MMDLoader.js 90 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. * - THREE.TGALoader
  7. *
  8. *
  9. * This loader loads and parses PMD/PMX and VMD binary files
  10. * then creates mesh for Three.js.
  11. *
  12. * PMD/PMX is a model data format and VMD is a motion data format
  13. * used in MMD(Miku Miku Dance).
  14. *
  15. * MMD is a 3D CG animation tool which is popular in Japan.
  16. *
  17. *
  18. * MMD official site
  19. * http://www.geocities.jp/higuchuu4/index_e.htm
  20. *
  21. * PMD, VMD format
  22. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  23. *
  24. * PMX format
  25. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  26. *
  27. *
  28. * TODO
  29. * - light motion in vmd support.
  30. * - SDEF support.
  31. * - uv/material/bone morphing support.
  32. * - more precise grant skinning support.
  33. * - shadow support.
  34. */
  35. THREE.MMDLoader = function ( showStatus, manager ) {
  36. THREE.Loader.call( this, showStatus );
  37. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  38. this.defaultTexturePath = './models/default/';
  39. };
  40. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  41. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  42. THREE.MMDLoader.prototype.setDefaultTexturePath = function ( path ) {
  43. this.defaultTexturePath = path;
  44. };
  45. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  46. var scope = this;
  47. this.loadModel( modelUrl, function ( mesh ) {
  48. scope.loadVmds( vmdUrls, function ( vmd ) {
  49. scope.pourVmdIntoModel( mesh, vmd );
  50. callback( mesh );
  51. }, onProgress, onError );
  52. }, onProgress, onError );
  53. };
  54. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  55. var scope = this;
  56. var texturePath = this.extractUrlBase( url );
  57. var modelExtension = this.extractExtension( url );
  58. this.loadFileAsBuffer( url, function ( buffer ) {
  59. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  60. }, onProgress, onError );
  61. };
  62. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  63. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  64. };
  65. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadFileAsBuffer( url, function ( buffer ) {
  68. callback( scope.parseVmd( buffer ) );
  69. }, onProgress, onError );
  70. };
  71. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  72. var scope = this;
  73. var vmds = [];
  74. function run () {
  75. var url = urls.shift();
  76. scope.loadVmd( url, function ( vmd ) {
  77. vmds.push( vmd );
  78. if ( urls.length > 0 ) {
  79. run();
  80. } else {
  81. callback( scope.mergeVmds( vmds ) );
  82. }
  83. }, onProgress, onError );
  84. };
  85. run();
  86. };
  87. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  88. var listener = new THREE.AudioListener();
  89. var audio = new THREE.Audio( listener );
  90. audio.load( url );
  91. /*
  92. * Note: THREE.Audio doesn't support onReady callback
  93. * so doing polling instead.
  94. * TODO: discuss if THREE.Audio.load() should support callback.
  95. */
  96. function polling ( buffer ) {
  97. if ( audio.source.buffer === null ) {
  98. setTimeout( polling, 0 );
  99. } else {
  100. callback( audio, listener );
  101. }
  102. };
  103. setTimeout( polling, 0 );
  104. };
  105. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  106. var scope = this;
  107. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  108. func( url, function ( text ) {
  109. callback( scope.parseVpd( text ) );
  110. }, onProgress, onError );
  111. };
  112. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  113. var v = {};
  114. v.metadata = {};
  115. v.metadata.name = vmds[ 0 ].metadata.name;
  116. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  117. v.metadata.motionCount = 0;
  118. v.metadata.morphCount = 0;
  119. v.metadata.cameraCount = 0;
  120. v.motions = [];
  121. v.morphs = [];
  122. v.cameras = [];
  123. for ( var i = 0; i < vmds.length; i++ ) {
  124. var v2 = vmds[ i ];
  125. v.metadata.motionCount += v2.metadata.motionCount;
  126. v.metadata.morphCount += v2.metadata.morphCount;
  127. v.metadata.cameraCount += v2.metadata.cameraCount;
  128. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  129. v.motions.push( v2.motions[ j ] );
  130. }
  131. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  132. v.morphs.push( v2.morphs[ j ] );
  133. }
  134. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  135. v.cameras.push( v2.cameras[ j ] );
  136. }
  137. }
  138. return v;
  139. };
  140. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  141. this.createAnimation( mesh, vmd, name );
  142. };
  143. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  144. var helper = new THREE.MMDLoader.DataCreationHelper();
  145. var initAnimation = function () {
  146. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  147. var q = new THREE.Quaternion();
  148. var e = new THREE.Euler();
  149. var pkeys = [];
  150. var ckeys = [];
  151. var ukeys = [];
  152. var fkeys = [];
  153. for ( var i = 0; i < orderedMotions.length; i++ ) {
  154. var m = orderedMotions[ i ];
  155. var t = m.frameNum / 30;
  156. var p = m.position;
  157. var r = m.rotation;
  158. var d = m.distance;
  159. var f = m.fov;
  160. var position = new THREE.Vector3( 0, 0, -d );
  161. var center = new THREE.Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
  162. var up = new THREE.Vector3( 0, 1, 0 );
  163. e.set( -r[ 0 ], -r[ 1 ], -r[ 2 ] );
  164. q.setFromEuler( e );
  165. position.add( center );
  166. position.applyQuaternion( q );
  167. up.applyQuaternion( q );
  168. helper.pushAnimationKey( pkeys, t, position, true );
  169. helper.pushAnimationKey( ckeys, t, center, true );
  170. helper.pushAnimationKey( ukeys, t, up, true );
  171. helper.pushAnimationKey( fkeys, t, f, true );
  172. }
  173. helper.insertAnimationKeyAtTimeZero( pkeys, new THREE.Vector3( 0, 0, 0 ) );
  174. helper.insertAnimationKeyAtTimeZero( ckeys, new THREE.Vector3( 0, 0, 0 ) );
  175. helper.insertAnimationKeyAtTimeZero( ukeys, new THREE.Vector3( 0, 0, 0 ) );
  176. helper.insertAnimationKeyAtTimeZero( fkeys, 45 );
  177. helper.insertStartAnimationKey( pkeys );
  178. helper.insertStartAnimationKey( ckeys );
  179. helper.insertStartAnimationKey( ukeys );
  180. helper.insertStartAnimationKey( fkeys );
  181. var tracks = [];
  182. tracks.push( helper.generateTrackFromAnimationKeys( pkeys, 'VectorKeyframeTrackEx', '.position' ) );
  183. tracks.push( helper.generateTrackFromAnimationKeys( ckeys, 'VectorKeyframeTrackEx', '.center' ) );
  184. tracks.push( helper.generateTrackFromAnimationKeys( ukeys, 'VectorKeyframeTrackEx', '.up' ) );
  185. tracks.push( helper.generateTrackFromAnimationKeys( fkeys, 'NumberKeyframeTrackEx', '.fov' ) );
  186. camera.center = new THREE.Vector3( 0, 0, 0 );
  187. if ( camera.animations === undefined ) {
  188. camera.animations = [];
  189. }
  190. camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
  191. };
  192. this.leftToRightVmd( vmd );
  193. initAnimation();
  194. };
  195. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  196. var index = url.lastIndexOf( '.' );
  197. if ( index < 0 ) {
  198. return null;
  199. }
  200. return url.slice( index + 1 );
  201. };
  202. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType ) {
  203. var loader = new THREE.XHRLoader( this.manager );
  204. loader.setResponseType( responseType );
  205. var request = loader.load( url, function ( result ) {
  206. onLoad( result );
  207. }, onProgress, onError );
  208. return request;
  209. };
  210. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  211. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  212. };
  213. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  214. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  215. };
  216. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  217. var request = this.loadFile( url, onLoad, onProgress, onError, 'text' );
  218. /*
  219. * TODO: some browsers seem not support overrideMimeType
  220. * so some workarounds for them may be necessary.
  221. * Note: to set property of request after calling request.send(null)
  222. * (it's called in THREE.XHRLoader.load()) could be a bad manner.
  223. */
  224. request.overrideMimeType( 'text/plain; charset=shift_jis' );
  225. };
  226. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  227. // Should I judge from model data header?
  228. switch( modelExtension.toLowerCase() ) {
  229. case 'pmd':
  230. return this.parsePmd( buffer );
  231. case 'pmx':
  232. return this.parsePmx( buffer );
  233. default:
  234. throw 'extension ' + modelExtension + ' is not supported.';
  235. }
  236. };
  237. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  238. var scope = this;
  239. var pmd = {};
  240. var dv = new THREE.MMDLoader.DataView( buffer );
  241. var helper = new THREE.MMDLoader.DataCreationHelper();
  242. pmd.metadata = {};
  243. pmd.metadata.format = 'pmd';
  244. pmd.metadata.coordinateSystem = 'left';
  245. var parseHeader = function () {
  246. var metadata = pmd.metadata;
  247. metadata.magic = dv.getChars( 3 );
  248. if ( metadata.magic !== 'Pmd' ) {
  249. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  250. }
  251. metadata.version = dv.getFloat32();
  252. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  253. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  254. };
  255. var parseVertices = function () {
  256. var parseVertex = function () {
  257. var p = {};
  258. p.position = dv.getFloat32Array( 3 );
  259. p.normal = dv.getFloat32Array( 3 );
  260. p.uv = dv.getFloat32Array( 2 );
  261. p.skinIndices = dv.getUint16Array( 2 );
  262. p.skinWeights = [ dv.getUint8() / 100 ];
  263. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  264. p.edgeFlag = dv.getUint8();
  265. return p;
  266. };
  267. var metadata = pmd.metadata;
  268. metadata.vertexCount = dv.getUint32();
  269. pmd.vertices = [];
  270. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  271. pmd.vertices.push( parseVertex() );
  272. }
  273. };
  274. var parseFaces = function () {
  275. var parseFace = function () {
  276. var p = {};
  277. p.indices = dv.getUint16Array( 3 );
  278. return p;
  279. };
  280. var metadata = pmd.metadata;
  281. metadata.faceCount = dv.getUint32() / 3;
  282. pmd.faces = [];
  283. for ( var i = 0; i < metadata.faceCount; i++ ) {
  284. pmd.faces.push( parseFace() );
  285. }
  286. };
  287. var parseMaterials = function () {
  288. var parseMaterial = function () {
  289. var p = {};
  290. p.diffuse = dv.getFloat32Array( 4 );
  291. p.shininess = dv.getFloat32();
  292. p.specular = dv.getFloat32Array( 3 );
  293. p.emissive = dv.getFloat32Array( 3 );
  294. p.toonIndex = dv.getInt8();
  295. p.edgeFlag = dv.getUint8();
  296. p.faceCount = dv.getUint32() / 3;
  297. p.fileName = dv.getChars( 20 );
  298. return p;
  299. };
  300. var metadata = pmd.metadata;
  301. metadata.materialCount = dv.getUint32();
  302. pmd.materials = [];
  303. for ( var i = 0; i < metadata.materialCount; i++ ) {
  304. pmd.materials.push( parseMaterial() );
  305. }
  306. };
  307. var parseBones = function () {
  308. var parseBone = function () {
  309. var p = {};
  310. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  311. // So using charcode strings as workaround and keep original strings in .originalName.
  312. p.originalName = dv.getSjisStringsAsUnicode( 20 );
  313. p.name = helper.toCharcodeStrings( p.originalName );
  314. p.parentIndex = dv.getInt16();
  315. p.tailIndex = dv.getInt16();
  316. p.type = dv.getUint8();
  317. p.ikIndex = dv.getInt16();
  318. p.position = dv.getFloat32Array( 3 );
  319. return p;
  320. };
  321. var metadata = pmd.metadata;
  322. metadata.boneCount = dv.getUint16();
  323. pmd.bones = [];
  324. for ( var i = 0; i < metadata.boneCount; i++ ) {
  325. pmd.bones.push( parseBone() );
  326. }
  327. };
  328. var parseIks = function () {
  329. var parseIk = function () {
  330. var p = {};
  331. p.target = dv.getUint16();
  332. p.effector = dv.getUint16();
  333. p.linkCount = dv.getUint8();
  334. p.iteration = dv.getUint16();
  335. p.maxAngle = dv.getFloat32();
  336. p.links = [];
  337. for ( var i = 0; i < p.linkCount; i++ ) {
  338. var link = {}
  339. link.index = dv.getUint16();
  340. p.links.push( link );
  341. }
  342. return p;
  343. };
  344. var metadata = pmd.metadata;
  345. metadata.ikCount = dv.getUint16();
  346. pmd.iks = [];
  347. for ( var i = 0; i < metadata.ikCount; i++ ) {
  348. pmd.iks.push( parseIk() );
  349. }
  350. };
  351. var parseMorphs = function () {
  352. var parseMorph = function () {
  353. var p = {};
  354. p.name = dv.getSjisStringsAsUnicode( 20 );
  355. p.elementCount = dv.getUint32();
  356. p.type = dv.getUint8();
  357. p.elements = [];
  358. for ( var i = 0; i < p.elementCount; i++ ) {
  359. p.elements.push( {
  360. index: dv.getUint32(),
  361. position: dv.getFloat32Array( 3 )
  362. } ) ;
  363. }
  364. return p;
  365. };
  366. var metadata = pmd.metadata;
  367. metadata.morphCount = dv.getUint16();
  368. pmd.morphs = [];
  369. for ( var i = 0; i < metadata.morphCount; i++ ) {
  370. pmd.morphs.push( parseMorph() );
  371. }
  372. };
  373. var parseMorphFrames = function () {
  374. var parseMorphFrame = function () {
  375. var p = {};
  376. p.index = dv.getUint16();
  377. return p;
  378. };
  379. var metadata = pmd.metadata;
  380. metadata.morphFrameCount = dv.getUint8();
  381. pmd.morphFrames = [];
  382. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  383. pmd.morphFrames.push( parseMorphFrame() );
  384. }
  385. };
  386. var parseBoneFrameNames = function () {
  387. var parseBoneFrameName = function () {
  388. var p = {};
  389. p.name = dv.getSjisStringsAsUnicode( 50 );
  390. return p;
  391. };
  392. var metadata = pmd.metadata;
  393. metadata.boneFrameNameCount = dv.getUint8();
  394. pmd.boneFrameNames = [];
  395. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  396. pmd.boneFrameNames.push( parseBoneFrameName() );
  397. }
  398. };
  399. var parseBoneFrames = function () {
  400. var parseBoneFrame = function () {
  401. var p = {};
  402. p.boneIndex = dv.getInt16();
  403. p.frameIndex = dv.getUint8();
  404. return p;
  405. };
  406. var metadata = pmd.metadata;
  407. metadata.boneFrameCount = dv.getUint32();
  408. pmd.boneFrames = [];
  409. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  410. pmd.boneFrames.push( parseBoneFrame() );
  411. }
  412. };
  413. var parseEnglishHeader = function () {
  414. var metadata = pmd.metadata;
  415. metadata.englishCompatibility = dv.getUint8();
  416. if ( metadata.englishCompatibility > 0 ) {
  417. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  418. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  419. }
  420. };
  421. var parseEnglishBoneNames = function () {
  422. var parseEnglishBoneName = function () {
  423. var p = {};
  424. p.name = dv.getSjisStringsAsUnicode( 20 );
  425. return p;
  426. };
  427. var metadata = pmd.metadata;
  428. if ( metadata.englishCompatibility === 0 ) {
  429. return;
  430. }
  431. pmd.englishBoneNames = [];
  432. for ( var i = 0; i < metadata.boneCount; i++ ) {
  433. pmd.englishBoneNames.push( parseEnglishBoneName() );
  434. }
  435. };
  436. var parseEnglishMorphNames = function () {
  437. var parseEnglishMorphName = function () {
  438. var p = {};
  439. p.name = dv.getSjisStringsAsUnicode( 20 );
  440. return p;
  441. };
  442. var metadata = pmd.metadata;
  443. if ( metadata.englishCompatibility === 0 ) {
  444. return;
  445. }
  446. pmd.englishMorphNames = [];
  447. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  448. pmd.englishMorphNames.push( parseEnglishMorphName() );
  449. }
  450. };
  451. var parseEnglishBoneFrameNames = function () {
  452. var parseEnglishBoneFrameName = function () {
  453. var p = {};
  454. p.name = dv.getSjisStringsAsUnicode( 50 );
  455. return p;
  456. };
  457. var metadata = pmd.metadata;
  458. if ( metadata.englishCompatibility === 0 ) {
  459. return;
  460. }
  461. pmd.englishBoneFrameNames = [];
  462. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  463. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  464. }
  465. };
  466. var parseToonTextures = function () {
  467. var parseToonTexture = function () {
  468. var p = {};
  469. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  470. return p;
  471. };
  472. pmd.toonTextures = [];
  473. for ( var i = 0; i < 10; i++ ) {
  474. pmd.toonTextures.push( parseToonTexture() );
  475. }
  476. };
  477. var parseRigidBodies = function () {
  478. var parseRigidBody = function () {
  479. var p = {};
  480. p.name = dv.getSjisStringsAsUnicode( 20 );
  481. p.boneIndex = dv.getInt16();
  482. p.groupIndex = dv.getUint8();
  483. p.groupTarget = dv.getUint16();
  484. p.shapeType = dv.getUint8();
  485. p.width = dv.getFloat32();
  486. p.height = dv.getFloat32();
  487. p.depth = dv.getFloat32();
  488. p.position = dv.getFloat32Array( 3 );
  489. p.rotation = dv.getFloat32Array( 3 );
  490. p.weight = dv.getFloat32();
  491. p.positionDamping = dv.getFloat32();
  492. p.rotationDamping = dv.getFloat32();
  493. p.restriction = dv.getFloat32();
  494. p.friction = dv.getFloat32();
  495. p.type = dv.getUint8();
  496. return p;
  497. };
  498. var metadata = pmd.metadata;
  499. metadata.rigidBodyCount = dv.getUint32();
  500. pmd.rigidBodies = [];
  501. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  502. pmd.rigidBodies.push( parseRigidBody() );
  503. }
  504. };
  505. var parseConstraints = function () {
  506. var parseConstraint = function () {
  507. var p = {};
  508. p.name = dv.getSjisStringsAsUnicode( 20 );
  509. p.rigidBodyIndex1 = dv.getUint32();
  510. p.rigidBodyIndex2 = dv.getUint32();
  511. p.position = dv.getFloat32Array( 3 );
  512. p.rotation = dv.getFloat32Array( 3 );
  513. p.translationLimitation1 = dv.getFloat32Array( 3 );
  514. p.translationLimitation2 = dv.getFloat32Array( 3 );
  515. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  516. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  517. p.springPosition = dv.getFloat32Array( 3 );
  518. p.springRotation = dv.getFloat32Array( 3 );
  519. return p;
  520. };
  521. var metadata = pmd.metadata;
  522. metadata.constraintCount = dv.getUint32();
  523. pmd.constraints = [];
  524. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  525. pmd.constraints.push( parseConstraint() );
  526. }
  527. };
  528. parseHeader();
  529. parseVertices();
  530. parseFaces();
  531. parseMaterials();
  532. parseBones();
  533. parseIks();
  534. parseMorphs();
  535. parseMorphFrames();
  536. parseBoneFrameNames();
  537. parseBoneFrames();
  538. parseEnglishHeader();
  539. parseEnglishBoneNames();
  540. parseEnglishMorphNames();
  541. parseEnglishBoneFrameNames();
  542. parseToonTextures();
  543. parseRigidBodies();
  544. parseConstraints();
  545. // console.log( pmd ); // for console debug
  546. return pmd;
  547. };
  548. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  549. var scope = this;
  550. var pmx = {};
  551. var dv = new THREE.MMDLoader.DataView( buffer );
  552. var helper = new THREE.MMDLoader.DataCreationHelper();
  553. pmx.metadata = {};
  554. pmx.metadata.format = 'pmx';
  555. pmx.metadata.coordinateSystem = 'left';
  556. var parseHeader = function () {
  557. var metadata = pmx.metadata;
  558. metadata.magic = dv.getChars( 4 );
  559. // Note: don't remove the last blank space.
  560. if ( metadata.magic !== 'PMX ' ) {
  561. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  562. }
  563. metadata.version = dv.getFloat32();
  564. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  565. throw 'PMX version ' + metadata.version + ' is not supported.';
  566. }
  567. metadata.headerSize = dv.getUint8();
  568. metadata.encoding = dv.getUint8();
  569. metadata.additionalUvNum = dv.getUint8();
  570. metadata.vertexIndexSize = dv.getUint8();
  571. metadata.textureIndexSize = dv.getUint8();
  572. metadata.materialIndexSize = dv.getUint8();
  573. metadata.boneIndexSize = dv.getUint8();
  574. metadata.morphIndexSize = dv.getUint8();
  575. metadata.rigidBodyIndexSize = dv.getUint8();
  576. metadata.modelName = dv.getTextBuffer();
  577. metadata.englishModelName = dv.getTextBuffer();
  578. metadata.comment = dv.getTextBuffer();
  579. metadata.englishComment = dv.getTextBuffer();
  580. };
  581. var parseVertices = function () {
  582. var parseVertex = function () {
  583. var p = {};
  584. p.position = dv.getFloat32Array( 3 );
  585. p.normal = dv.getFloat32Array( 3 );
  586. p.uv = dv.getFloat32Array( 2 );
  587. p.auvs = [];
  588. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  589. p.auvs.push( dv.getFloat32Array( 4 ) );
  590. }
  591. p.type = dv.getUint8();
  592. var indexSize = metadata.vertexIndexSize;
  593. if ( p.type === 0 ) { // BDEF1
  594. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  595. p.skinWeights = [ 1.0 ];
  596. } else if ( p.type === 1 ) { // BDEF2
  597. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  598. p.skinWeights = dv.getFloat32Array( 1 );
  599. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  600. } else if ( p.type === 2 ) { // BDEF4
  601. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  602. p.skinWeights = dv.getFloat32Array( 4 );
  603. } else if ( p.type === 3 ) { // SDEF
  604. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  605. p.skinWeights = dv.getFloat32Array( 1 );
  606. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  607. p.skinC = dv.getFloat32Array( 3 );
  608. p.skinR0 = dv.getFloat32Array( 3 );
  609. p.skinR1 = dv.getFloat32Array( 3 );
  610. // SDEF is not supported yet and is handled as BDEF2 so far.
  611. // TODO: SDEF support
  612. p.type = 1;
  613. } else {
  614. throw 'unsupport bone type ' + p.type + ' exception.';
  615. }
  616. p.edgeRatio = dv.getFloat32();
  617. return p;
  618. };
  619. var metadata = pmx.metadata;
  620. metadata.vertexCount = dv.getUint32();
  621. pmx.vertices = [];
  622. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  623. pmx.vertices.push( parseVertex() );
  624. }
  625. };
  626. var parseFaces = function () {
  627. var parseFace = function () {
  628. var p = {};
  629. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3 );
  630. return p;
  631. };
  632. var metadata = pmx.metadata;
  633. metadata.faceCount = dv.getUint32() / 3;
  634. pmx.faces = [];
  635. for ( var i = 0; i < metadata.faceCount; i++ ) {
  636. pmx.faces.push( parseFace() );
  637. }
  638. };
  639. var parseTextures = function () {
  640. var parseTexture = function () {
  641. return dv.getTextBuffer();
  642. };
  643. var metadata = pmx.metadata;
  644. metadata.textureCount = dv.getUint32();
  645. pmx.textures = [];
  646. for ( var i = 0; i < metadata.textureCount; i++ ) {
  647. pmx.textures.push( parseTexture() );
  648. }
  649. };
  650. var parseMaterials = function () {
  651. var parseMaterial = function () {
  652. var p = {};
  653. p.name = dv.getTextBuffer();
  654. p.englishName = dv.getTextBuffer();
  655. p.diffuse = dv.getFloat32Array( 4 );
  656. p.specular = dv.getFloat32Array( 3 );
  657. p.shininess = dv.getFloat32();
  658. p.emissive = dv.getFloat32Array( 3 );
  659. p.flag = dv.getUint8();
  660. p.edgeColor = dv.getFloat32Array( 4 );
  661. p.edgeSize = dv.getFloat32();
  662. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  663. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  664. p.envFlag = dv.getUint8();
  665. p.toonFlag = dv.getUint8();
  666. if ( p.toonFlag === 0 ) {
  667. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  668. } else if ( p.toonFlag === 1 ) {
  669. p.toonIndex = dv.getInt8();
  670. } else {
  671. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  672. }
  673. p.comment = dv.getTextBuffer();
  674. p.faceCount = dv.getUint32() / 3;
  675. return p;
  676. };
  677. var metadata = pmx.metadata;
  678. metadata.materialCount = dv.getUint32();
  679. pmx.materials = [];
  680. for ( var i = 0; i < metadata.materialCount; i++ ) {
  681. pmx.materials.push( parseMaterial() );
  682. }
  683. };
  684. var parseBones = function () {
  685. var parseBone = function () {
  686. var p = {};
  687. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  688. // So using charcode strings as workaround and keep original strings in .originalName.
  689. p.originalName = dv.getTextBuffer();
  690. p.name = helper.toCharcodeStrings( p.originalName );
  691. p.englishName = dv.getTextBuffer();
  692. p.position = dv.getFloat32Array( 3 );
  693. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  694. p.transformationClass = dv.getUint32();
  695. p.flag = dv.getUint16();
  696. if ( p.flag & 0x1 ) {
  697. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  698. } else {
  699. p.offsetPosition = dv.getFloat32Array( 3 );
  700. }
  701. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  702. // Note: I don't think Grant is an appropriate name
  703. // but I found that some English translated MMD tools use this term
  704. // so I've named it Grant so far.
  705. // I'd rename to more appropriate name from Grant later.
  706. var grant = {};
  707. grant.isLocal = ( p.flag & 0x80 ) !== 0 ? true : false;
  708. grant.affectRotation = ( p.flag & 0x100 ) !== 0 ? true : false;
  709. grant.affectPosition = ( p.flag & 0x200 ) !== 0 ? true : false;
  710. grant.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  711. grant.ratio = dv.getFloat32();
  712. p.grant = grant;
  713. }
  714. if ( p.flag & 0x400 ) {
  715. p.fixAxis = dv.getFloat32Array( 3 );
  716. }
  717. if ( p.flag & 0x800 ) {
  718. p.localXVector = dv.getFloat32Array( 3 );
  719. p.localZVector = dv.getFloat32Array( 3 );
  720. }
  721. if ( p.flag & 0x2000 ) {
  722. p.key = dv.getUint32();
  723. }
  724. if ( p.flag & 0x20 ) {
  725. var ik = {};
  726. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  727. ik.target = null;
  728. ik.iteration = dv.getUint32();
  729. ik.maxAngle = dv.getFloat32();
  730. ik.linkCount = dv.getUint32();
  731. ik.links = [];
  732. for ( var i = 0; i < ik.linkCount; i++ ) {
  733. var link = {};
  734. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  735. link.angleLimitation = dv.getUint8();
  736. if ( link.angleLimitation === 1 ) {
  737. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  738. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  739. }
  740. ik.links.push( link );
  741. }
  742. p.ik = ik;
  743. }
  744. return p;
  745. };
  746. var metadata = pmx.metadata;
  747. metadata.boneCount = dv.getUint32();
  748. pmx.bones = [];
  749. for ( var i = 0; i < metadata.boneCount; i++ ) {
  750. pmx.bones.push( parseBone() );
  751. }
  752. };
  753. var parseMorphs = function () {
  754. var parseMorph = function () {
  755. var p = {};
  756. p.name = dv.getTextBuffer();
  757. p.englishName = dv.getTextBuffer();
  758. p.panel = dv.getUint8();
  759. p.type = dv.getUint8();
  760. p.elementCount = dv.getUint32();
  761. p.elements = [];
  762. for ( var i = 0; i < p.elementCount; i++ ) {
  763. if ( p.type === 0 ) { // group morph
  764. var m = {};
  765. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  766. m.ratio = dv.getFloat32();
  767. p.elements.push( m );
  768. } else if ( p.type === 1 ) { // vertex morph
  769. var m = {};
  770. m.index = dv.getIndex( pmx.metadata.vertexIndexSize );
  771. m.position = dv.getFloat32Array( 3 );
  772. p.elements.push( m );
  773. } else if ( p.type === 2 ) { // bone morph
  774. var m = {};
  775. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  776. m.position = dv.getFloat32Array( 3 );
  777. m.rotation = dv.getFloat32Array( 4 );
  778. p.elements.push( m );
  779. } else if ( p.type === 3 ) { // uv morph
  780. var m = {};
  781. m.index = dv.getIndex( pmx.metadata.vertexIndexSize );
  782. m.uv = dv.getFloat32Array( 4 );
  783. p.elements.push( m );
  784. } else if ( p.type === 8 ) { // material morph
  785. var m = {};
  786. m.index = dv.getIndex( pmx.metadata.materialIndexSize );
  787. m.type = dv.getUint8();
  788. m.diffuse = dv.getFloat32Array( 4 );
  789. m.specular = dv.getFloat32Array( 3 );
  790. m.shininess = dv.getFloat32();
  791. m.emissive = dv.getFloat32Array( 3 );
  792. m.edgeColor = dv.getFloat32Array( 4 );
  793. m.edgeSize = dv.getFloat32();
  794. m.textureColor = dv.getFloat32Array( 4 );
  795. m.sphereTextureColor = dv.getFloat32Array( 4 );
  796. m.toonColor = dv.getFloat32Array( 4 );
  797. p.elements.push( m );
  798. }
  799. }
  800. return p;
  801. };
  802. var metadata = pmx.metadata;
  803. metadata.morphCount = dv.getUint32();
  804. pmx.morphs = [];
  805. for ( var i = 0; i < metadata.morphCount; i++ ) {
  806. pmx.morphs.push( parseMorph() );
  807. }
  808. };
  809. var parseFrames = function () {
  810. var parseFrame = function () {
  811. var p = {};
  812. p.name = dv.getTextBuffer();
  813. p.englishName = dv.getTextBuffer();
  814. p.type = dv.getUint8();
  815. p.elementCount = dv.getUint32();
  816. p.elements = [];
  817. for ( var i = 0; i < p.elementCount; i++ ) {
  818. var e = {};
  819. e.target = dv.getUint8();
  820. e.index = ( e.target === 0 ) ? dv.getIndex( pmx.metadata.boneIndexSize ) : dv.getIndex( pmx.metadata.morphIndexSize );
  821. p.elements.push( e );
  822. }
  823. return p;
  824. };
  825. var metadata = pmx.metadata;
  826. metadata.frameCount = dv.getUint32();
  827. pmx.frames = [];
  828. for ( var i = 0; i < metadata.frameCount; i++ ) {
  829. pmx.frames.push( parseFrame() );
  830. }
  831. };
  832. var parseRigidBodies = function () {
  833. var parseRigidBody = function () {
  834. var p = {};
  835. p.name = dv.getTextBuffer();
  836. p.englishName = dv.getTextBuffer();
  837. p.boneIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  838. p.groupIndex = dv.getUint8();
  839. p.groupTarget = dv.getUint16();
  840. p.shapeType = dv.getUint8();
  841. p.width = dv.getFloat32();
  842. p.height = dv.getFloat32();
  843. p.depth = dv.getFloat32();
  844. p.position = dv.getFloat32Array( 3 );
  845. p.rotation = dv.getFloat32Array( 3 );
  846. p.weight = dv.getFloat32();
  847. p.positionDamping = dv.getFloat32();
  848. p.rotationDamping = dv.getFloat32();
  849. p.restriction = dv.getFloat32();
  850. p.friction = dv.getFloat32();
  851. p.type = dv.getUint8();
  852. return p;
  853. };
  854. var metadata = pmx.metadata;
  855. metadata.rigidBodyCount = dv.getUint32();
  856. pmx.rigidBodies = [];
  857. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  858. pmx.rigidBodies.push( parseRigidBody() );
  859. }
  860. };
  861. var parseConstraints = function () {
  862. var parseConstraint = function () {
  863. var p = {};
  864. p.name = dv.getTextBuffer();
  865. p.englishName = dv.getTextBuffer();
  866. p.type = dv.getUint8();
  867. p.rigidBodyIndex1 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  868. p.rigidBodyIndex2 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  869. p.position = dv.getFloat32Array( 3 );
  870. p.rotation = dv.getFloat32Array( 3 );
  871. p.translationLimitation1 = dv.getFloat32Array( 3 );
  872. p.translationLimitation2 = dv.getFloat32Array( 3 );
  873. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  874. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  875. p.springPosition = dv.getFloat32Array( 3 );
  876. p.springRotation = dv.getFloat32Array( 3 );
  877. return p;
  878. };
  879. var metadata = pmx.metadata;
  880. metadata.constraintCount = dv.getUint32();
  881. pmx.constraints = [];
  882. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  883. pmx.constraints.push( parseConstraint() );
  884. }
  885. };
  886. parseHeader();
  887. parseVertices();
  888. parseFaces();
  889. parseTextures();
  890. parseMaterials();
  891. parseBones();
  892. parseMorphs();
  893. parseFrames();
  894. parseRigidBodies();
  895. parseConstraints();
  896. // console.log( pmx ); // for console debug
  897. return pmx;
  898. };
  899. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  900. var scope = this;
  901. var vmd = {};
  902. var dv = new THREE.MMDLoader.DataView( buffer );
  903. var helper = new THREE.MMDLoader.DataCreationHelper();
  904. vmd.metadata = {};
  905. vmd.metadata.coordinateSystem = 'left';
  906. var parseHeader = function () {
  907. var metadata = vmd.metadata;
  908. metadata.magic = dv.getChars( 30 );
  909. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  910. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  911. }
  912. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  913. };
  914. var parseMotions = function () {
  915. var parseMotion = function () {
  916. var p = {};
  917. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  918. // So using charcode strings as workaround and keep original strings in .originalName.
  919. p.originalBoneName = dv.getSjisStringsAsUnicode( 15 );
  920. p.boneName = helper.toCharcodeStrings( p.originalBoneName );
  921. p.frameNum = dv.getUint32();
  922. p.position = dv.getFloat32Array( 3 );
  923. p.rotation = dv.getFloat32Array( 4 );
  924. p.interpolation = dv.getUint8Array( 64 );
  925. return p;
  926. };
  927. var metadata = vmd.metadata;
  928. metadata.motionCount = dv.getUint32();
  929. vmd.motions = [];
  930. for ( var i = 0; i < metadata.motionCount; i++ ) {
  931. vmd.motions.push( parseMotion() );
  932. }
  933. };
  934. var parseMorphs = function () {
  935. var parseMorph = function () {
  936. var p = {};
  937. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  938. p.frameNum = dv.getUint32();
  939. p.weight = dv.getFloat32();
  940. return p;
  941. };
  942. var metadata = vmd.metadata;
  943. metadata.morphCount = dv.getUint32();
  944. vmd.morphs = [];
  945. for ( var i = 0; i < metadata.morphCount; i++ ) {
  946. vmd.morphs.push( parseMorph() );
  947. }
  948. };
  949. var parseCameras = function () {
  950. var parseCamera = function () {
  951. var p = {};
  952. p.frameNum = dv.getUint32();
  953. p.distance = dv.getFloat32();
  954. p.position = dv.getFloat32Array( 3 );
  955. p.rotation = dv.getFloat32Array( 3 );
  956. p.interpolation = dv.getUint8Array( 24 );
  957. p.fov = dv.getUint32();
  958. p.perspective = dv.getUint8();
  959. return p;
  960. };
  961. var metadata = vmd.metadata;
  962. metadata.cameraCount = dv.getUint32();
  963. vmd.cameras = [];
  964. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  965. vmd.cameras.push( parseCamera() );
  966. }
  967. };
  968. parseHeader();
  969. parseMotions();
  970. parseMorphs();
  971. parseCameras();
  972. // console.log( vmd ); // for console debug
  973. return vmd;
  974. };
  975. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  976. var helper = new THREE.MMDLoader.DataCreationHelper();
  977. var vpd = {};
  978. vpd.metadata = {};
  979. vpd.metadata.coordinateSystem = 'left';
  980. vpd.bones = [];
  981. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  982. var newlinePattern = /\r|\n|\r\n/;
  983. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  984. function throwError () {
  985. throw 'the file seems not vpd file.';
  986. };
  987. function checkMagic () {
  988. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  989. throwError();
  990. }
  991. };
  992. function parseHeader () {
  993. if ( lines.length < 4 ) {
  994. throwError();
  995. }
  996. vpd.metadata.parentFile = lines[ 2 ];
  997. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  998. };
  999. function parseBones () {
  1000. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  1001. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  1002. 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*;/;
  1003. var boneFooterPattern = /^\s*}/;
  1004. var bones = vpd.bones;
  1005. var n = null;
  1006. var v = null;
  1007. var q = null;
  1008. var encoder = new CharsetEncoder();
  1009. for ( var i = 4; i < lines.length; i++ ) {
  1010. var line = lines[ i ];
  1011. var result;
  1012. result = line.match( boneHeaderPattern );
  1013. if ( result !== null ) {
  1014. if ( n !== null ) {
  1015. throwError();
  1016. }
  1017. n = result[ 2 ];
  1018. }
  1019. result = line.match( boneVectorPattern );
  1020. if ( result !== null ) {
  1021. if ( v !== null ) {
  1022. throwError();
  1023. }
  1024. v = [
  1025. parseFloat( result[ 1 ] ),
  1026. parseFloat( result[ 2 ] ),
  1027. parseFloat( result[ 3 ] )
  1028. ];
  1029. }
  1030. result = line.match( boneQuaternionPattern );
  1031. if ( result !== null ) {
  1032. if ( q !== null ) {
  1033. throwError();
  1034. }
  1035. q = [
  1036. parseFloat( result[ 1 ] ),
  1037. parseFloat( result[ 2 ] ),
  1038. parseFloat( result[ 3 ] ),
  1039. parseFloat( result[ 4 ] )
  1040. ];
  1041. }
  1042. result = line.match( boneFooterPattern );
  1043. if ( result !== null ) {
  1044. if ( n === null || v === null || q === null ) {
  1045. throwError();
  1046. }
  1047. bones.push( {
  1048. originalName: n,
  1049. name: helper.toCharcodeStrings( n ),
  1050. translation: v,
  1051. quaternion: q
  1052. } );
  1053. n = null;
  1054. v = null;
  1055. q = null;
  1056. }
  1057. }
  1058. if ( n !== null || v !== null || q !== null ) {
  1059. throwError();
  1060. }
  1061. };
  1062. checkMagic();
  1063. parseHeader();
  1064. parseBones();
  1065. this.leftToRightVpd( vpd );
  1066. // console.log( vpd ); // for console debug
  1067. return vpd;
  1068. };
  1069. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1070. var scope = this;
  1071. var geometry = new THREE.Geometry();
  1072. var material = new THREE.MultiMaterial();
  1073. var helper = new THREE.MMDLoader.DataCreationHelper();
  1074. var initVartices = function () {
  1075. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1076. var v = model.vertices[ i ];
  1077. geometry.vertices.push(
  1078. new THREE.Vector3(
  1079. v.position[ 0 ],
  1080. v.position[ 1 ],
  1081. v.position[ 2 ]
  1082. )
  1083. );
  1084. geometry.skinIndices.push(
  1085. new THREE.Vector4(
  1086. v.skinIndices.length >= 1 ? v.skinIndices[ 0 ] : 0.0,
  1087. v.skinIndices.length >= 2 ? v.skinIndices[ 1 ] : 0.0,
  1088. v.skinIndices.length >= 3 ? v.skinIndices[ 2 ] : 0.0,
  1089. v.skinIndices.length >= 4 ? v.skinIndices[ 3 ] : 0.0
  1090. )
  1091. );
  1092. geometry.skinWeights.push(
  1093. new THREE.Vector4(
  1094. v.skinWeights.length >= 1 ? v.skinWeights[ 0 ] : 0.0,
  1095. v.skinWeights.length >= 2 ? v.skinWeights[ 1 ] : 0.0,
  1096. v.skinWeights.length >= 3 ? v.skinWeights[ 2 ] : 0.0,
  1097. v.skinWeights.length >= 4 ? v.skinWeights[ 3 ] : 0.0
  1098. )
  1099. );
  1100. }
  1101. };
  1102. var initFaces = function () {
  1103. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1104. geometry.faces.push(
  1105. new THREE.Face3(
  1106. model.faces[ i ].indices[ 0 ],
  1107. model.faces[ i ].indices[ 1 ],
  1108. model.faces[ i ].indices[ 2 ]
  1109. )
  1110. );
  1111. for ( var j = 0; j < 3; j++ ) {
  1112. geometry.faces[ i ].vertexNormals[ j ] =
  1113. new THREE.Vector3(
  1114. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 0 ],
  1115. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 1 ],
  1116. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 2 ]
  1117. );
  1118. }
  1119. }
  1120. };
  1121. var initBones = function () {
  1122. var bones = [];
  1123. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1124. var bone = {};
  1125. var b = model.bones[ i ];
  1126. bone.parent = b.parentIndex;
  1127. bone.name = b.name;
  1128. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1129. bone.rotq = [ 0, 0, 0, 1 ];
  1130. bone.scl = [ 1, 1, 1 ];
  1131. if ( bone.parent !== -1 ) {
  1132. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1133. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1134. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1135. }
  1136. bones.push( bone );
  1137. }
  1138. geometry.bones = bones;
  1139. };
  1140. var initIKs = function () {
  1141. var iks = [];
  1142. // TODO: remove duplicated codes between PMD and PMX
  1143. if ( model.metadata.format === 'pmd' ) {
  1144. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1145. var ik = model.iks[i];
  1146. var param = {};
  1147. param.target = ik.target;
  1148. param.effector = ik.effector;
  1149. param.iteration = ik.iteration;
  1150. param.maxAngle = ik.maxAngle * 4;
  1151. param.links = [];
  1152. for ( var j = 0; j < ik.links.length; j++ ) {
  1153. var link = {};
  1154. link.index = ik.links[ j ].index;
  1155. // Checking with .originalName, not .name.
  1156. // See parseBone() for the detail.
  1157. if ( model.bones[ link.index ].originalName.indexOf( 'ひざ' ) >= 0 ) {
  1158. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1159. }
  1160. param.links.push( link );
  1161. }
  1162. iks.push( param );
  1163. }
  1164. } else {
  1165. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1166. var b = model.bones[ i ];
  1167. var ik = b.ik;
  1168. if ( ik === undefined ) {
  1169. continue;
  1170. }
  1171. var param = {};
  1172. param.target = i;
  1173. param.effector = ik.effector;
  1174. param.iteration = ik.iteration;
  1175. param.maxAngle = ik.maxAngle;
  1176. param.links = [];
  1177. for ( var j = 0; j < ik.links.length; j++ ) {
  1178. var link = {};
  1179. link.index = ik.links[ j ].index;
  1180. if ( ik.links[ j ].angleLimitation === 1 ) {
  1181. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1182. // TODO: use limitation angles
  1183. // link.lowerLimitationAngle;
  1184. // link.upperLimitationAngle;
  1185. }
  1186. param.links.push( link );
  1187. }
  1188. iks.push( param );
  1189. }
  1190. }
  1191. geometry.iks = iks;
  1192. };
  1193. var initGrants = function () {
  1194. if ( model.metadata.format === 'pmd' ) {
  1195. return;
  1196. }
  1197. var grants = [];
  1198. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1199. var b = model.bones[ i ];
  1200. var grant = b.grant;
  1201. if ( grant === undefined ) {
  1202. continue;
  1203. }
  1204. var param = {};
  1205. param.index = i;
  1206. param.parentIndex = grant.parentIndex;
  1207. param.ratio = grant.ratio;
  1208. param.isLocal = grant.isLocal;
  1209. param.affectRotation = grant.affectRotation;
  1210. param.affectPosition = grant.affectPosition;
  1211. grants.push( param );
  1212. }
  1213. geometry.grants = grants;
  1214. };
  1215. var initMorphs = function () {
  1216. function updateVertex ( params, index, v, ratio ) {
  1217. params.vertices[ index ].x += v.position[ 0 ] * ratio;
  1218. params.vertices[ index ].y += v.position[ 1 ] * ratio;
  1219. params.vertices[ index ].z += v.position[ 2 ] * ratio;
  1220. };
  1221. function updateVertices ( params, m, ratio ) {
  1222. for ( var i = 0; i < m.elementCount; i++ ) {
  1223. var v = m.elements[ i ];
  1224. var index;
  1225. if ( model.metadata.format === 'pmd' ) {
  1226. index = model.morphs[ 0 ].elements[ v.index ].index;
  1227. } else {
  1228. index = v.index;
  1229. }
  1230. updateVertex( params, index, v, ratio );
  1231. }
  1232. };
  1233. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1234. var m = model.morphs[ i ];
  1235. var params = {};
  1236. params.name = m.name;
  1237. params.vertices = [];
  1238. for ( var j = 0; j < model.metadata.vertexCount; j++ ) {
  1239. params.vertices[ j ] = new THREE.Vector3( 0, 0, 0 );
  1240. params.vertices[ j ].x = geometry.vertices[ j ].x;
  1241. params.vertices[ j ].y = geometry.vertices[ j ].y;
  1242. params.vertices[ j ].z = geometry.vertices[ j ].z;
  1243. }
  1244. if ( model.metadata.format === 'pmd' ) {
  1245. if ( i !== 0 ) {
  1246. updateVertices( params, m, 1.0 );
  1247. }
  1248. } else {
  1249. if ( m.type === 0 ) {
  1250. for ( var j = 0; j < m.elementCount; j++ ) {
  1251. var m2 = model.morphs[ m.elements[ j ].index ];
  1252. var ratio = m.elements[ j ].ratio;
  1253. if ( m2.type === 1 ) {
  1254. updateVertices( params, m2, ratio );
  1255. }
  1256. }
  1257. } else if ( m.type === 1 ) {
  1258. updateVertices( params, m, 1.0 );
  1259. }
  1260. }
  1261. // TODO: skip if this's non-vertex morphing of PMX to reduce CPU/Memory use
  1262. geometry.morphTargets.push( params );
  1263. }
  1264. };
  1265. var initMaterials = function () {
  1266. var textures = [];
  1267. var textureLoader = new THREE.TextureLoader( this.manager );
  1268. var tgaLoader = new THREE.TGALoader( this.manager );
  1269. var materialLoader = new THREE.MaterialLoader( this.manager );
  1270. var color = new THREE.Color();
  1271. var offset = 0;
  1272. var materialParams = [];
  1273. function loadTexture ( filePath, params ) {
  1274. if ( params === undefined ) {
  1275. params = {};
  1276. }
  1277. var directoryPath = ( params.defaultTexturePath === true ) ? scope.defaultTexturePath : texturePath;
  1278. var fullPath = directoryPath + filePath;
  1279. var loader = THREE.Loader.Handlers.get( fullPath );
  1280. if ( loader === null ) {
  1281. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1282. }
  1283. var texture = loader.load( fullPath, function ( t ) {
  1284. t.flipY = false;
  1285. t.wrapS = THREE.RepeatWrapping;
  1286. t.wrapT = THREE.RepeatWrapping;
  1287. if ( params.sphericalReflectionMapping === true ) {
  1288. t.mapping = THREE.SphericalReflectionMapping;
  1289. }
  1290. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1291. texture.readyCallbacks[ i ]( texture );
  1292. }
  1293. } );
  1294. texture.readyCallbacks = [];
  1295. var uuid = THREE.Math.generateUUID();
  1296. textures[ uuid ] = texture;
  1297. return uuid;
  1298. };
  1299. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1300. geometry.faceVertexUvs.push( [] );
  1301. }
  1302. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1303. var m = model.materials[ i ];
  1304. var params = {
  1305. uuid: THREE.Math.generateUUID(),
  1306. type: 'MMDMaterial'
  1307. };
  1308. params.faceOffset = offset;
  1309. params.faceNum = m.faceCount;
  1310. for ( var j = 0; j < m.faceCount; j++ ) {
  1311. geometry.faces[ offset ].materialIndex = i;
  1312. var uvs = [];
  1313. for ( var k = 0; k < 3; k++ ) {
  1314. var v = model.vertices[ model.faces[ offset ].indices[ k ] ];
  1315. uvs.push( new THREE.Vector2( v.uv[ 0 ], v.uv[ 1 ] ) );
  1316. }
  1317. geometry.faceVertexUvs[ 0 ].push( uvs );
  1318. offset++;
  1319. }
  1320. params.name = m.name;
  1321. params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).getHex();
  1322. params.opacity = m.diffuse[ 3 ];
  1323. params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).getHex();
  1324. params.shininess = m.shininess;
  1325. if ( params.opacity === 1.0 ) {
  1326. params.side = THREE.FrontSide;
  1327. params.transparent = false;
  1328. } else {
  1329. params.side = THREE.DoubleSide;
  1330. params.transparent = true;
  1331. }
  1332. if ( model.metadata.format === 'pmd' ) {
  1333. if ( m.fileName ) {
  1334. var fileName = m.fileName;
  1335. var fileNames = [];
  1336. var index = fileName.lastIndexOf( '*' );
  1337. if ( index >= 0 ) {
  1338. fileNames.push( fileName.slice( 0, index ) );
  1339. fileNames.push( fileName.slice( index + 1 ) );
  1340. } else {
  1341. fileNames.push( fileName );
  1342. }
  1343. for ( var j = 0; j < fileNames.length; j++ ) {
  1344. var n = fileNames[ j ];
  1345. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1346. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1347. if ( n.indexOf( '.sph' ) >= 0 ) {
  1348. params.envMapType = THREE.MultiplyOperation;
  1349. } else {
  1350. params.envMapType = THREE.AddOperation;
  1351. }
  1352. } else {
  1353. params.map = loadTexture( n );
  1354. }
  1355. }
  1356. }
  1357. } else {
  1358. if ( m.textureIndex !== -1 ) {
  1359. var n = model.textures[ m.textureIndex ];
  1360. params.map = loadTexture( n );
  1361. }
  1362. // TODO: support m.envFlag === 3
  1363. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1364. var n = model.textures[ m.envTextureIndex ];
  1365. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1366. if ( m.envFlag === 1 ) {
  1367. params.envMapType = THREE.MultiplyOperation;
  1368. } else {
  1369. params.envMapType = THREE.AddOperation;
  1370. }
  1371. }
  1372. }
  1373. // TODO: check if this logic is right
  1374. if ( params.map === undefined /* && params.envMap === undefined */ ) {
  1375. params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).getHex();
  1376. }
  1377. var shader = THREE.ShaderLib[ 'mmd' ];
  1378. params.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  1379. params.vertexShader = shader.vertexShader;
  1380. params.fragmentShader = shader.fragmentShader;
  1381. materialParams.push( params );
  1382. }
  1383. materialLoader.setTextures( textures );
  1384. for ( var i = 0; i < materialParams.length; i++ ) {
  1385. var p = materialParams[ i ];
  1386. var p2 = model.materials[ i ];
  1387. var m = materialLoader.parse( p );
  1388. m.faceOffset = p.faceOffset;
  1389. m.faceNum = p.faceNum;
  1390. m.skinning = geometry.bones.length > 0 ? true : false;
  1391. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1392. m.lights = true;
  1393. m.blending = THREE.CustomBlending;
  1394. m.blendSrc = THREE.SrcAlphaFactor;
  1395. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1396. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1397. m.blendDstAlpha = THREE.DstAlphaFactor;
  1398. if ( m.map !== null ) {
  1399. // Check if this part of the texture image the material uses requires transparency
  1400. function checkTextureTransparency ( m ) {
  1401. m.map.readyCallbacks.push( function ( t ) {
  1402. // Is there any efficient ways?
  1403. function createImageData ( image ) {
  1404. var c = document.createElement( 'canvas' );
  1405. c.width = image.width;
  1406. c.height = image.height;
  1407. var ctx = c.getContext( '2d' );
  1408. ctx.drawImage( image, 0, 0 );
  1409. return ctx.getImageData( 0, 0, c.width, c.height );
  1410. };
  1411. function detectTextureTransparency ( image, uvs ) {
  1412. var width = image.width;
  1413. var height = image.height;
  1414. var data = image.data;
  1415. var threshold = 253;
  1416. if ( data.length / ( width * height ) !== 4 ) {
  1417. return false;
  1418. }
  1419. for ( var i = 0; i < uvs.length; i++ ) {
  1420. var centerUV = { x: 0.0, y: 0.0 };
  1421. for ( var j = 0; j < 3; j++ ) {
  1422. var uv = uvs[ i ][ j ];
  1423. if ( getAlphaByUv( image, uv ) < threshold ) {
  1424. return true;
  1425. }
  1426. centerUV.x += uv.x;
  1427. centerUV.y += uv.y;
  1428. }
  1429. centerUV.x /= 3;
  1430. centerUV.y /= 3;
  1431. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1432. return true;
  1433. }
  1434. }
  1435. return false;
  1436. };
  1437. /*
  1438. * This method expects
  1439. * t.flipY = false
  1440. * t.wrapS = THREE.RepeatWrapping
  1441. * t.wrapT = THREE.RepeatWrapping
  1442. * TODO: more precise
  1443. */
  1444. function getAlphaByUv ( image, uv ) {
  1445. var width = image.width;
  1446. var height = image.height;
  1447. var x = Math.round( uv.x * width ) % width;
  1448. var y = Math.round( uv.y * height ) % height;
  1449. if ( x < 0 ) {
  1450. x += width;
  1451. }
  1452. if ( y < 0 ) {
  1453. y += height;
  1454. }
  1455. var index = y * width + x;
  1456. return image.data[ index * 4 + 3 ];
  1457. };
  1458. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1459. var uvs = geometry.faceVertexUvs[ 0 ].slice( m.faceOffset, m.faceOffset + m.faceNum );
  1460. m.textureTransparency = detectTextureTransparency( imageData, uvs );
  1461. } );
  1462. }
  1463. checkTextureTransparency( m );
  1464. }
  1465. if ( m.envMap !== null ) {
  1466. // TODO: WebGLRenderer should automatically update?
  1467. function updateMaterialWhenTextureIsReady ( m ) {
  1468. m.envMap.readyCallbacks.push( function ( t ) {
  1469. m.needsUpdate = true;
  1470. } );
  1471. }
  1472. m.combine = p.envMapType;
  1473. updateMaterialWhenTextureIsReady( m );
  1474. }
  1475. m.uniforms.opacity.value = m.opacity;
  1476. m.uniforms.diffuse.value = m.color;
  1477. if ( m.emissive ) {
  1478. m.uniforms.emissive.value = m.emissive;
  1479. }
  1480. m.uniforms.map.value = m.map;
  1481. m.uniforms.envMap.value = m.envMap;
  1482. m.uniforms.specular.value = m.specular;
  1483. m.uniforms.shininess.value = Math.max( m.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1484. if ( model.metadata.format === 'pmd' ) {
  1485. function isDefaultToonTexture ( n ) {
  1486. if ( n.length !== 10 ) {
  1487. return false;
  1488. }
  1489. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1490. };
  1491. m.uniforms.outlineThickness.value = p2.edgeFlag === 1 ? 0.003 : 0.0;
  1492. m.uniforms.outlineColor.value = new THREE.Color( 0.0, 0.0, 0.0 );
  1493. m.uniforms.outlineAlpha.value = 1.0;
  1494. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1495. m.uniforms.celShading.value = 1;
  1496. if ( p2.toonIndex === -1 ) {
  1497. m.uniforms.hasToonTexture.value = 0;
  1498. } else {
  1499. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1500. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1501. m.uniforms.toonMap.value = textures[ uuid ];
  1502. m.uniforms.hasToonTexture.value = 1;
  1503. }
  1504. } else {
  1505. m.uniforms.outlineThickness.value = p2.edgeSize / 300;
  1506. m.uniforms.outlineColor.value = new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] );
  1507. m.uniforms.outlineAlpha.value = p2.edgeColor[ 3 ];
  1508. m.uniforms.celShading.value = 1;
  1509. if ( p2.toonIndex === -1 ) {
  1510. m.uniforms.hasToonTexture.value = 0;
  1511. } else {
  1512. if ( p2.toonFlag === 0 ) {
  1513. var n = model.textures[ p2.toonIndex ];
  1514. var uuid = loadTexture( n );
  1515. m.uniforms.toonMap.value = textures[ uuid ];
  1516. } else {
  1517. var num = p2.toonIndex + 1;
  1518. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1519. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1520. m.uniforms.toonMap.value = textures[ uuid ];
  1521. }
  1522. m.uniforms.hasToonTexture.value = 1;
  1523. }
  1524. }
  1525. material.materials.push( m );
  1526. }
  1527. if ( model.metadata.format === 'pmx' ) {
  1528. function checkAlphaMorph ( morph, elements ) {
  1529. if ( morph.type !== 8 ) {
  1530. return;
  1531. }
  1532. for ( var i = 0; i < elements.length; i++ ) {
  1533. var e = elements[ i ];
  1534. if ( e.index === -1 ) {
  1535. continue;
  1536. }
  1537. var m = material.materials[ e.index ];
  1538. if ( m.opacity !== e.diffuse[ 3 ] ) {
  1539. m.morphTransparency = true;
  1540. }
  1541. }
  1542. }
  1543. for ( var i = 0; i < model.morphs.length; i++ ) {
  1544. var morph = model.morphs[ i ];
  1545. var elements = morph.elements;
  1546. if ( morph.type === 0 ) {
  1547. for ( var j = 0; j < elements.length; j++ ) {
  1548. var morph2 = model.morphs[ elements[ j ].index ];
  1549. var elements2 = morph2.elements;
  1550. checkAlphaMorph( morph2, elements2 );
  1551. }
  1552. } else {
  1553. checkAlphaMorph( morph, elements );
  1554. }
  1555. }
  1556. }
  1557. };
  1558. var initPhysics = function () {
  1559. var rigidBodies = [];
  1560. var constraints = [];
  1561. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1562. var b = model.rigidBodies[ i ];
  1563. var keys = Object.keys( b );
  1564. var p = {};
  1565. for ( var j = 0; j < keys.length; j++ ) {
  1566. var key = keys[ j ];
  1567. p[ key ] = b[ key ];
  1568. }
  1569. /*
  1570. * RigidBody position parameter in PMX seems global position
  1571. * while the one in PMD seems offset from corresponding bone.
  1572. * So unify being offset.
  1573. */
  1574. if ( model.metadata.format === 'pmx' ) {
  1575. if ( p.boneIndex !== -1 ) {
  1576. var bone = model.bones[ p.boneIndex ];
  1577. p.position[ 0 ] -= bone.position[ 0 ];
  1578. p.position[ 1 ] -= bone.position[ 1 ];
  1579. p.position[ 2 ] -= bone.position[ 2 ];
  1580. }
  1581. }
  1582. rigidBodies.push( p );
  1583. }
  1584. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1585. var c = model.constraints[ i ];
  1586. var keys = Object.keys( c );
  1587. var p = {};
  1588. for ( var j = 0; j < keys.length; j++ ) {
  1589. var key = keys[ j ];
  1590. p[ key ] = c[ key ];
  1591. }
  1592. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1593. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1594. /*
  1595. * Refer http://www20.atpages.jp/katwat/wp/?p=4135
  1596. * for what this is for
  1597. */
  1598. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1599. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1600. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1601. bodyB.type = 1;
  1602. }
  1603. }
  1604. constraints.push( p );
  1605. }
  1606. geometry.rigidBodies = rigidBodies;
  1607. geometry.constraints = constraints;
  1608. };
  1609. function saveOriginalBoneNames ( mesh ) {
  1610. var bones = mesh.skeleton.bones;
  1611. var bones2 = mesh.geometry.bones;
  1612. for ( var i = 0; i < bones.length; i++ ) {
  1613. var n = model.bones[ i ].originalName;
  1614. bones[ i ].originalName = n;
  1615. bones2[ i ].originalName = n;
  1616. }
  1617. };
  1618. this.leftToRightModel( model );
  1619. initVartices();
  1620. initFaces();
  1621. initBones();
  1622. initIKs();
  1623. initGrants();
  1624. initMorphs();
  1625. initMaterials();
  1626. initPhysics();
  1627. geometry.computeFaceNormals();
  1628. geometry.verticesNeedUpdate = true;
  1629. geometry.normalsNeedUpdate = true;
  1630. geometry.uvsNeedUpdate = true;
  1631. geometry.mmdFormat = model.metadata.format;
  1632. var mesh = new THREE.SkinnedMesh( geometry, material );
  1633. saveOriginalBoneNames( mesh );
  1634. // console.log( mesh ); // for console debug
  1635. return mesh;
  1636. };
  1637. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1638. var scope = this;
  1639. var helper = new THREE.MMDLoader.DataCreationHelper();
  1640. var initMotionAnimations = function () {
  1641. if ( vmd.metadata.motionCount === 0 ) {
  1642. return;
  1643. }
  1644. var bones = mesh.geometry.bones;
  1645. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1646. var animation = {
  1647. name: name === undefined ? THREE.Math.generateUUID() : name,
  1648. fps: 30,
  1649. hierarchy: []
  1650. };
  1651. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1652. animation.hierarchy.push(
  1653. {
  1654. parent: bones[ i ].parent,
  1655. keys: []
  1656. }
  1657. );
  1658. }
  1659. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1660. var array = orderedMotions[ i ];
  1661. var keys = animation.hierarchy[ i ].keys;
  1662. var bone = bones[ i ];
  1663. for ( var j = 0; j < array.length; j++ ) {
  1664. var t = array[ j ].frameNum / 30;
  1665. var p = array[ j ].position;
  1666. var r = array[ j ].rotation;
  1667. helper.pushBoneAnimationKey( keys, t, bone, p, r );
  1668. }
  1669. }
  1670. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1671. var bone = bones[ i ];
  1672. var keys = animation.hierarchy[ i ].keys;
  1673. helper.insertBoneAnimationKeyAtTimeZero( keys, bone );
  1674. helper.insertStartBoneAnimationKey( keys );
  1675. }
  1676. if ( mesh.geometry.animations === undefined ) {
  1677. mesh.geometry.animations = [];
  1678. }
  1679. var clip = THREE.AnimationClip.parseAnimation( animation, mesh.geometry.bones );
  1680. if ( clip !== null ) {
  1681. mesh.geometry.animations.push( clip );
  1682. }
  1683. };
  1684. var initMorphAnimations = function () {
  1685. if ( vmd.metadata.morphCount === 0 ) {
  1686. return;
  1687. }
  1688. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1689. var morphAnimation = {
  1690. fps: 30,
  1691. hierarchy: []
  1692. };
  1693. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1694. morphAnimation.hierarchy.push( { keys: [] } );
  1695. }
  1696. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1697. var array = orderedMorphs[ i ];
  1698. var keys = morphAnimation.hierarchy[ i ].keys;
  1699. for ( var j = 0; j < array.length; j++ ) {
  1700. var t = array[ j ].frameNum / 30;
  1701. var w = array[ j ].weight;
  1702. helper.pushAnimationKey( keys, t, w );
  1703. }
  1704. }
  1705. var tracks = [];
  1706. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1707. var keys = morphAnimation.hierarchy[ i ].keys;
  1708. if ( keys.length === 0 ) {
  1709. continue;
  1710. }
  1711. tracks.push( helper.generateTrackFromAnimationKeys( keys, 'NumberKeyframeTrackEx', '.morphTargetInfluences[' + i + ']' ) );
  1712. }
  1713. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1714. if ( clip !== null ) {
  1715. if ( mesh.geometry.morphAnimations === undefined ) {
  1716. mesh.geometry.morphAnimations = [];
  1717. }
  1718. mesh.geometry.morphAnimations.push( clip );
  1719. }
  1720. };
  1721. this.leftToRightVmd( vmd );
  1722. initMotionAnimations();
  1723. initMorphAnimations();
  1724. };
  1725. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1726. if ( model.metadata.coordinateSystem === 'right' ) {
  1727. return;
  1728. }
  1729. model.metadata.coordinateSystem = 'right';
  1730. var helper = new THREE.MMDLoader.DataCreationHelper();
  1731. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1732. helper.leftToRightVector3( model.vertices[ i ].position );
  1733. helper.leftToRightVector3( model.vertices[ i ].normal );
  1734. }
  1735. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1736. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1737. }
  1738. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1739. helper.leftToRightVector3( model.bones[ i ].position );
  1740. }
  1741. // TODO: support other morph for PMX
  1742. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1743. var m = model.morphs[ i ];
  1744. if ( model.metadata.format === 'pmx' ) {
  1745. if ( m.type === 1 ) {
  1746. m = m.elements;
  1747. } else {
  1748. continue;
  1749. }
  1750. }
  1751. for ( var j = 0; j < m.elementCount; j++ ) {
  1752. helper.leftToRightVector3( m.elements[ j ].position );
  1753. }
  1754. }
  1755. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1756. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1757. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1758. }
  1759. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1760. helper.leftToRightVector3( model.constraints[ i ].position );
  1761. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1762. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1763. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1764. }
  1765. };
  1766. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1767. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1768. return;
  1769. }
  1770. vmd.metadata.coordinateSystem = 'right';
  1771. var helper = new THREE.MMDLoader.DataCreationHelper();
  1772. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1773. helper.leftToRightVector3( vmd.motions[ i ].position );
  1774. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1775. }
  1776. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1777. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1778. }
  1779. };
  1780. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1781. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1782. return;
  1783. }
  1784. vpd.metadata.coordinateSystem = 'right';
  1785. var helper = new THREE.MMDLoader.DataCreationHelper();
  1786. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1787. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1788. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1789. }
  1790. };
  1791. THREE.MMDLoader.DataCreationHelper = function () {
  1792. };
  1793. THREE.MMDLoader.DataCreationHelper.prototype = {
  1794. constructor: THREE.MMDLoader.Helper,
  1795. leftToRightVector3: function ( v ) {
  1796. v[ 2 ] = -v[ 2 ];
  1797. },
  1798. leftToRightQuaternion: function ( q ) {
  1799. q[ 0 ] = -q[ 0 ];
  1800. q[ 1 ] = -q[ 1 ];
  1801. },
  1802. leftToRightEuler: function ( r ) {
  1803. r[ 0 ] = -r[ 0 ];
  1804. r[ 1 ] = -r[ 1 ];
  1805. },
  1806. leftToRightIndexOrder: function ( p ) {
  1807. var tmp = p[ 2 ];
  1808. p[ 2 ] = p[ 0 ];
  1809. p[ 0 ] = tmp;
  1810. },
  1811. leftToRightVector3Range: function ( v1, v2 ) {
  1812. var tmp = -v2[ 2 ];
  1813. v2[ 2 ] = -v1[ 2 ];
  1814. v1[ 2 ] = tmp;
  1815. },
  1816. leftToRightEulerRange: function ( r1, r2 ) {
  1817. var tmp1 = -r2[ 0 ];
  1818. var tmp2 = -r2[ 1 ];
  1819. r2[ 0 ] = -r1[ 0 ];
  1820. r2[ 1 ] = -r1[ 1 ];
  1821. r1[ 0 ] = tmp1;
  1822. r1[ 1 ] = tmp2;
  1823. },
  1824. /*
  1825. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1826. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1827. * like 'あいう' -> '0x30420x30440x3046'
  1828. */
  1829. toCharcodeStrings: function ( s ) {
  1830. var str = '';
  1831. for ( var i = 0; i < s.length; i++ ) {
  1832. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1833. }
  1834. return str;
  1835. },
  1836. createDictionary: function ( array ) {
  1837. var dict = {};
  1838. for ( var i = 0; i < array.length; i++ ) {
  1839. dict[ array[ i ].name ] = i;
  1840. }
  1841. return dict;
  1842. },
  1843. initializeMotionArrays: function ( array ) {
  1844. var result = [];
  1845. for ( var i = 0; i < array.length; i++ ) {
  1846. result[ i ] = [];
  1847. }
  1848. return result;
  1849. },
  1850. sortMotionArray: function ( array ) {
  1851. array.sort( function ( a, b ) {
  1852. return a.frameNum - b.frameNum;
  1853. } ) ;
  1854. },
  1855. sortMotionArrays: function ( arrays ) {
  1856. for ( var i = 0; i < arrays.length; i++ ) {
  1857. this.sortMotionArray( arrays[ i ] );
  1858. }
  1859. },
  1860. createMotionArray: function ( array ) {
  1861. var result = [];
  1862. for ( var i = 0; i < array.length; i++ ) {
  1863. result.push( array[ i ] );
  1864. }
  1865. return result;
  1866. },
  1867. createMotionArrays: function ( array, result, dict, key ) {
  1868. for ( var i = 0; i < array.length; i++ ) {
  1869. var a = array[ i ];
  1870. var num = dict[ a[ key ] ];
  1871. if ( num === undefined ) {
  1872. continue;
  1873. }
  1874. result[ num ].push( a );
  1875. }
  1876. },
  1877. createOrderedMotionArray: function ( array ) {
  1878. var result = this.createMotionArray( array );
  1879. this.sortMotionArray( result );
  1880. return result;
  1881. },
  1882. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1883. var dict = this.createDictionary( targetArray );
  1884. var result = this.initializeMotionArrays( targetArray );
  1885. this.createMotionArrays( motionArray, result, dict, key );
  1886. this.sortMotionArrays( result );
  1887. return result;
  1888. },
  1889. pushAnimationKey: function ( keys, time, value, preventInterpolation ) {
  1890. /*
  1891. * Note: This is a workaround not to make Animation system calculate lerp
  1892. * if the diff from the last frame is 1 frame (in 30fps).
  1893. */
  1894. if ( keys.length > 0 && preventInterpolation === true ) {
  1895. var k = keys[ keys.length - 1 ];
  1896. if ( time < k.time + ( 1 / 30 ) * 1.5 ) {
  1897. keys.push(
  1898. {
  1899. time: time - 1e-13,
  1900. value: k.value.clone === undefined ? k.value : k.value.clone()
  1901. }
  1902. );
  1903. }
  1904. }
  1905. keys.push(
  1906. {
  1907. time: time,
  1908. value: value
  1909. }
  1910. );
  1911. },
  1912. insertAnimationKeyAtTimeZero: function ( keys, value ) {
  1913. if ( keys.length === 0 ) {
  1914. keys.push(
  1915. {
  1916. time: 0.0,
  1917. value: value
  1918. }
  1919. );
  1920. }
  1921. },
  1922. insertStartAnimationKey: function ( keys ) {
  1923. var k = keys[ 0 ];
  1924. if ( k.time !== 0.0 ) {
  1925. keys.unshift(
  1926. {
  1927. time: 0.0,
  1928. value: k.value.clone === undefined ? k.value : k.value.clone()
  1929. }
  1930. );
  1931. }
  1932. },
  1933. pushBoneAnimationKey: function ( keys, time, bone, pos, rot ) {
  1934. keys.push(
  1935. {
  1936. time: time,
  1937. pos: [ bone.pos[ 0 ] + pos[ 0 ],
  1938. bone.pos[ 1 ] + pos[ 1 ],
  1939. bone.pos[ 2 ] + pos[ 2 ] ],
  1940. rot: [ rot[ 0 ], rot[ 1 ], rot[ 2 ], rot[ 3 ] ],
  1941. scl: [ 1, 1, 1 ]
  1942. }
  1943. );
  1944. },
  1945. insertBoneAnimationKeyAtTimeZero: function ( keys, bone ) {
  1946. if ( keys.length === 0 ) {
  1947. keys.push(
  1948. {
  1949. time: 0.0,
  1950. pos: [ bone.pos[ 0 ], bone.pos[ 1 ], bone.pos[ 2 ] ],
  1951. rot: [ 0, 0, 0, 1 ],
  1952. scl: [ 1, 1, 1 ]
  1953. }
  1954. );
  1955. }
  1956. },
  1957. insertStartBoneAnimationKey: function ( keys ) {
  1958. var k = keys[ 0 ];
  1959. if ( k.time !== 0.0 ) {
  1960. keys.unshift(
  1961. {
  1962. time: 0.0,
  1963. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  1964. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  1965. scl: [ k.scl[ 0 ], k.scl[ 1 ], k.scl[ 2 ] ]
  1966. }
  1967. );
  1968. }
  1969. },
  1970. /*
  1971. * This method wraps r74 Animation key frame track API for r73 Animation.
  1972. */
  1973. generateTrackFromAnimationKeys: function ( keys, trackKey, name ) {
  1974. var times = [];
  1975. var values = [];
  1976. for ( var i = 0; i < keys.length; i++ ) {
  1977. var key = keys[ i ];
  1978. times.push( key.time );
  1979. if ( trackKey === 'VectorKeyframeTrackEx' ) {
  1980. values.push( key.value.x );
  1981. values.push( key.value.y );
  1982. values.push( key.value.z );
  1983. } else {
  1984. values.push( key.value );
  1985. }
  1986. }
  1987. return new THREE.MMDLoader[ trackKey ]( name, times, values );
  1988. }
  1989. };
  1990. /*
  1991. * These two classes are for high precision of times and values.
  1992. * TODO: Let Three.KeyframeTrack support type select on instance creation.
  1993. */
  1994. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1995. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1996. };
  1997. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1998. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1999. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  2000. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolation ) {
  2001. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  2002. };
  2003. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  2004. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  2005. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  2006. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  2007. this.dv = new DataView( buffer );
  2008. this.offset = 0;
  2009. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2010. this.encoder = new CharsetEncoder();
  2011. };
  2012. THREE.MMDLoader.DataView.prototype = {
  2013. constructor: THREE.MMDLoader.DataView,
  2014. getInt8: function () {
  2015. var value = this.dv.getInt8( this.offset );
  2016. this.offset += 1;
  2017. return value;
  2018. },
  2019. getInt8Array: function ( size ) {
  2020. var a = [];
  2021. for ( var i = 0; i < size; i++ ) {
  2022. a.push( this.getInt8() );
  2023. }
  2024. return a;
  2025. },
  2026. getUint8: function () {
  2027. var value = this.dv.getUint8( this.offset );
  2028. this.offset += 1;
  2029. return value;
  2030. },
  2031. getUint8Array: function ( size ) {
  2032. var a = [];
  2033. for ( var i = 0; i < size; i++ ) {
  2034. a.push( this.getUint8() );
  2035. }
  2036. return a;
  2037. },
  2038. getInt16: function () {
  2039. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2040. this.offset += 2;
  2041. return value;
  2042. },
  2043. getInt16Array: function ( size ) {
  2044. var a = [];
  2045. for ( var i = 0; i < size; i++ ) {
  2046. a.push( this.getInt16() );
  2047. }
  2048. return a;
  2049. },
  2050. getUint16: function () {
  2051. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2052. this.offset += 2;
  2053. return value;
  2054. },
  2055. getUint16Array: function ( size ) {
  2056. var a = [];
  2057. for ( var i = 0; i < size; i++ ) {
  2058. a.push( this.getUint16() );
  2059. }
  2060. return a;
  2061. },
  2062. getInt32: function () {
  2063. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2064. this.offset += 4;
  2065. return value;
  2066. },
  2067. getInt32Array: function ( size ) {
  2068. var a = [];
  2069. for ( var i = 0; i < size; i++ ) {
  2070. a.push( this.getInt32() );
  2071. }
  2072. return a;
  2073. },
  2074. getUint32: function () {
  2075. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2076. this.offset += 4;
  2077. return value;
  2078. },
  2079. getUint32Array: function ( size ) {
  2080. var a = [];
  2081. for ( var i = 0; i < size; i++ ) {
  2082. a.push( this.getUint32() );
  2083. }
  2084. return a;
  2085. },
  2086. getFloat32: function () {
  2087. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2088. this.offset += 4;
  2089. return value;
  2090. },
  2091. getFloat32Array: function( size ) {
  2092. var a = [];
  2093. for ( var i = 0; i < size; i++ ) {
  2094. a.push( this.getFloat32() );
  2095. }
  2096. return a;
  2097. },
  2098. getFloat64: function () {
  2099. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2100. this.offset += 8;
  2101. return value;
  2102. },
  2103. getFloat64Array: function( size ) {
  2104. var a = [];
  2105. for ( var i = 0; i < size; i++ ) {
  2106. a.push( this.getFloat64() );
  2107. }
  2108. return a;
  2109. },
  2110. getIndex: function ( type ) {
  2111. switch ( type ) {
  2112. case 1:
  2113. return this.getInt8();
  2114. case 2:
  2115. return this.getInt16();
  2116. case 4:
  2117. return this.getInt32();
  2118. default:
  2119. throw 'unknown number type ' + type + ' exception.';
  2120. }
  2121. },
  2122. getIndexArray: function ( type, size ) {
  2123. var a = [];
  2124. for ( var i = 0; i < size; i++ ) {
  2125. a.push( this.getIndex( type ) );
  2126. }
  2127. return a;
  2128. },
  2129. getChars: function ( size ) {
  2130. var str = '';
  2131. while ( size > 0 ) {
  2132. var value = this.getUint8();
  2133. size--;
  2134. if ( value === 0 ) {
  2135. break;
  2136. }
  2137. str += String.fromCharCode( value );
  2138. }
  2139. while ( size > 0 ) {
  2140. this.getUint8();
  2141. size--;
  2142. }
  2143. return str;
  2144. },
  2145. getSjisStringsAsUnicode: function ( size ) {
  2146. var a = [];
  2147. while ( size > 0 ) {
  2148. var value = this.getUint8();
  2149. size--;
  2150. if ( value === 0 ) {
  2151. break;
  2152. }
  2153. a.push( value );
  2154. }
  2155. while ( size > 0 ) {
  2156. this.getUint8();
  2157. size--;
  2158. }
  2159. return this.encoder.s2u( new Uint8Array( a ) );
  2160. },
  2161. getUnicodeStrings: function ( size ) {
  2162. var str = '';
  2163. while ( size > 0 ) {
  2164. var value = this.getUint16();
  2165. size -= 2;
  2166. if ( value === 0 ) {
  2167. break;
  2168. }
  2169. str += String.fromCharCode( value );
  2170. }
  2171. while ( size > 0 ) {
  2172. this.getUint8();
  2173. size--;
  2174. }
  2175. return str;
  2176. },
  2177. getTextBuffer: function () {
  2178. var size = this.getUint32();
  2179. return this.getUnicodeStrings( size );
  2180. }
  2181. };
  2182. /*
  2183. * MMD custom shaders based on MeshPhongMaterial.
  2184. * This class extends ShaderMaterial while shaders are based on MeshPhongMaterial.
  2185. * Keep this class updated on MeshPhongMaterial.
  2186. */
  2187. THREE.MMDMaterial = function ( parameters ) {
  2188. THREE.ShaderMaterial.call( this, parameters );
  2189. // this.type = 'MMDMaterial';
  2190. this.faceOffset = null;
  2191. this.faceNum = null;
  2192. this.textureTransparency = false;
  2193. this.morphTransparency = false;
  2194. // the followings are copied from MeshPhongMaterial
  2195. this.color = new THREE.Color( 0xffffff ); // diffuse
  2196. this.emissive = new THREE.Color( 0x000000 );
  2197. this.specular = new THREE.Color( 0x111111 );
  2198. this.shininess = 30;
  2199. this.map = null;
  2200. this.lightMap = null;
  2201. this.lightMapIntensity = 1.0;
  2202. this.aoMap = null;
  2203. this.aoMapIntensity = 1.0;
  2204. this.emissiveMap = null;
  2205. this.bumpMap = null;
  2206. this.bumpScale = 1;
  2207. this.normalMap = null;
  2208. this.normalScale = new THREE.Vector2( 1, 1 );
  2209. this.displacementMap = null;
  2210. this.displacementScale = 1;
  2211. this.displacementBias = 0;
  2212. this.specularMap = null;
  2213. this.alphaMap = null;
  2214. this.envMap = null;
  2215. this.combine = THREE.MultiplyOperation;
  2216. this.reflectivity = 1;
  2217. this.refractionRatio = 0.98;
  2218. this.fog = true;
  2219. this.shading = THREE.SmoothShading;
  2220. this.wireframe = false;
  2221. this.wireframeLinewidth = 1;
  2222. this.wireframeLinecap = 'round';
  2223. this.wireframeLinejoin = 'round';
  2224. this.vertexColors = THREE.NoColors;
  2225. this.skinning = false;
  2226. this.morphTargets = false;
  2227. this.morphNormals = false;
  2228. this.setValues( parameters );
  2229. };
  2230. THREE.MMDMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  2231. THREE.MMDMaterial.prototype.constructor = THREE.MMDMaterial;
  2232. /*
  2233. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2234. * Keep shaders updated on MeshPhongMaterial.
  2235. */
  2236. THREE.ShaderLib[ 'mmd' ] = {
  2237. uniforms: THREE.UniformsUtils.merge( [
  2238. THREE.UniformsLib[ "common" ],
  2239. THREE.UniformsLib[ "aomap" ],
  2240. THREE.UniformsLib[ "lightmap" ],
  2241. THREE.UniformsLib[ "emissivemap" ],
  2242. THREE.UniformsLib[ "bumpmap" ],
  2243. THREE.UniformsLib[ "normalmap" ],
  2244. THREE.UniformsLib[ "displacementmap" ],
  2245. THREE.UniformsLib[ "fog" ],
  2246. THREE.UniformsLib[ "lights" ],
  2247. {
  2248. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  2249. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  2250. "shininess": { type: "f", value: 30 }
  2251. },
  2252. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2253. {
  2254. "outlineDrawing" : { type: "i", value: 0 },
  2255. "outlineThickness": { type: "f", value: 0.0 },
  2256. "outlineColor" : { type: "c", value: new THREE.Color( 0x000000 ) },
  2257. "outlineAlpha" : { type: "f", value: 1.0 },
  2258. "celShading" : { type: "i", value: 0 },
  2259. "toonMap" : { type: "t", value: null },
  2260. "hasToonTexture" : { type: "i", value: 0 }
  2261. }
  2262. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2263. ] ),
  2264. vertexShader: [
  2265. "#define PHONG",
  2266. "varying vec3 vViewPosition;",
  2267. "#ifndef FLAT_SHADED",
  2268. " varying vec3 vNormal;",
  2269. "#endif",
  2270. THREE.ShaderChunk[ "common" ],
  2271. THREE.ShaderChunk[ "uv_pars_vertex" ],
  2272. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  2273. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  2274. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  2275. THREE.ShaderChunk[ "color_pars_vertex" ],
  2276. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  2277. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  2278. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  2279. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  2280. // ---- MMD specific for outline drawing
  2281. " uniform bool outlineDrawing;",
  2282. " uniform float outlineThickness;",
  2283. // ---- MMD specific for outline drawing
  2284. "void main() {",
  2285. THREE.ShaderChunk[ "uv_vertex" ],
  2286. THREE.ShaderChunk[ "uv2_vertex" ],
  2287. THREE.ShaderChunk[ "color_vertex" ],
  2288. THREE.ShaderChunk[ "beginnormal_vertex" ],
  2289. THREE.ShaderChunk[ "morphnormal_vertex" ],
  2290. THREE.ShaderChunk[ "skinbase_vertex" ],
  2291. THREE.ShaderChunk[ "skinnormal_vertex" ],
  2292. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  2293. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  2294. " vNormal = normalize( transformedNormal );",
  2295. "#endif",
  2296. THREE.ShaderChunk[ "begin_vertex" ],
  2297. THREE.ShaderChunk[ "displacementmap_vertex" ],
  2298. THREE.ShaderChunk[ "morphtarget_vertex" ],
  2299. THREE.ShaderChunk[ "skinning_vertex" ],
  2300. THREE.ShaderChunk[ "project_vertex" ],
  2301. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  2302. " vViewPosition = - mvPosition.xyz;",
  2303. THREE.ShaderChunk[ "worldpos_vertex" ],
  2304. THREE.ShaderChunk[ "envmap_vertex" ],
  2305. THREE.ShaderChunk[ "shadowmap_vertex" ],
  2306. // ---- MMD specific for outline drawing
  2307. " if ( outlineDrawing ) {",
  2308. " float thickness = outlineThickness;",
  2309. " float ratio = 1.0;", // TODO: support outline size ratio for each vertex
  2310. " vec4 epos = projectionMatrix * modelViewMatrix * skinned;",
  2311. " vec4 epos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  2312. " vec4 enorm = normalize( epos2 - epos );",
  2313. " gl_Position = epos + enorm * thickness * epos.w * ratio;",
  2314. " }",
  2315. // ---- MMD specific for outline drawing
  2316. "}"
  2317. ].join( "\n" ),
  2318. fragmentShader: [
  2319. "#define PHONG",
  2320. "uniform vec3 diffuse;",
  2321. "uniform vec3 emissive;",
  2322. "uniform vec3 specular;",
  2323. "uniform float shininess;",
  2324. "uniform float opacity;",
  2325. THREE.ShaderChunk[ "common" ],
  2326. THREE.ShaderChunk[ "color_pars_fragment" ],
  2327. THREE.ShaderChunk[ "uv_pars_fragment" ],
  2328. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  2329. THREE.ShaderChunk[ "map_pars_fragment" ],
  2330. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  2331. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  2332. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  2333. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  2334. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  2335. THREE.ShaderChunk[ "fog_pars_fragment" ],
  2336. THREE.ShaderChunk[ "bsdfs" ],
  2337. THREE.ShaderChunk[ "lights_pars" ],
  2338. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  2339. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  2340. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  2341. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  2342. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  2343. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  2344. // ---- MMD specific for cel shading
  2345. " uniform bool outlineDrawing;",
  2346. " uniform vec3 outlineColor;",
  2347. " uniform float outlineAlpha;",
  2348. " uniform bool celShading;",
  2349. " uniform sampler2D toonMap;",
  2350. " uniform bool hasToonTexture;",
  2351. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2352. " if ( ! hasToonTexture ) {",
  2353. " return vec3( 1.0 );",
  2354. " }",
  2355. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2356. " return texture2D( toonMap, coord ).rgb;",
  2357. " }",
  2358. // redefine for MMD
  2359. "#undef RE_Direct",
  2360. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2361. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2362. " vec3 irradiance = dotNL * PI * directLight.color; // punctual light",
  2363. // ---- MMD specific for toon mapping
  2364. " if ( celShading ) {",
  2365. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2366. " } else {",
  2367. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2368. " }",
  2369. // ---- MMD specific for toon mapping
  2370. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2371. "}",
  2372. "#define RE_Direct RE_Direct_BlinnMMD",
  2373. // ---- MMD specific for toon mapping
  2374. "void main() {",
  2375. // ---- MMD specific for outline drawing
  2376. " if ( outlineDrawing ) {",
  2377. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  2378. " return;",
  2379. " }",
  2380. // ---- MMD specific for outline drawing
  2381. " vec4 diffuseColor = vec4( diffuse, opacity );",
  2382. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  2383. " vec3 totalEmissiveLight = emissive;",
  2384. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  2385. THREE.ShaderChunk[ "map_fragment" ],
  2386. THREE.ShaderChunk[ "color_fragment" ],
  2387. THREE.ShaderChunk[ "alphamap_fragment" ],
  2388. THREE.ShaderChunk[ "alphatest_fragment" ],
  2389. THREE.ShaderChunk[ "specularmap_fragment" ],
  2390. THREE.ShaderChunk[ "normal_fragment" ],
  2391. THREE.ShaderChunk[ "emissivemap_fragment" ],
  2392. // accumulation
  2393. THREE.ShaderChunk[ "lights_phong_fragment" ],
  2394. THREE.ShaderChunk[ "lights_template" ],
  2395. // modulation
  2396. THREE.ShaderChunk[ "aomap_fragment" ],
  2397. "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
  2398. THREE.ShaderChunk[ "envmap_fragment" ],
  2399. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  2400. THREE.ShaderChunk[ "fog_fragment" ],
  2401. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  2402. "}"
  2403. ].join( "\n" )
  2404. };
  2405. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2406. var params = ( p === null || p === undefined ) ? {} : p;
  2407. this.audio = audio;
  2408. this.listener = listener;
  2409. this.elapsedTime = 0.0;
  2410. this.currentTime = 0.0;
  2411. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2412. this.audioDuration = this.audio.source.buffer.duration;
  2413. this.duration = this.audioDuration + this.delayTime;
  2414. };
  2415. THREE.MMDAudioManager.prototype = {
  2416. constructor: THREE.MMDAudioManager,
  2417. control: function ( delta ) {
  2418. this.elapsed += delta;
  2419. this.currentTime += delta;
  2420. if ( this.checkIfStopAudio() ) {
  2421. this.audio.stop();
  2422. }
  2423. if ( this.checkIfStartAudio() ) {
  2424. this.audio.play();
  2425. }
  2426. },
  2427. checkIfStartAudio: function () {
  2428. if ( this.audio.isPlaying ) {
  2429. return false;
  2430. }
  2431. while ( this.currentTime >= this.duration ) {
  2432. this.currentTime -= this.duration;
  2433. }
  2434. if ( this.currentTime < this.delayTime ) {
  2435. return false;
  2436. }
  2437. this.audio.startTime = this.currentTime - this.delayTime;
  2438. return true;
  2439. },
  2440. checkIfStopAudio: function () {
  2441. if ( ! this.audio.isPlaying ) {
  2442. return false;
  2443. }
  2444. if ( this.currentTime >= this.duration ) {
  2445. return true;
  2446. }
  2447. return false;
  2448. }
  2449. };
  2450. THREE.MMDGrantSolver = function ( mesh ) {
  2451. this.mesh = mesh;
  2452. };
  2453. THREE.MMDGrantSolver.prototype = {
  2454. constructor: THREE.MMDGrantSolver,
  2455. update: function () {
  2456. var q = new THREE.Quaternion();
  2457. return function () {
  2458. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  2459. var g = this.mesh.geometry.grants[ i ];
  2460. var b = this.mesh.skeleton.bones[ g.index ];
  2461. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  2462. if ( g.isLocal ) {
  2463. // TODO: implement
  2464. if ( g.affectPosition ) {
  2465. }
  2466. // TODO: implement
  2467. if ( g.affectRotation ) {
  2468. }
  2469. } else {
  2470. // TODO: implement
  2471. if ( g.affectPosition ) {
  2472. }
  2473. if ( g.affectRotation ) {
  2474. q.set( 0, 0, 0, 1 );
  2475. q.slerp( pb.quaternion, g.ratio );
  2476. b.quaternion.multiply( q );
  2477. b.updateMatrixWorld( true );
  2478. }
  2479. }
  2480. }
  2481. };
  2482. }()
  2483. };
  2484. THREE.MMDHelper = function ( renderer ) {
  2485. this.renderer = renderer;
  2486. this.meshes = [];
  2487. this.doAnimation = true;
  2488. this.doIk = true;
  2489. this.doGrant = true;
  2490. this.doPhysics = true;
  2491. this.doOutlineDrawing = true;
  2492. this.doCameraAnimation = true;
  2493. this.audioManager = null;
  2494. this.camera = null;
  2495. this.init();
  2496. };
  2497. THREE.MMDHelper.prototype = {
  2498. constructor: THREE.MMDHelper,
  2499. init: function () {
  2500. this.initRender();
  2501. },
  2502. initRender: function () {
  2503. this.renderer.autoClear = false;
  2504. this.renderer.autoClearColor = false;
  2505. this.renderer.autoClearDepth = false;
  2506. },
  2507. add: function ( mesh ) {
  2508. mesh.mixer = null;
  2509. mesh.ikSolver = null;
  2510. mesh.grantSolver = null;
  2511. mesh.physics = null;
  2512. this.meshes.push( mesh );
  2513. // workaround until I make IK and Physics Animation plugin
  2514. this.initBackupBones( mesh );
  2515. },
  2516. setAudio: function ( audio, listener, params ) {
  2517. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2518. },
  2519. setCamera: function ( camera ) {
  2520. camera.mixer = null;
  2521. this.camera = camera;
  2522. },
  2523. setPhysicses: function ( params ) {
  2524. for ( var i = 0; i < this.meshes.length; i++ ) {
  2525. this.setPhysics( this.meshes[ i ], params );
  2526. }
  2527. },
  2528. setPhysics: function ( mesh, params ) {
  2529. mesh.physics = new THREE.MMDPhysics( mesh, params );
  2530. mesh.physics.warmup( 10 );
  2531. },
  2532. setAnimations: function () {
  2533. for ( var i = 0; i < this.meshes.length; i++ ) {
  2534. this.setAnimation( this.meshes[ i ] );
  2535. }
  2536. },
  2537. setAnimation: function ( mesh ) {
  2538. if ( mesh.geometry.animations !== undefined || mesh.geometry.morphAnimations !== undefined ) {
  2539. mesh.mixer = new THREE.AnimationMixer( mesh );
  2540. }
  2541. if ( mesh.geometry.animations !== undefined ) {
  2542. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2543. var action = mesh.mixer.clipAction( mesh.geometry.animations[ i ] );
  2544. if ( i === 0 ) {
  2545. action.play();
  2546. }
  2547. }
  2548. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2549. if ( mesh.geometry.grants !== undefined ) {
  2550. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  2551. }
  2552. }
  2553. if ( mesh.geometry.morphAnimations !== undefined ) {
  2554. for ( var i = 0; i < mesh.geometry.morphAnimations.length; i++ ) {
  2555. var action = mesh.mixer.clipAction( mesh.geometry.morphAnimations[ i ] );
  2556. if ( i === 0 ) {
  2557. action.play();
  2558. }
  2559. }
  2560. }
  2561. },
  2562. setCameraAnimation: function ( camera ) {
  2563. if ( camera.animations !== undefined ) {
  2564. camera.mixer = new THREE.AnimationMixer( camera );
  2565. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2566. }
  2567. },
  2568. /*
  2569. * detect the longest duration among model, camera, and audio animation and then
  2570. * set it to them to sync.
  2571. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2572. * to access them for safe and modularity.
  2573. */
  2574. unifyAnimationDuration: function ( params ) {
  2575. params = params === undefined ? {} : params;
  2576. var max = 0.0;
  2577. var camera = this.camera;
  2578. var audioManager = this.audioManager;
  2579. // check the longest duration
  2580. for ( var i = 0; i < this.meshes.length; i++ ) {
  2581. var mesh = this.meshes[ i ];
  2582. var mixer = mesh.mixer;
  2583. if ( mixer === null ) {
  2584. continue;
  2585. }
  2586. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2587. var action = mixer._actions[ j ];
  2588. max = Math.max( max, action._clip.duration );
  2589. }
  2590. }
  2591. if ( camera !== null && camera.mixer !== null ) {
  2592. var mixer = camera.mixer;
  2593. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2594. var action = mixer._actions[ i ];
  2595. max = Math.max( max, action._clip.duration );
  2596. }
  2597. }
  2598. if ( audioManager !== null ) {
  2599. max = Math.max( max, audioManager.duration );
  2600. }
  2601. if ( params.afterglow !== undefined ) {
  2602. max += params.afterglow;
  2603. }
  2604. // set the duration
  2605. for ( var i = 0; i < this.meshes.length; i++ ) {
  2606. var mesh = this.meshes[ i ];
  2607. var mixer = mesh.mixer;
  2608. if ( mixer === null ) {
  2609. continue;
  2610. }
  2611. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2612. var action = mixer._actions[ j ];
  2613. action._clip.duration = max;
  2614. }
  2615. }
  2616. if ( camera !== null && camera.mixer !== null ) {
  2617. var mixer = camera.mixer;
  2618. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2619. var action = mixer._actions[ i ];
  2620. action._clip.duration = max;
  2621. }
  2622. }
  2623. if ( audioManager !== null ) {
  2624. audioManager.duration = max;
  2625. }
  2626. },
  2627. controlAudio: function ( delta ) {
  2628. if ( this.audioManager === null ) {
  2629. return;
  2630. }
  2631. this.audioManager.control( delta );
  2632. },
  2633. animate: function ( delta ) {
  2634. this.controlAudio( delta );
  2635. for ( var i = 0; i < this.meshes.length; i++ ) {
  2636. this.animateOneMesh( delta, this.meshes[ i ] );
  2637. }
  2638. this.animateCamera( delta );
  2639. },
  2640. animateOneMesh: function ( delta, mesh ) {
  2641. var mixer = mesh.mixer;
  2642. var ikSolver = mesh.ikSolver;
  2643. var grantSolver = mesh.grantSolver;
  2644. var physics = mesh.physics;
  2645. if ( mixer !== null && this.doAnimation === true ) {
  2646. mixer.update( delta );
  2647. // workaround until I make IK, Grant, and Physics Animation plugin
  2648. this.backupBones( mesh );
  2649. }
  2650. if ( ikSolver !== null && this.doIk === true ) {
  2651. ikSolver.update();
  2652. }
  2653. if ( grantSolver !== null && this.doGrant === true ) {
  2654. grantSolver.update();
  2655. }
  2656. if ( physics !== null && this.doPhysics === true ) {
  2657. physics.update( delta );
  2658. }
  2659. },
  2660. animateCamera: function ( delta ) {
  2661. if ( this.camera === null ) {
  2662. return;
  2663. }
  2664. var mixer = this.camera.mixer;
  2665. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2666. mixer.update( delta );
  2667. // TODO: Let PerspectiveCamera automatically update?
  2668. this.camera.updateProjectionMatrix();
  2669. this.camera.lookAt( this.camera.center );
  2670. }
  2671. },
  2672. render: function ( scene, camera ) {
  2673. this.renderer.clearColor();
  2674. this.renderer.clearDepth();
  2675. this.renderer.clear( true, true );
  2676. this.renderMain( scene, camera );
  2677. if ( this.doOutlineDrawing ) {
  2678. this.renderOutline( scene, camera );
  2679. }
  2680. // workaround until I make IK and Physics Animation plugin
  2681. for ( var i = 0; i < this.meshes.length; i++ ) {
  2682. this.restoreBones( this.meshes[ i ] );
  2683. }
  2684. },
  2685. renderMain: function ( scene, camera ) {
  2686. this.setupMainRendering();
  2687. this.renderer.render( scene, camera );
  2688. },
  2689. renderOutline: function ( scene, camera ) {
  2690. var tmpEnabled = this.renderer.shadowMap.enabled;
  2691. this.renderer.shadowMap.enabled = false;
  2692. this.setupOutlineRendering();
  2693. this.renderer.render( scene, camera );
  2694. this.renderer.shadowMap.enabled = tmpEnabled;
  2695. },
  2696. setupMainRendering: function () {
  2697. for ( var i = 0; i < this.meshes.length; i++ ) {
  2698. this.setupMainRenderingOneMesh( this.meshes[ i ] );
  2699. }
  2700. },
  2701. setupMainRenderingOneMesh: function ( mesh ) {
  2702. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2703. var m = mesh.material.materials[ i ];
  2704. m.uniforms.outlineDrawing.value = 0;
  2705. m.visible = true;
  2706. if ( m.opacity === 1.0 ) {
  2707. m.side = THREE.FrontSide;
  2708. m.transparent = false;
  2709. } else {
  2710. m.side = THREE.DoubleSide;
  2711. m.transparent = true;
  2712. }
  2713. if ( m.textureTransparency === true || m.morphTransparency === true ) {
  2714. m.transparent = true;
  2715. }
  2716. }
  2717. },
  2718. setupOutlineRendering: function () {
  2719. for ( var i = 0; i < this.meshes.length; i++ ) {
  2720. this.setupOutlineRenderingOneMesh( this.meshes[ i ] );
  2721. }
  2722. },
  2723. setupOutlineRenderingOneMesh: function ( mesh ) {
  2724. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2725. var m = mesh.material.materials[ i ];
  2726. m.uniforms.outlineDrawing.value = 1;
  2727. m.side = THREE.BackSide;
  2728. if ( m.uniforms.outlineAlpha.value < 1.0 ) {
  2729. m.transparent = true;
  2730. }
  2731. if ( m.uniforms.outlineThickness.value === 0.0 ) {
  2732. m.visible = false;
  2733. }
  2734. }
  2735. },
  2736. resetPose: function ( mesh ) {
  2737. var bones = mesh.skeleton.bones;
  2738. var bones2 = mesh.geometry.bones;
  2739. var v = new THREE.Vector3();
  2740. var q = new THREE.Quaternion();
  2741. for ( var i = 0; i < bones.length; i++ ) {
  2742. var b = bones2[ i ];
  2743. v.set( b.pos[ 0 ], b.pos[ 1 ], b.pos[ 2 ] );
  2744. q.set( b.rotq[ 0 ], b.rotq[ 1 ], b.rotq[ 2 ], b.rotq[ 3 ] );
  2745. bones[ i ].position.copy( v );
  2746. bones[ i ].quaternion.copy( q );
  2747. }
  2748. },
  2749. poseAsVpd: function ( mesh, vpd, params ) {
  2750. if ( ! ( params && params.preventResetPose === true ) ) {
  2751. this.resetPose( mesh );
  2752. }
  2753. var bones = mesh.skeleton.bones;
  2754. var bones2 = vpd.bones;
  2755. var table = {};
  2756. for ( var i = 0; i < bones.length; i++ ) {
  2757. var b = bones[ i ];
  2758. table[ b.name ] = i;
  2759. }
  2760. var thV = new THREE.Vector3();
  2761. var thQ = new THREE.Quaternion();
  2762. for ( var i = 0; i < bones2.length; i++ ) {
  2763. var b = bones2[ i ];
  2764. var index = table[ b.name ];
  2765. if ( index === undefined ) {
  2766. continue;
  2767. }
  2768. var b2 = bones[ index ];
  2769. var t = b.translation;
  2770. var q = b.quaternion;
  2771. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2772. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2773. b2.position.add( thV );
  2774. b2.quaternion.multiply( thQ );
  2775. b2.updateMatrixWorld( true );
  2776. }
  2777. if ( params === undefined || params.preventIk !== true ) {
  2778. var solver = new THREE.CCDIKSolver( mesh );
  2779. solver.update();
  2780. }
  2781. if ( params === undefined || params.preventGrant !== true ) {
  2782. if ( mesh.geometry.grants !== undefined ) {
  2783. var solver = new THREE.MMDGrantSolver( mesh );
  2784. solver.update();
  2785. }
  2786. }
  2787. },
  2788. /*
  2789. * Note: These following three functions are workaround for r74dev.
  2790. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2791. * when mixer.update() is called.
  2792. * ikSolver.update() and physics.update() change bone position/quaternion
  2793. * without mixer.update() then buffer cache will be inconsistent.
  2794. * So trying to avoid buffer cache inconsistency by doing
  2795. * backup bones position/quaternion right after mixer.update() call
  2796. * and then restore them after rendering.
  2797. */
  2798. initBackupBones: function ( mesh ) {
  2799. mesh.skeleton.backupBones = [];
  2800. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2801. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2802. }
  2803. },
  2804. backupBones: function ( mesh ) {
  2805. mesh.skeleton.backupBoneIsSaved = true;
  2806. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2807. var b = mesh.skeleton.backupBones[ i ];
  2808. var b2 = mesh.skeleton.bones[ i ];
  2809. b.position.copy( b2.position );
  2810. b.quaternion.copy( b2.quaternion );
  2811. }
  2812. },
  2813. restoreBones: function ( mesh ) {
  2814. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2815. return;
  2816. }
  2817. mesh.skeleton.backupBoneIsSaved = false;
  2818. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2819. var b = mesh.skeleton.bones[ i ];
  2820. var b2 = mesh.skeleton.backupBones[ i ];
  2821. b.position.copy( b2.position );
  2822. b.quaternion.copy( b2.quaternion );
  2823. }
  2824. }
  2825. };