MMDLoader.js 96 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. };
  43. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  44. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  45. /*
  46. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp
  47. * Users don't need to prepare default texture files.
  48. *
  49. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  50. */
  51. THREE.MMDLoader.prototype.defaultToonTextures = [
  52. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  53. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  54. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  55. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  56. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  57. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  58. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
  59. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  60. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  61. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  62. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  63. ];
  64. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  65. var scope = this;
  66. this.loadModel( modelUrl, function ( mesh ) {
  67. scope.loadVmds( vmdUrls, function ( vmd ) {
  68. scope.pourVmdIntoModel( mesh, vmd );
  69. callback( mesh );
  70. }, onProgress, onError );
  71. }, onProgress, onError );
  72. };
  73. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  74. var scope = this;
  75. var texturePath = this.extractUrlBase( url );
  76. var modelExtension = this.extractExtension( url );
  77. this.loadFileAsBuffer( url, function ( buffer ) {
  78. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  79. }, onProgress, onError );
  80. };
  81. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  82. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  83. };
  84. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  85. var scope = this;
  86. this.loadFileAsBuffer( url, function ( buffer ) {
  87. callback( scope.parseVmd( buffer ) );
  88. }, onProgress, onError );
  89. };
  90. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  91. var scope = this;
  92. var vmds = [];
  93. function run () {
  94. var url = urls.shift();
  95. scope.loadVmd( url, function ( vmd ) {
  96. vmds.push( vmd );
  97. if ( urls.length > 0 ) {
  98. run();
  99. } else {
  100. callback( scope.mergeVmds( vmds ) );
  101. }
  102. }, onProgress, onError );
  103. };
  104. run();
  105. };
  106. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  107. var listener = new THREE.AudioListener();
  108. var audio = new THREE.Audio( listener );
  109. var loader = new THREE.AudioLoader( this.manager );
  110. loader.load( url, function ( buffer ) {
  111. audio.setBuffer( buffer );
  112. callback( audio, listener );
  113. }, onProgress, onError );
  114. };
  115. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  116. var scope = this;
  117. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  118. func( url, function ( text ) {
  119. callback( scope.parseVpd( text ) );
  120. }, onProgress, onError );
  121. };
  122. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  123. var v = {};
  124. v.metadata = {};
  125. v.metadata.name = vmds[ 0 ].metadata.name;
  126. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  127. v.metadata.motionCount = 0;
  128. v.metadata.morphCount = 0;
  129. v.metadata.cameraCount = 0;
  130. v.motions = [];
  131. v.morphs = [];
  132. v.cameras = [];
  133. for ( var i = 0; i < vmds.length; i++ ) {
  134. var v2 = vmds[ i ];
  135. v.metadata.motionCount += v2.metadata.motionCount;
  136. v.metadata.morphCount += v2.metadata.morphCount;
  137. v.metadata.cameraCount += v2.metadata.cameraCount;
  138. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  139. v.motions.push( v2.motions[ j ] );
  140. }
  141. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  142. v.morphs.push( v2.morphs[ j ] );
  143. }
  144. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  145. v.cameras.push( v2.cameras[ j ] );
  146. }
  147. }
  148. return v;
  149. };
  150. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  151. this.createAnimation( mesh, vmd, name );
  152. };
  153. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  154. var helper = new THREE.MMDLoader.DataCreationHelper();
  155. var initAnimation = function () {
  156. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  157. var times = [];
  158. var centers = [];
  159. var quaternions = [];
  160. var positions = [];
  161. var fovs = [];
  162. var cInterpolations = [];
  163. var qInterpolations = [];
  164. var pInterpolations = [];
  165. var fInterpolations = [];
  166. var quaternion = new THREE.Quaternion();
  167. var euler = new THREE.Euler();
  168. var position = new THREE.Vector3();
  169. var center = new THREE.Vector3();
  170. var pushVector3 = function ( array, vec ) {
  171. array.push( vec.x );
  172. array.push( vec.y );
  173. array.push( vec.z );
  174. };
  175. var pushQuaternion = function ( array, q ) {
  176. array.push( q.x );
  177. array.push( q.y );
  178. array.push( q.z );
  179. array.push( q.w );
  180. };
  181. var pushInterpolation = function ( array, interpolation, index ) {
  182. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  183. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  184. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  185. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  186. };
  187. var createTrack = function ( node, type, times, values, interpolations ) {
  188. /*
  189. * optimizes here not to let KeyframeTrackPrototype optimize
  190. * because KeyframeTrackPrototype optimizes times and values but
  191. * doesn't optimize interpolations.
  192. */
  193. if ( times.length > 2 ) {
  194. times = times.slice();
  195. values = values.slice();
  196. interpolations = interpolations.slice();
  197. var stride = values.length / times.length;
  198. var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
  199. var aheadIndex = 2;
  200. var index = 1;
  201. for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  202. for ( var i = 0; i < stride; i ++ ) {
  203. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  204. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  205. index ++;
  206. break;
  207. }
  208. }
  209. if ( aheadIndex > index ) {
  210. times[ index ] = times[ aheadIndex ];
  211. for ( var i = 0; i < stride; i ++ ) {
  212. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  213. }
  214. for ( var i = 0; i < interpolateStride; i ++ ) {
  215. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  216. }
  217. }
  218. }
  219. times.length = index + 1;
  220. values.length = ( index + 1 ) * stride;
  221. interpolations.length = ( index + 1 ) * interpolateStride;
  222. }
  223. return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
  224. };
  225. for ( var i = 0; i < orderedMotions.length; i++ ) {
  226. var m = orderedMotions[ i ];
  227. var time = m.frameNum / 30;
  228. var pos = m.position;
  229. var rot = m.rotation;
  230. var distance = m.distance;
  231. var fov = m.fov;
  232. var interpolation = m.interpolation;
  233. position.set( 0, 0, -distance );
  234. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  235. euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
  236. quaternion.setFromEuler( euler );
  237. position.add( center );
  238. position.applyQuaternion( quaternion );
  239. /*
  240. * Note: This is a workaround not to make Animation system calculate lerp
  241. * if the diff from the last frame is 1 frame (in 30fps).
  242. */
  243. if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
  244. times[ times.length - 1 ] = time - 1e-13;
  245. }
  246. times.push( time );
  247. pushVector3( centers, center );
  248. pushQuaternion( quaternions, quaternion );
  249. pushVector3( positions, position );
  250. fovs.push( fov );
  251. for ( var j = 0; j < 3; j ++ ) {
  252. pushInterpolation( cInterpolations, interpolation, j );
  253. }
  254. pushInterpolation( qInterpolations, interpolation, 3 );
  255. // use same one parameter for x, y, z axis.
  256. for ( var j = 0; j < 3; j ++ ) {
  257. pushInterpolation( pInterpolations, interpolation, 4 );
  258. }
  259. pushInterpolation( fInterpolations, interpolation, 5 );
  260. }
  261. if ( times.length === 0 ) return;
  262. var tracks = [];
  263. tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
  264. tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
  265. tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
  266. tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
  267. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  268. if ( clip !== null ) {
  269. if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
  270. if ( camera.animations === undefined ) camera.animations = [];
  271. camera.animations.push( clip );
  272. }
  273. };
  274. this.leftToRightVmd( vmd );
  275. initAnimation();
  276. };
  277. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  278. var index = url.lastIndexOf( '.' );
  279. if ( index < 0 ) {
  280. return null;
  281. }
  282. return url.slice( index + 1 );
  283. };
  284. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  285. var loader = new THREE.FileLoader( this.manager );
  286. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  287. loader.setResponseType( responseType );
  288. var request = loader.load( url, function ( result ) {
  289. onLoad( result );
  290. }, onProgress, onError );
  291. return request;
  292. };
  293. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  294. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  295. };
  296. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  297. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  298. };
  299. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  300. var request = this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  301. };
  302. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  303. // Should I judge from model data header?
  304. switch( modelExtension.toLowerCase() ) {
  305. case 'pmd':
  306. return this.parsePmd( buffer );
  307. case 'pmx':
  308. return this.parsePmx( buffer );
  309. default:
  310. throw 'extension ' + modelExtension + ' is not supported.';
  311. }
  312. };
  313. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  314. var pmd = {};
  315. var dv = new THREE.MMDLoader.DataView( buffer );
  316. var helper = new THREE.MMDLoader.DataCreationHelper();
  317. pmd.metadata = {};
  318. pmd.metadata.format = 'pmd';
  319. pmd.metadata.coordinateSystem = 'left';
  320. var parseHeader = function () {
  321. var metadata = pmd.metadata;
  322. metadata.magic = dv.getChars( 3 );
  323. if ( metadata.magic !== 'Pmd' ) {
  324. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  325. }
  326. metadata.version = dv.getFloat32();
  327. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  328. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  329. };
  330. var parseVertices = function () {
  331. var parseVertex = function () {
  332. var p = {};
  333. p.position = dv.getFloat32Array( 3 );
  334. p.normal = dv.getFloat32Array( 3 );
  335. p.uv = dv.getFloat32Array( 2 );
  336. p.skinIndices = dv.getUint16Array( 2 );
  337. p.skinWeights = [ dv.getUint8() / 100 ];
  338. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  339. p.edgeFlag = dv.getUint8();
  340. return p;
  341. };
  342. var metadata = pmd.metadata;
  343. metadata.vertexCount = dv.getUint32();
  344. pmd.vertices = [];
  345. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  346. pmd.vertices.push( parseVertex() );
  347. }
  348. };
  349. var parseFaces = function () {
  350. var parseFace = function () {
  351. var p = {};
  352. p.indices = dv.getUint16Array( 3 );
  353. return p;
  354. };
  355. var metadata = pmd.metadata;
  356. metadata.faceCount = dv.getUint32() / 3;
  357. pmd.faces = [];
  358. for ( var i = 0; i < metadata.faceCount; i++ ) {
  359. pmd.faces.push( parseFace() );
  360. }
  361. };
  362. var parseMaterials = function () {
  363. var parseMaterial = function () {
  364. var p = {};
  365. p.diffuse = dv.getFloat32Array( 4 );
  366. p.shininess = dv.getFloat32();
  367. p.specular = dv.getFloat32Array( 3 );
  368. p.ambient = dv.getFloat32Array( 3 );
  369. p.toonIndex = dv.getInt8();
  370. p.edgeFlag = dv.getUint8();
  371. p.faceCount = dv.getUint32() / 3;
  372. p.fileName = dv.getSjisStringsAsUnicode( 20 );
  373. return p;
  374. };
  375. var metadata = pmd.metadata;
  376. metadata.materialCount = dv.getUint32();
  377. pmd.materials = [];
  378. for ( var i = 0; i < metadata.materialCount; i++ ) {
  379. pmd.materials.push( parseMaterial() );
  380. }
  381. };
  382. var parseBones = function () {
  383. var parseBone = function () {
  384. var p = {};
  385. p.name = dv.getSjisStringsAsUnicode( 20 );
  386. p.parentIndex = dv.getInt16();
  387. p.tailIndex = dv.getInt16();
  388. p.type = dv.getUint8();
  389. p.ikIndex = dv.getInt16();
  390. p.position = dv.getFloat32Array( 3 );
  391. return p;
  392. };
  393. var metadata = pmd.metadata;
  394. metadata.boneCount = dv.getUint16();
  395. pmd.bones = [];
  396. for ( var i = 0; i < metadata.boneCount; i++ ) {
  397. pmd.bones.push( parseBone() );
  398. }
  399. };
  400. var parseIks = function () {
  401. var parseIk = function () {
  402. var p = {};
  403. p.target = dv.getUint16();
  404. p.effector = dv.getUint16();
  405. p.linkCount = dv.getUint8();
  406. p.iteration = dv.getUint16();
  407. p.maxAngle = dv.getFloat32();
  408. p.links = [];
  409. for ( var i = 0; i < p.linkCount; i++ ) {
  410. var link = {}
  411. link.index = dv.getUint16();
  412. p.links.push( link );
  413. }
  414. return p;
  415. };
  416. var metadata = pmd.metadata;
  417. metadata.ikCount = dv.getUint16();
  418. pmd.iks = [];
  419. for ( var i = 0; i < metadata.ikCount; i++ ) {
  420. pmd.iks.push( parseIk() );
  421. }
  422. };
  423. var parseMorphs = function () {
  424. var parseMorph = function () {
  425. var p = {};
  426. p.name = dv.getSjisStringsAsUnicode( 20 );
  427. p.elementCount = dv.getUint32();
  428. p.type = dv.getUint8();
  429. p.elements = [];
  430. for ( var i = 0; i < p.elementCount; i++ ) {
  431. p.elements.push( {
  432. index: dv.getUint32(),
  433. position: dv.getFloat32Array( 3 )
  434. } ) ;
  435. }
  436. return p;
  437. };
  438. var metadata = pmd.metadata;
  439. metadata.morphCount = dv.getUint16();
  440. pmd.morphs = [];
  441. for ( var i = 0; i < metadata.morphCount; i++ ) {
  442. pmd.morphs.push( parseMorph() );
  443. }
  444. };
  445. var parseMorphFrames = function () {
  446. var parseMorphFrame = function () {
  447. var p = {};
  448. p.index = dv.getUint16();
  449. return p;
  450. };
  451. var metadata = pmd.metadata;
  452. metadata.morphFrameCount = dv.getUint8();
  453. pmd.morphFrames = [];
  454. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  455. pmd.morphFrames.push( parseMorphFrame() );
  456. }
  457. };
  458. var parseBoneFrameNames = function () {
  459. var parseBoneFrameName = function () {
  460. var p = {};
  461. p.name = dv.getSjisStringsAsUnicode( 50 );
  462. return p;
  463. };
  464. var metadata = pmd.metadata;
  465. metadata.boneFrameNameCount = dv.getUint8();
  466. pmd.boneFrameNames = [];
  467. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  468. pmd.boneFrameNames.push( parseBoneFrameName() );
  469. }
  470. };
  471. var parseBoneFrames = function () {
  472. var parseBoneFrame = function () {
  473. var p = {};
  474. p.boneIndex = dv.getInt16();
  475. p.frameIndex = dv.getUint8();
  476. return p;
  477. };
  478. var metadata = pmd.metadata;
  479. metadata.boneFrameCount = dv.getUint32();
  480. pmd.boneFrames = [];
  481. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  482. pmd.boneFrames.push( parseBoneFrame() );
  483. }
  484. };
  485. var parseEnglishHeader = function () {
  486. var metadata = pmd.metadata;
  487. metadata.englishCompatibility = dv.getUint8();
  488. if ( metadata.englishCompatibility > 0 ) {
  489. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  490. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  491. }
  492. };
  493. var parseEnglishBoneNames = function () {
  494. var parseEnglishBoneName = function () {
  495. var p = {};
  496. p.name = dv.getSjisStringsAsUnicode( 20 );
  497. return p;
  498. };
  499. var metadata = pmd.metadata;
  500. if ( metadata.englishCompatibility === 0 ) {
  501. return;
  502. }
  503. pmd.englishBoneNames = [];
  504. for ( var i = 0; i < metadata.boneCount; i++ ) {
  505. pmd.englishBoneNames.push( parseEnglishBoneName() );
  506. }
  507. };
  508. var parseEnglishMorphNames = function () {
  509. var parseEnglishMorphName = function () {
  510. var p = {};
  511. p.name = dv.getSjisStringsAsUnicode( 20 );
  512. return p;
  513. };
  514. var metadata = pmd.metadata;
  515. if ( metadata.englishCompatibility === 0 ) {
  516. return;
  517. }
  518. pmd.englishMorphNames = [];
  519. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  520. pmd.englishMorphNames.push( parseEnglishMorphName() );
  521. }
  522. };
  523. var parseEnglishBoneFrameNames = function () {
  524. var parseEnglishBoneFrameName = function () {
  525. var p = {};
  526. p.name = dv.getSjisStringsAsUnicode( 50 );
  527. return p;
  528. };
  529. var metadata = pmd.metadata;
  530. if ( metadata.englishCompatibility === 0 ) {
  531. return;
  532. }
  533. pmd.englishBoneFrameNames = [];
  534. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  535. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  536. }
  537. };
  538. var parseToonTextures = function () {
  539. var parseToonTexture = function () {
  540. var p = {};
  541. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  542. return p;
  543. };
  544. pmd.toonTextures = [];
  545. for ( var i = 0; i < 10; i++ ) {
  546. pmd.toonTextures.push( parseToonTexture() );
  547. }
  548. };
  549. var parseRigidBodies = function () {
  550. var parseRigidBody = function () {
  551. var p = {};
  552. p.name = dv.getSjisStringsAsUnicode( 20 );
  553. p.boneIndex = dv.getInt16();
  554. p.groupIndex = dv.getUint8();
  555. p.groupTarget = dv.getUint16();
  556. p.shapeType = dv.getUint8();
  557. p.width = dv.getFloat32();
  558. p.height = dv.getFloat32();
  559. p.depth = dv.getFloat32();
  560. p.position = dv.getFloat32Array( 3 );
  561. p.rotation = dv.getFloat32Array( 3 );
  562. p.weight = dv.getFloat32();
  563. p.positionDamping = dv.getFloat32();
  564. p.rotationDamping = dv.getFloat32();
  565. p.restitution = dv.getFloat32();
  566. p.friction = dv.getFloat32();
  567. p.type = dv.getUint8();
  568. return p;
  569. };
  570. var metadata = pmd.metadata;
  571. metadata.rigidBodyCount = dv.getUint32();
  572. pmd.rigidBodies = [];
  573. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  574. pmd.rigidBodies.push( parseRigidBody() );
  575. }
  576. };
  577. var parseConstraints = function () {
  578. var parseConstraint = function () {
  579. var p = {};
  580. p.name = dv.getSjisStringsAsUnicode( 20 );
  581. p.rigidBodyIndex1 = dv.getUint32();
  582. p.rigidBodyIndex2 = dv.getUint32();
  583. p.position = dv.getFloat32Array( 3 );
  584. p.rotation = dv.getFloat32Array( 3 );
  585. p.translationLimitation1 = dv.getFloat32Array( 3 );
  586. p.translationLimitation2 = dv.getFloat32Array( 3 );
  587. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  588. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  589. p.springPosition = dv.getFloat32Array( 3 );
  590. p.springRotation = dv.getFloat32Array( 3 );
  591. return p;
  592. };
  593. var metadata = pmd.metadata;
  594. metadata.constraintCount = dv.getUint32();
  595. pmd.constraints = [];
  596. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  597. pmd.constraints.push( parseConstraint() );
  598. }
  599. };
  600. parseHeader();
  601. parseVertices();
  602. parseFaces();
  603. parseMaterials();
  604. parseBones();
  605. parseIks();
  606. parseMorphs();
  607. parseMorphFrames();
  608. parseBoneFrameNames();
  609. parseBoneFrames();
  610. parseEnglishHeader();
  611. parseEnglishBoneNames();
  612. parseEnglishMorphNames();
  613. parseEnglishBoneFrameNames();
  614. parseToonTextures();
  615. parseRigidBodies();
  616. parseConstraints();
  617. // console.log( pmd ); // for console debug
  618. return pmd;
  619. };
  620. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  621. var pmx = {};
  622. var dv = new THREE.MMDLoader.DataView( buffer );
  623. var helper = new THREE.MMDLoader.DataCreationHelper();
  624. pmx.metadata = {};
  625. pmx.metadata.format = 'pmx';
  626. pmx.metadata.coordinateSystem = 'left';
  627. var parseHeader = function () {
  628. var metadata = pmx.metadata;
  629. metadata.magic = dv.getChars( 4 );
  630. // Note: don't remove the last blank space.
  631. if ( metadata.magic !== 'PMX ' ) {
  632. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  633. }
  634. metadata.version = dv.getFloat32();
  635. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  636. throw 'PMX version ' + metadata.version + ' is not supported.';
  637. }
  638. metadata.headerSize = dv.getUint8();
  639. metadata.encoding = dv.getUint8();
  640. metadata.additionalUvNum = dv.getUint8();
  641. metadata.vertexIndexSize = dv.getUint8();
  642. metadata.textureIndexSize = dv.getUint8();
  643. metadata.materialIndexSize = dv.getUint8();
  644. metadata.boneIndexSize = dv.getUint8();
  645. metadata.morphIndexSize = dv.getUint8();
  646. metadata.rigidBodyIndexSize = dv.getUint8();
  647. metadata.modelName = dv.getTextBuffer();
  648. metadata.englishModelName = dv.getTextBuffer();
  649. metadata.comment = dv.getTextBuffer();
  650. metadata.englishComment = dv.getTextBuffer();
  651. };
  652. var parseVertices = function () {
  653. var parseVertex = function () {
  654. var p = {};
  655. p.position = dv.getFloat32Array( 3 );
  656. p.normal = dv.getFloat32Array( 3 );
  657. p.uv = dv.getFloat32Array( 2 );
  658. p.auvs = [];
  659. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  660. p.auvs.push( dv.getFloat32Array( 4 ) );
  661. }
  662. p.type = dv.getUint8();
  663. var indexSize = metadata.boneIndexSize;
  664. if ( p.type === 0 ) { // BDEF1
  665. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  666. p.skinWeights = [ 1.0 ];
  667. } else if ( p.type === 1 ) { // BDEF2
  668. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  669. p.skinWeights = dv.getFloat32Array( 1 );
  670. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  671. } else if ( p.type === 2 ) { // BDEF4
  672. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  673. p.skinWeights = dv.getFloat32Array( 4 );
  674. } else if ( p.type === 3 ) { // SDEF
  675. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  676. p.skinWeights = dv.getFloat32Array( 1 );
  677. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  678. p.skinC = dv.getFloat32Array( 3 );
  679. p.skinR0 = dv.getFloat32Array( 3 );
  680. p.skinR1 = dv.getFloat32Array( 3 );
  681. // SDEF is not supported yet and is handled as BDEF2 so far.
  682. // TODO: SDEF support
  683. p.type = 1;
  684. } else {
  685. throw 'unsupport bone type ' + p.type + ' exception.';
  686. }
  687. p.edgeRatio = dv.getFloat32();
  688. return p;
  689. };
  690. var metadata = pmx.metadata;
  691. metadata.vertexCount = dv.getUint32();
  692. pmx.vertices = [];
  693. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  694. pmx.vertices.push( parseVertex() );
  695. }
  696. };
  697. var parseFaces = function () {
  698. var parseFace = function () {
  699. var p = {};
  700. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3, true );
  701. return p;
  702. };
  703. var metadata = pmx.metadata;
  704. metadata.faceCount = dv.getUint32() / 3;
  705. pmx.faces = [];
  706. for ( var i = 0; i < metadata.faceCount; i++ ) {
  707. pmx.faces.push( parseFace() );
  708. }
  709. };
  710. var parseTextures = function () {
  711. var parseTexture = function () {
  712. return dv.getTextBuffer();
  713. };
  714. var metadata = pmx.metadata;
  715. metadata.textureCount = dv.getUint32();
  716. pmx.textures = [];
  717. for ( var i = 0; i < metadata.textureCount; i++ ) {
  718. pmx.textures.push( parseTexture() );
  719. }
  720. };
  721. var parseMaterials = function () {
  722. var parseMaterial = function () {
  723. var p = {};
  724. p.name = dv.getTextBuffer();
  725. p.englishName = dv.getTextBuffer();
  726. p.diffuse = dv.getFloat32Array( 4 );
  727. p.specular = dv.getFloat32Array( 3 );
  728. p.shininess = dv.getFloat32();
  729. p.ambient = dv.getFloat32Array( 3 );
  730. p.flag = dv.getUint8();
  731. p.edgeColor = dv.getFloat32Array( 4 );
  732. p.edgeSize = dv.getFloat32();
  733. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  734. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  735. p.envFlag = dv.getUint8();
  736. p.toonFlag = dv.getUint8();
  737. if ( p.toonFlag === 0 ) {
  738. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  739. } else if ( p.toonFlag === 1 ) {
  740. p.toonIndex = dv.getInt8();
  741. } else {
  742. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  743. }
  744. p.comment = dv.getTextBuffer();
  745. p.faceCount = dv.getUint32() / 3;
  746. return p;
  747. };
  748. var metadata = pmx.metadata;
  749. metadata.materialCount = dv.getUint32();
  750. pmx.materials = [];
  751. for ( var i = 0; i < metadata.materialCount; i++ ) {
  752. pmx.materials.push( parseMaterial() );
  753. }
  754. };
  755. var parseBones = function () {
  756. var parseBone = function () {
  757. var p = {};
  758. p.name = dv.getTextBuffer();
  759. p.englishName = dv.getTextBuffer();
  760. p.position = dv.getFloat32Array( 3 );
  761. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  762. p.transformationClass = dv.getUint32();
  763. p.flag = dv.getUint16();
  764. if ( p.flag & 0x1 ) {
  765. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  766. } else {
  767. p.offsetPosition = dv.getFloat32Array( 3 );
  768. }
  769. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  770. // Note: I don't think Grant is an appropriate name
  771. // but I found that some English translated MMD tools use this term
  772. // so I've named it Grant so far.
  773. // I'd rename to more appropriate name from Grant later.
  774. var grant = {};
  775. grant.isLocal = ( p.flag & 0x80 ) !== 0 ? true : false;
  776. grant.affectRotation = ( p.flag & 0x100 ) !== 0 ? true : false;
  777. grant.affectPosition = ( p.flag & 0x200 ) !== 0 ? true : false;
  778. grant.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  779. grant.ratio = dv.getFloat32();
  780. p.grant = grant;
  781. }
  782. if ( p.flag & 0x400 ) {
  783. p.fixAxis = dv.getFloat32Array( 3 );
  784. }
  785. if ( p.flag & 0x800 ) {
  786. p.localXVector = dv.getFloat32Array( 3 );
  787. p.localZVector = dv.getFloat32Array( 3 );
  788. }
  789. if ( p.flag & 0x2000 ) {
  790. p.key = dv.getUint32();
  791. }
  792. if ( p.flag & 0x20 ) {
  793. var ik = {};
  794. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  795. ik.target = null;
  796. ik.iteration = dv.getUint32();
  797. ik.maxAngle = dv.getFloat32();
  798. ik.linkCount = dv.getUint32();
  799. ik.links = [];
  800. for ( var i = 0; i < ik.linkCount; i++ ) {
  801. var link = {};
  802. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  803. link.angleLimitation = dv.getUint8();
  804. if ( link.angleLimitation === 1 ) {
  805. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  806. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  807. }
  808. ik.links.push( link );
  809. }
  810. p.ik = ik;
  811. }
  812. return p;
  813. };
  814. var metadata = pmx.metadata;
  815. metadata.boneCount = dv.getUint32();
  816. pmx.bones = [];
  817. for ( var i = 0; i < metadata.boneCount; i++ ) {
  818. pmx.bones.push( parseBone() );
  819. }
  820. };
  821. var parseMorphs = function () {
  822. var parseMorph = function () {
  823. var p = {};
  824. p.name = dv.getTextBuffer();
  825. p.englishName = dv.getTextBuffer();
  826. p.panel = dv.getUint8();
  827. p.type = dv.getUint8();
  828. p.elementCount = dv.getUint32();
  829. p.elements = [];
  830. for ( var i = 0; i < p.elementCount; i++ ) {
  831. if ( p.type === 0 ) { // group morph
  832. var m = {};
  833. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  834. m.ratio = dv.getFloat32();
  835. p.elements.push( m );
  836. } else if ( p.type === 1 ) { // vertex morph
  837. var m = {};
  838. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  839. m.position = dv.getFloat32Array( 3 );
  840. p.elements.push( m );
  841. } else if ( p.type === 2 ) { // bone morph
  842. var m = {};
  843. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  844. m.position = dv.getFloat32Array( 3 );
  845. m.rotation = dv.getFloat32Array( 4 );
  846. p.elements.push( m );
  847. } else if ( p.type === 3 ) { // uv morph
  848. var m = {};
  849. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  850. m.uv = dv.getFloat32Array( 4 );
  851. p.elements.push( m );
  852. } else if ( p.type === 4 ) { // additional uv1
  853. // TODO: implement
  854. } else if ( p.type === 5 ) { // additional uv2
  855. // TODO: implement
  856. } else if ( p.type === 6 ) { // additional uv3
  857. // TODO: implement
  858. } else if ( p.type === 7 ) { // additional uv4
  859. // TODO: implement
  860. } else if ( p.type === 8 ) { // material morph
  861. var m = {};
  862. m.index = dv.getIndex( pmx.metadata.materialIndexSize );
  863. m.type = dv.getUint8();
  864. m.diffuse = dv.getFloat32Array( 4 );
  865. m.specular = dv.getFloat32Array( 3 );
  866. m.shininess = dv.getFloat32();
  867. m.ambient = dv.getFloat32Array( 3 );
  868. m.edgeColor = dv.getFloat32Array( 4 );
  869. m.edgeSize = dv.getFloat32();
  870. m.textureColor = dv.getFloat32Array( 4 );
  871. m.sphereTextureColor = dv.getFloat32Array( 4 );
  872. m.toonColor = dv.getFloat32Array( 4 );
  873. p.elements.push( m );
  874. }
  875. }
  876. return p;
  877. };
  878. var metadata = pmx.metadata;
  879. metadata.morphCount = dv.getUint32();
  880. pmx.morphs = [];
  881. for ( var i = 0; i < metadata.morphCount; i++ ) {
  882. pmx.morphs.push( parseMorph() );
  883. }
  884. };
  885. var parseFrames = function () {
  886. var parseFrame = function () {
  887. var p = {};
  888. p.name = dv.getTextBuffer();
  889. p.englishName = dv.getTextBuffer();
  890. p.type = dv.getUint8();
  891. p.elementCount = dv.getUint32();
  892. p.elements = [];
  893. for ( var i = 0; i < p.elementCount; i++ ) {
  894. var e = {};
  895. e.target = dv.getUint8();
  896. e.index = ( e.target === 0 ) ? dv.getIndex( pmx.metadata.boneIndexSize ) : dv.getIndex( pmx.metadata.morphIndexSize );
  897. p.elements.push( e );
  898. }
  899. return p;
  900. };
  901. var metadata = pmx.metadata;
  902. metadata.frameCount = dv.getUint32();
  903. pmx.frames = [];
  904. for ( var i = 0; i < metadata.frameCount; i++ ) {
  905. pmx.frames.push( parseFrame() );
  906. }
  907. };
  908. var parseRigidBodies = function () {
  909. var parseRigidBody = function () {
  910. var p = {};
  911. p.name = dv.getTextBuffer();
  912. p.englishName = dv.getTextBuffer();
  913. p.boneIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  914. p.groupIndex = dv.getUint8();
  915. p.groupTarget = dv.getUint16();
  916. p.shapeType = dv.getUint8();
  917. p.width = dv.getFloat32();
  918. p.height = dv.getFloat32();
  919. p.depth = dv.getFloat32();
  920. p.position = dv.getFloat32Array( 3 );
  921. p.rotation = dv.getFloat32Array( 3 );
  922. p.weight = dv.getFloat32();
  923. p.positionDamping = dv.getFloat32();
  924. p.rotationDamping = dv.getFloat32();
  925. p.restitution = dv.getFloat32();
  926. p.friction = dv.getFloat32();
  927. p.type = dv.getUint8();
  928. return p;
  929. };
  930. var metadata = pmx.metadata;
  931. metadata.rigidBodyCount = dv.getUint32();
  932. pmx.rigidBodies = [];
  933. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  934. pmx.rigidBodies.push( parseRigidBody() );
  935. }
  936. };
  937. var parseConstraints = function () {
  938. var parseConstraint = function () {
  939. var p = {};
  940. p.name = dv.getTextBuffer();
  941. p.englishName = dv.getTextBuffer();
  942. p.type = dv.getUint8();
  943. p.rigidBodyIndex1 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  944. p.rigidBodyIndex2 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  945. p.position = dv.getFloat32Array( 3 );
  946. p.rotation = dv.getFloat32Array( 3 );
  947. p.translationLimitation1 = dv.getFloat32Array( 3 );
  948. p.translationLimitation2 = dv.getFloat32Array( 3 );
  949. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  950. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  951. p.springPosition = dv.getFloat32Array( 3 );
  952. p.springRotation = dv.getFloat32Array( 3 );
  953. return p;
  954. };
  955. var metadata = pmx.metadata;
  956. metadata.constraintCount = dv.getUint32();
  957. pmx.constraints = [];
  958. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  959. pmx.constraints.push( parseConstraint() );
  960. }
  961. };
  962. parseHeader();
  963. parseVertices();
  964. parseFaces();
  965. parseTextures();
  966. parseMaterials();
  967. parseBones();
  968. parseMorphs();
  969. parseFrames();
  970. parseRigidBodies();
  971. parseConstraints();
  972. // console.log( pmx ); // for console debug
  973. return pmx;
  974. };
  975. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  976. var vmd = {};
  977. var dv = new THREE.MMDLoader.DataView( buffer );
  978. var helper = new THREE.MMDLoader.DataCreationHelper();
  979. vmd.metadata = {};
  980. vmd.metadata.coordinateSystem = 'left';
  981. var parseHeader = function () {
  982. var metadata = vmd.metadata;
  983. metadata.magic = dv.getChars( 30 );
  984. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  985. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  986. }
  987. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  988. };
  989. var parseMotions = function () {
  990. var parseMotion = function () {
  991. var p = {};
  992. p.boneName = dv.getSjisStringsAsUnicode( 15 );
  993. p.frameNum = dv.getUint32();
  994. p.position = dv.getFloat32Array( 3 );
  995. p.rotation = dv.getFloat32Array( 4 );
  996. p.interpolation = dv.getUint8Array( 64 );
  997. return p;
  998. };
  999. var metadata = vmd.metadata;
  1000. metadata.motionCount = dv.getUint32();
  1001. vmd.motions = [];
  1002. for ( var i = 0; i < metadata.motionCount; i++ ) {
  1003. vmd.motions.push( parseMotion() );
  1004. }
  1005. };
  1006. var parseMorphs = function () {
  1007. var parseMorph = function () {
  1008. var p = {};
  1009. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  1010. p.frameNum = dv.getUint32();
  1011. p.weight = dv.getFloat32();
  1012. return p;
  1013. };
  1014. var metadata = vmd.metadata;
  1015. metadata.morphCount = dv.getUint32();
  1016. vmd.morphs = [];
  1017. for ( var i = 0; i < metadata.morphCount; i++ ) {
  1018. vmd.morphs.push( parseMorph() );
  1019. }
  1020. };
  1021. var parseCameras = function () {
  1022. var parseCamera = function () {
  1023. var p = {};
  1024. p.frameNum = dv.getUint32();
  1025. p.distance = dv.getFloat32();
  1026. p.position = dv.getFloat32Array( 3 );
  1027. p.rotation = dv.getFloat32Array( 3 );
  1028. p.interpolation = dv.getUint8Array( 24 );
  1029. p.fov = dv.getUint32();
  1030. p.perspective = dv.getUint8();
  1031. return p;
  1032. };
  1033. var metadata = vmd.metadata;
  1034. metadata.cameraCount = dv.getUint32();
  1035. vmd.cameras = [];
  1036. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  1037. vmd.cameras.push( parseCamera() );
  1038. }
  1039. };
  1040. parseHeader();
  1041. parseMotions();
  1042. parseMorphs();
  1043. parseCameras();
  1044. // console.log( vmd ); // for console debug
  1045. return vmd;
  1046. };
  1047. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  1048. var helper = new THREE.MMDLoader.DataCreationHelper();
  1049. var vpd = {};
  1050. vpd.metadata = {};
  1051. vpd.metadata.coordinateSystem = 'left';
  1052. vpd.bones = [];
  1053. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  1054. var newlinePattern = /\r|\n|\r\n/;
  1055. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  1056. function throwError () {
  1057. throw 'the file seems not vpd file.';
  1058. };
  1059. function checkMagic () {
  1060. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  1061. throwError();
  1062. }
  1063. };
  1064. function parseHeader () {
  1065. if ( lines.length < 4 ) {
  1066. throwError();
  1067. }
  1068. vpd.metadata.parentFile = lines[ 2 ];
  1069. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  1070. };
  1071. function parseBones () {
  1072. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  1073. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  1074. 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*;/;
  1075. var boneFooterPattern = /^\s*}/;
  1076. var bones = vpd.bones;
  1077. var n = null;
  1078. var v = null;
  1079. var q = null;
  1080. var encoder = new CharsetEncoder();
  1081. for ( var i = 4; i < lines.length; i++ ) {
  1082. var line = lines[ i ];
  1083. var result;
  1084. result = line.match( boneHeaderPattern );
  1085. if ( result !== null ) {
  1086. if ( n !== null ) {
  1087. throwError();
  1088. }
  1089. n = result[ 2 ];
  1090. }
  1091. result = line.match( boneVectorPattern );
  1092. if ( result !== null ) {
  1093. if ( v !== null ) {
  1094. throwError();
  1095. }
  1096. v = [
  1097. parseFloat( result[ 1 ] ),
  1098. parseFloat( result[ 2 ] ),
  1099. parseFloat( result[ 3 ] )
  1100. ];
  1101. }
  1102. result = line.match( boneQuaternionPattern );
  1103. if ( result !== null ) {
  1104. if ( q !== null ) {
  1105. throwError();
  1106. }
  1107. q = [
  1108. parseFloat( result[ 1 ] ),
  1109. parseFloat( result[ 2 ] ),
  1110. parseFloat( result[ 3 ] ),
  1111. parseFloat( result[ 4 ] )
  1112. ];
  1113. }
  1114. result = line.match( boneFooterPattern );
  1115. if ( result !== null ) {
  1116. if ( n === null || v === null || q === null ) {
  1117. throwError();
  1118. }
  1119. bones.push( {
  1120. name: n,
  1121. translation: v,
  1122. quaternion: q
  1123. } );
  1124. n = null;
  1125. v = null;
  1126. q = null;
  1127. }
  1128. }
  1129. if ( n !== null || v !== null || q !== null ) {
  1130. throwError();
  1131. }
  1132. };
  1133. checkMagic();
  1134. parseHeader();
  1135. parseBones();
  1136. this.leftToRightVpd( vpd );
  1137. // console.log( vpd ); // for console debug
  1138. return vpd;
  1139. };
  1140. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1141. var scope = this;
  1142. var geometry = new THREE.BufferGeometry();
  1143. var material = new THREE.MultiMaterial();
  1144. var helper = new THREE.MMDLoader.DataCreationHelper();
  1145. var buffer = {};
  1146. buffer.vertices = [];
  1147. buffer.uvs = [];
  1148. buffer.normals = [];
  1149. buffer.skinIndices = [];
  1150. buffer.skinWeights = [];
  1151. buffer.indices = [];
  1152. var initVartices = function () {
  1153. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1154. var v = model.vertices[ i ];
  1155. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  1156. buffer.vertices.push( v.position[ j ] );
  1157. }
  1158. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  1159. buffer.normals.push( v.normal[ j ] );
  1160. }
  1161. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  1162. buffer.uvs.push( v.uv[ j ] );
  1163. }
  1164. for ( var j = 0; j < 4; j ++ ) {
  1165. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  1166. }
  1167. for ( var j = 0; j < 4; j ++ ) {
  1168. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  1169. }
  1170. }
  1171. };
  1172. var initFaces = function () {
  1173. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1174. var f = model.faces[ i ];
  1175. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  1176. buffer.indices.push( f.indices[ j ] );
  1177. }
  1178. }
  1179. };
  1180. var initBones = function () {
  1181. var bones = [];
  1182. var rigidBodies = model.rigidBodies;
  1183. var dictionary = {};
  1184. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  1185. var body = rigidBodies[ i ];
  1186. var value = dictionary[ body.boneIndex ];
  1187. // keeps greater number if already value is set without any special reasons
  1188. value = value === undefined ? body.type : Math.max( body.type, value );
  1189. dictionary[ body.boneIndex ] = value;
  1190. }
  1191. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1192. var bone = {};
  1193. var b = model.bones[ i ];
  1194. bone.parent = b.parentIndex;
  1195. bone.name = b.name;
  1196. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1197. bone.rotq = [ 0, 0, 0, 1 ];
  1198. bone.scl = [ 1, 1, 1 ];
  1199. if ( bone.parent !== -1 ) {
  1200. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1201. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1202. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1203. }
  1204. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  1205. bones.push( bone );
  1206. }
  1207. geometry.bones = bones;
  1208. };
  1209. var initIKs = function () {
  1210. var iks = [];
  1211. // TODO: remove duplicated codes between PMD and PMX
  1212. if ( model.metadata.format === 'pmd' ) {
  1213. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1214. var ik = model.iks[i];
  1215. var param = {};
  1216. param.target = ik.target;
  1217. param.effector = ik.effector;
  1218. param.iteration = ik.iteration;
  1219. param.maxAngle = ik.maxAngle * 4;
  1220. param.links = [];
  1221. for ( var j = 0; j < ik.links.length; j++ ) {
  1222. var link = {};
  1223. link.index = ik.links[ j ].index;
  1224. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  1225. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1226. }
  1227. param.links.push( link );
  1228. }
  1229. iks.push( param );
  1230. }
  1231. } else {
  1232. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1233. var b = model.bones[ i ];
  1234. var ik = b.ik;
  1235. if ( ik === undefined ) {
  1236. continue;
  1237. }
  1238. var param = {};
  1239. param.target = i;
  1240. param.effector = ik.effector;
  1241. param.iteration = ik.iteration;
  1242. param.maxAngle = ik.maxAngle;
  1243. param.links = [];
  1244. for ( var j = 0; j < ik.links.length; j++ ) {
  1245. var link = {};
  1246. link.index = ik.links[ j ].index;
  1247. link.enabled = true;
  1248. if ( ik.links[ j ].angleLimitation === 1 ) {
  1249. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1250. // TODO: use limitation angles
  1251. // link.lowerLimitationAngle;
  1252. // link.upperLimitationAngle;
  1253. }
  1254. param.links.push( link );
  1255. }
  1256. iks.push( param );
  1257. }
  1258. }
  1259. geometry.iks = iks;
  1260. };
  1261. var initGrants = function () {
  1262. if ( model.metadata.format === 'pmd' ) {
  1263. return;
  1264. }
  1265. var grants = [];
  1266. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1267. var b = model.bones[ i ];
  1268. var grant = b.grant;
  1269. if ( grant === undefined ) {
  1270. continue;
  1271. }
  1272. var param = {};
  1273. param.index = i;
  1274. param.parentIndex = grant.parentIndex;
  1275. param.ratio = grant.ratio;
  1276. param.isLocal = grant.isLocal;
  1277. param.affectRotation = grant.affectRotation;
  1278. param.affectPosition = grant.affectPosition;
  1279. param.transformationClass = b.transformationClass;
  1280. grants.push( param );
  1281. }
  1282. grants.sort( function ( a, b ) {
  1283. return a.transformationClass - b.transformationClass;
  1284. } );
  1285. geometry.grants = grants;
  1286. };
  1287. var initMorphs = function () {
  1288. function updateVertex( attribute, index, v, ratio ) {
  1289. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  1290. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  1291. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  1292. };
  1293. function updateVertices( attribute, m, ratio ) {
  1294. for ( var i = 0; i < m.elementCount; i++ ) {
  1295. var v = m.elements[ i ];
  1296. var index;
  1297. if ( model.metadata.format === 'pmd' ) {
  1298. index = model.morphs[ 0 ].elements[ v.index ].index;
  1299. } else {
  1300. index = v.index;
  1301. }
  1302. updateVertex( attribute, index, v, ratio );
  1303. }
  1304. };
  1305. var morphTargets = [];
  1306. var attributes = [];
  1307. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1308. var m = model.morphs[ i ];
  1309. var params = { name: m.name };
  1310. var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
  1311. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  1312. attribute.array[ j ] = buffer.vertices[ j ];
  1313. }
  1314. if ( model.metadata.format === 'pmd' ) {
  1315. if ( i !== 0 ) {
  1316. updateVertices( attribute, m, 1.0 );
  1317. }
  1318. } else {
  1319. if ( m.type === 0 ) { // group
  1320. for ( var j = 0; j < m.elementCount; j++ ) {
  1321. var m2 = model.morphs[ m.elements[ j ].index ];
  1322. var ratio = m.elements[ j ].ratio;
  1323. if ( m2.type === 1 ) {
  1324. updateVertices( attribute, m2, ratio );
  1325. } else {
  1326. // TODO: implement
  1327. }
  1328. }
  1329. } else if ( m.type === 1 ) { // vertex
  1330. updateVertices( attribute, m, 1.0 );
  1331. } else if ( m.type === 2 ) { // bone
  1332. // TODO: implement
  1333. } else if ( m.type === 3 ) { // uv
  1334. // TODO: implement
  1335. } else if ( m.type === 4 ) { // additional uv1
  1336. // TODO: implement
  1337. } else if ( m.type === 5 ) { // additional uv2
  1338. // TODO: implement
  1339. } else if ( m.type === 6 ) { // additional uv3
  1340. // TODO: implement
  1341. } else if ( m.type === 7 ) { // additional uv4
  1342. // TODO: implement
  1343. } else if ( m.type === 8 ) { // material
  1344. // TODO: implement
  1345. }
  1346. }
  1347. morphTargets.push( params );
  1348. attributes.push( attribute );
  1349. }
  1350. geometry.morphTargets = morphTargets;
  1351. geometry.morphAttributes.position = attributes;
  1352. };
  1353. var initMaterials = function () {
  1354. var textures = [];
  1355. var textureLoader = new THREE.TextureLoader( this.manager );
  1356. var tgaLoader = new THREE.TGALoader( this.manager );
  1357. var offset = 0;
  1358. var materialParams = [];
  1359. function loadTexture ( filePath, params ) {
  1360. if ( params === undefined ) {
  1361. params = {};
  1362. }
  1363. var fullPath;
  1364. if ( params.defaultTexturePath === true ) {
  1365. try {
  1366. fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
  1367. } catch ( e ) {
  1368. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' )
  1369. fullPath = scope.defaultToonTextures[ 0 ];
  1370. }
  1371. } else {
  1372. fullPath = texturePath + filePath;
  1373. }
  1374. var loader = THREE.Loader.Handlers.get( fullPath );
  1375. if ( loader === null ) {
  1376. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1377. }
  1378. var texture = loader.load( fullPath, function ( t ) {
  1379. t.flipY = false;
  1380. t.wrapS = THREE.RepeatWrapping;
  1381. t.wrapT = THREE.RepeatWrapping;
  1382. if ( params.sphericalReflectionMapping === true ) {
  1383. t.mapping = THREE.SphericalReflectionMapping;
  1384. }
  1385. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1386. texture.readyCallbacks[ i ]( texture );
  1387. }
  1388. delete texture.readyCallbacks;
  1389. } );
  1390. texture.readyCallbacks = [];
  1391. var uuid = THREE.Math.generateUUID();
  1392. textures[ uuid ] = texture;
  1393. return uuid;
  1394. };
  1395. function getTexture( name, textures ) {
  1396. if ( textures[ name ] === undefined ) {
  1397. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  1398. }
  1399. return textures[ name ];
  1400. };
  1401. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1402. var m = model.materials[ i ];
  1403. var params = {};
  1404. params.faceOffset = offset;
  1405. params.faceNum = m.faceCount;
  1406. offset += m.faceCount;
  1407. params.name = m.name;
  1408. /*
  1409. * Color
  1410. *
  1411. * MMD MeshPhongMaterial
  1412. * diffuse - color
  1413. * specular - specular
  1414. * ambient - emissive * a
  1415. * (a = 1.0 without map texture or 0.2 with map texture)
  1416. *
  1417. * MeshPhongMaterial doesn't have ambient. Set it to emissive instead.
  1418. * It'll be too bright if material has map texture so using coef 0.2.
  1419. */
  1420. params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
  1421. params.opacity = m.diffuse[ 3 ];
  1422. params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
  1423. params.shininess = m.shininess;
  1424. if ( params.opacity === 1.0 ) {
  1425. params.side = THREE.FrontSide;
  1426. params.transparent = false;
  1427. } else {
  1428. params.side = THREE.DoubleSide;
  1429. params.transparent = true;
  1430. }
  1431. if ( model.metadata.format === 'pmd' ) {
  1432. if ( m.fileName ) {
  1433. var fileName = m.fileName;
  1434. var fileNames = [];
  1435. var index = fileName.lastIndexOf( '*' );
  1436. if ( index >= 0 ) {
  1437. fileNames.push( fileName.slice( 0, index ) );
  1438. fileNames.push( fileName.slice( index + 1 ) );
  1439. } else {
  1440. fileNames.push( fileName );
  1441. }
  1442. for ( var j = 0; j < fileNames.length; j++ ) {
  1443. var n = fileNames[ j ];
  1444. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1445. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1446. if ( n.indexOf( '.sph' ) >= 0 ) {
  1447. params.envMapType = THREE.MultiplyOperation;
  1448. } else {
  1449. params.envMapType = THREE.AddOperation;
  1450. }
  1451. } else {
  1452. params.map = loadTexture( n );
  1453. }
  1454. }
  1455. }
  1456. } else {
  1457. if ( m.textureIndex !== -1 ) {
  1458. var n = model.textures[ m.textureIndex ];
  1459. params.map = loadTexture( n );
  1460. }
  1461. // TODO: support m.envFlag === 3
  1462. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1463. var n = model.textures[ m.envTextureIndex ];
  1464. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1465. if ( m.envFlag === 1 ) {
  1466. params.envMapType = THREE.MultiplyOperation;
  1467. } else {
  1468. params.envMapType = THREE.AddOperation;
  1469. }
  1470. }
  1471. }
  1472. var coef = ( params.map === undefined ) ? 1.0 : 0.2;
  1473. params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
  1474. materialParams.push( params );
  1475. }
  1476. var shader = THREE.ShaderLib[ 'mmd' ];
  1477. for ( var i = 0; i < materialParams.length; i++ ) {
  1478. var p = materialParams[ i ];
  1479. var p2 = model.materials[ i ];
  1480. var m = new THREE.ShaderMaterial( {
  1481. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1482. vertexShader: shader.vertexShader,
  1483. fragmentShader: shader.fragmentShader
  1484. } );
  1485. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  1486. if ( p.name !== undefined ) m.name = p.name;
  1487. m.skinning = geometry.bones.length > 0 ? true : false;
  1488. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1489. m.lights = true;
  1490. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  1491. m.transparent = p.transparent;
  1492. m.fog = true;
  1493. m.blending = THREE.CustomBlending;
  1494. m.blendSrc = THREE.SrcAlphaFactor;
  1495. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1496. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1497. m.blendDstAlpha = THREE.DstAlphaFactor;
  1498. if ( p.map !== undefined ) {
  1499. m.faceOffset = p.faceOffset;
  1500. m.faceNum = p.faceNum;
  1501. // Check if this part of the texture image the material uses requires transparency
  1502. function checkTextureTransparency ( m ) {
  1503. m.map.readyCallbacks.push( function ( t ) {
  1504. // Is there any efficient ways?
  1505. function createImageData ( image ) {
  1506. var c = document.createElement( 'canvas' );
  1507. c.width = image.width;
  1508. c.height = image.height;
  1509. var ctx = c.getContext( '2d' );
  1510. ctx.drawImage( image, 0, 0 );
  1511. return ctx.getImageData( 0, 0, c.width, c.height );
  1512. };
  1513. function detectTextureTransparency( image, uvs, indices ) {
  1514. var width = image.width;
  1515. var height = image.height;
  1516. var data = image.data;
  1517. var threshold = 253;
  1518. if ( data.length / ( width * height ) !== 4 ) {
  1519. return false;
  1520. }
  1521. for ( var i = 0; i < indices.length; i += 3 ) {
  1522. var centerUV = { x: 0.0, y: 0.0 };
  1523. for ( var j = 0; j < 3; j++ ) {
  1524. var index = indices[ i * 3 + j ];
  1525. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  1526. if ( getAlphaByUv( image, uv ) < threshold ) {
  1527. return true;
  1528. }
  1529. centerUV.x += uv.x;
  1530. centerUV.y += uv.y;
  1531. }
  1532. centerUV.x /= 3;
  1533. centerUV.y /= 3;
  1534. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1535. return true;
  1536. }
  1537. }
  1538. return false;
  1539. };
  1540. /*
  1541. * This method expects
  1542. * t.flipY = false
  1543. * t.wrapS = THREE.RepeatWrapping
  1544. * t.wrapT = THREE.RepeatWrapping
  1545. * TODO: more precise
  1546. */
  1547. function getAlphaByUv ( image, uv ) {
  1548. var width = image.width;
  1549. var height = image.height;
  1550. var x = Math.round( uv.x * width ) % width;
  1551. var y = Math.round( uv.y * height ) % height;
  1552. if ( x < 0 ) {
  1553. x += width;
  1554. }
  1555. if ( y < 0 ) {
  1556. y += height;
  1557. }
  1558. var index = y * width + x;
  1559. return image.data[ index * 4 + 3 ];
  1560. };
  1561. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1562. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  1563. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  1564. delete m.faceOffset;
  1565. delete m.faceNum;
  1566. } );
  1567. }
  1568. m.map = getTexture( p.map, textures );
  1569. m.uniforms.map.value = m.map;
  1570. checkTextureTransparency( m );
  1571. }
  1572. if ( p.envMap !== undefined ) {
  1573. m.envMap = getTexture( p.envMap, textures );
  1574. m.uniforms.envMap.value = m.envMap;
  1575. m.combine = p.envMapType;
  1576. // TODO: WebGLRenderer should automatically update?
  1577. m.envMap.readyCallbacks.push( function ( t ) {
  1578. m.needsUpdate = true;
  1579. } );
  1580. }
  1581. m.uniforms.opacity.value = p.opacity;
  1582. m.uniforms.diffuse.value.copy( p.color );
  1583. if ( p.emissive !== undefined ) {
  1584. m.uniforms.emissive.value.copy( p.emissive );
  1585. }
  1586. m.uniforms.specular.value.copy( p.specular );
  1587. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1588. if ( model.metadata.format === 'pmd' ) {
  1589. function isDefaultToonTexture ( n ) {
  1590. if ( n.length !== 10 ) {
  1591. return false;
  1592. }
  1593. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1594. };
  1595. m.outlineParameters = {
  1596. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  1597. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  1598. alpha: 1.0
  1599. };
  1600. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  1601. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1602. m.uniforms.celShading.value = 1;
  1603. if ( p2.toonIndex === -1 ) {
  1604. m.uniforms.hasToonTexture.value = 0;
  1605. } else {
  1606. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1607. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1608. m.uniforms.toonMap.value = textures[ uuid ];
  1609. m.uniforms.hasToonTexture.value = 1;
  1610. }
  1611. } else {
  1612. m.outlineParameters = {
  1613. thickness: p2.edgeSize / 300,
  1614. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  1615. alpha: p2.edgeColor[ 3 ]
  1616. };
  1617. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  1618. m.uniforms.celShading.value = 1;
  1619. if ( p2.toonIndex === -1 ) {
  1620. m.uniforms.hasToonTexture.value = 0;
  1621. } else {
  1622. if ( p2.toonFlag === 0 ) {
  1623. var n = model.textures[ p2.toonIndex ];
  1624. var uuid = loadTexture( n );
  1625. m.uniforms.toonMap.value = textures[ uuid ];
  1626. } else {
  1627. var num = p2.toonIndex + 1;
  1628. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1629. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1630. m.uniforms.toonMap.value = textures[ uuid ];
  1631. }
  1632. m.uniforms.hasToonTexture.value = 1;
  1633. }
  1634. }
  1635. material.materials.push( m );
  1636. }
  1637. if ( model.metadata.format === 'pmx' ) {
  1638. function checkAlphaMorph ( morph, elements ) {
  1639. if ( morph.type !== 8 ) {
  1640. return;
  1641. }
  1642. for ( var i = 0; i < elements.length; i++ ) {
  1643. var e = elements[ i ];
  1644. if ( e.index === -1 ) {
  1645. continue;
  1646. }
  1647. var m = material.materials[ e.index ];
  1648. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  1649. m.transparent = true;
  1650. }
  1651. }
  1652. }
  1653. for ( var i = 0; i < model.morphs.length; i++ ) {
  1654. var morph = model.morphs[ i ];
  1655. var elements = morph.elements;
  1656. if ( morph.type === 0 ) {
  1657. for ( var j = 0; j < elements.length; j++ ) {
  1658. var morph2 = model.morphs[ elements[ j ].index ];
  1659. var elements2 = morph2.elements;
  1660. checkAlphaMorph( morph2, elements2 );
  1661. }
  1662. } else {
  1663. checkAlphaMorph( morph, elements );
  1664. }
  1665. }
  1666. }
  1667. };
  1668. var initPhysics = function () {
  1669. var rigidBodies = [];
  1670. var constraints = [];
  1671. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1672. var b = model.rigidBodies[ i ];
  1673. var keys = Object.keys( b );
  1674. var p = {};
  1675. for ( var j = 0; j < keys.length; j++ ) {
  1676. var key = keys[ j ];
  1677. p[ key ] = b[ key ];
  1678. }
  1679. /*
  1680. * RigidBody position parameter in PMX seems global position
  1681. * while the one in PMD seems offset from corresponding bone.
  1682. * So unify being offset.
  1683. */
  1684. if ( model.metadata.format === 'pmx' ) {
  1685. if ( p.boneIndex !== -1 ) {
  1686. var bone = model.bones[ p.boneIndex ];
  1687. p.position[ 0 ] -= bone.position[ 0 ];
  1688. p.position[ 1 ] -= bone.position[ 1 ];
  1689. p.position[ 2 ] -= bone.position[ 2 ];
  1690. }
  1691. }
  1692. rigidBodies.push( p );
  1693. }
  1694. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1695. var c = model.constraints[ i ];
  1696. var keys = Object.keys( c );
  1697. var p = {};
  1698. for ( var j = 0; j < keys.length; j++ ) {
  1699. var key = keys[ j ];
  1700. p[ key ] = c[ key ];
  1701. }
  1702. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1703. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1704. /*
  1705. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  1706. */
  1707. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1708. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1709. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1710. bodyB.type = 1;
  1711. }
  1712. }
  1713. constraints.push( p );
  1714. }
  1715. geometry.rigidBodies = rigidBodies;
  1716. geometry.constraints = constraints;
  1717. };
  1718. var initGeometry = function () {
  1719. geometry.setIndex( new ( buffer.indices.length > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute )( buffer.indices, 1 ) );
  1720. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
  1721. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
  1722. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
  1723. geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
  1724. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
  1725. geometry.computeBoundingSphere();
  1726. geometry.mmdFormat = model.metadata.format;
  1727. };
  1728. this.leftToRightModel( model );
  1729. initVartices();
  1730. initFaces();
  1731. initBones();
  1732. initIKs();
  1733. initGrants();
  1734. initMorphs();
  1735. initMaterials();
  1736. initPhysics();
  1737. initGeometry();
  1738. var mesh = new THREE.SkinnedMesh( geometry, material );
  1739. // console.log( mesh ); // for console debug
  1740. return mesh;
  1741. };
  1742. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1743. var helper = new THREE.MMDLoader.DataCreationHelper();
  1744. var initMotionAnimations = function () {
  1745. if ( vmd.metadata.motionCount === 0 ) {
  1746. return;
  1747. }
  1748. var bones = mesh.geometry.bones;
  1749. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1750. var tracks = [];
  1751. var pushInterpolation = function ( array, interpolation, index ) {
  1752. array.push( interpolation[ index + 0 ] / 127 ); // x1
  1753. array.push( interpolation[ index + 8 ] / 127 ); // x2
  1754. array.push( interpolation[ index + 4 ] / 127 ); // y1
  1755. array.push( interpolation[ index + 12 ] / 127 ); // y2
  1756. };
  1757. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1758. var times = [];
  1759. var positions = [];
  1760. var rotations = [];
  1761. var pInterpolations = [];
  1762. var rInterpolations = [];
  1763. var bone = bones[ i ];
  1764. var array = orderedMotions[ i ];
  1765. for ( var j = 0; j < array.length; j++ ) {
  1766. var time = array[ j ].frameNum / 30;
  1767. var pos = array[ j ].position;
  1768. var rot = array[ j ].rotation;
  1769. var interpolation = array[ j ].interpolation;
  1770. times.push( time );
  1771. for ( var k = 0; k < 3; k ++ ) {
  1772. positions.push( bone.pos[ k ] + pos[ k ] );
  1773. }
  1774. for ( var k = 0; k < 4; k ++ ) {
  1775. rotations.push( rot[ k ] );
  1776. }
  1777. for ( var k = 0; k < 3; k ++ ) {
  1778. pushInterpolation( pInterpolations, interpolation, k );
  1779. }
  1780. pushInterpolation( rInterpolations, interpolation, 3 );
  1781. }
  1782. if ( times.length === 0 ) continue;
  1783. var boneName = '.bones[' + bone.name + ']';
  1784. tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
  1785. tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
  1786. }
  1787. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  1788. if ( clip !== null ) {
  1789. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  1790. mesh.geometry.animations.push( clip );
  1791. }
  1792. };
  1793. var initMorphAnimations = function () {
  1794. if ( vmd.metadata.morphCount === 0 ) {
  1795. return;
  1796. }
  1797. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1798. var tracks = [];
  1799. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1800. var times = [];
  1801. var values = [];
  1802. var array = orderedMorphs[ i ];
  1803. for ( var j = 0; j < array.length; j++ ) {
  1804. times.push( array[ j ].frameNum / 30 );
  1805. values.push( array[ j ].weight );
  1806. }
  1807. if ( times.length === 0 ) continue;
  1808. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  1809. }
  1810. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1811. if ( clip !== null ) {
  1812. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  1813. mesh.geometry.animations.push( clip );
  1814. }
  1815. };
  1816. this.leftToRightVmd( vmd );
  1817. initMotionAnimations();
  1818. initMorphAnimations();
  1819. };
  1820. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1821. if ( model.metadata.coordinateSystem === 'right' ) {
  1822. return;
  1823. }
  1824. model.metadata.coordinateSystem = 'right';
  1825. var helper = new THREE.MMDLoader.DataCreationHelper();
  1826. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1827. helper.leftToRightVector3( model.vertices[ i ].position );
  1828. helper.leftToRightVector3( model.vertices[ i ].normal );
  1829. }
  1830. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1831. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1832. }
  1833. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1834. helper.leftToRightVector3( model.bones[ i ].position );
  1835. }
  1836. // TODO: support other morph for PMX
  1837. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1838. var m = model.morphs[ i ];
  1839. if ( model.metadata.format === 'pmx' && m.type !== 1 ) {
  1840. // TODO: implement
  1841. continue;
  1842. }
  1843. for ( var j = 0; j < m.elements.length; j++ ) {
  1844. helper.leftToRightVector3( m.elements[ j ].position );
  1845. }
  1846. }
  1847. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1848. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1849. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1850. }
  1851. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1852. helper.leftToRightVector3( model.constraints[ i ].position );
  1853. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1854. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1855. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1856. }
  1857. };
  1858. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1859. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1860. return;
  1861. }
  1862. vmd.metadata.coordinateSystem = 'right';
  1863. var helper = new THREE.MMDLoader.DataCreationHelper();
  1864. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1865. helper.leftToRightVector3( vmd.motions[ i ].position );
  1866. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1867. }
  1868. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1869. helper.leftToRightVector3( vmd.cameras[ i ].position );
  1870. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1871. }
  1872. };
  1873. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1874. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1875. return;
  1876. }
  1877. vpd.metadata.coordinateSystem = 'right';
  1878. var helper = new THREE.MMDLoader.DataCreationHelper();
  1879. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1880. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1881. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1882. }
  1883. };
  1884. THREE.MMDLoader.DataCreationHelper = function () {
  1885. };
  1886. THREE.MMDLoader.DataCreationHelper.prototype = {
  1887. constructor: THREE.MMDLoader.Helper,
  1888. leftToRightVector3: function ( v ) {
  1889. v[ 2 ] = -v[ 2 ];
  1890. },
  1891. leftToRightQuaternion: function ( q ) {
  1892. q[ 0 ] = -q[ 0 ];
  1893. q[ 1 ] = -q[ 1 ];
  1894. },
  1895. leftToRightEuler: function ( r ) {
  1896. r[ 0 ] = -r[ 0 ];
  1897. r[ 1 ] = -r[ 1 ];
  1898. },
  1899. leftToRightIndexOrder: function ( p ) {
  1900. var tmp = p[ 2 ];
  1901. p[ 2 ] = p[ 0 ];
  1902. p[ 0 ] = tmp;
  1903. },
  1904. leftToRightVector3Range: function ( v1, v2 ) {
  1905. var tmp = -v2[ 2 ];
  1906. v2[ 2 ] = -v1[ 2 ];
  1907. v1[ 2 ] = tmp;
  1908. },
  1909. leftToRightEulerRange: function ( r1, r2 ) {
  1910. var tmp1 = -r2[ 0 ];
  1911. var tmp2 = -r2[ 1 ];
  1912. r2[ 0 ] = -r1[ 0 ];
  1913. r2[ 1 ] = -r1[ 1 ];
  1914. r1[ 0 ] = tmp1;
  1915. r1[ 1 ] = tmp2;
  1916. },
  1917. /*
  1918. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1919. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1920. * like 'あいう' -> '0x30420x30440x3046'
  1921. */
  1922. toCharcodeStrings: function ( s ) {
  1923. var str = '';
  1924. for ( var i = 0; i < s.length; i++ ) {
  1925. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1926. }
  1927. return str;
  1928. },
  1929. createDictionary: function ( array ) {
  1930. var dict = {};
  1931. for ( var i = 0; i < array.length; i++ ) {
  1932. dict[ array[ i ].name ] = i;
  1933. }
  1934. return dict;
  1935. },
  1936. initializeMotionArrays: function ( array ) {
  1937. var result = [];
  1938. for ( var i = 0; i < array.length; i++ ) {
  1939. result[ i ] = [];
  1940. }
  1941. return result;
  1942. },
  1943. sortMotionArray: function ( array ) {
  1944. array.sort( function ( a, b ) {
  1945. return a.frameNum - b.frameNum;
  1946. } ) ;
  1947. },
  1948. sortMotionArrays: function ( arrays ) {
  1949. for ( var i = 0; i < arrays.length; i++ ) {
  1950. this.sortMotionArray( arrays[ i ] );
  1951. }
  1952. },
  1953. createMotionArray: function ( array ) {
  1954. var result = [];
  1955. for ( var i = 0; i < array.length; i++ ) {
  1956. result.push( array[ i ] );
  1957. }
  1958. return result;
  1959. },
  1960. createMotionArrays: function ( array, result, dict, key ) {
  1961. for ( var i = 0; i < array.length; i++ ) {
  1962. var a = array[ i ];
  1963. var num = dict[ a[ key ] ];
  1964. if ( num === undefined ) {
  1965. continue;
  1966. }
  1967. result[ num ].push( a );
  1968. }
  1969. },
  1970. createOrderedMotionArray: function ( array ) {
  1971. var result = this.createMotionArray( array );
  1972. this.sortMotionArray( result );
  1973. return result;
  1974. },
  1975. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1976. var dict = this.createDictionary( targetArray );
  1977. var result = this.initializeMotionArrays( targetArray );
  1978. this.createMotionArrays( motionArray, result, dict, key );
  1979. this.sortMotionArrays( result );
  1980. return result;
  1981. }
  1982. };
  1983. /*
  1984. * extends existing KeyframeTrack for bone and camera animation.
  1985. * - use Float64Array for times
  1986. * - use Cubic Bezier curves interpolation
  1987. */
  1988. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1989. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1990. THREE.VectorKeyframeTrack.call( this, name, times, values );
  1991. };
  1992. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1993. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1994. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1995. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1996. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1997. };
  1998. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1999. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  2000. };
  2001. THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  2002. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  2003. THREE.QuaternionKeyframeTrack.call( this, name, times, values );
  2004. };
  2005. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
  2006. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
  2007. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  2008. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  2009. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  2010. };
  2011. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  2012. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  2013. };
  2014. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  2015. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  2016. THREE.NumberKeyframeTrack.call( this, name, times, values );
  2017. };
  2018. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  2019. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  2020. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  2021. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  2022. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  2023. };
  2024. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  2025. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  2026. };
  2027. THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  2028. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  2029. this.params = params;
  2030. }
  2031. THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
  2032. THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
  2033. THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
  2034. var result = this.resultBuffer;
  2035. var values = this.sampleValues;
  2036. var stride = this.valueSize;
  2037. var offset1 = i1 * stride;
  2038. var offset0 = offset1 - stride;
  2039. var weight1 = ( t - t0 ) / ( t1 - t0 );
  2040. if ( stride === 4 ) { // Quaternion
  2041. var x1 = this.params[ i1 * 4 + 0 ];
  2042. var x2 = this.params[ i1 * 4 + 1 ];
  2043. var y1 = this.params[ i1 * 4 + 2 ];
  2044. var y2 = this.params[ i1 * 4 + 3 ];
  2045. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  2046. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  2047. } else if ( stride === 3 ) { // Vector3
  2048. for ( var i = 0; i !== stride; ++ i ) {
  2049. var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
  2050. var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
  2051. var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
  2052. var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
  2053. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  2054. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  2055. }
  2056. } else { // Number
  2057. var x1 = this.params[ i1 * 4 + 0 ];
  2058. var x2 = this.params[ i1 * 4 + 1 ];
  2059. var y1 = this.params[ i1 * 4 + 2 ];
  2060. var y2 = this.params[ i1 * 4 + 3 ];
  2061. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  2062. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  2063. }
  2064. return result;
  2065. };
  2066. THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
  2067. /*
  2068. * Cubic Bezier curves
  2069. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  2070. *
  2071. * B(t) = ( 1 - t ) ^ 3 * P0
  2072. * + 3 * ( 1 - t ) ^ 2 * t * P1
  2073. * + 3 * ( 1 - t ) * t^2 * P2
  2074. * + t ^ 3 * P3
  2075. * ( 0 <= t <= 1 )
  2076. *
  2077. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  2078. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  2079. *
  2080. * x = ( 1 - t ) ^ 3 * x0
  2081. * + 3 * ( 1 - t ) ^ 2 * t * x1
  2082. * + 3 * ( 1 - t ) * t^2 * x2
  2083. * + t ^ 3 * x3
  2084. * y = ( 1 - t ) ^ 3 * y0
  2085. * + 3 * ( 1 - t ) ^ 2 * t * y1
  2086. * + 3 * ( 1 - t ) * t^2 * y2
  2087. * + t ^ 3 * y3
  2088. * ( x0 = 0, y0 = 0 )
  2089. * ( x3 = 1, y3 = 1 )
  2090. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  2091. *
  2092. * Here solves this equation with Bisection method,
  2093. * https://en.wikipedia.org/wiki/Bisection_method
  2094. * gets t, and then calculate y.
  2095. *
  2096. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  2097. * + 3 * ( 1 - t ) * t^2 * x2
  2098. * + t ^ 3 - x = 0
  2099. *
  2100. * (Another option: Newton's method
  2101. * https://en.wikipedia.org/wiki/Newton%27s_method)
  2102. */
  2103. var c = 0.5;
  2104. var t = c;
  2105. var s = 1.0 - t;
  2106. var loop = 15;
  2107. var eps = 1e-5;
  2108. var math = Math;
  2109. var sst3, stt3, ttt;
  2110. for ( var i = 0; i < loop; i ++ ) {
  2111. sst3 = 3.0 * s * s * t;
  2112. stt3 = 3.0 * s * t * t;
  2113. ttt = t * t * t;
  2114. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  2115. if ( math.abs( ft ) < eps ) break;
  2116. c /= 2.0;
  2117. t += ( ft < 0 ) ? c : -c;
  2118. s = 1.0 - t;
  2119. }
  2120. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  2121. };
  2122. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  2123. this.dv = new DataView( buffer );
  2124. this.offset = 0;
  2125. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2126. this.encoder = new CharsetEncoder();
  2127. };
  2128. THREE.MMDLoader.DataView.prototype = {
  2129. constructor: THREE.MMDLoader.DataView,
  2130. getInt8: function () {
  2131. var value = this.dv.getInt8( this.offset );
  2132. this.offset += 1;
  2133. return value;
  2134. },
  2135. getInt8Array: function ( size ) {
  2136. var a = [];
  2137. for ( var i = 0; i < size; i++ ) {
  2138. a.push( this.getInt8() );
  2139. }
  2140. return a;
  2141. },
  2142. getUint8: function () {
  2143. var value = this.dv.getUint8( this.offset );
  2144. this.offset += 1;
  2145. return value;
  2146. },
  2147. getUint8Array: function ( size ) {
  2148. var a = [];
  2149. for ( var i = 0; i < size; i++ ) {
  2150. a.push( this.getUint8() );
  2151. }
  2152. return a;
  2153. },
  2154. getInt16: function () {
  2155. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2156. this.offset += 2;
  2157. return value;
  2158. },
  2159. getInt16Array: function ( size ) {
  2160. var a = [];
  2161. for ( var i = 0; i < size; i++ ) {
  2162. a.push( this.getInt16() );
  2163. }
  2164. return a;
  2165. },
  2166. getUint16: function () {
  2167. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2168. this.offset += 2;
  2169. return value;
  2170. },
  2171. getUint16Array: function ( size ) {
  2172. var a = [];
  2173. for ( var i = 0; i < size; i++ ) {
  2174. a.push( this.getUint16() );
  2175. }
  2176. return a;
  2177. },
  2178. getInt32: function () {
  2179. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2180. this.offset += 4;
  2181. return value;
  2182. },
  2183. getInt32Array: function ( size ) {
  2184. var a = [];
  2185. for ( var i = 0; i < size; i++ ) {
  2186. a.push( this.getInt32() );
  2187. }
  2188. return a;
  2189. },
  2190. getUint32: function () {
  2191. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2192. this.offset += 4;
  2193. return value;
  2194. },
  2195. getUint32Array: function ( size ) {
  2196. var a = [];
  2197. for ( var i = 0; i < size; i++ ) {
  2198. a.push( this.getUint32() );
  2199. }
  2200. return a;
  2201. },
  2202. getFloat32: function () {
  2203. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2204. this.offset += 4;
  2205. return value;
  2206. },
  2207. getFloat32Array: function( size ) {
  2208. var a = [];
  2209. for ( var i = 0; i < size; i++ ) {
  2210. a.push( this.getFloat32() );
  2211. }
  2212. return a;
  2213. },
  2214. getFloat64: function () {
  2215. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2216. this.offset += 8;
  2217. return value;
  2218. },
  2219. getFloat64Array: function( size ) {
  2220. var a = [];
  2221. for ( var i = 0; i < size; i++ ) {
  2222. a.push( this.getFloat64() );
  2223. }
  2224. return a;
  2225. },
  2226. getIndex: function ( type, isUnsigned ) {
  2227. switch ( type ) {
  2228. case 1:
  2229. return ( isUnsigned === true ) ? this.getUint8() : this.getInt8();
  2230. case 2:
  2231. return ( isUnsigned === true ) ? this.getUint16() : this.getInt16();
  2232. case 4:
  2233. return this.getInt32(); // No Uint32
  2234. default:
  2235. throw 'unknown number type ' + type + ' exception.';
  2236. }
  2237. },
  2238. getIndexArray: function ( type, size, isUnsigned ) {
  2239. var a = [];
  2240. for ( var i = 0; i < size; i++ ) {
  2241. a.push( this.getIndex( type, isUnsigned ) );
  2242. }
  2243. return a;
  2244. },
  2245. getChars: function ( size ) {
  2246. var str = '';
  2247. while ( size > 0 ) {
  2248. var value = this.getUint8();
  2249. size--;
  2250. if ( value === 0 ) {
  2251. break;
  2252. }
  2253. str += String.fromCharCode( value );
  2254. }
  2255. while ( size > 0 ) {
  2256. this.getUint8();
  2257. size--;
  2258. }
  2259. return str;
  2260. },
  2261. getSjisStringsAsUnicode: function ( size ) {
  2262. var a = [];
  2263. while ( size > 0 ) {
  2264. var value = this.getUint8();
  2265. size--;
  2266. if ( value === 0 ) {
  2267. break;
  2268. }
  2269. a.push( value );
  2270. }
  2271. while ( size > 0 ) {
  2272. this.getUint8();
  2273. size--;
  2274. }
  2275. return this.encoder.s2u( new Uint8Array( a ) );
  2276. },
  2277. getUnicodeStrings: function ( size ) {
  2278. var str = '';
  2279. while ( size > 0 ) {
  2280. var value = this.getUint16();
  2281. size -= 2;
  2282. if ( value === 0 ) {
  2283. break;
  2284. }
  2285. str += String.fromCharCode( value );
  2286. }
  2287. while ( size > 0 ) {
  2288. this.getUint8();
  2289. size--;
  2290. }
  2291. return str;
  2292. },
  2293. getTextBuffer: function () {
  2294. var size = this.getUint32();
  2295. return this.getUnicodeStrings( size );
  2296. }
  2297. };
  2298. /*
  2299. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2300. * Keep shaders updated on MeshPhongMaterial.
  2301. */
  2302. THREE.ShaderLib[ 'mmd' ] = {
  2303. uniforms: THREE.UniformsUtils.merge( [
  2304. THREE.ShaderLib[ 'phong' ].uniforms,
  2305. // MMD specific for toon mapping
  2306. {
  2307. "celShading" : { type: "i", value: 0 },
  2308. "toonMap" : { type: "t", value: null },
  2309. "hasToonTexture" : { type: "i", value: 0 }
  2310. }
  2311. ] ),
  2312. vertexShader: THREE.ShaderLib[ 'phong' ].vertexShader,
  2313. // put toon mapping logic right before "void main() {...}"
  2314. fragmentShader: THREE.ShaderLib[ 'phong' ].fragmentShader.replace( /void\s+main\s*\(\s*\)/, [
  2315. " uniform bool celShading;",
  2316. " uniform sampler2D toonMap;",
  2317. " uniform bool hasToonTexture;",
  2318. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2319. " if ( ! hasToonTexture ) {",
  2320. " return vec3( 1.0 );",
  2321. " }",
  2322. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2323. " return texture2D( toonMap, coord ).rgb;",
  2324. " }",
  2325. // redefine for MMD
  2326. "#undef RE_Direct",
  2327. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2328. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2329. " vec3 irradiance = dotNL * directLight.color;",
  2330. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  2331. " irradiance *= PI; // punctual light",
  2332. " #endif",
  2333. // ---- MMD specific for toon mapping
  2334. " if ( celShading ) {",
  2335. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2336. " } else {",
  2337. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2338. " }",
  2339. // ---- MMD specific for toon mapping
  2340. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2341. "}",
  2342. // ---- MMD specific for toon mapping
  2343. "#define RE_Direct RE_Direct_BlinnMMD",
  2344. // ---- MMD specific for toon mapping
  2345. "void main()",
  2346. ].join( "\n" ) )
  2347. };
  2348. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2349. var params = ( p === null || p === undefined ) ? {} : p;
  2350. this.audio = audio;
  2351. this.listener = listener;
  2352. this.elapsedTime = 0.0;
  2353. this.currentTime = 0.0;
  2354. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2355. this.audioDuration = this.audio.source.buffer.duration;
  2356. this.duration = this.audioDuration + this.delayTime;
  2357. };
  2358. THREE.MMDAudioManager.prototype = {
  2359. constructor: THREE.MMDAudioManager,
  2360. control: function ( delta ) {
  2361. this.elapsed += delta;
  2362. this.currentTime += delta;
  2363. if ( this.checkIfStopAudio() ) {
  2364. this.audio.stop();
  2365. }
  2366. if ( this.checkIfStartAudio() ) {
  2367. this.audio.play();
  2368. }
  2369. },
  2370. checkIfStartAudio: function () {
  2371. if ( this.audio.isPlaying ) {
  2372. return false;
  2373. }
  2374. while ( this.currentTime >= this.duration ) {
  2375. this.currentTime -= this.duration;
  2376. }
  2377. if ( this.currentTime < this.delayTime ) {
  2378. return false;
  2379. }
  2380. this.audio.startTime = this.currentTime - this.delayTime;
  2381. return true;
  2382. },
  2383. checkIfStopAudio: function () {
  2384. if ( ! this.audio.isPlaying ) {
  2385. return false;
  2386. }
  2387. if ( this.currentTime >= this.duration ) {
  2388. return true;
  2389. }
  2390. return false;
  2391. }
  2392. };
  2393. THREE.MMDGrantSolver = function ( mesh ) {
  2394. this.mesh = mesh;
  2395. };
  2396. THREE.MMDGrantSolver.prototype = {
  2397. constructor: THREE.MMDGrantSolver,
  2398. update: function () {
  2399. var q = new THREE.Quaternion();
  2400. return function () {
  2401. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  2402. var g = this.mesh.geometry.grants[ i ];
  2403. var b = this.mesh.skeleton.bones[ g.index ];
  2404. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  2405. if ( g.isLocal ) {
  2406. // TODO: implement
  2407. if ( g.affectPosition ) {
  2408. }
  2409. // TODO: implement
  2410. if ( g.affectRotation ) {
  2411. }
  2412. } else {
  2413. // TODO: implement
  2414. if ( g.affectPosition ) {
  2415. }
  2416. if ( g.affectRotation ) {
  2417. q.set( 0, 0, 0, 1 );
  2418. q.slerp( pb.quaternion, g.ratio );
  2419. b.quaternion.multiply( q );
  2420. }
  2421. }
  2422. }
  2423. };
  2424. }()
  2425. };
  2426. THREE.MMDHelper = function ( renderer ) {
  2427. this.renderer = renderer;
  2428. this.outlineEffect = null;
  2429. this.effect = null;
  2430. this.autoClear = true;
  2431. this.meshes = [];
  2432. this.doAnimation = true;
  2433. this.doIk = true;
  2434. this.doGrant = true;
  2435. this.doPhysics = true;
  2436. this.doOutlineDrawing = true;
  2437. this.doCameraAnimation = true;
  2438. this.audioManager = null;
  2439. this.camera = null;
  2440. this.init();
  2441. };
  2442. THREE.MMDHelper.prototype = {
  2443. constructor: THREE.MMDHelper,
  2444. init: function () {
  2445. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  2446. var size = this.renderer.getSize();
  2447. this.setSize( size.width, size.height );
  2448. },
  2449. add: function ( mesh ) {
  2450. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  2451. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  2452. }
  2453. if ( mesh.mixer === undefined ) mesh.mixer = null;
  2454. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  2455. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  2456. if ( mesh.physics === undefined ) mesh.physics = null;
  2457. if ( mesh.looped === undefined ) mesh.looped = false;
  2458. this.meshes.push( mesh );
  2459. // workaround until I make IK and Physics Animation plugin
  2460. this.initBackupBones( mesh );
  2461. },
  2462. setSize: function ( width, height ) {
  2463. this.outlineEffect.setSize( width, height );
  2464. },
  2465. /*
  2466. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  2467. * In such a case, try to set doOutlineDrawing = false or
  2468. * manually comment out renderer.clear() in *Effect.render().
  2469. */
  2470. setEffect: function ( effect ) {
  2471. this.effect = effect;
  2472. },
  2473. setAudio: function ( audio, listener, params ) {
  2474. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2475. },
  2476. setCamera: function ( camera ) {
  2477. camera.mixer = null;
  2478. this.camera = camera;
  2479. },
  2480. setPhysicses: function ( params ) {
  2481. for ( var i = 0; i < this.meshes.length; i++ ) {
  2482. this.setPhysics( this.meshes[ i ], params );
  2483. }
  2484. },
  2485. setPhysics: function ( mesh, params ) {
  2486. if ( params === undefined ) params = {};
  2487. var warmup = params.warmup !== undefined ? params.warmup : 60;
  2488. var physics = new THREE.MMDPhysics( mesh, params );
  2489. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  2490. this.animateOneMesh( 0, mesh );
  2491. physics.reset();
  2492. }
  2493. physics.warmup( warmup );
  2494. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  2495. mesh.physics = physics;
  2496. },
  2497. enablePhysics: function ( enabled ) {
  2498. if ( enabled === true ) {
  2499. this.doPhysics = true;
  2500. } else {
  2501. this.doPhysics = false;
  2502. }
  2503. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  2504. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  2505. }
  2506. },
  2507. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  2508. var iks = mesh.geometry.iks;
  2509. var bones = mesh.geometry.bones;
  2510. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  2511. var ik = iks[ j ];
  2512. var links = ik.links;
  2513. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  2514. var link = links[ k ];
  2515. if ( physicsEnabled === true ) {
  2516. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  2517. // because its rotation will be overriden by physics
  2518. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  2519. } else {
  2520. link.enabled = true;
  2521. }
  2522. }
  2523. }
  2524. },
  2525. setAnimations: function () {
  2526. for ( var i = 0; i < this.meshes.length; i++ ) {
  2527. this.setAnimation( this.meshes[ i ] );
  2528. }
  2529. },
  2530. setAnimation: function ( mesh ) {
  2531. if ( mesh.geometry.animations !== undefined ) {
  2532. mesh.mixer = new THREE.AnimationMixer( mesh );
  2533. // TODO: find a workaround not to access (seems like) private properties
  2534. // the name of them begins with "_".
  2535. mesh.mixer.addEventListener( 'loop', function ( e ) {
  2536. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  2537. var mesh = e.target._root;
  2538. mesh.looped = true;
  2539. } );
  2540. var foundAnimation = false;
  2541. var foundMorphAnimation = false;
  2542. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2543. var clip = mesh.geometry.animations[ i ];
  2544. var action = mesh.mixer.clipAction( clip );
  2545. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  2546. if ( ! foundMorphAnimation ) {
  2547. action.play();
  2548. foundMorphAnimation = true;
  2549. }
  2550. } else {
  2551. if ( ! foundAnimation ) {
  2552. action.play();
  2553. foundAnimation = true;
  2554. }
  2555. }
  2556. }
  2557. if ( foundAnimation ) {
  2558. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2559. if ( mesh.geometry.grants !== undefined ) {
  2560. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  2561. }
  2562. }
  2563. }
  2564. },
  2565. setCameraAnimation: function ( camera ) {
  2566. if ( camera.animations !== undefined ) {
  2567. camera.mixer = new THREE.AnimationMixer( camera );
  2568. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2569. }
  2570. },
  2571. /*
  2572. * detect the longest duration among model, camera, and audio animations and then
  2573. * set it to them to sync.
  2574. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2575. * to access them for safe and modularity.
  2576. */
  2577. unifyAnimationDuration: function ( params ) {
  2578. params = params === undefined ? {} : params;
  2579. var max = 0.0;
  2580. var camera = this.camera;
  2581. var audioManager = this.audioManager;
  2582. // check the longest duration
  2583. for ( var i = 0; i < this.meshes.length; i++ ) {
  2584. var mesh = this.meshes[ i ];
  2585. var mixer = mesh.mixer;
  2586. if ( mixer === null ) {
  2587. continue;
  2588. }
  2589. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2590. var action = mixer._actions[ j ];
  2591. max = Math.max( max, action._clip.duration );
  2592. }
  2593. }
  2594. if ( camera !== null && camera.mixer !== null ) {
  2595. var mixer = camera.mixer;
  2596. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2597. var action = mixer._actions[ i ];
  2598. max = Math.max( max, action._clip.duration );
  2599. }
  2600. }
  2601. if ( audioManager !== null ) {
  2602. max = Math.max( max, audioManager.duration );
  2603. }
  2604. if ( params.afterglow !== undefined ) {
  2605. max += params.afterglow;
  2606. }
  2607. // set the duration
  2608. for ( var i = 0; i < this.meshes.length; i++ ) {
  2609. var mesh = this.meshes[ i ];
  2610. var mixer = mesh.mixer;
  2611. if ( mixer === null ) {
  2612. continue;
  2613. }
  2614. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2615. var action = mixer._actions[ j ];
  2616. action._clip.duration = max;
  2617. }
  2618. }
  2619. if ( camera !== null && camera.mixer !== null ) {
  2620. var mixer = camera.mixer;
  2621. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2622. var action = mixer._actions[ i ];
  2623. action._clip.duration = max;
  2624. }
  2625. }
  2626. if ( audioManager !== null ) {
  2627. audioManager.duration = max;
  2628. }
  2629. },
  2630. controlAudio: function ( delta ) {
  2631. if ( this.audioManager === null ) {
  2632. return;
  2633. }
  2634. this.audioManager.control( delta );
  2635. },
  2636. animate: function ( delta ) {
  2637. this.controlAudio( delta );
  2638. for ( var i = 0; i < this.meshes.length; i++ ) {
  2639. this.animateOneMesh( delta, this.meshes[ i ] );
  2640. }
  2641. this.animateCamera( delta );
  2642. },
  2643. animateOneMesh: function ( delta, mesh ) {
  2644. var mixer = mesh.mixer;
  2645. var ikSolver = mesh.ikSolver;
  2646. var grantSolver = mesh.grantSolver;
  2647. var physics = mesh.physics;
  2648. if ( mixer !== null && this.doAnimation === true ) {
  2649. // restore/backupBones are workaround
  2650. // until I make IK, Grant, and Physics Animation plugin
  2651. this.restoreBones( mesh );
  2652. mixer.update( delta );
  2653. this.backupBones( mesh );
  2654. }
  2655. if ( ikSolver !== null && this.doIk === true ) {
  2656. ikSolver.update();
  2657. }
  2658. if ( grantSolver !== null && this.doGrant === true ) {
  2659. grantSolver.update();
  2660. }
  2661. if ( mesh.looped === true ) {
  2662. if ( physics !== null ) physics.reset();
  2663. mesh.looped = false;
  2664. }
  2665. if ( physics !== null && this.doPhysics === true ) {
  2666. physics.update( delta );
  2667. }
  2668. },
  2669. animateCamera: function ( delta ) {
  2670. if ( this.camera === null ) {
  2671. return;
  2672. }
  2673. var mixer = this.camera.mixer;
  2674. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2675. mixer.update( delta );
  2676. // TODO: Let PerspectiveCamera automatically update?
  2677. this.camera.updateProjectionMatrix();
  2678. this.camera.up.set( 0, 1, 0 );
  2679. this.camera.up.applyQuaternion( this.camera.quaternion );
  2680. this.camera.lookAt( this.camera.center );
  2681. }
  2682. },
  2683. render: function ( scene, camera ) {
  2684. if ( this.effect === null ) {
  2685. if ( this.doOutlineDrawing ) {
  2686. this.outlineEffect.autoClear = this.autoClear;
  2687. this.outlineEffect.render( scene, camera );
  2688. } else {
  2689. var currentAutoClear = this.renderer.autoClear;
  2690. this.renderer.autoClear = this.autoClear;
  2691. this.renderer.render( scene, camera );
  2692. this.renderer.autoClear = currentAutoClear;
  2693. }
  2694. } else {
  2695. var currentAutoClear = this.renderer.autoClear;
  2696. this.renderer.autoClear = this.autoClear;
  2697. if ( this.doOutlineDrawing ) {
  2698. this.renderWithEffectAndOutline( scene, camera );
  2699. } else {
  2700. this.effect.render( scene, camera );
  2701. }
  2702. this.renderer.autoClear = currentAutoClear;
  2703. }
  2704. },
  2705. /*
  2706. * Currently(r82 dev) there's no way to render with two Effects
  2707. * then attempt to get them to coordinately run by myself.
  2708. *
  2709. * What this method does
  2710. * 1. let OutlineEffect make outline materials (only once)
  2711. * 2. render normally with effect
  2712. * 3. set outline materials
  2713. * 4. render outline with effect
  2714. * 5. restore original materials
  2715. */
  2716. renderWithEffectAndOutline: function ( scene, camera ) {
  2717. var hasOutlineMaterial = false;
  2718. function checkIfObjectHasOutlineMaterial ( object ) {
  2719. if ( object.material === undefined ) return;
  2720. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  2721. }
  2722. function setOutlineMaterial ( object ) {
  2723. if ( object.material === undefined ) return;
  2724. if ( object.userData.outlineMaterial === undefined ) return;
  2725. object.userData.originalMaterial = object.material;
  2726. object.material = object.userData.outlineMaterial;
  2727. }
  2728. function restoreOriginalMaterial ( object ) {
  2729. if ( object.material === undefined ) return;
  2730. if ( object.userData.originalMaterial === undefined ) return;
  2731. object.material = object.userData.originalMaterial;
  2732. }
  2733. return function renderWithEffectAndOutline( scene, camera ) {
  2734. hasOutlineMaterial = false;
  2735. var forceClear = false;
  2736. scene.traverse( checkIfObjectHasOutlineMaterial );
  2737. if ( ! hasOutlineMaterial ) {
  2738. this.outlineEffect.render( scene, camera );
  2739. forceClear = true;
  2740. scene.traverse( checkIfObjectHasOutlineMaterial );
  2741. }
  2742. if ( hasOutlineMaterial ) {
  2743. this.renderer.autoClear = this.autoClear || forceClear;
  2744. this.effect.render( scene, camera );
  2745. scene.traverse( setOutlineMaterial );
  2746. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  2747. this.renderer.autoClear = false;
  2748. this.renderer.shadowMap.enabled = false;
  2749. this.effect.render( scene, camera );
  2750. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  2751. scene.traverse( restoreOriginalMaterial );
  2752. } else {
  2753. this.outlineEffect.autoClear = this.autoClear || forceClear;
  2754. this.outlineEffect.render( scene, camera );
  2755. }
  2756. }
  2757. }(),
  2758. poseAsVpd: function ( mesh, vpd, params ) {
  2759. if ( params === undefined ) params = {};
  2760. if ( params.preventResetPose !== true ) mesh.pose();
  2761. var bones = mesh.skeleton.bones;
  2762. var bones2 = vpd.bones;
  2763. var table = {};
  2764. for ( var i = 0; i < bones.length; i++ ) {
  2765. table[ bones[ i ].name ] = i;
  2766. }
  2767. var thV = new THREE.Vector3();
  2768. var thQ = new THREE.Quaternion();
  2769. for ( var i = 0; i < bones2.length; i++ ) {
  2770. var b = bones2[ i ];
  2771. var index = table[ b.name ];
  2772. if ( index === undefined ) continue;
  2773. var b2 = bones[ index ];
  2774. var t = b.translation;
  2775. var q = b.quaternion;
  2776. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2777. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2778. b2.position.add( thV );
  2779. b2.quaternion.multiply( thQ );
  2780. }
  2781. mesh.updateMatrixWorld( true );
  2782. if ( params.preventIk !== true ) {
  2783. var solver = new THREE.CCDIKSolver( mesh );
  2784. solver.update( params.saveOriginalBonesBeforeIK );
  2785. }
  2786. if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
  2787. var solver = new THREE.MMDGrantSolver( mesh );
  2788. solver.update();
  2789. }
  2790. },
  2791. /*
  2792. * Note: These following three functions are workaround for r74dev.
  2793. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2794. * when mixer.update() is called.
  2795. * ikSolver.update() and physics.update() change bone position/quaternion
  2796. * without mixer.update() then buffer cache will be inconsistent.
  2797. * So trying to avoid buffer cache inconsistency by doing
  2798. * backup bones position/quaternion right after mixer.update() call
  2799. * and then restore them after rendering.
  2800. */
  2801. initBackupBones: function ( mesh ) {
  2802. mesh.skeleton.backupBones = [];
  2803. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2804. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2805. }
  2806. },
  2807. backupBones: function ( mesh ) {
  2808. mesh.skeleton.backupBoneIsSaved = true;
  2809. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2810. var b = mesh.skeleton.backupBones[ i ];
  2811. var b2 = mesh.skeleton.bones[ i ];
  2812. b.position.copy( b2.position );
  2813. b.quaternion.copy( b2.quaternion );
  2814. }
  2815. },
  2816. restoreBones: function ( mesh ) {
  2817. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2818. return;
  2819. }
  2820. mesh.skeleton.backupBoneIsSaved = false;
  2821. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2822. var b = mesh.skeleton.bones[ i ];
  2823. var b2 = mesh.skeleton.backupBones[ i ];
  2824. b.position.copy( b2.position );
  2825. b.quaternion.copy( b2.quaternion );
  2826. }
  2827. }
  2828. };