2504. if ( this.camera === null ) {
  2505. return;
  2506. }
  2507. var mixer = this.camera.mixer;
  2508. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2509. mixer.update( delta );
  2510. // TODO: Let PerspectiveCamera automatically update?
  2511. this.camera.updateProjectionMatrix();
  2512. this.camera.lookAt( this.camera.center );
  2513. }
  2514. },
  2515. render: function ( scene, camera ) {
  2516. if ( this.effect === null ) {
  2517. if ( this.doOutlineDrawing ) {
  2518. this.outlineEffect.autoClear = this.autoClear;
  2519. this.outlineEffect.render( scene, camera );
  2520. } else {
  2521. var currentAutoClear = this.renderer.autoClear;
  2522. this.renderer.autoClear = this.autoClear;
  2523. this.renderer.render( scene, camera );
  2524. this.renderer.autoClear = currentAutoClear;
  2525. }
  2526. } else {
  2527. var currentAutoClear = this.renderer.autoClear;
  2528. this.renderer.autoClear = this.autoClear;
  2529. if ( this.doOutlineDrawing ) {
  2530. this.renderWithEffectAndOutline( scene, camera );
  2531. } else {
  2532. this.effect.render( scene, camera );
  2533. }
  2534. this.renderer.autoClear = currentAutoClear;
  2535. }
  2536. },
  2537. /*
  2538. * Currently(r82 dev) there's no way to render with two Effects
  2539. * then attempt to get them to coordinately run by myself.
  2540. *
  2541. * What this method does
  2542. * 1. let OutlineEffect make outline materials (only once)
  2543. * 2. render normally with effect
  2544. * 3. set outline materials
  2545. * 4. render outline with effect
  2546. * 5. restore original materials
  2547. */
  2548. renderWithEffectAndOutline: function ( scene, camera ) {
  2549. var hasOutlineMaterial = false;
  2550. function checkIfObjectHasOutlineMaterial ( object ) {
  2551. if ( object.material === undefined ) return;
  2552. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  2553. }
  2554. function setOutlineMaterial ( object ) {
  2555. if ( object.material === undefined ) return;
  2556. if ( object.userData.outlineMaterial === undefined ) return;
  2557. object.userData.originalMaterial = object.material;
  2558. object.material = object.userData.outlineMaterial;
  2559. }
  2560. function restoreOriginalMaterial ( object ) {
  2561. if ( object.material === undefined ) return;
  2562. if ( object.userData.originalMaterial === undefined ) return;
  2563. object.material = object.userData.originalMaterial;
  2564. }
  2565. return function renderWithEffectAndOutline( scene, camera ) {
  2566. hasOutlineMaterial = false;
  2567. var forceClear = false;
  2568. scene.traverse( checkIfObjectHasOutlineMaterial );
  2569. if ( ! hasOutlineMaterial ) {
  2570. this.outlineEffect.render( scene, camera );
  2571. forceClear = true;
  2572. scene.traverse( checkIfObjectHasOutlineMaterial );
  2573. }
  2574. if ( hasOutlineMaterial ) {
  2575. this.renderer.autoClear = this.autoClear || forceClear;
  2576. this.effect.render( scene, camera );
  2577. scene.traverse( setOutlineMaterial );
  2578. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  2579. this.renderer.autoClear = false;
  2580. this.renderer.shadowMap.enabled = false;
  2581. this.effect.render( scene, camera );
  2582. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  2583. scene.traverse( restoreOriginalMaterial );
  2584. } else {
  2585. this.outlineEffect.autoClear = this.autoClear || forceClear;
  2586. this.outlineEffect.render( scene, camera );
  2587. }
  2588. }
  2589. }(),
  2590. poseAsVpd: function ( mesh, vpd, params ) {
  2591. if ( ! ( params && params.preventResetPose === true ) ) {
  2592. mesh.pose();
  2593. }
  2594. var bones = mesh.skeleton.bones;
  2595. var bones2 = vpd.bones;
  2596. var table = {};
  2597. for ( var i = 0; i < bones.length; i++ ) {
  2598. var b = bones[ i ];
  2599. table[ b.name ] = i;
  2600. }
  2601. var thV = new THREE.Vector3();
  2602. var thQ = new THREE.Quaternion();
  2603. for ( var i = 0; i < bones2.length; i++ ) {
  2604. var b = bones2[ i ];
  2605. var index = table[ b.name ];
  2606. if ( index === undefined ) {
  2607. continue;
  2608. }
  2609. var b2 = bones[ index ];
  2610. var t = b.translation;
  2611. var q = b.quaternion;
  2612. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2613. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2614. b2.position.add( thV );
  2615. b2.quaternion.multiply( thQ );
  2616. b2.updateMatrixWorld( true );
  2617. }
  2618. if ( params === undefined || params.preventIk !== true ) {
  2619. var solver = new THREE.CCDIKSolver( mesh );
  2620. solver.update();
  2621. }
  2622. if ( params === undefined || params.preventGrant !== true ) {
  2623. if ( mesh.geometry.grants !== undefined ) {
  2624. var solver = new THREE.MMDGrantSolver( mesh );
  2625. solver.update();
  2626. }
  2627. }
  2628. },
  2629. /*
  2630. * Note: These following three functions are workaround for r74dev.
  2631. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2632. * when mixer.update() is called.
  2633. * ikSolver.update() and physics.update() change bone position/quaternion
  2634. * without mixer.update() then buffer cache will be inconsistent.
  2635. * So trying to avoid buffer cache inconsistency by doing
  2636. * backup bones position/quaternion right after mixer.update() call
  2637. * and then restore them after rendering.
  2638. */
  2639. initBackupBones: function ( mesh ) {
  2640. mesh.skeleton.backupBones = [];
  2641. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2642. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2643. }
  2644. },
  2645. backupBones: function ( mesh ) {
  2646. mesh.skeleton.backupBoneIsSaved = true;
  2647. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2648. var b = mesh.skeleton.backupBones[ i ];
  2649. var b2 = mesh.skeleton.bones[ i ];
  2650. b.position.copy( b2.position );
  2651. b.quaternion.copy( b2.quaternion );
  2652. }
  2653. },
  2654. restoreBones: function ( mesh ) {
  2655. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2656. return;
  2657. }
  2658. mesh.skeleton.backupBoneIsSaved = false;
  2659. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2660. var b = mesh.skeleton.bones[ i ];
  2661. var b2 = mesh.skeleton.backupBones[ i ];
  2662. b.position.copy( b2.position );
  2663. b.quaternion.copy( b2.quaternion );
  2664. }
  2665. }
  2666. };