webgl_loader_mmd.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - loaders - MMD loader</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #fff;
  11. color: #000;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. color: #000;
  17. position: absolute;
  18. top: 10px;
  19. width: 100%;
  20. text-align: center;
  21. z-index: 100;
  22. display:block;
  23. }
  24. #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info">
  29. <a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br />
  30. Copyright
  31. <a href="http://www.geocities.jp/higuchuu4/index_e.htm">Model Data</a>
  32. <a href="http://www.nicovideo.jp/watch/sm13147122">Dance Data</a>
  33. </div>
  34. <script src="../build/three.min.js"></script>
  35. <script src="js/libs/charsetencoder.min.js"></script>
  36. <script src="js/libs/ammo.js"></script>
  37. <script src="js/loaders/MMDLoader.js"></script>
  38. <script src="js/animation/CCDIKSolver.js"></script>
  39. <script src="js/animation/MMDPhysics.js"></script>
  40. <script src="js/Detector.js"></script>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script>
  43. var container, stats;
  44. var mesh, camera, mixer, scene, renderer;
  45. var ikSolver;
  46. /*
  47. * Caution: Physics calculation is pretty heavy.
  48. * It may be not acceptable for most mobile devices yet.
  49. */
  50. var physics;
  51. var mouseX = 0, mouseY = 0;
  52. var windowHalfX = window.innerWidth / 2;
  53. var windowHalfY = window.innerHeight / 2;
  54. var clock = new THREE.Clock();
  55. init();
  56. animate();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  61. camera.position.z = 25;
  62. // scene
  63. scene = new THREE.Scene();
  64. var ambient = new THREE.AmbientLight( 0x444444 );
  65. scene.add( ambient );
  66. var directionalLight = new THREE.DirectionalLight( 0xffeedd );
  67. directionalLight.position.set( -1, 1, 1 ).normalize();
  68. scene.add( directionalLight );
  69. // model
  70. var onProgress = function ( xhr ) {
  71. if ( xhr.lengthComputable ) {
  72. var percentComplete = xhr.loaded / xhr.total * 100;
  73. console.log( Math.round(percentComplete, 2) + '% downloaded' );
  74. }
  75. };
  76. var onError = function ( xhr ) {
  77. };
  78. var loader = new THREE.MMDLoader();
  79. loader.load( 'models/mmd/miku/miku_v2.pmd', 'models/mmd/vmd/wavefile_v2.vmd', function ( object ) {
  80. mesh = object;
  81. mesh.position.y = -10;
  82. scene.add( mesh );
  83. mixer = new THREE.AnimationMixer( mesh );
  84. mixer.clipAction( mesh.geometry.animations[ 0 ] ).play();
  85. mixer.clipAction( mesh.geometry.morphAnimations[ 0 ] ).play();
  86. ikSolver = new THREE.CCDIKSolver( mesh );
  87. physics = new THREE.MMDPhysics( mesh );
  88. // see below for what this's for
  89. initBackupBones( mesh );
  90. physics.warmup( 10 );
  91. }, onProgress, onError );
  92. //
  93. renderer = new THREE.WebGLRenderer();
  94. renderer.setPixelRatio( window.devicePixelRatio );
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. renderer.setClearColor( new THREE.Color( 0xffffff ) );
  97. container.appendChild( renderer.domElement );
  98. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  99. //
  100. window.addEventListener( 'resize', onWindowResize, false );
  101. }
  102. function onWindowResize() {
  103. windowHalfX = window.innerWidth / 2;
  104. windowHalfY = window.innerHeight / 2;
  105. camera.aspect = window.innerWidth / window.innerHeight;
  106. camera.updateProjectionMatrix();
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. }
  109. function onDocumentMouseMove( event ) {
  110. mouseX = ( event.clientX - windowHalfX ) / 2;
  111. mouseY = ( event.clientY - windowHalfY ) / 2;
  112. }
  113. //
  114. function animate() {
  115. requestAnimationFrame( animate );
  116. render();
  117. }
  118. function render() {
  119. camera.position.x += ( - mouseX - camera.position.x ) * .05;
  120. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  121. camera.lookAt( scene.position );
  122. if( mesh ) {
  123. var delta = clock.getDelta();
  124. mixer.update( delta );
  125. // see below for what this's for
  126. backupBones( mesh );
  127. ikSolver.update();
  128. physics.update( delta );
  129. }
  130. renderer.render( scene, camera );
  131. if ( mesh ) {
  132. // see below for what this's for
  133. restoreBones( mesh );
  134. }
  135. }
  136. /*
  137. * Note: These following three functions are workaround for r74dev.
  138. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  139. * when mixer.update() is called.
  140. * ikSolver.update() and physics.update() change bone position/quaternion
  141. * without mixer.update() then buffer cache will be inconsistent.
  142. * So trying to avoid buffer cache inconsistency by doing
  143. * backup bones position/quaternion right after mixer.update() call
  144. * and then restore them after rendering.
  145. */
  146. function initBackupBones ( mesh ) {
  147. mesh.skeleton.backupBones = [];
  148. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  149. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  150. }
  151. }
  152. function backupBones ( mesh ) {
  153. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  154. var b = mesh.skeleton.backupBones[ i ];
  155. var b2 = mesh.skeleton.bones[ i ];
  156. b.position.copy( b2.position );
  157. b.quaternion.copy( b2.quaternion );
  158. }
  159. }
  160. function restoreBones ( mesh ) {
  161. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  162. var b = mesh.skeleton.bones[ i ];
  163. var b2 = mesh.skeleton.backupBones[ i ];
  164. b.position.copy( b2.position );
  165. b.quaternion.copy( b2.quaternion );
  166. }
  167. }
  168. </script>
  169. </body>
  170. </html>