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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - loaders - MMD loader</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #fff;
- color: #000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- color: #000;
- position: absolute;
- top: 10px;
- width: 100%;
- text-align: center;
- z-index: 100;
- display:block;
- }
- #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br />
- Copyright
- <a href="http://www.geocities.jp/higuchuu4/index_e.htm">Model Data</a>
- <a href="http://www.nicovideo.jp/watch/sm13147122">Dance Data</a>
- </div>
- <script src="../build/three.min.js"></script>
- <script src="js/libs/charsetencoder.min.js"></script>
- <script src="js/libs/ammo.js"></script>
- <script src="js/loaders/MMDLoader.js"></script>
- <script src="js/animation/CCDIKSolver.js"></script>
- <script src="js/animation/MMDPhysics.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script>
- var container, stats;
- var mesh, camera, mixer, scene, renderer;
- var ikSolver;
- /*
- * Caution: Physics calculation is pretty heavy.
- * It may be not acceptable for most mobile devices yet.
- */
- var physics;
- var mouseX = 0, mouseY = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- var clock = new THREE.Clock();
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
- camera.position.z = 25;
- // scene
- scene = new THREE.Scene();
- var ambient = new THREE.AmbientLight( 0x444444 );
- scene.add( ambient );
- var directionalLight = new THREE.DirectionalLight( 0xffeedd );
- directionalLight.position.set( -1, 1, 1 ).normalize();
- scene.add( directionalLight );
- // model
- var onProgress = function ( xhr ) {
- if ( xhr.lengthComputable ) {
- var percentComplete = xhr.loaded / xhr.total * 100;
- console.log( Math.round(percentComplete, 2) + '% downloaded' );
- }
- };
- var onError = function ( xhr ) {
- };
- var loader = new THREE.MMDLoader();
- loader.load( 'models/mmd/miku/miku_v2.pmd', 'models/mmd/vmd/wavefile_v2.vmd', function ( object ) {
- mesh = object;
- mesh.position.y = -10;
- scene.add( mesh );
- mixer = new THREE.AnimationMixer( mesh );
- mixer.clipAction( mesh.geometry.animations[ 0 ] ).play();
- mixer.clipAction( mesh.geometry.morphAnimations[ 0 ] ).play();
- ikSolver = new THREE.CCDIKSolver( mesh );
- physics = new THREE.MMDPhysics( mesh );
- // see below for what this's for
- initBackupBones( mesh );
- physics.warmup( 10 );
- }, onProgress, onError );
- //
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setClearColor( new THREE.Color( 0xffffff ) );
- container.appendChild( renderer.domElement );
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- windowHalfX = window.innerWidth / 2;
- windowHalfY = window.innerHeight / 2;
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function onDocumentMouseMove( event ) {
- mouseX = ( event.clientX - windowHalfX ) / 2;
- mouseY = ( event.clientY - windowHalfY ) / 2;
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- }
- function render() {
- camera.position.x += ( - mouseX - camera.position.x ) * .05;
- camera.position.y += ( - mouseY - camera.position.y ) * .05;
- camera.lookAt( scene.position );
- if( mesh ) {
- var delta = clock.getDelta();
- mixer.update( delta );
- // see below for what this's for
- backupBones( mesh );
- ikSolver.update();
- physics.update( delta );
- }
- renderer.render( scene, camera );
- if ( mesh ) {
- // see below for what this's for
- restoreBones( mesh );
- }
- }
- /*
- * Note: These following three functions are workaround for r74dev.
- * THREE.PropertyMixer.apply() seems to save values into buffer cache
- * when mixer.update() is called.
- * ikSolver.update() and physics.update() change bone position/quaternion
- * without mixer.update() then buffer cache will be inconsistent.
- * So trying to avoid buffer cache inconsistency by doing
- * backup bones position/quaternion right after mixer.update() call
- * and then restore them after rendering.
- */
- function initBackupBones ( mesh ) {
- mesh.skeleton.backupBones = [];
- for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
- mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
- }
- }
- function backupBones ( mesh ) {
- for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
- var b = mesh.skeleton.backupBones[ i ];
- var b2 = mesh.skeleton.bones[ i ];
- b.position.copy( b2.position );
- b.quaternion.copy( b2.quaternion );
- }
- }
- function restoreBones ( mesh ) {
- for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
- var b = mesh.skeleton.bones[ i ];
- var b2 = mesh.skeleton.backupBones[ i ];
- b.position.copy( b2.position );
- b.quaternion.copy( b2.quaternion );
- }
- }
- </script>
- </body>
- </html>
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