MMDLoader.js 63 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - mmd-parser https://github.com/takahirox/mmd-parser
  6. * - ammo.js https://github.com/kripken/ammo.js
  7. * - THREE.TGALoader
  8. * - THREE.MMDPhysics
  9. * - THREE.CCDIKSolver
  10. * - THREE.OutlineEffect
  11. *
  12. *
  13. * This loader loads and parses PMD/PMX and VMD binary files
  14. * then creates mesh for Three.js.
  15. *
  16. * PMD/PMX is a model data format and VMD is a motion data format
  17. * used in MMD(Miku Miku Dance).
  18. *
  19. * MMD is a 3D CG animation tool which is popular in Japan.
  20. *
  21. *
  22. * MMD official site
  23. * http://www.geocities.jp/higuchuu4/index_e.htm
  24. *
  25. * PMD, VMD format
  26. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  27. *
  28. * PMX format
  29. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  30. *
  31. *
  32. * TODO
  33. * - light motion in vmd support.
  34. * - SDEF support.
  35. * - uv/material/bone morphing support.
  36. * - more precise grant skinning support.
  37. * - shadow support.
  38. */
  39. THREE.MMDLoader = function ( manager ) {
  40. THREE.Loader.call( this );
  41. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  42. this.parser = new MMDParser.Parser();
  43. };
  44. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  45. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  46. /*
  47. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp
  48. * Users don't need to prepare default texture files.
  49. *
  50. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  51. */
  52. THREE.MMDLoader.prototype.defaultToonTextures = [
  53. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  54. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  55. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  56. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  57. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  58. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  59. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
  60. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  61. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  62. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  63. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  64. ];
  65. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadModel( modelUrl, function ( mesh ) {
  68. scope.loadVmds( vmdUrls, function ( vmd ) {
  69. scope.pourVmdIntoModel( mesh, vmd );
  70. callback( mesh );
  71. }, onProgress, onError );
  72. }, onProgress, onError );
  73. };
  74. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  75. var scope = this;
  76. var texturePath = this.extractUrlBase( url );
  77. var modelExtension = this.extractExtension( url );
  78. this.loadFileAsBuffer( url, function ( buffer ) {
  79. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  80. }, onProgress, onError );
  81. };
  82. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  83. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  84. };
  85. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  86. var scope = this;
  87. this.loadFileAsBuffer( url, function ( buffer ) {
  88. callback( scope.parseVmd( buffer ) );
  89. }, onProgress, onError );
  90. };
  91. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  92. var scope = this;
  93. var vmds = [];
  94. function run () {
  95. var url = urls.shift();
  96. scope.loadVmd( url, function ( vmd ) {
  97. vmds.push( vmd );
  98. if ( urls.length > 0 ) {
  99. run();
  100. } else {
  101. callback( scope.mergeVmds( vmds ) );
  102. }
  103. }, onProgress, onError );
  104. };
  105. run();
  106. };
  107. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  108. var listener = new THREE.AudioListener();
  109. var audio = new THREE.Audio( listener );
  110. var loader = new THREE.AudioLoader( this.manager );
  111. loader.load( url, function ( buffer ) {
  112. audio.setBuffer( buffer );
  113. callback( audio, listener );
  114. }, onProgress, onError );
  115. };
  116. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  117. var scope = this;
  118. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  119. func( url, function ( text ) {
  120. callback( scope.parseVpd( text ) );
  121. }, onProgress, onError );
  122. };
  123. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  124. // Should I judge from model data header?
  125. switch( modelExtension.toLowerCase() ) {
  126. case 'pmd':
  127. return this.parsePmd( buffer );
  128. case 'pmx':
  129. return this.parsePmx( buffer );
  130. default:
  131. throw 'extension ' + modelExtension + ' is not supported.';
  132. }
  133. };
  134. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  135. return this.parser.parsePmd( buffer, true );
  136. };
  137. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  138. return this.parser.parsePmx( buffer, true );
  139. };
  140. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  141. return this.parser.parseVmd( buffer, true );
  142. };
  143. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  144. return this.parser.parseVpd( text, true );
  145. };
  146. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  147. return this.parser.mergeVmds( vmds );
  148. };
  149. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  150. this.createAnimation( mesh, vmd, name );
  151. };
  152. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  153. var helper = new THREE.MMDLoader.DataCreationHelper();
  154. var initAnimation = function () {
  155. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  156. var times = [];
  157. var centers = [];
  158. var quaternions = [];
  159. var positions = [];
  160. var fovs = [];
  161. var cInterpolations = [];
  162. var qInterpolations = [];
  163. var pInterpolations = [];
  164. var fInterpolations = [];
  165. var quaternion = new THREE.Quaternion();
  166. var euler = new THREE.Euler();
  167. var position = new THREE.Vector3();
  168. var center = new THREE.Vector3();
  169. var pushVector3 = function ( array, vec ) {
  170. array.push( vec.x );
  171. array.push( vec.y );
  172. array.push( vec.z );
  173. };
  174. var pushQuaternion = function ( array, q ) {
  175. array.push( q.x );
  176. array.push( q.y );
  177. array.push( q.z );
  178. array.push( q.w );
  179. };
  180. var pushInterpolation = function ( array, interpolation, index ) {
  181. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  182. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  183. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  184. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  185. };
  186. var createTrack = function ( node, type, times, values, interpolations ) {
  187. /*
  188. * optimizes here not to let KeyframeTrackPrototype optimize
  189. * because KeyframeTrackPrototype optimizes times and values but
  190. * doesn't optimize interpolations.
  191. */
  192. if ( times.length > 2 ) {
  193. times = times.slice();
  194. values = values.slice();
  195. interpolations = interpolations.slice();
  196. var stride = values.length / times.length;
  197. var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
  198. var aheadIndex = 2;
  199. var index = 1;
  200. for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  201. for ( var i = 0; i < stride; i ++ ) {
  202. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  203. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  204. index ++;
  205. break;
  206. }
  207. }
  208. if ( aheadIndex > index ) {
  209. times[ index ] = times[ aheadIndex ];
  210. for ( var i = 0; i < stride; i ++ ) {
  211. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  212. }
  213. for ( var i = 0; i < interpolateStride; i ++ ) {
  214. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  215. }
  216. }
  217. }
  218. times.length = index + 1;
  219. values.length = ( index + 1 ) * stride;
  220. interpolations.length = ( index + 1 ) * interpolateStride;
  221. }
  222. return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
  223. };
  224. for ( var i = 0; i < orderedMotions.length; i++ ) {
  225. var m = orderedMotions[ i ];
  226. var time = m.frameNum / 30;
  227. var pos = m.position;
  228. var rot = m.rotation;
  229. var distance = m.distance;
  230. var fov = m.fov;
  231. var interpolation = m.interpolation;
  232. position.set( 0, 0, -distance );
  233. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  234. euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
  235. quaternion.setFromEuler( euler );
  236. position.add( center );
  237. position.applyQuaternion( quaternion );
  238. /*
  239. * Note: This is a workaround not to make Animation system calculate lerp
  240. * if the diff from the last frame is 1 frame (in 30fps).
  241. */
  242. if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
  243. times[ times.length - 1 ] = time - 1e-13;
  244. }
  245. times.push( time );
  246. pushVector3( centers, center );
  247. pushQuaternion( quaternions, quaternion );
  248. pushVector3( positions, position );
  249. fovs.push( fov );
  250. for ( var j = 0; j < 3; j ++ ) {
  251. pushInterpolation( cInterpolations, interpolation, j );
  252. }
  253. pushInterpolation( qInterpolations, interpolation, 3 );
  254. // use same one parameter for x, y, z axis.
  255. for ( var j = 0; j < 3; j ++ ) {
  256. pushInterpolation( pInterpolations, interpolation, 4 );
  257. }
  258. pushInterpolation( fInterpolations, interpolation, 5 );
  259. }
  260. if ( times.length === 0 ) return;
  261. var tracks = [];
  262. tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
  263. tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
  264. tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
  265. tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
  266. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  267. if ( clip !== null ) {
  268. if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
  269. if ( camera.animations === undefined ) camera.animations = [];
  270. camera.animations.push( clip );
  271. }
  272. };
  273. initAnimation();
  274. };
  275. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  276. var index = url.lastIndexOf( '.' );
  277. if ( index < 0 ) {
  278. return null;
  279. }
  280. return url.slice( index + 1 );
  281. };
  282. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  283. var loader = new THREE.FileLoader( this.manager );
  284. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  285. loader.setResponseType( responseType );
  286. var request = loader.load( url, function ( result ) {
  287. onLoad( result );
  288. }, onProgress, onError );
  289. return request;
  290. };
  291. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  292. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  293. };
  294. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  295. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  296. };
  297. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  298. var request = this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  299. };
  300. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  301. var scope = this;
  302. var geometry = new THREE.BufferGeometry();
  303. var material = new THREE.MultiMaterial();
  304. var helper = new THREE.MMDLoader.DataCreationHelper();
  305. var buffer = {};
  306. buffer.vertices = [];
  307. buffer.uvs = [];
  308. buffer.normals = [];
  309. buffer.skinIndices = [];
  310. buffer.skinWeights = [];
  311. buffer.indices = [];
  312. var initVartices = function () {
  313. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  314. var v = model.vertices[ i ];
  315. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  316. buffer.vertices.push( v.position[ j ] );
  317. }
  318. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  319. buffer.normals.push( v.normal[ j ] );
  320. }
  321. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  322. buffer.uvs.push( v.uv[ j ] );
  323. }
  324. for ( var j = 0; j < 4; j ++ ) {
  325. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  326. }
  327. for ( var j = 0; j < 4; j ++ ) {
  328. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  329. }
  330. }
  331. };
  332. var initFaces = function () {
  333. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  334. var f = model.faces[ i ];
  335. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  336. buffer.indices.push( f.indices[ j ] );
  337. }
  338. }
  339. };
  340. var initBones = function () {
  341. var bones = [];
  342. var rigidBodies = model.rigidBodies;
  343. var dictionary = {};
  344. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  345. var body = rigidBodies[ i ];
  346. var value = dictionary[ body.boneIndex ];
  347. // keeps greater number if already value is set without any special reasons
  348. value = value === undefined ? body.type : Math.max( body.type, value );
  349. dictionary[ body.boneIndex ] = value;
  350. }
  351. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  352. var bone = {};
  353. var b = model.bones[ i ];
  354. bone.parent = b.parentIndex;
  355. bone.name = b.name;
  356. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  357. bone.rotq = [ 0, 0, 0, 1 ];
  358. bone.scl = [ 1, 1, 1 ];
  359. if ( bone.parent !== -1 ) {
  360. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  361. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  362. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  363. }
  364. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  365. bones.push( bone );
  366. }
  367. geometry.bones = bones;
  368. };
  369. var initIKs = function () {
  370. var iks = [];
  371. // TODO: remove duplicated codes between PMD and PMX
  372. if ( model.metadata.format === 'pmd' ) {
  373. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  374. var ik = model.iks[i];
  375. var param = {};
  376. param.target = ik.target;
  377. param.effector = ik.effector;
  378. param.iteration = ik.iteration;
  379. param.maxAngle = ik.maxAngle * 4;
  380. param.links = [];
  381. for ( var j = 0; j < ik.links.length; j++ ) {
  382. var link = {};
  383. link.index = ik.links[ j ].index;
  384. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  385. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  386. }
  387. param.links.push( link );
  388. }
  389. iks.push( param );
  390. }
  391. } else {
  392. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  393. var b = model.bones[ i ];
  394. var ik = b.ik;
  395. if ( ik === undefined ) {
  396. continue;
  397. }
  398. var param = {};
  399. param.target = i;
  400. param.effector = ik.effector;
  401. param.iteration = ik.iteration;
  402. param.maxAngle = ik.maxAngle;
  403. param.links = [];
  404. for ( var j = 0; j < ik.links.length; j++ ) {
  405. var link = {};
  406. link.index = ik.links[ j ].index;
  407. link.enabled = true;
  408. if ( ik.links[ j ].angleLimitation === 1 ) {
  409. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  410. // TODO: use limitation angles
  411. // link.lowerLimitationAngle;
  412. // link.upperLimitationAngle;
  413. }
  414. param.links.push( link );
  415. }
  416. iks.push( param );
  417. }
  418. }
  419. geometry.iks = iks;
  420. };
  421. var initGrants = function () {
  422. if ( model.metadata.format === 'pmd' ) {
  423. return;
  424. }
  425. var grants = [];
  426. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  427. var b = model.bones[ i ];
  428. var grant = b.grant;
  429. if ( grant === undefined ) {
  430. continue;
  431. }
  432. var param = {};
  433. param.index = i;
  434. param.parentIndex = grant.parentIndex;
  435. param.ratio = grant.ratio;
  436. param.isLocal = grant.isLocal;
  437. param.affectRotation = grant.affectRotation;
  438. param.affectPosition = grant.affectPosition;
  439. param.transformationClass = b.transformationClass;
  440. grants.push( param );
  441. }
  442. grants.sort( function ( a, b ) {
  443. return a.transformationClass - b.transformationClass;
  444. } );
  445. geometry.grants = grants;
  446. };
  447. var initMorphs = function () {
  448. function updateVertex( attribute, index, v, ratio ) {
  449. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  450. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  451. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  452. };
  453. function updateVertices( attribute, m, ratio ) {
  454. for ( var i = 0; i < m.elementCount; i++ ) {
  455. var v = m.elements[ i ];
  456. var index;
  457. if ( model.metadata.format === 'pmd' ) {
  458. index = model.morphs[ 0 ].elements[ v.index ].index;
  459. } else {
  460. index = v.index;
  461. }
  462. updateVertex( attribute, index, v, ratio );
  463. }
  464. };
  465. var morphTargets = [];
  466. var attributes = [];
  467. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  468. var m = model.morphs[ i ];
  469. var params = { name: m.name };
  470. var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
  471. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  472. attribute.array[ j ] = buffer.vertices[ j ];
  473. }
  474. if ( model.metadata.format === 'pmd' ) {
  475. if ( i !== 0 ) {
  476. updateVertices( attribute, m, 1.0 );
  477. }
  478. } else {
  479. if ( m.type === 0 ) { // group
  480. for ( var j = 0; j < m.elementCount; j++ ) {
  481. var m2 = model.morphs[ m.elements[ j ].index ];
  482. var ratio = m.elements[ j ].ratio;
  483. if ( m2.type === 1 ) {
  484. updateVertices( attribute, m2, ratio );
  485. } else {
  486. // TODO: implement
  487. }
  488. }
  489. } else if ( m.type === 1 ) { // vertex
  490. updateVertices( attribute, m, 1.0 );
  491. } else if ( m.type === 2 ) { // bone
  492. // TODO: implement
  493. } else if ( m.type === 3 ) { // uv
  494. // TODO: implement
  495. } else if ( m.type === 4 ) { // additional uv1
  496. // TODO: implement
  497. } else if ( m.type === 5 ) { // additional uv2
  498. // TODO: implement
  499. } else if ( m.type === 6 ) { // additional uv3
  500. // TODO: implement
  501. } else if ( m.type === 7 ) { // additional uv4
  502. // TODO: implement
  503. } else if ( m.type === 8 ) { // material
  504. // TODO: implement
  505. }
  506. }
  507. morphTargets.push( params );
  508. attributes.push( attribute );
  509. }
  510. geometry.morphTargets = morphTargets;
  511. geometry.morphAttributes.position = attributes;
  512. };
  513. var initMaterials = function () {
  514. var textures = [];
  515. var textureLoader = new THREE.TextureLoader( this.manager );
  516. var tgaLoader = new THREE.TGALoader( this.manager );
  517. var offset = 0;
  518. var materialParams = [];
  519. function loadTexture ( filePath, params ) {
  520. if ( params === undefined ) {
  521. params = {};
  522. }
  523. var fullPath;
  524. if ( params.defaultTexturePath === true ) {
  525. try {
  526. fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
  527. } catch ( e ) {
  528. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' )
  529. fullPath = scope.defaultToonTextures[ 0 ];
  530. }
  531. } else {
  532. fullPath = texturePath + filePath;
  533. }
  534. var loader = THREE.Loader.Handlers.get( fullPath );
  535. if ( loader === null ) {
  536. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  537. }
  538. var texture = loader.load( fullPath, function ( t ) {
  539. t.flipY = false;
  540. t.wrapS = THREE.RepeatWrapping;
  541. t.wrapT = THREE.RepeatWrapping;
  542. if ( params.sphericalReflectionMapping === true ) {
  543. t.mapping = THREE.SphericalReflectionMapping;
  544. }
  545. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  546. texture.readyCallbacks[ i ]( texture );
  547. }
  548. delete texture.readyCallbacks;
  549. } );
  550. texture.readyCallbacks = [];
  551. var uuid = THREE.Math.generateUUID();
  552. textures[ uuid ] = texture;
  553. return uuid;
  554. };
  555. function getTexture( name, textures ) {
  556. if ( textures[ name ] === undefined ) {
  557. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  558. }
  559. return textures[ name ];
  560. };
  561. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  562. var m = model.materials[ i ];
  563. var params = {};
  564. params.faceOffset = offset;
  565. params.faceNum = m.faceCount;
  566. offset += m.faceCount;
  567. params.name = m.name;
  568. /*
  569. * Color
  570. *
  571. * MMD MeshPhongMaterial
  572. * diffuse - color
  573. * specular - specular
  574. * ambient - emissive * a
  575. * (a = 1.0 without map texture or 0.2 with map texture)
  576. *
  577. * MeshPhongMaterial doesn't have ambient. Set it to emissive instead.
  578. * It'll be too bright if material has map texture so using coef 0.2.
  579. */
  580. params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
  581. params.opacity = m.diffuse[ 3 ];
  582. params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
  583. params.shininess = m.shininess;
  584. if ( params.opacity === 1.0 ) {
  585. params.side = THREE.FrontSide;
  586. params.transparent = false;
  587. } else {
  588. params.side = THREE.DoubleSide;
  589. params.transparent = true;
  590. }
  591. if ( model.metadata.format === 'pmd' ) {
  592. if ( m.fileName ) {
  593. var fileName = m.fileName;
  594. var fileNames = [];
  595. var index = fileName.lastIndexOf( '*' );
  596. if ( index >= 0 ) {
  597. fileNames.push( fileName.slice( 0, index ) );
  598. fileNames.push( fileName.slice( index + 1 ) );
  599. } else {
  600. fileNames.push( fileName );
  601. }
  602. for ( var j = 0; j < fileNames.length; j++ ) {
  603. var n = fileNames[ j ];
  604. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  605. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  606. if ( n.indexOf( '.sph' ) >= 0 ) {
  607. params.envMapType = THREE.MultiplyOperation;
  608. } else {
  609. params.envMapType = THREE.AddOperation;
  610. }
  611. } else {
  612. params.map = loadTexture( n );
  613. }
  614. }
  615. }
  616. } else {
  617. if ( m.textureIndex !== -1 ) {
  618. var n = model.textures[ m.textureIndex ];
  619. params.map = loadTexture( n );
  620. }
  621. // TODO: support m.envFlag === 3
  622. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  623. var n = model.textures[ m.envTextureIndex ];
  624. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  625. if ( m.envFlag === 1 ) {
  626. params.envMapType = THREE.MultiplyOperation;
  627. } else {
  628. params.envMapType = THREE.AddOperation;
  629. }
  630. }
  631. }
  632. var coef = ( params.map === undefined ) ? 1.0 : 0.2;
  633. params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
  634. materialParams.push( params );
  635. }
  636. var shader = THREE.ShaderLib[ 'mmd' ];
  637. for ( var i = 0; i < materialParams.length; i++ ) {
  638. var p = materialParams[ i ];
  639. var p2 = model.materials[ i ];
  640. var m = new THREE.ShaderMaterial( {
  641. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  642. vertexShader: shader.vertexShader,
  643. fragmentShader: shader.fragmentShader
  644. } );
  645. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  646. if ( p.name !== undefined ) m.name = p.name;
  647. m.skinning = geometry.bones.length > 0 ? true : false;
  648. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  649. m.lights = true;
  650. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  651. m.transparent = p.transparent;
  652. m.fog = true;
  653. m.blending = THREE.CustomBlending;
  654. m.blendSrc = THREE.SrcAlphaFactor;
  655. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  656. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  657. m.blendDstAlpha = THREE.DstAlphaFactor;
  658. if ( p.map !== undefined ) {
  659. m.faceOffset = p.faceOffset;
  660. m.faceNum = p.faceNum;
  661. // Check if this part of the texture image the material uses requires transparency
  662. function checkTextureTransparency ( m ) {
  663. m.map.readyCallbacks.push( function ( t ) {
  664. // Is there any efficient ways?
  665. function createImageData ( image ) {
  666. var c = document.createElement( 'canvas' );
  667. c.width = image.width;
  668. c.height = image.height;
  669. var ctx = c.getContext( '2d' );
  670. ctx.drawImage( image, 0, 0 );
  671. return ctx.getImageData( 0, 0, c.width, c.height );
  672. };
  673. function detectTextureTransparency( image, uvs, indices ) {
  674. var width = image.width;
  675. var height = image.height;
  676. var data = image.data;
  677. var threshold = 253;
  678. if ( data.length / ( width * height ) !== 4 ) {
  679. return false;
  680. }
  681. for ( var i = 0; i < indices.length; i += 3 ) {
  682. var centerUV = { x: 0.0, y: 0.0 };
  683. for ( var j = 0; j < 3; j++ ) {
  684. var index = indices[ i * 3 + j ];
  685. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  686. if ( getAlphaByUv( image, uv ) < threshold ) {
  687. return true;
  688. }
  689. centerUV.x += uv.x;
  690. centerUV.y += uv.y;
  691. }
  692. centerUV.x /= 3;
  693. centerUV.y /= 3;
  694. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  695. return true;
  696. }
  697. }
  698. return false;
  699. };
  700. /*
  701. * This method expects
  702. * t.flipY = false
  703. * t.wrapS = THREE.RepeatWrapping
  704. * t.wrapT = THREE.RepeatWrapping
  705. * TODO: more precise
  706. */
  707. function getAlphaByUv ( image, uv ) {
  708. var width = image.width;
  709. var height = image.height;
  710. var x = Math.round( uv.x * width ) % width;
  711. var y = Math.round( uv.y * height ) % height;
  712. if ( x < 0 ) {
  713. x += width;
  714. }
  715. if ( y < 0 ) {
  716. y += height;
  717. }
  718. var index = y * width + x;
  719. return image.data[ index * 4 + 3 ];
  720. };
  721. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  722. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  723. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  724. delete m.faceOffset;
  725. delete m.faceNum;
  726. } );
  727. }
  728. m.map = getTexture( p.map, textures );
  729. m.uniforms.map.value = m.map;
  730. checkTextureTransparency( m );
  731. }
  732. if ( p.envMap !== undefined ) {
  733. m.envMap = getTexture( p.envMap, textures );
  734. m.uniforms.envMap.value = m.envMap;
  735. m.combine = p.envMapType;
  736. // TODO: WebGLRenderer should automatically update?
  737. m.envMap.readyCallbacks.push( function ( t ) {
  738. m.needsUpdate = true;
  739. } );
  740. }
  741. m.uniforms.opacity.value = p.opacity;
  742. m.uniforms.diffuse.value.copy( p.color );
  743. if ( p.emissive !== undefined ) {
  744. m.uniforms.emissive.value.copy( p.emissive );
  745. }
  746. m.uniforms.specular.value.copy( p.specular );
  747. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  748. if ( model.metadata.format === 'pmd' ) {
  749. function isDefaultToonTexture ( n ) {
  750. if ( n.length !== 10 ) {
  751. return false;
  752. }
  753. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  754. };
  755. m.outlineParameters = {
  756. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  757. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  758. alpha: 1.0
  759. };
  760. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  761. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  762. m.uniforms.celShading.value = 1;
  763. if ( p2.toonIndex === -1 ) {
  764. m.uniforms.hasToonTexture.value = 0;
  765. } else {
  766. var n = model.toonTextures[ p2.toonIndex ].fileName;
  767. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  768. m.uniforms.toonMap.value = textures[ uuid ];
  769. m.uniforms.hasToonTexture.value = 1;
  770. }
  771. } else {
  772. m.outlineParameters = {
  773. thickness: p2.edgeSize / 300,
  774. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  775. alpha: p2.edgeColor[ 3 ]
  776. };
  777. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  778. m.uniforms.celShading.value = 1;
  779. if ( p2.toonIndex === -1 ) {
  780. m.uniforms.hasToonTexture.value = 0;
  781. } else {
  782. if ( p2.toonFlag === 0 ) {
  783. var n = model.textures[ p2.toonIndex ];
  784. var uuid = loadTexture( n );
  785. m.uniforms.toonMap.value = textures[ uuid ];
  786. } else {
  787. var num = p2.toonIndex + 1;
  788. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  789. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  790. m.uniforms.toonMap.value = textures[ uuid ];
  791. }
  792. m.uniforms.hasToonTexture.value = 1;
  793. }
  794. }
  795. material.materials.push( m );
  796. }
  797. if ( model.metadata.format === 'pmx' ) {
  798. function checkAlphaMorph ( morph, elements ) {
  799. if ( morph.type !== 8 ) {
  800. return;
  801. }
  802. for ( var i = 0; i < elements.length; i++ ) {
  803. var e = elements[ i ];
  804. if ( e.index === -1 ) {
  805. continue;
  806. }
  807. var m = material.materials[ e.index ];
  808. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  809. m.transparent = true;
  810. }
  811. }
  812. }
  813. for ( var i = 0; i < model.morphs.length; i++ ) {
  814. var morph = model.morphs[ i ];
  815. var elements = morph.elements;
  816. if ( morph.type === 0 ) {
  817. for ( var j = 0; j < elements.length; j++ ) {
  818. var morph2 = model.morphs[ elements[ j ].index ];
  819. var elements2 = morph2.elements;
  820. checkAlphaMorph( morph2, elements2 );
  821. }
  822. } else {
  823. checkAlphaMorph( morph, elements );
  824. }
  825. }
  826. }
  827. };
  828. var initPhysics = function () {
  829. var rigidBodies = [];
  830. var constraints = [];
  831. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  832. var b = model.rigidBodies[ i ];
  833. var keys = Object.keys( b );
  834. var p = {};
  835. for ( var j = 0; j < keys.length; j++ ) {
  836. var key = keys[ j ];
  837. p[ key ] = b[ key ];
  838. }
  839. /*
  840. * RigidBody position parameter in PMX seems global position
  841. * while the one in PMD seems offset from corresponding bone.
  842. * So unify being offset.
  843. */
  844. if ( model.metadata.format === 'pmx' ) {
  845. if ( p.boneIndex !== -1 ) {
  846. var bone = model.bones[ p.boneIndex ];
  847. p.position[ 0 ] -= bone.position[ 0 ];
  848. p.position[ 1 ] -= bone.position[ 1 ];
  849. p.position[ 2 ] -= bone.position[ 2 ];
  850. }
  851. }
  852. rigidBodies.push( p );
  853. }
  854. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  855. var c = model.constraints[ i ];
  856. var keys = Object.keys( c );
  857. var p = {};
  858. for ( var j = 0; j < keys.length; j++ ) {
  859. var key = keys[ j ];
  860. p[ key ] = c[ key ];
  861. }
  862. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  863. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  864. /*
  865. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  866. */
  867. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  868. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  869. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  870. bodyB.type = 1;
  871. }
  872. }
  873. constraints.push( p );
  874. }
  875. geometry.rigidBodies = rigidBodies;
  876. geometry.constraints = constraints;
  877. };
  878. var initGeometry = function () {
  879. geometry.setIndex( new ( buffer.indices.length > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute )( buffer.indices, 1 ) );
  880. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
  881. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
  882. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
  883. geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
  884. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
  885. geometry.computeBoundingSphere();
  886. geometry.mmdFormat = model.metadata.format;
  887. };
  888. initVartices();
  889. initFaces();
  890. initBones();
  891. initIKs();
  892. initGrants();
  893. initMorphs();
  894. initMaterials();
  895. initPhysics();
  896. initGeometry();
  897. var mesh = new THREE.SkinnedMesh( geometry, material );
  898. // console.log( mesh ); // for console debug
  899. return mesh;
  900. };
  901. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  902. var helper = new THREE.MMDLoader.DataCreationHelper();
  903. var initMotionAnimations = function () {
  904. if ( vmd.metadata.motionCount === 0 ) {
  905. return;
  906. }
  907. var bones = mesh.geometry.bones;
  908. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  909. var tracks = [];
  910. var pushInterpolation = function ( array, interpolation, index ) {
  911. array.push( interpolation[ index + 0 ] / 127 ); // x1
  912. array.push( interpolation[ index + 8 ] / 127 ); // x2
  913. array.push( interpolation[ index + 4 ] / 127 ); // y1
  914. array.push( interpolation[ index + 12 ] / 127 ); // y2
  915. };
  916. for ( var i = 0; i < orderedMotions.length; i++ ) {
  917. var times = [];
  918. var positions = [];
  919. var rotations = [];
  920. var pInterpolations = [];
  921. var rInterpolations = [];
  922. var bone = bones[ i ];
  923. var array = orderedMotions[ i ];
  924. for ( var j = 0; j < array.length; j++ ) {
  925. var time = array[ j ].frameNum / 30;
  926. var pos = array[ j ].position;
  927. var rot = array[ j ].rotation;
  928. var interpolation = array[ j ].interpolation;
  929. times.push( time );
  930. for ( var k = 0; k < 3; k ++ ) {
  931. positions.push( bone.pos[ k ] + pos[ k ] );
  932. }
  933. for ( var k = 0; k < 4; k ++ ) {
  934. rotations.push( rot[ k ] );
  935. }
  936. for ( var k = 0; k < 3; k ++ ) {
  937. pushInterpolation( pInterpolations, interpolation, k );
  938. }
  939. pushInterpolation( rInterpolations, interpolation, 3 );
  940. }
  941. if ( times.length === 0 ) continue;
  942. var boneName = '.bones[' + bone.name + ']';
  943. tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
  944. tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
  945. }
  946. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  947. if ( clip !== null ) {
  948. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  949. mesh.geometry.animations.push( clip );
  950. }
  951. };
  952. var initMorphAnimations = function () {
  953. if ( vmd.metadata.morphCount === 0 ) {
  954. return;
  955. }
  956. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  957. var tracks = [];
  958. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  959. var times = [];
  960. var values = [];
  961. var array = orderedMorphs[ i ];
  962. for ( var j = 0; j < array.length; j++ ) {
  963. times.push( array[ j ].frameNum / 30 );
  964. values.push( array[ j ].weight );
  965. }
  966. if ( times.length === 0 ) continue;
  967. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  968. }
  969. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  970. if ( clip !== null ) {
  971. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  972. mesh.geometry.animations.push( clip );
  973. }
  974. };
  975. initMotionAnimations();
  976. initMorphAnimations();
  977. };
  978. THREE.MMDLoader.DataCreationHelper = function () {
  979. };
  980. THREE.MMDLoader.DataCreationHelper.prototype = {
  981. constructor: THREE.MMDLoader.DataCreationHelper,
  982. /*
  983. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  984. * In such a case, use this method to convert it to Unicode hex charcode strings,
  985. * like 'あいう' -> '0x30420x30440x3046'
  986. */
  987. toCharcodeStrings: function ( s ) {
  988. var str = '';
  989. for ( var i = 0; i < s.length; i++ ) {
  990. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  991. }
  992. return str;
  993. },
  994. createDictionary: function ( array ) {
  995. var dict = {};
  996. for ( var i = 0; i < array.length; i++ ) {
  997. dict[ array[ i ].name ] = i;
  998. }
  999. return dict;
  1000. },
  1001. initializeMotionArrays: function ( array ) {
  1002. var result = [];
  1003. for ( var i = 0; i < array.length; i++ ) {
  1004. result[ i ] = [];
  1005. }
  1006. return result;
  1007. },
  1008. sortMotionArray: function ( array ) {
  1009. array.sort( function ( a, b ) {
  1010. return a.frameNum - b.frameNum;
  1011. } ) ;
  1012. },
  1013. sortMotionArrays: function ( arrays ) {
  1014. for ( var i = 0; i < arrays.length; i++ ) {
  1015. this.sortMotionArray( arrays[ i ] );
  1016. }
  1017. },
  1018. createMotionArray: function ( array ) {
  1019. var result = [];
  1020. for ( var i = 0; i < array.length; i++ ) {
  1021. result.push( array[ i ] );
  1022. }
  1023. return result;
  1024. },
  1025. createMotionArrays: function ( array, result, dict, key ) {
  1026. for ( var i = 0; i < array.length; i++ ) {
  1027. var a = array[ i ];
  1028. var num = dict[ a[ key ] ];
  1029. if ( num === undefined ) {
  1030. continue;
  1031. }
  1032. result[ num ].push( a );
  1033. }
  1034. },
  1035. createOrderedMotionArray: function ( array ) {
  1036. var result = this.createMotionArray( array );
  1037. this.sortMotionArray( result );
  1038. return result;
  1039. },
  1040. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1041. var dict = this.createDictionary( targetArray );
  1042. var result = this.initializeMotionArrays( targetArray );
  1043. this.createMotionArrays( motionArray, result, dict, key );
  1044. this.sortMotionArrays( result );
  1045. return result;
  1046. }
  1047. };
  1048. /*
  1049. * extends existing KeyframeTrack for bone and camera animation.
  1050. * - use Float64Array for times
  1051. * - use Cubic Bezier curves interpolation
  1052. */
  1053. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1054. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1055. THREE.VectorKeyframeTrack.call( this, name, times, values );
  1056. };
  1057. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1058. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1059. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1060. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1061. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1062. };
  1063. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1064. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1065. };
  1066. THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1067. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1068. THREE.QuaternionKeyframeTrack.call( this, name, times, values );
  1069. };
  1070. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
  1071. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
  1072. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1073. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1074. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1075. };
  1076. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1077. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1078. };
  1079. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1080. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1081. THREE.NumberKeyframeTrack.call( this, name, times, values );
  1082. };
  1083. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1084. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1085. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1086. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1087. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1088. };
  1089. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1090. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1091. };
  1092. THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1093. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1094. this.params = params;
  1095. }
  1096. THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
  1097. THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
  1098. THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
  1099. var result = this.resultBuffer;
  1100. var values = this.sampleValues;
  1101. var stride = this.valueSize;
  1102. var offset1 = i1 * stride;
  1103. var offset0 = offset1 - stride;
  1104. var weight1 = ( t - t0 ) / ( t1 - t0 );
  1105. if ( stride === 4 ) { // Quaternion
  1106. var x1 = this.params[ i1 * 4 + 0 ];
  1107. var x2 = this.params[ i1 * 4 + 1 ];
  1108. var y1 = this.params[ i1 * 4 + 2 ];
  1109. var y2 = this.params[ i1 * 4 + 3 ];
  1110. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1111. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1112. } else if ( stride === 3 ) { // Vector3
  1113. for ( var i = 0; i !== stride; ++ i ) {
  1114. var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
  1115. var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
  1116. var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
  1117. var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
  1118. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1119. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1120. }
  1121. } else { // Number
  1122. var x1 = this.params[ i1 * 4 + 0 ];
  1123. var x2 = this.params[ i1 * 4 + 1 ];
  1124. var y1 = this.params[ i1 * 4 + 2 ];
  1125. var y2 = this.params[ i1 * 4 + 3 ];
  1126. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1127. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1128. }
  1129. return result;
  1130. };
  1131. THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
  1132. /*
  1133. * Cubic Bezier curves
  1134. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1135. *
  1136. * B(t) = ( 1 - t ) ^ 3 * P0
  1137. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1138. * + 3 * ( 1 - t ) * t^2 * P2
  1139. * + t ^ 3 * P3
  1140. * ( 0 <= t <= 1 )
  1141. *
  1142. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1143. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1144. *
  1145. * x = ( 1 - t ) ^ 3 * x0
  1146. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1147. * + 3 * ( 1 - t ) * t^2 * x2
  1148. * + t ^ 3 * x3
  1149. * y = ( 1 - t ) ^ 3 * y0
  1150. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1151. * + 3 * ( 1 - t ) * t^2 * y2
  1152. * + t ^ 3 * y3
  1153. * ( x0 = 0, y0 = 0 )
  1154. * ( x3 = 1, y3 = 1 )
  1155. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1156. *
  1157. * Here solves this equation with Bisection method,
  1158. * https://en.wikipedia.org/wiki/Bisection_method
  1159. * gets t, and then calculate y.
  1160. *
  1161. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1162. * + 3 * ( 1 - t ) * t^2 * x2
  1163. * + t ^ 3 - x = 0
  1164. *
  1165. * (Another option: Newton's method
  1166. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1167. */
  1168. var c = 0.5;
  1169. var t = c;
  1170. var s = 1.0 - t;
  1171. var loop = 15;
  1172. var eps = 1e-5;
  1173. var math = Math;
  1174. var sst3, stt3, ttt;
  1175. for ( var i = 0; i < loop; i ++ ) {
  1176. sst3 = 3.0 * s * s * t;
  1177. stt3 = 3.0 * s * t * t;
  1178. ttt = t * t * t;
  1179. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1180. if ( math.abs( ft ) < eps ) break;
  1181. c /= 2.0;
  1182. t += ( ft < 0 ) ? c : -c;
  1183. s = 1.0 - t;
  1184. }
  1185. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1186. };
  1187. /*
  1188. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  1189. * Keep shaders updated on MeshPhongMaterial.
  1190. */
  1191. THREE.ShaderLib[ 'mmd' ] = {
  1192. uniforms: THREE.UniformsUtils.merge( [
  1193. THREE.ShaderLib[ 'phong' ].uniforms,
  1194. // MMD specific for toon mapping
  1195. {
  1196. "celShading" : { type: "i", value: 0 },
  1197. "toonMap" : { type: "t", value: null },
  1198. "hasToonTexture" : { type: "i", value: 0 }
  1199. }
  1200. ] ),
  1201. vertexShader: THREE.ShaderLib[ 'phong' ].vertexShader,
  1202. // put toon mapping logic right before "void main() {...}"
  1203. fragmentShader: THREE.ShaderLib[ 'phong' ].fragmentShader.replace( /void\s+main\s*\(\s*\)/, [
  1204. " uniform bool celShading;",
  1205. " uniform sampler2D toonMap;",
  1206. " uniform bool hasToonTexture;",
  1207. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  1208. " if ( ! hasToonTexture ) {",
  1209. " return vec3( 1.0 );",
  1210. " }",
  1211. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  1212. " return texture2D( toonMap, coord ).rgb;",
  1213. " }",
  1214. // redefine for MMD
  1215. "#undef RE_Direct",
  1216. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  1217. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  1218. " vec3 irradiance = dotNL * directLight.color;",
  1219. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  1220. " irradiance *= PI; // punctual light",
  1221. " #endif",
  1222. // ---- MMD specific for toon mapping
  1223. " if ( celShading ) {",
  1224. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  1225. " } else {",
  1226. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  1227. " }",
  1228. // ---- MMD specific for toon mapping
  1229. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  1230. "}",
  1231. // ---- MMD specific for toon mapping
  1232. "#define RE_Direct RE_Direct_BlinnMMD",
  1233. // ---- MMD specific for toon mapping
  1234. "void main()",
  1235. ].join( "\n" ) )
  1236. };
  1237. THREE.MMDAudioManager = function ( audio, listener, p ) {
  1238. var params = ( p === null || p === undefined ) ? {} : p;
  1239. this.audio = audio;
  1240. this.listener = listener;
  1241. this.elapsedTime = 0.0;
  1242. this.currentTime = 0.0;
  1243. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  1244. this.audioDuration = this.audio.source.buffer.duration;
  1245. this.duration = this.audioDuration + this.delayTime;
  1246. };
  1247. THREE.MMDAudioManager.prototype = {
  1248. constructor: THREE.MMDAudioManager,
  1249. control: function ( delta ) {
  1250. this.elapsed += delta;
  1251. this.currentTime += delta;
  1252. if ( this.checkIfStopAudio() ) {
  1253. this.audio.stop();
  1254. }
  1255. if ( this.checkIfStartAudio() ) {
  1256. this.audio.play();
  1257. }
  1258. },
  1259. checkIfStartAudio: function () {
  1260. if ( this.audio.isPlaying ) {
  1261. return false;
  1262. }
  1263. while ( this.currentTime >= this.duration ) {
  1264. this.currentTime -= this.duration;
  1265. }
  1266. if ( this.currentTime < this.delayTime ) {
  1267. return false;
  1268. }
  1269. this.audio.startTime = this.currentTime - this.delayTime;
  1270. return true;
  1271. },
  1272. checkIfStopAudio: function () {
  1273. if ( ! this.audio.isPlaying ) {
  1274. return false;
  1275. }
  1276. if ( this.currentTime >= this.duration ) {
  1277. return true;
  1278. }
  1279. return false;
  1280. }
  1281. };
  1282. THREE.MMDGrantSolver = function ( mesh ) {
  1283. this.mesh = mesh;
  1284. };
  1285. THREE.MMDGrantSolver.prototype = {
  1286. constructor: THREE.MMDGrantSolver,
  1287. update: function () {
  1288. var q = new THREE.Quaternion();
  1289. return function () {
  1290. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  1291. var g = this.mesh.geometry.grants[ i ];
  1292. var b = this.mesh.skeleton.bones[ g.index ];
  1293. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  1294. if ( g.isLocal ) {
  1295. // TODO: implement
  1296. if ( g.affectPosition ) {
  1297. }
  1298. // TODO: implement
  1299. if ( g.affectRotation ) {
  1300. }
  1301. } else {
  1302. // TODO: implement
  1303. if ( g.affectPosition ) {
  1304. }
  1305. if ( g.affectRotation ) {
  1306. q.set( 0, 0, 0, 1 );
  1307. q.slerp( pb.quaternion, g.ratio );
  1308. b.quaternion.multiply( q );
  1309. }
  1310. }
  1311. }
  1312. };
  1313. }()
  1314. };
  1315. THREE.MMDHelper = function ( renderer ) {
  1316. this.renderer = renderer;
  1317. this.outlineEffect = null;
  1318. this.effect = null;
  1319. this.autoClear = true;
  1320. this.meshes = [];
  1321. this.doAnimation = true;
  1322. this.doIk = true;
  1323. this.doGrant = true;
  1324. this.doPhysics = true;
  1325. this.doOutlineDrawing = true;
  1326. this.doCameraAnimation = true;
  1327. this.audioManager = null;
  1328. this.camera = null;
  1329. this.init();
  1330. };
  1331. THREE.MMDHelper.prototype = {
  1332. constructor: THREE.MMDHelper,
  1333. init: function () {
  1334. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  1335. var size = this.renderer.getSize();
  1336. this.setSize( size.width, size.height );
  1337. },
  1338. add: function ( mesh ) {
  1339. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  1340. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  1341. }
  1342. if ( mesh.mixer === undefined ) mesh.mixer = null;
  1343. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  1344. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  1345. if ( mesh.physics === undefined ) mesh.physics = null;
  1346. if ( mesh.looped === undefined ) mesh.looped = false;
  1347. this.meshes.push( mesh );
  1348. // workaround until I make IK and Physics Animation plugin
  1349. this.initBackupBones( mesh );
  1350. },
  1351. setSize: function ( width, height ) {
  1352. this.outlineEffect.setSize( width, height );
  1353. },
  1354. /*
  1355. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  1356. * In such a case, try to set doOutlineDrawing = false or
  1357. * manually comment out renderer.clear() in *Effect.render().
  1358. */
  1359. setEffect: function ( effect ) {
  1360. this.effect = effect;
  1361. },
  1362. setAudio: function ( audio, listener, params ) {
  1363. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  1364. },
  1365. setCamera: function ( camera ) {
  1366. camera.mixer = null;
  1367. this.camera = camera;
  1368. },
  1369. setPhysicses: function ( params ) {
  1370. for ( var i = 0; i < this.meshes.length; i++ ) {
  1371. this.setPhysics( this.meshes[ i ], params );
  1372. }
  1373. },
  1374. setPhysics: function ( mesh, params ) {
  1375. if ( params === undefined ) params = {};
  1376. var warmup = params.warmup !== undefined ? params.warmup : 60;
  1377. var physics = new THREE.MMDPhysics( mesh, params );
  1378. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  1379. this.animateOneMesh( 0, mesh );
  1380. physics.reset();
  1381. }
  1382. physics.warmup( warmup );
  1383. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  1384. mesh.physics = physics;
  1385. },
  1386. enablePhysics: function ( enabled ) {
  1387. if ( enabled === true ) {
  1388. this.doPhysics = true;
  1389. } else {
  1390. this.doPhysics = false;
  1391. }
  1392. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1393. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  1394. }
  1395. },
  1396. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  1397. var iks = mesh.geometry.iks;
  1398. var bones = mesh.geometry.bones;
  1399. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  1400. var ik = iks[ j ];
  1401. var links = ik.links;
  1402. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  1403. var link = links[ k ];
  1404. if ( physicsEnabled === true ) {
  1405. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  1406. // because its rotation will be overriden by physics
  1407. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  1408. } else {
  1409. link.enabled = true;
  1410. }
  1411. }
  1412. }
  1413. },
  1414. setAnimations: function () {
  1415. for ( var i = 0; i < this.meshes.length; i++ ) {
  1416. this.setAnimation( this.meshes[ i ] );
  1417. }
  1418. },
  1419. setAnimation: function ( mesh ) {
  1420. if ( mesh.geometry.animations !== undefined ) {
  1421. mesh.mixer = new THREE.AnimationMixer( mesh );
  1422. // TODO: find a workaround not to access (seems like) private properties
  1423. // the name of them begins with "_".
  1424. mesh.mixer.addEventListener( 'loop', function ( e ) {
  1425. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  1426. var mesh = e.target._root;
  1427. mesh.looped = true;
  1428. } );
  1429. var foundAnimation = false;
  1430. var foundMorphAnimation = false;
  1431. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  1432. var clip = mesh.geometry.animations[ i ];
  1433. var action = mesh.mixer.clipAction( clip );
  1434. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  1435. if ( ! foundMorphAnimation ) {
  1436. action.play();
  1437. foundMorphAnimation = true;
  1438. }
  1439. } else {
  1440. if ( ! foundAnimation ) {
  1441. action.play();
  1442. foundAnimation = true;
  1443. }
  1444. }
  1445. }
  1446. if ( foundAnimation ) {
  1447. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  1448. if ( mesh.geometry.grants !== undefined ) {
  1449. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  1450. }
  1451. }
  1452. }
  1453. },
  1454. setCameraAnimation: function ( camera ) {
  1455. if ( camera.animations !== undefined ) {
  1456. camera.mixer = new THREE.AnimationMixer( camera );
  1457. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  1458. }
  1459. },
  1460. /*
  1461. * detect the longest duration among model, camera, and audio animations and then
  1462. * set it to them to sync.
  1463. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  1464. * to access them for safe and modularity.
  1465. */
  1466. unifyAnimationDuration: function ( params ) {
  1467. params = params === undefined ? {} : params;
  1468. var max = 0.0;
  1469. var camera = this.camera;
  1470. var audioManager = this.audioManager;
  1471. // check the longest duration
  1472. for ( var i = 0; i < this.meshes.length; i++ ) {
  1473. var mesh = this.meshes[ i ];
  1474. var mixer = mesh.mixer;
  1475. if ( mixer === null ) {
  1476. continue;
  1477. }
  1478. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1479. var action = mixer._actions[ j ];
  1480. max = Math.max( max, action._clip.duration );
  1481. }
  1482. }
  1483. if ( camera !== null && camera.mixer !== null ) {
  1484. var mixer = camera.mixer;
  1485. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1486. var action = mixer._actions[ i ];
  1487. max = Math.max( max, action._clip.duration );
  1488. }
  1489. }
  1490. if ( audioManager !== null ) {
  1491. max = Math.max( max, audioManager.duration );
  1492. }
  1493. if ( params.afterglow !== undefined ) {
  1494. max += params.afterglow;
  1495. }
  1496. // set the duration
  1497. for ( var i = 0; i < this.meshes.length; i++ ) {
  1498. var mesh = this.meshes[ i ];
  1499. var mixer = mesh.mixer;
  1500. if ( mixer === null ) {
  1501. continue;
  1502. }
  1503. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1504. var action = mixer._actions[ j ];
  1505. action._clip.duration = max;
  1506. }
  1507. }
  1508. if ( camera !== null && camera.mixer !== null ) {
  1509. var mixer = camera.mixer;
  1510. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1511. var action = mixer._actions[ i ];
  1512. action._clip.duration = max;
  1513. }
  1514. }
  1515. if ( audioManager !== null ) {
  1516. audioManager.duration = max;
  1517. }
  1518. },
  1519. controlAudio: function ( delta ) {
  1520. if ( this.audioManager === null ) {
  1521. return;
  1522. }
  1523. this.audioManager.control( delta );
  1524. },
  1525. animate: function ( delta ) {
  1526. this.controlAudio( delta );
  1527. for ( var i = 0; i < this.meshes.length; i++ ) {
  1528. this.animateOneMesh( delta, this.meshes[ i ] );
  1529. }
  1530. this.animateCamera( delta );
  1531. },
  1532. animateOneMesh: function ( delta, mesh ) {
  1533. var mixer = mesh.mixer;
  1534. var ikSolver = mesh.ikSolver;
  1535. var grantSolver = mesh.grantSolver;
  1536. var physics = mesh.physics;
  1537. if ( mixer !== null && this.doAnimation === true ) {
  1538. // restore/backupBones are workaround
  1539. // until I make IK, Grant, and Physics Animation plugin
  1540. this.restoreBones( mesh );
  1541. mixer.update( delta );
  1542. this.backupBones( mesh );
  1543. }
  1544. if ( ikSolver !== null && this.doIk === true ) {
  1545. ikSolver.update();
  1546. }
  1547. if ( grantSolver !== null && this.doGrant === true ) {
  1548. grantSolver.update();
  1549. }
  1550. if ( mesh.looped === true ) {
  1551. if ( physics !== null ) physics.reset();
  1552. mesh.looped = false;
  1553. }
  1554. if ( physics !== null && this.doPhysics === true ) {
  1555. physics.update( delta );
  1556. }
  1557. },
  1558. animateCamera: function ( delta ) {
  1559. if ( this.camera === null ) {
  1560. return;
  1561. }
  1562. var mixer = this.camera.mixer;
  1563. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  1564. mixer.update( delta );
  1565. // TODO: Let PerspectiveCamera automatically update?
  1566. this.camera.updateProjectionMatrix();
  1567. this.camera.up.set( 0, 1, 0 );
  1568. this.camera.up.applyQuaternion( this.camera.quaternion );
  1569. this.camera.lookAt( this.camera.center );
  1570. }
  1571. },
  1572. render: function ( scene, camera ) {
  1573. if ( this.effect === null ) {
  1574. if ( this.doOutlineDrawing ) {
  1575. this.outlineEffect.autoClear = this.autoClear;
  1576. this.outlineEffect.render( scene, camera );
  1577. } else {
  1578. var currentAutoClear = this.renderer.autoClear;
  1579. this.renderer.autoClear = this.autoClear;
  1580. this.renderer.render( scene, camera );
  1581. this.renderer.autoClear = currentAutoClear;
  1582. }
  1583. } else {
  1584. var currentAutoClear = this.renderer.autoClear;
  1585. this.renderer.autoClear = this.autoClear;
  1586. if ( this.doOutlineDrawing ) {
  1587. this.renderWithEffectAndOutline( scene, camera );
  1588. } else {
  1589. this.effect.render( scene, camera );
  1590. }
  1591. this.renderer.autoClear = currentAutoClear;
  1592. }
  1593. },
  1594. /*
  1595. * Currently(r82 dev) there's no way to render with two Effects
  1596. * then attempt to get them to coordinately run by myself.
  1597. *
  1598. * What this method does
  1599. * 1. let OutlineEffect make outline materials (only once)
  1600. * 2. render normally with effect
  1601. * 3. set outline materials
  1602. * 4. render outline with effect
  1603. * 5. restore original materials
  1604. */
  1605. renderWithEffectAndOutline: function ( scene, camera ) {
  1606. var hasOutlineMaterial = false;
  1607. function checkIfObjectHasOutlineMaterial ( object ) {
  1608. if ( object.material === undefined ) return;
  1609. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  1610. }
  1611. function setOutlineMaterial ( object ) {
  1612. if ( object.material === undefined ) return;
  1613. if ( object.userData.outlineMaterial === undefined ) return;
  1614. object.userData.originalMaterial = object.material;
  1615. object.material = object.userData.outlineMaterial;
  1616. }
  1617. function restoreOriginalMaterial ( object ) {
  1618. if ( object.material === undefined ) return;
  1619. if ( object.userData.originalMaterial === undefined ) return;
  1620. object.material = object.userData.originalMaterial;
  1621. }
  1622. return function renderWithEffectAndOutline( scene, camera ) {
  1623. hasOutlineMaterial = false;
  1624. var forceClear = false;
  1625. scene.traverse( checkIfObjectHasOutlineMaterial );
  1626. if ( ! hasOutlineMaterial ) {
  1627. this.outlineEffect.render( scene, camera );
  1628. forceClear = true;
  1629. scene.traverse( checkIfObjectHasOutlineMaterial );
  1630. }
  1631. if ( hasOutlineMaterial ) {
  1632. this.renderer.autoClear = this.autoClear || forceClear;
  1633. this.effect.render( scene, camera );
  1634. scene.traverse( setOutlineMaterial );
  1635. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  1636. this.renderer.autoClear = false;
  1637. this.renderer.shadowMap.enabled = false;
  1638. this.effect.render( scene, camera );
  1639. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  1640. scene.traverse( restoreOriginalMaterial );
  1641. } else {
  1642. this.outlineEffect.autoClear = this.autoClear || forceClear;
  1643. this.outlineEffect.render( scene, camera );
  1644. }
  1645. }
  1646. }(),
  1647. poseAsVpd: function ( mesh, vpd, params ) {
  1648. if ( params === undefined ) params = {};
  1649. if ( params.preventResetPose !== true ) mesh.pose();
  1650. var bones = mesh.skeleton.bones;
  1651. var bones2 = vpd.bones;
  1652. var table = {};
  1653. for ( var i = 0; i < bones.length; i++ ) {
  1654. table[ bones[ i ].name ] = i;
  1655. }
  1656. var thV = new THREE.Vector3();
  1657. var thQ = new THREE.Quaternion();
  1658. for ( var i = 0; i < bones2.length; i++ ) {
  1659. var b = bones2[ i ];
  1660. var index = table[ b.name ];
  1661. if ( index === undefined ) continue;
  1662. var b2 = bones[ index ];
  1663. var t = b.translation;
  1664. var q = b.quaternion;
  1665. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  1666. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  1667. b2.position.add( thV );
  1668. b2.quaternion.multiply( thQ );
  1669. }
  1670. mesh.updateMatrixWorld( true );
  1671. if ( params.preventIk !== true ) {
  1672. var solver = new THREE.CCDIKSolver( mesh );
  1673. solver.update( params.saveOriginalBonesBeforeIK );
  1674. }
  1675. if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
  1676. var solver = new THREE.MMDGrantSolver( mesh );
  1677. solver.update();
  1678. }
  1679. },
  1680. /*
  1681. * Note: These following three functions are workaround for r74dev.
  1682. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  1683. * when mixer.update() is called.
  1684. * ikSolver.update() and physics.update() change bone position/quaternion
  1685. * without mixer.update() then buffer cache will be inconsistent.
  1686. * So trying to avoid buffer cache inconsistency by doing
  1687. * backup bones position/quaternion right after mixer.update() call
  1688. * and then restore them after rendering.
  1689. */
  1690. initBackupBones: function ( mesh ) {
  1691. mesh.skeleton.backupBones = [];
  1692. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1693. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  1694. }
  1695. },
  1696. backupBones: function ( mesh ) {
  1697. mesh.skeleton.backupBoneIsSaved = true;
  1698. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1699. var b = mesh.skeleton.backupBones[ i ];
  1700. var b2 = mesh.skeleton.bones[ i ];
  1701. b.position.copy( b2.position );
  1702. b.quaternion.copy( b2.quaternion );
  1703. }
  1704. },
  1705. restoreBones: function ( mesh ) {
  1706. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  1707. return;
  1708. }
  1709. mesh.skeleton.backupBoneIsSaved = false;
  1710. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1711. var b = mesh.skeleton.bones[ i ];
  1712. var b2 = mesh.skeleton.backupBones[ i ];
  1713. b.position.copy( b2.position );
  1714. b.quaternion.copy( b2.quaternion );
  1715. }
  1716. }
  1717. };