MMDLoader.js 86 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - charset-encoder-js https://github.com/takahirox/charset-encoder-js
  6. * - ammo.js https://github.com/kripken/ammo.js
  7. * - THREE.TGALoader
  8. * - THREE.MMDPhysics
  9. * - THREE.CCDIKSolver
  10. * - THREE.OutlineEffect
  11. *
  12. *
  13. * This loader loads and parses PMD/PMX and VMD binary files
  14. * then creates mesh for Three.js.
  15. *
  16. * PMD/PMX is a model data format and VMD is a motion data format
  17. * used in MMD(Miku Miku Dance).
  18. *
  19. * MMD is a 3D CG animation tool which is popular in Japan.
  20. *
  21. *
  22. * MMD official site
  23. * http://www.geocities.jp/higuchuu4/index_e.htm
  24. *
  25. * PMD, VMD format
  26. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  27. *
  28. * PMX format
  29. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  30. *
  31. *
  32. * TODO
  33. * - light motion in vmd support.
  34. * - SDEF support.
  35. * - uv/material/bone morphing support.
  36. * - more precise grant skinning support.
  37. * - shadow support.
  38. */
  39. THREE.MMDLoader = function ( manager ) {
  40. THREE.Loader.call( this );
  41. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  42. this.defaultTexturePath = './models/default/';
  43. };
  44. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  45. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  46. THREE.MMDLoader.prototype.setDefaultTexturePath = function ( path ) {
  47. this.defaultTexturePath = path;
  48. };
  49. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  50. var scope = this;
  51. this.loadModel( modelUrl, function ( mesh ) {
  52. scope.loadVmds( vmdUrls, function ( vmd ) {
  53. scope.pourVmdIntoModel( mesh, vmd );
  54. callback( mesh );
  55. }, onProgress, onError );
  56. }, onProgress, onError );
  57. };
  58. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  59. var scope = this;
  60. var texturePath = this.extractUrlBase( url );
  61. var modelExtension = this.extractExtension( url );
  62. this.loadFileAsBuffer( url, function ( buffer ) {
  63. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  64. }, onProgress, onError );
  65. };
  66. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  67. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  68. };
  69. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  70. var scope = this;
  71. this.loadFileAsBuffer( url, function ( buffer ) {
  72. callback( scope.parseVmd( buffer ) );
  73. }, onProgress, onError );
  74. };
  75. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  76. var scope = this;
  77. var vmds = [];
  78. function run () {
  79. var url = urls.shift();
  80. scope.loadVmd( url, function ( vmd ) {
  81. vmds.push( vmd );
  82. if ( urls.length > 0 ) {
  83. run();
  84. } else {
  85. callback( scope.mergeVmds( vmds ) );
  86. }
  87. }, onProgress, onError );
  88. };
  89. run();
  90. };
  91. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  92. var listener = new THREE.AudioListener();
  93. var audio = new THREE.Audio( listener );
  94. var loader = new THREE.AudioLoader( this.manager );
  95. loader.load( url, function ( buffer ) {
  96. audio.setBuffer( buffer );
  97. callback( audio, listener );
  98. }, onProgress, onError );
  99. };
  100. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  101. var scope = this;
  102. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  103. func( url, function ( text ) {
  104. callback( scope.parseVpd( text ) );
  105. }, onProgress, onError );
  106. };
  107. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  108. var v = {};
  109. v.metadata = {};
  110. v.metadata.name = vmds[ 0 ].metadata.name;
  111. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  112. v.metadata.motionCount = 0;
  113. v.metadata.morphCount = 0;
  114. v.metadata.cameraCount = 0;
  115. v.motions = [];
  116. v.morphs = [];
  117. v.cameras = [];
  118. for ( var i = 0; i < vmds.length; i++ ) {
  119. var v2 = vmds[ i ];
  120. v.metadata.motionCount += v2.metadata.motionCount;
  121. v.metadata.morphCount += v2.metadata.morphCount;
  122. v.metadata.cameraCount += v2.metadata.cameraCount;
  123. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  124. v.motions.push( v2.motions[ j ] );
  125. }
  126. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  127. v.morphs.push( v2.morphs[ j ] );
  128. }
  129. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  130. v.cameras.push( v2.cameras[ j ] );
  131. }
  132. }
  133. return v;
  134. };
  135. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  136. this.createAnimation( mesh, vmd, name );
  137. };
  138. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  139. var helper = new THREE.MMDLoader.DataCreationHelper();
  140. var initAnimation = function () {
  141. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  142. var q = new THREE.Quaternion();
  143. var e = new THREE.Euler();
  144. var pkeys = [];
  145. var ckeys = [];
  146. var ukeys = [];
  147. var fkeys = [];
  148. for ( var i = 0; i < orderedMotions.length; i++ ) {
  149. var m = orderedMotions[ i ];
  150. var t = m.frameNum / 30;
  151. var p = m.position;
  152. var r = m.rotation;
  153. var d = m.distance;
  154. var f = m.fov;
  155. var position = new THREE.Vector3( 0, 0, -d );
  156. var center = new THREE.Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
  157. var up = new THREE.Vector3( 0, 1, 0 );
  158. e.set( -r[ 0 ], -r[ 1 ], -r[ 2 ] );
  159. q.setFromEuler( e );
  160. position.add( center );
  161. position.applyQuaternion( q );
  162. up.applyQuaternion( q );
  163. helper.pushAnimationKey( pkeys, t, position, true );
  164. helper.pushAnimationKey( ckeys, t, center, true );
  165. helper.pushAnimationKey( ukeys, t, up, true );
  166. helper.pushAnimationKey( fkeys, t, f, true );
  167. }
  168. helper.insertAnimationKeyAtTimeZero( pkeys, new THREE.Vector3( 0, 0, 0 ) );
  169. helper.insertAnimationKeyAtTimeZero( ckeys, new THREE.Vector3( 0, 0, 0 ) );
  170. helper.insertAnimationKeyAtTimeZero( ukeys, new THREE.Vector3( 0, 0, 0 ) );
  171. helper.insertAnimationKeyAtTimeZero( fkeys, 45 );
  172. helper.insertStartAnimationKey( pkeys );
  173. helper.insertStartAnimationKey( ckeys );
  174. helper.insertStartAnimationKey( ukeys );
  175. helper.insertStartAnimationKey( fkeys );
  176. var tracks = [];
  177. tracks.push( helper.generateTrackFromAnimationKeys( pkeys, 'VectorKeyframeTrackEx', '.position' ) );
  178. tracks.push( helper.generateTrackFromAnimationKeys( ckeys, 'VectorKeyframeTrackEx', '.center' ) );
  179. tracks.push( helper.generateTrackFromAnimationKeys( ukeys, 'VectorKeyframeTrackEx', '.up' ) );
  180. tracks.push( helper.generateTrackFromAnimationKeys( fkeys, 'NumberKeyframeTrackEx', '.fov' ) );
  181. camera.center = new THREE.Vector3( 0, 0, 0 );
  182. if ( camera.animations === undefined ) {
  183. camera.animations = [];
  184. }
  185. camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
  186. };
  187. this.leftToRightVmd( vmd );
  188. initAnimation();
  189. };
  190. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  191. var index = url.lastIndexOf( '.' );
  192. if ( index < 0 ) {
  193. return null;
  194. }
  195. return url.slice( index + 1 );
  196. };
  197. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  198. var loader = new THREE.FileLoader( this.manager );
  199. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  200. loader.setResponseType( responseType );
  201. var request = loader.load( url, function ( result ) {
  202. onLoad( result );
  203. }, onProgress, onError );
  204. return request;
  205. };
  206. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  207. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  208. };
  209. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  210. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  211. };
  212. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  213. var request = this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  214. };
  215. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  216. // Should I judge from model data header?
  217. switch( modelExtension.toLowerCase() ) {
  218. case 'pmd':
  219. return this.parsePmd( buffer );
  220. case 'pmx':
  221. return this.parsePmx( buffer );
  222. default:
  223. throw 'extension ' + modelExtension + ' is not supported.';
  224. }
  225. };
  226. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  227. var scope = this;
  228. var pmd = {};
  229. var dv = new THREE.MMDLoader.DataView( buffer );
  230. var helper = new THREE.MMDLoader.DataCreationHelper();
  231. pmd.metadata = {};
  232. pmd.metadata.format = 'pmd';
  233. pmd.metadata.coordinateSystem = 'left';
  234. var parseHeader = function () {
  235. var metadata = pmd.metadata;
  236. metadata.magic = dv.getChars( 3 );
  237. if ( metadata.magic !== 'Pmd' ) {
  238. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  239. }
  240. metadata.version = dv.getFloat32();
  241. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  242. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  243. };
  244. var parseVertices = function () {
  245. var parseVertex = function () {
  246. var p = {};
  247. p.position = dv.getFloat32Array( 3 );
  248. p.normal = dv.getFloat32Array( 3 );
  249. p.uv = dv.getFloat32Array( 2 );
  250. p.skinIndices = dv.getUint16Array( 2 );
  251. p.skinWeights = [ dv.getUint8() / 100 ];
  252. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  253. p.edgeFlag = dv.getUint8();
  254. return p;
  255. };
  256. var metadata = pmd.metadata;
  257. metadata.vertexCount = dv.getUint32();
  258. pmd.vertices = [];
  259. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  260. pmd.vertices.push( parseVertex() );
  261. }
  262. };
  263. var parseFaces = function () {
  264. var parseFace = function () {
  265. var p = {};
  266. p.indices = dv.getUint16Array( 3 );
  267. return p;
  268. };
  269. var metadata = pmd.metadata;
  270. metadata.faceCount = dv.getUint32() / 3;
  271. pmd.faces = [];
  272. for ( var i = 0; i < metadata.faceCount; i++ ) {
  273. pmd.faces.push( parseFace() );
  274. }
  275. };
  276. var parseMaterials = function () {
  277. var parseMaterial = function () {
  278. var p = {};
  279. p.diffuse = dv.getFloat32Array( 4 );
  280. p.shininess = dv.getFloat32();
  281. p.specular = dv.getFloat32Array( 3 );
  282. p.emissive = dv.getFloat32Array( 3 );
  283. p.toonIndex = dv.getInt8();
  284. p.edgeFlag = dv.getUint8();
  285. p.faceCount = dv.getUint32() / 3;
  286. p.fileName = dv.getSjisStringsAsUnicode( 20 );
  287. return p;
  288. };
  289. var metadata = pmd.metadata;
  290. metadata.materialCount = dv.getUint32();
  291. pmd.materials = [];
  292. for ( var i = 0; i < metadata.materialCount; i++ ) {
  293. pmd.materials.push( parseMaterial() );
  294. }
  295. };
  296. var parseBones = function () {
  297. var parseBone = function () {
  298. var p = {};
  299. p.name = dv.getSjisStringsAsUnicode( 20 );
  300. p.parentIndex = dv.getInt16();
  301. p.tailIndex = dv.getInt16();
  302. p.type = dv.getUint8();
  303. p.ikIndex = dv.getInt16();
  304. p.position = dv.getFloat32Array( 3 );
  305. return p;
  306. };
  307. var metadata = pmd.metadata;
  308. metadata.boneCount = dv.getUint16();
  309. pmd.bones = [];
  310. for ( var i = 0; i < metadata.boneCount; i++ ) {
  311. pmd.bones.push( parseBone() );
  312. }
  313. };
  314. var parseIks = function () {
  315. var parseIk = function () {
  316. var p = {};
  317. p.target = dv.getUint16();
  318. p.effector = dv.getUint16();
  319. p.linkCount = dv.getUint8();
  320. p.iteration = dv.getUint16();
  321. p.maxAngle = dv.getFloat32();
  322. p.links = [];
  323. for ( var i = 0; i < p.linkCount; i++ ) {
  324. var link = {}
  325. link.index = dv.getUint16();
  326. p.links.push( link );
  327. }
  328. return p;
  329. };
  330. var metadata = pmd.metadata;
  331. metadata.ikCount = dv.getUint16();
  332. pmd.iks = [];
  333. for ( var i = 0; i < metadata.ikCount; i++ ) {
  334. pmd.iks.push( parseIk() );
  335. }
  336. };
  337. var parseMorphs = function () {
  338. var parseMorph = function () {
  339. var p = {};
  340. p.name = dv.getSjisStringsAsUnicode( 20 );
  341. p.elementCount = dv.getUint32();
  342. p.type = dv.getUint8();
  343. p.elements = [];
  344. for ( var i = 0; i < p.elementCount; i++ ) {
  345. p.elements.push( {
  346. index: dv.getUint32(),
  347. position: dv.getFloat32Array( 3 )
  348. } ) ;
  349. }
  350. return p;
  351. };
  352. var metadata = pmd.metadata;
  353. metadata.morphCount = dv.getUint16();
  354. pmd.morphs = [];
  355. for ( var i = 0; i < metadata.morphCount; i++ ) {
  356. pmd.morphs.push( parseMorph() );
  357. }
  358. };
  359. var parseMorphFrames = function () {
  360. var parseMorphFrame = function () {
  361. var p = {};
  362. p.index = dv.getUint16();
  363. return p;
  364. };
  365. var metadata = pmd.metadata;
  366. metadata.morphFrameCount = dv.getUint8();
  367. pmd.morphFrames = [];
  368. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  369. pmd.morphFrames.push( parseMorphFrame() );
  370. }
  371. };
  372. var parseBoneFrameNames = function () {
  373. var parseBoneFrameName = function () {
  374. var p = {};
  375. p.name = dv.getSjisStringsAsUnicode( 50 );
  376. return p;
  377. };
  378. var metadata = pmd.metadata;
  379. metadata.boneFrameNameCount = dv.getUint8();
  380. pmd.boneFrameNames = [];
  381. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  382. pmd.boneFrameNames.push( parseBoneFrameName() );
  383. }
  384. };
  385. var parseBoneFrames = function () {
  386. var parseBoneFrame = function () {
  387. var p = {};
  388. p.boneIndex = dv.getInt16();
  389. p.frameIndex = dv.getUint8();
  390. return p;
  391. };
  392. var metadata = pmd.metadata;
  393. metadata.boneFrameCount = dv.getUint32();
  394. pmd.boneFrames = [];
  395. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  396. pmd.boneFrames.push( parseBoneFrame() );
  397. }
  398. };
  399. var parseEnglishHeader = function () {
  400. var metadata = pmd.metadata;
  401. metadata.englishCompatibility = dv.getUint8();
  402. if ( metadata.englishCompatibility > 0 ) {
  403. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  404. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  405. }
  406. };
  407. var parseEnglishBoneNames = function () {
  408. var parseEnglishBoneName = function () {
  409. var p = {};
  410. p.name = dv.getSjisStringsAsUnicode( 20 );
  411. return p;
  412. };
  413. var metadata = pmd.metadata;
  414. if ( metadata.englishCompatibility === 0 ) {
  415. return;
  416. }
  417. pmd.englishBoneNames = [];
  418. for ( var i = 0; i < metadata.boneCount; i++ ) {
  419. pmd.englishBoneNames.push( parseEnglishBoneName() );
  420. }
  421. };
  422. var parseEnglishMorphNames = function () {
  423. var parseEnglishMorphName = function () {
  424. var p = {};
  425. p.name = dv.getSjisStringsAsUnicode( 20 );
  426. return p;
  427. };
  428. var metadata = pmd.metadata;
  429. if ( metadata.englishCompatibility === 0 ) {
  430. return;
  431. }
  432. pmd.englishMorphNames = [];
  433. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  434. pmd.englishMorphNames.push( parseEnglishMorphName() );
  435. }
  436. };
  437. var parseEnglishBoneFrameNames = function () {
  438. var parseEnglishBoneFrameName = function () {
  439. var p = {};
  440. p.name = dv.getSjisStringsAsUnicode( 50 );
  441. return p;
  442. };
  443. var metadata = pmd.metadata;
  444. if ( metadata.englishCompatibility === 0 ) {
  445. return;
  446. }
  447. pmd.englishBoneFrameNames = [];
  448. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  449. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  450. }
  451. };
  452. var parseToonTextures = function () {
  453. var parseToonTexture = function () {
  454. var p = {};
  455. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  456. return p;
  457. };
  458. pmd.toonTextures = [];
  459. for ( var i = 0; i < 10; i++ ) {
  460. pmd.toonTextures.push( parseToonTexture() );
  461. }
  462. };
  463. var parseRigidBodies = function () {
  464. var parseRigidBody = function () {
  465. var p = {};
  466. p.name = dv.getSjisStringsAsUnicode( 20 );
  467. p.boneIndex = dv.getInt16();
  468. p.groupIndex = dv.getUint8();
  469. p.groupTarget = dv.getUint16();
  470. p.shapeType = dv.getUint8();
  471. p.width = dv.getFloat32();
  472. p.height = dv.getFloat32();
  473. p.depth = dv.getFloat32();
  474. p.position = dv.getFloat32Array( 3 );
  475. p.rotation = dv.getFloat32Array( 3 );
  476. p.weight = dv.getFloat32();
  477. p.positionDamping = dv.getFloat32();
  478. p.rotationDamping = dv.getFloat32();
  479. p.restitution = dv.getFloat32();
  480. p.friction = dv.getFloat32();
  481. p.type = dv.getUint8();
  482. return p;
  483. };
  484. var metadata = pmd.metadata;
  485. metadata.rigidBodyCount = dv.getUint32();
  486. pmd.rigidBodies = [];
  487. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  488. pmd.rigidBodies.push( parseRigidBody() );
  489. }
  490. };
  491. var parseConstraints = function () {
  492. var parseConstraint = function () {
  493. var p = {};
  494. p.name = dv.getSjisStringsAsUnicode( 20 );
  495. p.rigidBodyIndex1 = dv.getUint32();
  496. p.rigidBodyIndex2 = dv.getUint32();
  497. p.position = dv.getFloat32Array( 3 );
  498. p.rotation = dv.getFloat32Array( 3 );
  499. p.translationLimitation1 = dv.getFloat32Array( 3 );
  500. p.translationLimitation2 = dv.getFloat32Array( 3 );
  501. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  502. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  503. p.springPosition = dv.getFloat32Array( 3 );
  504. p.springRotation = dv.getFloat32Array( 3 );
  505. return p;
  506. };
  507. var metadata = pmd.metadata;
  508. metadata.constraintCount = dv.getUint32();
  509. pmd.constraints = [];
  510. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  511. pmd.constraints.push( parseConstraint() );
  512. }
  513. };
  514. parseHeader();
  515. parseVertices();
  516. parseFaces();
  517. parseMaterials();
  518. parseBones();
  519. parseIks();
  520. parseMorphs();
  521. parseMorphFrames();
  522. parseBoneFrameNames();
  523. parseBoneFrames();
  524. parseEnglishHeader();
  525. parseEnglishBoneNames();
  526. parseEnglishMorphNames();
  527. parseEnglishBoneFrameNames();
  528. parseToonTextures();
  529. parseRigidBodies();
  530. parseConstraints();
  531. // console.log( pmd ); // for console debug
  532. return pmd;
  533. };
  534. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  535. var scope = this;
  536. var pmx = {};
  537. var dv = new THREE.MMDLoader.DataView( buffer );
  538. var helper = new THREE.MMDLoader.DataCreationHelper();
  539. pmx.metadata = {};
  540. pmx.metadata.format = 'pmx';
  541. pmx.metadata.coordinateSystem = 'left';
  542. var parseHeader = function () {
  543. var metadata = pmx.metadata;
  544. metadata.magic = dv.getChars( 4 );
  545. // Note: don't remove the last blank space.
  546. if ( metadata.magic !== 'PMX ' ) {
  547. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  548. }
  549. metadata.version = dv.getFloat32();
  550. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  551. throw 'PMX version ' + metadata.version + ' is not supported.';
  552. }
  553. metadata.headerSize = dv.getUint8();
  554. metadata.encoding = dv.getUint8();
  555. metadata.additionalUvNum = dv.getUint8();
  556. metadata.vertexIndexSize = dv.getUint8();
  557. metadata.textureIndexSize = dv.getUint8();
  558. metadata.materialIndexSize = dv.getUint8();
  559. metadata.boneIndexSize = dv.getUint8();
  560. metadata.morphIndexSize = dv.getUint8();
  561. metadata.rigidBodyIndexSize = dv.getUint8();
  562. metadata.modelName = dv.getTextBuffer();
  563. metadata.englishModelName = dv.getTextBuffer();
  564. metadata.comment = dv.getTextBuffer();
  565. metadata.englishComment = dv.getTextBuffer();
  566. };
  567. var parseVertices = function () {
  568. var parseVertex = function () {
  569. var p = {};
  570. p.position = dv.getFloat32Array( 3 );
  571. p.normal = dv.getFloat32Array( 3 );
  572. p.uv = dv.getFloat32Array( 2 );
  573. p.auvs = [];
  574. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  575. p.auvs.push( dv.getFloat32Array( 4 ) );
  576. }
  577. p.type = dv.getUint8();
  578. var indexSize = metadata.boneIndexSize;
  579. if ( p.type === 0 ) { // BDEF1
  580. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  581. p.skinWeights = [ 1.0 ];
  582. } else if ( p.type === 1 ) { // BDEF2
  583. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  584. p.skinWeights = dv.getFloat32Array( 1 );
  585. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  586. } else if ( p.type === 2 ) { // BDEF4
  587. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  588. p.skinWeights = dv.getFloat32Array( 4 );
  589. } else if ( p.type === 3 ) { // SDEF
  590. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  591. p.skinWeights = dv.getFloat32Array( 1 );
  592. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  593. p.skinC = dv.getFloat32Array( 3 );
  594. p.skinR0 = dv.getFloat32Array( 3 );
  595. p.skinR1 = dv.getFloat32Array( 3 );
  596. // SDEF is not supported yet and is handled as BDEF2 so far.
  597. // TODO: SDEF support
  598. p.type = 1;
  599. } else {
  600. throw 'unsupport bone type ' + p.type + ' exception.';
  601. }
  602. p.edgeRatio = dv.getFloat32();
  603. return p;
  604. };
  605. var metadata = pmx.metadata;
  606. metadata.vertexCount = dv.getUint32();
  607. pmx.vertices = [];
  608. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  609. pmx.vertices.push( parseVertex() );
  610. }
  611. };
  612. var parseFaces = function () {
  613. var parseFace = function () {
  614. var p = {};
  615. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3, true );
  616. return p;
  617. };
  618. var metadata = pmx.metadata;
  619. metadata.faceCount = dv.getUint32() / 3;
  620. pmx.faces = [];
  621. for ( var i = 0; i < metadata.faceCount; i++ ) {
  622. pmx.faces.push( parseFace() );
  623. }
  624. };
  625. var parseTextures = function () {
  626. var parseTexture = function () {
  627. return dv.getTextBuffer();
  628. };
  629. var metadata = pmx.metadata;
  630. metadata.textureCount = dv.getUint32();
  631. pmx.textures = [];
  632. for ( var i = 0; i < metadata.textureCount; i++ ) {
  633. pmx.textures.push( parseTexture() );
  634. }
  635. };
  636. var parseMaterials = function () {
  637. var parseMaterial = function () {
  638. var p = {};
  639. p.name = dv.getTextBuffer();
  640. p.englishName = dv.getTextBuffer();
  641. p.diffuse = dv.getFloat32Array( 4 );
  642. p.specular = dv.getFloat32Array( 3 );
  643. p.shininess = dv.getFloat32();
  644. p.emissive = dv.getFloat32Array( 3 );
  645. p.flag = dv.getUint8();
  646. p.edgeColor = dv.getFloat32Array( 4 );
  647. p.edgeSize = dv.getFloat32();
  648. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  649. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  650. p.envFlag = dv.getUint8();
  651. p.toonFlag = dv.getUint8();
  652. if ( p.toonFlag === 0 ) {
  653. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  654. } else if ( p.toonFlag === 1 ) {
  655. p.toonIndex = dv.getInt8();
  656. } else {
  657. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  658. }
  659. p.comment = dv.getTextBuffer();
  660. p.faceCount = dv.getUint32() / 3;
  661. return p;
  662. };
  663. var metadata = pmx.metadata;
  664. metadata.materialCount = dv.getUint32();
  665. pmx.materials = [];
  666. for ( var i = 0; i < metadata.materialCount; i++ ) {
  667. pmx.materials.push( parseMaterial() );
  668. }
  669. };
  670. var parseBones = function () {
  671. var parseBone = function () {
  672. var p = {};
  673. p.name = dv.getTextBuffer();
  674. p.englishName = dv.getTextBuffer();
  675. p.position = dv.getFloat32Array( 3 );
  676. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  677. p.transformationClass = dv.getUint32();
  678. p.flag = dv.getUint16();
  679. if ( p.flag & 0x1 ) {
  680. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  681. } else {
  682. p.offsetPosition = dv.getFloat32Array( 3 );
  683. }
  684. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  685. // Note: I don't think Grant is an appropriate name
  686. // but I found that some English translated MMD tools use this term
  687. // so I've named it Grant so far.
  688. // I'd rename to more appropriate name from Grant later.
  689. var grant = {};
  690. grant.isLocal = ( p.flag & 0x80 ) !== 0 ? true : false;
  691. grant.affectRotation = ( p.flag & 0x100 ) !== 0 ? true : false;
  692. grant.affectPosition = ( p.flag & 0x200 ) !== 0 ? true : false;
  693. grant.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  694. grant.ratio = dv.getFloat32();
  695. p.grant = grant;
  696. }
  697. if ( p.flag & 0x400 ) {
  698. p.fixAxis = dv.getFloat32Array( 3 );
  699. }
  700. if ( p.flag & 0x800 ) {
  701. p.localXVector = dv.getFloat32Array( 3 );
  702. p.localZVector = dv.getFloat32Array( 3 );
  703. }
  704. if ( p.flag & 0x2000 ) {
  705. p.key = dv.getUint32();
  706. }
  707. if ( p.flag & 0x20 ) {
  708. var ik = {};
  709. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  710. ik.target = null;
  711. ik.iteration = dv.getUint32();
  712. ik.maxAngle = dv.getFloat32();
  713. ik.linkCount = dv.getUint32();
  714. ik.links = [];
  715. for ( var i = 0; i < ik.linkCount; i++ ) {
  716. var link = {};
  717. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  718. link.angleLimitation = dv.getUint8();
  719. if ( link.angleLimitation === 1 ) {
  720. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  721. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  722. }
  723. ik.links.push( link );
  724. }
  725. p.ik = ik;
  726. }
  727. return p;
  728. };
  729. var metadata = pmx.metadata;
  730. metadata.boneCount = dv.getUint32();
  731. pmx.bones = [];
  732. for ( var i = 0; i < metadata.boneCount; i++ ) {
  733. pmx.bones.push( parseBone() );
  734. }
  735. };
  736. var parseMorphs = function () {
  737. var parseMorph = function () {
  738. var p = {};
  739. p.name = dv.getTextBuffer();
  740. p.englishName = dv.getTextBuffer();
  741. p.panel = dv.getUint8();
  742. p.type = dv.getUint8();
  743. p.elementCount = dv.getUint32();
  744. p.elements = [];
  745. for ( var i = 0; i < p.elementCount; i++ ) {
  746. if ( p.type === 0 ) { // group morph
  747. var m = {};
  748. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  749. m.ratio = dv.getFloat32();
  750. p.elements.push( m );
  751. } else if ( p.type === 1 ) { // vertex morph
  752. var m = {};
  753. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  754. m.position = dv.getFloat32Array( 3 );
  755. p.elements.push( m );
  756. } else if ( p.type === 2 ) { // bone morph
  757. var m = {};
  758. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  759. m.position = dv.getFloat32Array( 3 );
  760. m.rotation = dv.getFloat32Array( 4 );
  761. p.elements.push( m );
  762. } else if ( p.type === 3 ) { // uv morph
  763. var m = {};
  764. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  765. m.uv = dv.getFloat32Array( 4 );
  766. p.elements.push( m );
  767. } else if ( p.type === 4 ) { // additional uv1
  768. // TODO: implement
  769. } else if ( p.type === 5 ) { // additional uv2
  770. // TODO: implement
  771. } else if ( p.type === 6 ) { // additional uv3
  772. // TODO: implement
  773. } else if ( p.type === 7 ) { // additional uv4
  774. // TODO: implement
  775. } else if ( p.type === 8 ) { // material morph
  776. var m = {};
  777. m.index = dv.getIndex( pmx.metadata.materialIndexSize );
  778. m.type = dv.getUint8();
  779. m.diffuse = dv.getFloat32Array( 4 );
  780. m.specular = dv.getFloat32Array( 3 );
  781. m.shininess = dv.getFloat32();
  782. m.emissive = dv.getFloat32Array( 3 );
  783. m.edgeColor = dv.getFloat32Array( 4 );
  784. m.edgeSize = dv.getFloat32();
  785. m.textureColor = dv.getFloat32Array( 4 );
  786. m.sphereTextureColor = dv.getFloat32Array( 4 );
  787. m.toonColor = dv.getFloat32Array( 4 );
  788. p.elements.push( m );
  789. }
  790. }
  791. return p;
  792. };
  793. var metadata = pmx.metadata;
  794. metadata.morphCount = dv.getUint32();
  795. pmx.morphs = [];
  796. for ( var i = 0; i < metadata.morphCount; i++ ) {
  797. pmx.morphs.push( parseMorph() );
  798. }
  799. };
  800. var parseFrames = function () {
  801. var parseFrame = function () {
  802. var p = {};
  803. p.name = dv.getTextBuffer();
  804. p.englishName = dv.getTextBuffer();
  805. p.type = dv.getUint8();
  806. p.elementCount = dv.getUint32();
  807. p.elements = [];
  808. for ( var i = 0; i < p.elementCount; i++ ) {
  809. var e = {};
  810. e.target = dv.getUint8();
  811. e.index = ( e.target === 0 ) ? dv.getIndex( pmx.metadata.boneIndexSize ) : dv.getIndex( pmx.metadata.morphIndexSize );
  812. p.elements.push( e );
  813. }
  814. return p;
  815. };
  816. var metadata = pmx.metadata;
  817. metadata.frameCount = dv.getUint32();
  818. pmx.frames = [];
  819. for ( var i = 0; i < metadata.frameCount; i++ ) {
  820. pmx.frames.push( parseFrame() );
  821. }
  822. };
  823. var parseRigidBodies = function () {
  824. var parseRigidBody = function () {
  825. var p = {};
  826. p.name = dv.getTextBuffer();
  827. p.englishName = dv.getTextBuffer();
  828. p.boneIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  829. p.groupIndex = dv.getUint8();
  830. p.groupTarget = dv.getUint16();
  831. p.shapeType = dv.getUint8();
  832. p.width = dv.getFloat32();
  833. p.height = dv.getFloat32();
  834. p.depth = dv.getFloat32();
  835. p.position = dv.getFloat32Array( 3 );
  836. p.rotation = dv.getFloat32Array( 3 );
  837. p.weight = dv.getFloat32();
  838. p.positionDamping = dv.getFloat32();
  839. p.rotationDamping = dv.getFloat32();
  840. p.restitution = dv.getFloat32();
  841. p.friction = dv.getFloat32();
  842. p.type = dv.getUint8();
  843. return p;
  844. };
  845. var metadata = pmx.metadata;
  846. metadata.rigidBodyCount = dv.getUint32();
  847. pmx.rigidBodies = [];
  848. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  849. pmx.rigidBodies.push( parseRigidBody() );
  850. }
  851. };
  852. var parseConstraints = function () {
  853. var parseConstraint = function () {
  854. var p = {};
  855. p.name = dv.getTextBuffer();
  856. p.englishName = dv.getTextBuffer();
  857. p.type = dv.getUint8();
  858. p.rigidBodyIndex1 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  859. p.rigidBodyIndex2 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  860. p.position = dv.getFloat32Array( 3 );
  861. p.rotation = dv.getFloat32Array( 3 );
  862. p.translationLimitation1 = dv.getFloat32Array( 3 );
  863. p.translationLimitation2 = dv.getFloat32Array( 3 );
  864. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  865. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  866. p.springPosition = dv.getFloat32Array( 3 );
  867. p.springRotation = dv.getFloat32Array( 3 );
  868. return p;
  869. };
  870. var metadata = pmx.metadata;
  871. metadata.constraintCount = dv.getUint32();
  872. pmx.constraints = [];
  873. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  874. pmx.constraints.push( parseConstraint() );
  875. }
  876. };
  877. parseHeader();
  878. parseVertices();
  879. parseFaces();
  880. parseTextures();
  881. parseMaterials();
  882. parseBones();
  883. parseMorphs();
  884. parseFrames();
  885. parseRigidBodies();
  886. parseConstraints();
  887. // console.log( pmx ); // for console debug
  888. return pmx;
  889. };
  890. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  891. var scope = this;
  892. var vmd = {};
  893. var dv = new THREE.MMDLoader.DataView( buffer );
  894. var helper = new THREE.MMDLoader.DataCreationHelper();
  895. vmd.metadata = {};
  896. vmd.metadata.coordinateSystem = 'left';
  897. var parseHeader = function () {
  898. var metadata = vmd.metadata;
  899. metadata.magic = dv.getChars( 30 );
  900. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  901. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  902. }
  903. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  904. };
  905. var parseMotions = function () {
  906. var parseMotion = function () {
  907. var p = {};
  908. p.boneName = dv.getSjisStringsAsUnicode( 15 );
  909. p.frameNum = dv.getUint32();
  910. p.position = dv.getFloat32Array( 3 );
  911. p.rotation = dv.getFloat32Array( 4 );
  912. p.interpolation = dv.getUint8Array( 64 );
  913. return p;
  914. };
  915. var metadata = vmd.metadata;
  916. metadata.motionCount = dv.getUint32();
  917. vmd.motions = [];
  918. for ( var i = 0; i < metadata.motionCount; i++ ) {
  919. vmd.motions.push( parseMotion() );
  920. }
  921. };
  922. var parseMorphs = function () {
  923. var parseMorph = function () {
  924. var p = {};
  925. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  926. p.frameNum = dv.getUint32();
  927. p.weight = dv.getFloat32();
  928. return p;
  929. };
  930. var metadata = vmd.metadata;
  931. metadata.morphCount = dv.getUint32();
  932. vmd.morphs = [];
  933. for ( var i = 0; i < metadata.morphCount; i++ ) {
  934. vmd.morphs.push( parseMorph() );
  935. }
  936. };
  937. var parseCameras = function () {
  938. var parseCamera = function () {
  939. var p = {};
  940. p.frameNum = dv.getUint32();
  941. p.distance = dv.getFloat32();
  942. p.position = dv.getFloat32Array( 3 );
  943. p.rotation = dv.getFloat32Array( 3 );
  944. p.interpolation = dv.getUint8Array( 24 );
  945. p.fov = dv.getUint32();
  946. p.perspective = dv.getUint8();
  947. return p;
  948. };
  949. var metadata = vmd.metadata;
  950. metadata.cameraCount = dv.getUint32();
  951. vmd.cameras = [];
  952. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  953. vmd.cameras.push( parseCamera() );
  954. }
  955. };
  956. parseHeader();
  957. parseMotions();
  958. parseMorphs();
  959. parseCameras();
  960. // console.log( vmd ); // for console debug
  961. return vmd;
  962. };
  963. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  964. var helper = new THREE.MMDLoader.DataCreationHelper();
  965. var vpd = {};
  966. vpd.metadata = {};
  967. vpd.metadata.coordinateSystem = 'left';
  968. vpd.bones = [];
  969. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  970. var newlinePattern = /\r|\n|\r\n/;
  971. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  972. function throwError () {
  973. throw 'the file seems not vpd file.';
  974. };
  975. function checkMagic () {
  976. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  977. throwError();
  978. }
  979. };
  980. function parseHeader () {
  981. if ( lines.length < 4 ) {
  982. throwError();
  983. }
  984. vpd.metadata.parentFile = lines[ 2 ];
  985. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  986. };
  987. function parseBones () {
  988. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  989. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  990. 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*;/;
  991. var boneFooterPattern = /^\s*}/;
  992. var bones = vpd.bones;
  993. var n = null;
  994. var v = null;
  995. var q = null;
  996. var encoder = new CharsetEncoder();
  997. for ( var i = 4; i < lines.length; i++ ) {
  998. var line = lines[ i ];
  999. var result;
  1000. result = line.match( boneHeaderPattern );
  1001. if ( result !== null ) {
  1002. if ( n !== null ) {
  1003. throwError();
  1004. }
  1005. n = result[ 2 ];
  1006. }
  1007. result = line.match( boneVectorPattern );
  1008. if ( result !== null ) {
  1009. if ( v !== null ) {
  1010. throwError();
  1011. }
  1012. v = [
  1013. parseFloat( result[ 1 ] ),
  1014. parseFloat( result[ 2 ] ),
  1015. parseFloat( result[ 3 ] )
  1016. ];
  1017. }
  1018. result = line.match( boneQuaternionPattern );
  1019. if ( result !== null ) {
  1020. if ( q !== null ) {
  1021. throwError();
  1022. }
  1023. q = [
  1024. parseFloat( result[ 1 ] ),
  1025. parseFloat( result[ 2 ] ),
  1026. parseFloat( result[ 3 ] ),
  1027. parseFloat( result[ 4 ] )
  1028. ];
  1029. }
  1030. result = line.match( boneFooterPattern );
  1031. if ( result !== null ) {
  1032. if ( n === null || v === null || q === null ) {
  1033. throwError();
  1034. }
  1035. bones.push( {
  1036. name: n,
  1037. translation: v,
  1038. quaternion: q
  1039. } );
  1040. n = null;
  1041. v = null;
  1042. q = null;
  1043. }
  1044. }
  1045. if ( n !== null || v !== null || q !== null ) {
  1046. throwError();
  1047. }
  1048. };
  1049. checkMagic();
  1050. parseHeader();
  1051. parseBones();
  1052. this.leftToRightVpd( vpd );
  1053. // console.log( vpd ); // for console debug
  1054. return vpd;
  1055. };
  1056. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1057. var scope = this;
  1058. var geometry = new THREE.BufferGeometry();
  1059. var material = new THREE.MultiMaterial();
  1060. var helper = new THREE.MMDLoader.DataCreationHelper();
  1061. var buffer = {};
  1062. buffer.vertices = [];
  1063. buffer.uvs = [];
  1064. buffer.normals = [];
  1065. buffer.skinIndices = [];
  1066. buffer.skinWeights = [];
  1067. buffer.indices = [];
  1068. var initVartices = function () {
  1069. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1070. var v = model.vertices[ i ];
  1071. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  1072. buffer.vertices.push( v.position[ j ] );
  1073. }
  1074. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  1075. buffer.normals.push( v.normal[ j ] );
  1076. }
  1077. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  1078. buffer.uvs.push( v.uv[ j ] );
  1079. }
  1080. for ( var j = 0; j < 4; j ++ ) {
  1081. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  1082. }
  1083. for ( var j = 0; j < 4; j ++ ) {
  1084. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  1085. }
  1086. }
  1087. };
  1088. var initFaces = function () {
  1089. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1090. var f = model.faces[ i ];
  1091. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  1092. buffer.indices.push( f.indices[ j ] );
  1093. }
  1094. }
  1095. };
  1096. var initBones = function () {
  1097. var bones = [];
  1098. var rigidBodies = model.rigidBodies;
  1099. var dictionary = {};
  1100. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  1101. var body = rigidBodies[ i ];
  1102. var value = dictionary[ body.boneIndex ];
  1103. // keeps greater number if already value is set without any special reasons
  1104. value = value === undefined ? body.type : Math.max( body.type, value );
  1105. dictionary[ body.boneIndex ] = value;
  1106. }
  1107. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1108. var bone = {};
  1109. var b = model.bones[ i ];
  1110. bone.parent = b.parentIndex;
  1111. bone.name = b.name;
  1112. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1113. bone.rotq = [ 0, 0, 0, 1 ];
  1114. bone.scl = [ 1, 1, 1 ];
  1115. if ( bone.parent !== -1 ) {
  1116. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1117. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1118. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1119. }
  1120. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  1121. bones.push( bone );
  1122. }
  1123. geometry.bones = bones;
  1124. };
  1125. var initIKs = function () {
  1126. var iks = [];
  1127. // TODO: remove duplicated codes between PMD and PMX
  1128. if ( model.metadata.format === 'pmd' ) {
  1129. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1130. var ik = model.iks[i];
  1131. var param = {};
  1132. param.target = ik.target;
  1133. param.effector = ik.effector;
  1134. param.iteration = ik.iteration;
  1135. param.maxAngle = ik.maxAngle * 4;
  1136. param.links = [];
  1137. for ( var j = 0; j < ik.links.length; j++ ) {
  1138. var link = {};
  1139. link.index = ik.links[ j ].index;
  1140. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  1141. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1142. }
  1143. param.links.push( link );
  1144. }
  1145. iks.push( param );
  1146. }
  1147. } else {
  1148. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1149. var b = model.bones[ i ];
  1150. var ik = b.ik;
  1151. if ( ik === undefined ) {
  1152. continue;
  1153. }
  1154. var param = {};
  1155. param.target = i;
  1156. param.effector = ik.effector;
  1157. param.iteration = ik.iteration;
  1158. param.maxAngle = ik.maxAngle;
  1159. param.links = [];
  1160. for ( var j = 0; j < ik.links.length; j++ ) {
  1161. var link = {};
  1162. link.index = ik.links[ j ].index;
  1163. link.enabled = true;
  1164. if ( ik.links[ j ].angleLimitation === 1 ) {
  1165. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1166. // TODO: use limitation angles
  1167. // link.lowerLimitationAngle;
  1168. // link.upperLimitationAngle;
  1169. }
  1170. param.links.push( link );
  1171. }
  1172. iks.push( param );
  1173. }
  1174. }
  1175. geometry.iks = iks;
  1176. };
  1177. var initGrants = function () {
  1178. if ( model.metadata.format === 'pmd' ) {
  1179. return;
  1180. }
  1181. var grants = [];
  1182. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1183. var b = model.bones[ i ];
  1184. var grant = b.grant;
  1185. if ( grant === undefined ) {
  1186. continue;
  1187. }
  1188. var param = {};
  1189. param.index = i;
  1190. param.parentIndex = grant.parentIndex;
  1191. param.ratio = grant.ratio;
  1192. param.isLocal = grant.isLocal;
  1193. param.affectRotation = grant.affectRotation;
  1194. param.affectPosition = grant.affectPosition;
  1195. grants.push( param );
  1196. }
  1197. geometry.grants = grants;
  1198. };
  1199. var initMorphs = function () {
  1200. function updateVertex( attribute, index, v, ratio ) {
  1201. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  1202. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  1203. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  1204. };
  1205. function updateVertices( attribute, m, ratio ) {
  1206. for ( var i = 0; i < m.elementCount; i++ ) {
  1207. var v = m.elements[ i ];
  1208. var index;
  1209. if ( model.metadata.format === 'pmd' ) {
  1210. index = model.morphs[ 0 ].elements[ v.index ].index;
  1211. } else {
  1212. index = v.index;
  1213. }
  1214. updateVertex( attribute, index, v, ratio );
  1215. }
  1216. };
  1217. var morphTargets = [];
  1218. var attributes = [];
  1219. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1220. var m = model.morphs[ i ];
  1221. var params = { name: m.name };
  1222. var attribute = new THREE.Float32Attribute( model.metadata.vertexCount * 3, 3 );
  1223. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  1224. attribute.array[ j ] = buffer.vertices[ j ];
  1225. }
  1226. if ( model.metadata.format === 'pmd' ) {
  1227. if ( i !== 0 ) {
  1228. updateVertices( attribute, m, 1.0 );
  1229. }
  1230. } else {
  1231. if ( m.type === 0 ) { // group
  1232. for ( var j = 0; j < m.elementCount; j++ ) {
  1233. var m2 = model.morphs[ m.elements[ j ].index ];
  1234. var ratio = m.elements[ j ].ratio;
  1235. if ( m2.type === 1 ) {
  1236. updateVertices( attribute, m2, ratio );
  1237. } else {
  1238. // TODO: implement
  1239. }
  1240. }
  1241. } else if ( m.type === 1 ) { // vertex
  1242. updateVertices( attribute, m, 1.0 );
  1243. } else if ( m.type === 2 ) { // bone
  1244. // TODO: implement
  1245. } else if ( m.type === 3 ) { // uv
  1246. // TODO: implement
  1247. } else if ( m.type === 4 ) { // additional uv1
  1248. // TODO: implement
  1249. } else if ( m.type === 5 ) { // additional uv2
  1250. // TODO: implement
  1251. } else if ( m.type === 6 ) { // additional uv3
  1252. // TODO: implement
  1253. } else if ( m.type === 7 ) { // additional uv4
  1254. // TODO: implement
  1255. } else if ( m.type === 8 ) { // material
  1256. // TODO: implement
  1257. }
  1258. }
  1259. morphTargets.push( params );
  1260. attributes.push( attribute );
  1261. }
  1262. geometry.morphTargets = morphTargets;
  1263. geometry.morphAttributes.position = attributes;
  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 color = new THREE.Color();
  1270. var offset = 0;
  1271. var materialParams = [];
  1272. function loadTexture ( filePath, params ) {
  1273. if ( params === undefined ) {
  1274. params = {};
  1275. }
  1276. var directoryPath = ( params.defaultTexturePath === true ) ? scope.defaultTexturePath : texturePath;
  1277. var fullPath = directoryPath + filePath;
  1278. var loader = THREE.Loader.Handlers.get( fullPath );
  1279. if ( loader === null ) {
  1280. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1281. }
  1282. var texture = loader.load( fullPath, function ( t ) {
  1283. t.flipY = false;
  1284. t.wrapS = THREE.RepeatWrapping;
  1285. t.wrapT = THREE.RepeatWrapping;
  1286. if ( params.sphericalReflectionMapping === true ) {
  1287. t.mapping = THREE.SphericalReflectionMapping;
  1288. }
  1289. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1290. texture.readyCallbacks[ i ]( texture );
  1291. }
  1292. delete texture.readyCallbacks;
  1293. } );
  1294. texture.readyCallbacks = [];
  1295. var uuid = THREE.Math.generateUUID();
  1296. textures[ uuid ] = texture;
  1297. return uuid;
  1298. };
  1299. function getTexture( name, textures ) {
  1300. if ( textures[ name ] === undefined ) {
  1301. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  1302. }
  1303. return textures[ name ];
  1304. };
  1305. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1306. var m = model.materials[ i ];
  1307. var params = {};
  1308. params.faceOffset = offset;
  1309. params.faceNum = m.faceCount;
  1310. offset += m.faceCount;
  1311. params.name = m.name;
  1312. params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).clone();
  1313. params.opacity = m.diffuse[ 3 ];
  1314. params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).clone();
  1315. params.shininess = m.shininess;
  1316. if ( params.opacity === 1.0 ) {
  1317. params.side = THREE.FrontSide;
  1318. params.transparent = false;
  1319. } else {
  1320. params.side = THREE.DoubleSide;
  1321. params.transparent = true;
  1322. }
  1323. if ( model.metadata.format === 'pmd' ) {
  1324. if ( m.fileName ) {
  1325. var fileName = m.fileName;
  1326. var fileNames = [];
  1327. var index = fileName.lastIndexOf( '*' );
  1328. if ( index >= 0 ) {
  1329. fileNames.push( fileName.slice( 0, index ) );
  1330. fileNames.push( fileName.slice( index + 1 ) );
  1331. } else {
  1332. fileNames.push( fileName );
  1333. }
  1334. for ( var j = 0; j < fileNames.length; j++ ) {
  1335. var n = fileNames[ j ];
  1336. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1337. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1338. if ( n.indexOf( '.sph' ) >= 0 ) {
  1339. params.envMapType = THREE.MultiplyOperation;
  1340. } else {
  1341. params.envMapType = THREE.AddOperation;
  1342. }
  1343. } else {
  1344. params.map = loadTexture( n );
  1345. }
  1346. }
  1347. }
  1348. } else {
  1349. if ( m.textureIndex !== -1 ) {
  1350. var n = model.textures[ m.textureIndex ];
  1351. params.map = loadTexture( n );
  1352. }
  1353. // TODO: support m.envFlag === 3
  1354. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1355. var n = model.textures[ m.envTextureIndex ];
  1356. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1357. if ( m.envFlag === 1 ) {
  1358. params.envMapType = THREE.MultiplyOperation;
  1359. } else {
  1360. params.envMapType = THREE.AddOperation;
  1361. }
  1362. }
  1363. }
  1364. // TODO: check if this logic is right
  1365. if ( params.map === undefined /* && params.envMap === undefined */ ) {
  1366. params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).clone();
  1367. }
  1368. materialParams.push( params );
  1369. }
  1370. var shader = THREE.ShaderLib[ 'mmd' ];
  1371. for ( var i = 0; i < materialParams.length; i++ ) {
  1372. var p = materialParams[ i ];
  1373. var p2 = model.materials[ i ];
  1374. var m = new THREE.ShaderMaterial( {
  1375. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1376. vertexShader: shader.vertexShader,
  1377. fragmentShader: shader.fragmentShader
  1378. } );
  1379. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  1380. if ( p.name !== undefined ) m.name = p.name;
  1381. m.skinning = geometry.bones.length > 0 ? true : false;
  1382. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1383. m.lights = true;
  1384. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  1385. m.transparent = p.transparent;
  1386. m.fog = true;
  1387. m.blending = THREE.CustomBlending;
  1388. m.blendSrc = THREE.SrcAlphaFactor;
  1389. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1390. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1391. m.blendDstAlpha = THREE.DstAlphaFactor;
  1392. if ( p.map !== undefined ) {
  1393. m.faceOffset = p.faceOffset;
  1394. m.faceNum = p.faceNum;
  1395. // Check if this part of the texture image the material uses requires transparency
  1396. function checkTextureTransparency ( m ) {
  1397. m.map.readyCallbacks.push( function ( t ) {
  1398. // Is there any efficient ways?
  1399. function createImageData ( image ) {
  1400. var c = document.createElement( 'canvas' );
  1401. c.width = image.width;
  1402. c.height = image.height;
  1403. var ctx = c.getContext( '2d' );
  1404. ctx.drawImage( image, 0, 0 );
  1405. return ctx.getImageData( 0, 0, c.width, c.height );
  1406. };
  1407. function detectTextureTransparency( image, uvs, indices ) {
  1408. var width = image.width;
  1409. var height = image.height;
  1410. var data = image.data;
  1411. var threshold = 253;
  1412. if ( data.length / ( width * height ) !== 4 ) {
  1413. return false;
  1414. }
  1415. for ( var i = 0; i < indices.length; i += 3 ) {
  1416. var centerUV = { x: 0.0, y: 0.0 };
  1417. for ( var j = 0; j < 3; j++ ) {
  1418. var index = indices[ i * 3 + j ];
  1419. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  1420. if ( getAlphaByUv( image, uv ) < threshold ) {
  1421. return true;
  1422. }
  1423. centerUV.x += uv.x;
  1424. centerUV.y += uv.y;
  1425. }
  1426. centerUV.x /= 3;
  1427. centerUV.y /= 3;
  1428. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1429. return true;
  1430. }
  1431. }
  1432. return false;
  1433. };
  1434. /*
  1435. * This method expects
  1436. * t.flipY = false
  1437. * t.wrapS = THREE.RepeatWrapping
  1438. * t.wrapT = THREE.RepeatWrapping
  1439. * TODO: more precise
  1440. */
  1441. function getAlphaByUv ( image, uv ) {
  1442. var width = image.width;
  1443. var height = image.height;
  1444. var x = Math.round( uv.x * width ) % width;
  1445. var y = Math.round( uv.y * height ) % height;
  1446. if ( x < 0 ) {
  1447. x += width;
  1448. }
  1449. if ( y < 0 ) {
  1450. y += height;
  1451. }
  1452. var index = y * width + x;
  1453. return image.data[ index * 4 + 3 ];
  1454. };
  1455. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1456. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  1457. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  1458. delete m.faceOffset;
  1459. delete m.faceNum;
  1460. } );
  1461. }
  1462. m.map = getTexture( p.map, textures );
  1463. m.uniforms.map.value = m.map;
  1464. checkTextureTransparency( m );
  1465. }
  1466. if ( p.envMap !== undefined ) {
  1467. m.envMap = getTexture( p.envMap, textures );
  1468. m.uniforms.envMap.value = m.envMap;
  1469. m.combine = p.envMapType;
  1470. // TODO: WebGLRenderer should automatically update?
  1471. m.envMap.readyCallbacks.push( function ( t ) {
  1472. m.needsUpdate = true;
  1473. } );
  1474. }
  1475. m.uniforms.opacity.value = p.opacity;
  1476. m.uniforms.diffuse.value.copy( p.color );
  1477. if ( p.emissive !== undefined ) {
  1478. m.uniforms.emissive.value.copy( p.emissive );
  1479. }
  1480. m.uniforms.specular.value.copy( p.specular );
  1481. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1482. if ( model.metadata.format === 'pmd' ) {
  1483. function isDefaultToonTexture ( n ) {
  1484. if ( n.length !== 10 ) {
  1485. return false;
  1486. }
  1487. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1488. };
  1489. m.outlineParameters = {
  1490. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  1491. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  1492. alpha: 1.0
  1493. };
  1494. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  1495. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1496. m.uniforms.celShading.value = 1;
  1497. if ( p2.toonIndex === -1 ) {
  1498. m.uniforms.hasToonTexture.value = 0;
  1499. } else {
  1500. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1501. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1502. m.uniforms.toonMap.value = textures[ uuid ];
  1503. m.uniforms.hasToonTexture.value = 1;
  1504. }
  1505. } else {
  1506. m.outlineParameters = {
  1507. thickness: p2.edgeSize / 300,
  1508. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  1509. alpha: p2.edgeColor[ 3 ]
  1510. };
  1511. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  1512. m.uniforms.celShading.value = 1;
  1513. if ( p2.toonIndex === -1 ) {
  1514. m.uniforms.hasToonTexture.value = 0;
  1515. } else {
  1516. if ( p2.toonFlag === 0 ) {
  1517. var n = model.textures[ p2.toonIndex ];
  1518. var uuid = loadTexture( n );
  1519. m.uniforms.toonMap.value = textures[ uuid ];
  1520. } else {
  1521. var num = p2.toonIndex + 1;
  1522. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1523. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1524. m.uniforms.toonMap.value = textures[ uuid ];
  1525. }
  1526. m.uniforms.hasToonTexture.value = 1;
  1527. }
  1528. }
  1529. material.materials.push( m );
  1530. }
  1531. if ( model.metadata.format === 'pmx' ) {
  1532. function checkAlphaMorph ( morph, elements ) {
  1533. if ( morph.type !== 8 ) {
  1534. return;
  1535. }
  1536. for ( var i = 0; i < elements.length; i++ ) {
  1537. var e = elements[ i ];
  1538. if ( e.index === -1 ) {
  1539. continue;
  1540. }
  1541. var m = material.materials[ e.index ];
  1542. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  1543. m.transparent = true;
  1544. }
  1545. }
  1546. }
  1547. for ( var i = 0; i < model.morphs.length; i++ ) {
  1548. var morph = model.morphs[ i ];
  1549. var elements = morph.elements;
  1550. if ( morph.type === 0 ) {
  1551. for ( var j = 0; j < elements.length; j++ ) {
  1552. var morph2 = model.morphs[ elements[ j ].index ];
  1553. var elements2 = morph2.elements;
  1554. checkAlphaMorph( morph2, elements2 );
  1555. }
  1556. } else {
  1557. checkAlphaMorph( morph, elements );
  1558. }
  1559. }
  1560. }
  1561. };
  1562. var initPhysics = function () {
  1563. var rigidBodies = [];
  1564. var constraints = [];
  1565. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1566. var b = model.rigidBodies[ i ];
  1567. var keys = Object.keys( b );
  1568. var p = {};
  1569. for ( var j = 0; j < keys.length; j++ ) {
  1570. var key = keys[ j ];
  1571. p[ key ] = b[ key ];
  1572. }
  1573. /*
  1574. * RigidBody position parameter in PMX seems global position
  1575. * while the one in PMD seems offset from corresponding bone.
  1576. * So unify being offset.
  1577. */
  1578. if ( model.metadata.format === 'pmx' ) {
  1579. if ( p.boneIndex !== -1 ) {
  1580. var bone = model.bones[ p.boneIndex ];
  1581. p.position[ 0 ] -= bone.position[ 0 ];
  1582. p.position[ 1 ] -= bone.position[ 1 ];
  1583. p.position[ 2 ] -= bone.position[ 2 ];
  1584. }
  1585. }
  1586. rigidBodies.push( p );
  1587. }
  1588. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1589. var c = model.constraints[ i ];
  1590. var keys = Object.keys( c );
  1591. var p = {};
  1592. for ( var j = 0; j < keys.length; j++ ) {
  1593. var key = keys[ j ];
  1594. p[ key ] = c[ key ];
  1595. }
  1596. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1597. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1598. /*
  1599. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  1600. */
  1601. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1602. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1603. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1604. bodyB.type = 1;
  1605. }
  1606. }
  1607. constraints.push( p );
  1608. }
  1609. geometry.rigidBodies = rigidBodies;
  1610. geometry.constraints = constraints;
  1611. };
  1612. var initGeometry = function () {
  1613. geometry.setIndex( ( buffer.indices.length > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( buffer.indices, 1 ) );
  1614. geometry.addAttribute( 'position', THREE.Float32Attribute( buffer.vertices, 3 ) );
  1615. geometry.addAttribute( 'normal', THREE.Float32Attribute( buffer.normals, 3 ) );
  1616. geometry.addAttribute( 'uv', THREE.Float32Attribute( buffer.uvs, 2 ) );
  1617. geometry.addAttribute( 'skinIndex', THREE.Float32Attribute( buffer.skinIndices, 4 ) );
  1618. geometry.addAttribute( 'skinWeight', THREE.Float32Attribute( buffer.skinWeights, 4 ) );
  1619. geometry.computeBoundingSphere();
  1620. geometry.mmdFormat = model.metadata.format;
  1621. };
  1622. this.leftToRightModel( model );
  1623. initVartices();
  1624. initFaces();
  1625. initBones();
  1626. initIKs();
  1627. initGrants();
  1628. initMorphs();
  1629. initMaterials();
  1630. initPhysics();
  1631. initGeometry();
  1632. var mesh = new THREE.SkinnedMesh( geometry, material );
  1633. // console.log( mesh ); // for console debug
  1634. return mesh;
  1635. };
  1636. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1637. var scope = this;
  1638. var helper = new THREE.MMDLoader.DataCreationHelper();
  1639. var initMotionAnimations = function () {
  1640. if ( vmd.metadata.motionCount === 0 ) {
  1641. return;
  1642. }
  1643. var bones = mesh.geometry.bones;
  1644. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1645. var animation = {
  1646. name: name === undefined ? THREE.Math.generateUUID() : name,
  1647. fps: 30,
  1648. hierarchy: []
  1649. };
  1650. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1651. animation.hierarchy.push(
  1652. {
  1653. parent: bones[ i ].parent,
  1654. keys: []
  1655. }
  1656. );
  1657. var array = orderedMotions[ i ];
  1658. var keys = animation.hierarchy[ i ].keys;
  1659. var bone = bones[ i ];
  1660. for ( var j = 0; j < array.length; j++ ) {
  1661. var t = array[ j ].frameNum / 30;
  1662. var p = array[ j ].position;
  1663. var r = array[ j ].rotation;
  1664. helper.pushBoneAnimationKey( keys, t, bone, p, r );
  1665. }
  1666. helper.insertBoneAnimationKeyAtTimeZero( keys, bone );
  1667. helper.insertStartBoneAnimationKey( keys );
  1668. }
  1669. var clip = THREE.AnimationClip.parseAnimation( animation, mesh.geometry.bones );
  1670. if ( clip !== null ) {
  1671. if ( mesh.geometry.animations === undefined ) {
  1672. mesh.geometry.animations = [];
  1673. }
  1674. mesh.geometry.animations.push( clip );
  1675. }
  1676. };
  1677. var initMorphAnimations = function () {
  1678. if ( vmd.metadata.morphCount === 0 ) {
  1679. return;
  1680. }
  1681. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1682. var morphAnimation = {
  1683. fps: 30,
  1684. hierarchy: []
  1685. };
  1686. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1687. morphAnimation.hierarchy.push( { keys: [] } );
  1688. var array = orderedMorphs[ i ];
  1689. var keys = morphAnimation.hierarchy[ i ].keys;
  1690. for ( var j = 0; j < array.length; j++ ) {
  1691. var t = array[ j ].frameNum / 30;
  1692. var w = array[ j ].weight;
  1693. helper.pushAnimationKey( keys, t, w );
  1694. }
  1695. }
  1696. // TODO: should we use THREE.AnimationClip.CreateFromMorphTargetSequence() instead?
  1697. var tracks = [];
  1698. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1699. var keys = morphAnimation.hierarchy[ i ].keys;
  1700. if ( keys.length === 0 ) {
  1701. continue;
  1702. }
  1703. tracks.push( helper.generateTrackFromAnimationKeys( keys, 'NumberKeyframeTrackEx', '.morphTargetInfluences[' + i + ']' ) );
  1704. }
  1705. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1706. if ( clip !== null ) {
  1707. if ( mesh.geometry.animations === undefined ) {
  1708. mesh.geometry.animations = [];
  1709. }
  1710. mesh.geometry.animations.push( clip );
  1711. }
  1712. };
  1713. this.leftToRightVmd( vmd );
  1714. initMotionAnimations();
  1715. initMorphAnimations();
  1716. };
  1717. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1718. if ( model.metadata.coordinateSystem === 'right' ) {
  1719. return;
  1720. }
  1721. model.metadata.coordinateSystem = 'right';
  1722. var helper = new THREE.MMDLoader.DataCreationHelper();
  1723. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1724. helper.leftToRightVector3( model.vertices[ i ].position );
  1725. helper.leftToRightVector3( model.vertices[ i ].normal );
  1726. }
  1727. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1728. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1729. }
  1730. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1731. helper.leftToRightVector3( model.bones[ i ].position );
  1732. }
  1733. // TODO: support other morph for PMX
  1734. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1735. var m = model.morphs[ i ];
  1736. if ( model.metadata.format === 'pmx' && m.type !== 1 ) {
  1737. // TODO: implement
  1738. continue;
  1739. }
  1740. for ( var j = 0; j < m.elements.length; j++ ) {
  1741. helper.leftToRightVector3( m.elements[ j ].position );
  1742. }
  1743. }
  1744. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1745. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1746. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1747. }
  1748. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1749. helper.leftToRightVector3( model.constraints[ i ].position );
  1750. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1751. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1752. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1753. }
  1754. };
  1755. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1756. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1757. return;
  1758. }
  1759. vmd.metadata.coordinateSystem = 'right';
  1760. var helper = new THREE.MMDLoader.DataCreationHelper();
  1761. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1762. helper.leftToRightVector3( vmd.motions[ i ].position );
  1763. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1764. }
  1765. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1766. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1767. }
  1768. };
  1769. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1770. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1771. return;
  1772. }
  1773. vpd.metadata.coordinateSystem = 'right';
  1774. var helper = new THREE.MMDLoader.DataCreationHelper();
  1775. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1776. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1777. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1778. }
  1779. };
  1780. THREE.MMDLoader.DataCreationHelper = function () {
  1781. };
  1782. THREE.MMDLoader.DataCreationHelper.prototype = {
  1783. constructor: THREE.MMDLoader.Helper,
  1784. leftToRightVector3: function ( v ) {
  1785. v[ 2 ] = -v[ 2 ];
  1786. },
  1787. leftToRightQuaternion: function ( q ) {
  1788. q[ 0 ] = -q[ 0 ];
  1789. q[ 1 ] = -q[ 1 ];
  1790. },
  1791. leftToRightEuler: function ( r ) {
  1792. r[ 0 ] = -r[ 0 ];
  1793. r[ 1 ] = -r[ 1 ];
  1794. },
  1795. leftToRightIndexOrder: function ( p ) {
  1796. var tmp = p[ 2 ];
  1797. p[ 2 ] = p[ 0 ];
  1798. p[ 0 ] = tmp;
  1799. },
  1800. leftToRightVector3Range: function ( v1, v2 ) {
  1801. var tmp = -v2[ 2 ];
  1802. v2[ 2 ] = -v1[ 2 ];
  1803. v1[ 2 ] = tmp;
  1804. },
  1805. leftToRightEulerRange: function ( r1, r2 ) {
  1806. var tmp1 = -r2[ 0 ];
  1807. var tmp2 = -r2[ 1 ];
  1808. r2[ 0 ] = -r1[ 0 ];
  1809. r2[ 1 ] = -r1[ 1 ];
  1810. r1[ 0 ] = tmp1;
  1811. r1[ 1 ] = tmp2;
  1812. },
  1813. /*
  1814. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1815. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1816. * like 'あいう' -> '0x30420x30440x3046'
  1817. */
  1818. toCharcodeStrings: function ( s ) {
  1819. var str = '';
  1820. for ( var i = 0; i < s.length; i++ ) {
  1821. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1822. }
  1823. return str;
  1824. },
  1825. createDictionary: function ( array ) {
  1826. var dict = {};
  1827. for ( var i = 0; i < array.length; i++ ) {
  1828. dict[ array[ i ].name ] = i;
  1829. }
  1830. return dict;
  1831. },
  1832. initializeMotionArrays: function ( array ) {
  1833. var result = [];
  1834. for ( var i = 0; i < array.length; i++ ) {
  1835. result[ i ] = [];
  1836. }
  1837. return result;
  1838. },
  1839. sortMotionArray: function ( array ) {
  1840. array.sort( function ( a, b ) {
  1841. return a.frameNum - b.frameNum;
  1842. } ) ;
  1843. },
  1844. sortMotionArrays: function ( arrays ) {
  1845. for ( var i = 0; i < arrays.length; i++ ) {
  1846. this.sortMotionArray( arrays[ i ] );
  1847. }
  1848. },
  1849. createMotionArray: function ( array ) {
  1850. var result = [];
  1851. for ( var i = 0; i < array.length; i++ ) {
  1852. result.push( array[ i ] );
  1853. }
  1854. return result;
  1855. },
  1856. createMotionArrays: function ( array, result, dict, key ) {
  1857. for ( var i = 0; i < array.length; i++ ) {
  1858. var a = array[ i ];
  1859. var num = dict[ a[ key ] ];
  1860. if ( num === undefined ) {
  1861. continue;
  1862. }
  1863. result[ num ].push( a );
  1864. }
  1865. },
  1866. createOrderedMotionArray: function ( array ) {
  1867. var result = this.createMotionArray( array );
  1868. this.sortMotionArray( result );
  1869. return result;
  1870. },
  1871. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1872. var dict = this.createDictionary( targetArray );
  1873. var result = this.initializeMotionArrays( targetArray );
  1874. this.createMotionArrays( motionArray, result, dict, key );
  1875. this.sortMotionArrays( result );
  1876. return result;
  1877. },
  1878. pushAnimationKey: function ( keys, time, value, preventInterpolation ) {
  1879. /*
  1880. * Note: This is a workaround not to make Animation system calculate lerp
  1881. * if the diff from the last frame is 1 frame (in 30fps).
  1882. */
  1883. if ( keys.length > 0 && preventInterpolation === true ) {
  1884. var k = keys[ keys.length - 1 ];
  1885. if ( time < k.time + ( 1 / 30 ) * 1.5 ) {
  1886. keys.push(
  1887. {
  1888. time: time - 1e-13,
  1889. value: k.value.clone === undefined ? k.value : k.value.clone()
  1890. }
  1891. );
  1892. }
  1893. }
  1894. keys.push(
  1895. {
  1896. time: time,
  1897. value: value
  1898. }
  1899. );
  1900. },
  1901. insertAnimationKeyAtTimeZero: function ( keys, value ) {
  1902. if ( keys.length === 0 ) {
  1903. keys.push(
  1904. {
  1905. time: 0.0,
  1906. value: value
  1907. }
  1908. );
  1909. }
  1910. },
  1911. insertStartAnimationKey: function ( keys ) {
  1912. var k = keys[ 0 ];
  1913. if ( k.time !== 0.0 ) {
  1914. keys.unshift(
  1915. {
  1916. time: 0.0,
  1917. value: k.value.clone === undefined ? k.value : k.value.clone()
  1918. }
  1919. );
  1920. }
  1921. },
  1922. pushBoneAnimationKey: function ( keys, time, bone, pos, rot ) {
  1923. keys.push(
  1924. {
  1925. time: time,
  1926. pos: [ bone.pos[ 0 ] + pos[ 0 ],
  1927. bone.pos[ 1 ] + pos[ 1 ],
  1928. bone.pos[ 2 ] + pos[ 2 ] ],
  1929. rot: [ rot[ 0 ], rot[ 1 ], rot[ 2 ], rot[ 3 ] ],
  1930. scl: [ 1, 1, 1 ]
  1931. }
  1932. );
  1933. },
  1934. insertBoneAnimationKeyAtTimeZero: function ( keys, bone ) {
  1935. if ( keys.length === 0 ) {
  1936. keys.push(
  1937. {
  1938. time: 0.0,
  1939. pos: [ bone.pos[ 0 ], bone.pos[ 1 ], bone.pos[ 2 ] ],
  1940. rot: [ 0, 0, 0, 1 ],
  1941. scl: [ 1, 1, 1 ]
  1942. }
  1943. );
  1944. }
  1945. },
  1946. insertStartBoneAnimationKey: function ( keys ) {
  1947. var k = keys[ 0 ];
  1948. if ( k.time !== 0.0 ) {
  1949. keys.unshift(
  1950. {
  1951. time: 0.0,
  1952. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  1953. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  1954. scl: [ k.scl[ 0 ], k.scl[ 1 ], k.scl[ 2 ] ]
  1955. }
  1956. );
  1957. }
  1958. },
  1959. /*
  1960. * This method wraps r74 Animation key frame track API for r73 Animation.
  1961. */
  1962. generateTrackFromAnimationKeys: function ( keys, trackKey, name ) {
  1963. var times = [];
  1964. var values = [];
  1965. for ( var i = 0; i < keys.length; i++ ) {
  1966. var key = keys[ i ];
  1967. times.push( key.time );
  1968. if ( trackKey === 'VectorKeyframeTrackEx' ) {
  1969. values.push( key.value.x );
  1970. values.push( key.value.y );
  1971. values.push( key.value.z );
  1972. } else {
  1973. values.push( key.value );
  1974. }
  1975. }
  1976. return new THREE.MMDLoader[ trackKey ]( name, times, values );
  1977. }
  1978. };
  1979. /*
  1980. * These two classes are for high precision of times and values.
  1981. * TODO: Let Three.KeyframeTrack support type select on instance creation.
  1982. */
  1983. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1984. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1985. };
  1986. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1987. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1988. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1989. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1990. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1991. };
  1992. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1993. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1994. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1995. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  1996. this.dv = new DataView( buffer );
  1997. this.offset = 0;
  1998. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1999. this.encoder = new CharsetEncoder();
  2000. };
  2001. THREE.MMDLoader.DataView.prototype = {
  2002. constructor: THREE.MMDLoader.DataView,
  2003. getInt8: function () {
  2004. var value = this.dv.getInt8( this.offset );
  2005. this.offset += 1;
  2006. return value;
  2007. },
  2008. getInt8Array: function ( size ) {
  2009. var a = [];
  2010. for ( var i = 0; i < size; i++ ) {
  2011. a.push( this.getInt8() );
  2012. }
  2013. return a;
  2014. },
  2015. getUint8: function () {
  2016. var value = this.dv.getUint8( this.offset );
  2017. this.offset += 1;
  2018. return value;
  2019. },
  2020. getUint8Array: function ( size ) {
  2021. var a = [];
  2022. for ( var i = 0; i < size; i++ ) {
  2023. a.push( this.getUint8() );
  2024. }
  2025. return a;
  2026. },
  2027. getInt16: function () {
  2028. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2029. this.offset += 2;
  2030. return value;
  2031. },
  2032. getInt16Array: function ( size ) {
  2033. var a = [];
  2034. for ( var i = 0; i < size; i++ ) {
  2035. a.push( this.getInt16() );
  2036. }
  2037. return a;
  2038. },
  2039. getUint16: function () {
  2040. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2041. this.offset += 2;
  2042. return value;
  2043. },
  2044. getUint16Array: function ( size ) {
  2045. var a = [];
  2046. for ( var i = 0; i < size; i++ ) {
  2047. a.push( this.getUint16() );
  2048. }
  2049. return a;
  2050. },
  2051. getInt32: function () {
  2052. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2053. this.offset += 4;
  2054. return value;
  2055. },
  2056. getInt32Array: function ( size ) {
  2057. var a = [];
  2058. for ( var i = 0; i < size; i++ ) {
  2059. a.push( this.getInt32() );
  2060. }
  2061. return a;
  2062. },
  2063. getUint32: function () {
  2064. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2065. this.offset += 4;
  2066. return value;
  2067. },
  2068. getUint32Array: function ( size ) {
  2069. var a = [];
  2070. for ( var i = 0; i < size; i++ ) {
  2071. a.push( this.getUint32() );
  2072. }
  2073. return a;
  2074. },
  2075. getFloat32: function () {
  2076. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2077. this.offset += 4;
  2078. return value;
  2079. },
  2080. getFloat32Array: function( size ) {
  2081. var a = [];
  2082. for ( var i = 0; i < size; i++ ) {
  2083. a.push( this.getFloat32() );
  2084. }
  2085. return a;
  2086. },
  2087. getFloat64: function () {
  2088. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2089. this.offset += 8;
  2090. return value;
  2091. },
  2092. getFloat64Array: function( size ) {
  2093. var a = [];
  2094. for ( var i = 0; i < size; i++ ) {
  2095. a.push( this.getFloat64() );
  2096. }
  2097. return a;
  2098. },
  2099. getIndex: function ( type, isUnsigned ) {
  2100. switch ( type ) {
  2101. case 1:
  2102. return ( isUnsigned === true ) ? this.getUint8() : this.getInt8();
  2103. case 2:
  2104. return ( isUnsigned === true ) ? this.getUint16() : this.getInt16();
  2105. case 4:
  2106. return this.getInt32(); // No Uint32
  2107. default:
  2108. throw 'unknown number type ' + type + ' exception.';
  2109. }
  2110. },
  2111. getIndexArray: function ( type, size, isUnsigned ) {
  2112. var a = [];
  2113. for ( var i = 0; i < size; i++ ) {
  2114. a.push( this.getIndex( type, isUnsigned ) );
  2115. }
  2116. return a;
  2117. },
  2118. getChars: function ( size ) {
  2119. var str = '';
  2120. while ( size > 0 ) {
  2121. var value = this.getUint8();
  2122. size--;
  2123. if ( value === 0 ) {
  2124. break;
  2125. }
  2126. str += String.fromCharCode( value );
  2127. }
  2128. while ( size > 0 ) {
  2129. this.getUint8();
  2130. size--;
  2131. }
  2132. return str;
  2133. },
  2134. getSjisStringsAsUnicode: function ( size ) {
  2135. var a = [];
  2136. while ( size > 0 ) {
  2137. var value = this.getUint8();
  2138. size--;
  2139. if ( value === 0 ) {
  2140. break;
  2141. }
  2142. a.push( value );
  2143. }
  2144. while ( size > 0 ) {
  2145. this.getUint8();
  2146. size--;
  2147. }
  2148. return this.encoder.s2u( new Uint8Array( a ) );
  2149. },
  2150. getUnicodeStrings: function ( size ) {
  2151. var str = '';
  2152. while ( size > 0 ) {
  2153. var value = this.getUint16();
  2154. size -= 2;
  2155. if ( value === 0 ) {
  2156. break;
  2157. }
  2158. str += String.fromCharCode( value );
  2159. }
  2160. while ( size > 0 ) {
  2161. this.getUint8();
  2162. size--;
  2163. }
  2164. return str;
  2165. },
  2166. getTextBuffer: function () {
  2167. var size = this.getUint32();
  2168. return this.getUnicodeStrings( size );
  2169. }
  2170. };
  2171. /*
  2172. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2173. * Keep shaders updated on MeshPhongMaterial.
  2174. */
  2175. THREE.ShaderLib[ 'mmd' ] = {
  2176. uniforms: THREE.UniformsUtils.merge( [
  2177. THREE.ShaderLib[ 'phong' ].uniforms,
  2178. // MMD specific for toon mapping
  2179. {
  2180. "celShading" : { type: "i", value: 0 },
  2181. "toonMap" : { type: "t", value: null },
  2182. "hasToonTexture" : { type: "i", value: 0 }
  2183. }
  2184. ] ),
  2185. vertexShader: THREE.ShaderLib[ 'phong' ].vertexShader,
  2186. // put toon mapping logic right before "void main() {...}"
  2187. fragmentShader: THREE.ShaderLib[ 'phong' ].fragmentShader.replace( /void\s+main\s*\(\s*\)/, [
  2188. " uniform bool celShading;",
  2189. " uniform sampler2D toonMap;",
  2190. " uniform bool hasToonTexture;",
  2191. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2192. " if ( ! hasToonTexture ) {",
  2193. " return vec3( 1.0 );",
  2194. " }",
  2195. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2196. " return texture2D( toonMap, coord ).rgb;",
  2197. " }",
  2198. // redefine for MMD
  2199. "#undef RE_Direct",
  2200. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2201. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2202. " vec3 irradiance = dotNL * directLight.color;",
  2203. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  2204. " irradiance *= PI; // punctual light",
  2205. " #endif",
  2206. // ---- MMD specific for toon mapping
  2207. " if ( celShading ) {",
  2208. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2209. " } else {",
  2210. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2211. " }",
  2212. // ---- MMD specific for toon mapping
  2213. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2214. "}",
  2215. // ---- MMD specific for toon mapping
  2216. "#define RE_Direct RE_Direct_BlinnMMD",
  2217. // ---- MMD specific for toon mapping
  2218. "void main()",
  2219. ].join( "\n" ) )
  2220. };
  2221. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2222. var params = ( p === null || p === undefined ) ? {} : p;
  2223. this.audio = audio;
  2224. this.listener = listener;
  2225. this.elapsedTime = 0.0;
  2226. this.currentTime = 0.0;
  2227. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2228. this.audioDuration = this.audio.source.buffer.duration;
  2229. this.duration = this.audioDuration + this.delayTime;
  2230. };
  2231. THREE.MMDAudioManager.prototype = {
  2232. constructor: THREE.MMDAudioManager,
  2233. control: function ( delta ) {
  2234. this.elapsed += delta;
  2235. this.currentTime += delta;
  2236. if ( this.checkIfStopAudio() ) {
  2237. this.audio.stop();
  2238. }
  2239. if ( this.checkIfStartAudio() ) {
  2240. this.audio.play();
  2241. }
  2242. },
  2243. checkIfStartAudio: function () {
  2244. if ( this.audio.isPlaying ) {
  2245. return false;
  2246. }
  2247. while ( this.currentTime >= this.duration ) {
  2248. this.currentTime -= this.duration;
  2249. }
  2250. if ( this.currentTime < this.delayTime ) {
  2251. return false;
  2252. }
  2253. this.audio.startTime = this.currentTime - this.delayTime;
  2254. return true;
  2255. },
  2256. checkIfStopAudio: function () {
  2257. if ( ! this.audio.isPlaying ) {
  2258. return false;
  2259. }
  2260. if ( this.currentTime >= this.duration ) {
  2261. return true;
  2262. }
  2263. return false;
  2264. }
  2265. };
  2266. THREE.MMDGrantSolver = function ( mesh ) {
  2267. this.mesh = mesh;
  2268. };
  2269. THREE.MMDGrantSolver.prototype = {
  2270. constructor: THREE.MMDGrantSolver,
  2271. update: function () {
  2272. var q = new THREE.Quaternion();
  2273. return function () {
  2274. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  2275. var g = this.mesh.geometry.grants[ i ];
  2276. var b = this.mesh.skeleton.bones[ g.index ];
  2277. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  2278. if ( g.isLocal ) {
  2279. // TODO: implement
  2280. if ( g.affectPosition ) {
  2281. }
  2282. // TODO: implement
  2283. if ( g.affectRotation ) {
  2284. }
  2285. } else {
  2286. // TODO: implement
  2287. if ( g.affectPosition ) {
  2288. }
  2289. if ( g.affectRotation ) {
  2290. q.set( 0, 0, 0, 1 );
  2291. q.slerp( pb.quaternion, g.ratio );
  2292. b.quaternion.multiply( q );
  2293. b.updateMatrixWorld( true );
  2294. }
  2295. }
  2296. }
  2297. };
  2298. }()
  2299. };
  2300. THREE.MMDHelper = function ( renderer ) {
  2301. this.renderer = renderer;
  2302. this.outlineEffect = null;
  2303. this.effect = null;
  2304. this.autoClear = true;
  2305. this.meshes = [];
  2306. this.doAnimation = true;
  2307. this.doIk = true;
  2308. this.doGrant = true;
  2309. this.doPhysics = true;
  2310. this.doOutlineDrawing = true;
  2311. this.doCameraAnimation = true;
  2312. this.audioManager = null;
  2313. this.camera = null;
  2314. this.init();
  2315. };
  2316. THREE.MMDHelper.prototype = {
  2317. constructor: THREE.MMDHelper,
  2318. init: function () {
  2319. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  2320. var size = this.renderer.getSize();
  2321. this.setSize( size.width, size.height );
  2322. },
  2323. add: function ( mesh ) {
  2324. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  2325. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  2326. }
  2327. if ( mesh.mixer === undefined ) mesh.mixer = null;
  2328. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  2329. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  2330. if ( mesh.physics === undefined ) mesh.physics = null;
  2331. if ( mesh.looped === undefined ) mesh.looped = false;
  2332. this.meshes.push( mesh );
  2333. // workaround until I make IK and Physics Animation plugin
  2334. this.initBackupBones( mesh );
  2335. },
  2336. setSize: function ( width, height ) {
  2337. this.outlineEffect.setSize( width, height );
  2338. },
  2339. /*
  2340. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  2341. * In such a case, try to set doOutlineDrawing = false or
  2342. * manually comment out renderer.clear() in *Effect.render().
  2343. */
  2344. setEffect: function ( effect ) {
  2345. this.effect = effect;
  2346. },
  2347. setAudio: function ( audio, listener, params ) {
  2348. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2349. },
  2350. setCamera: function ( camera ) {
  2351. camera.mixer = null;
  2352. this.camera = camera;
  2353. },
  2354. setPhysicses: function ( params ) {
  2355. for ( var i = 0; i < this.meshes.length; i++ ) {
  2356. this.setPhysics( this.meshes[ i ], params );
  2357. }
  2358. },
  2359. setPhysics: function ( mesh, params ) {
  2360. if ( params === undefined ) params = {};
  2361. var warmup = params.warmup !== undefined ? params.warmup : 60;
  2362. var physics = new THREE.MMDPhysics( mesh, params );
  2363. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  2364. this.animateOneMesh( 0, mesh );
  2365. physics.reset();
  2366. }
  2367. physics.warmup( warmup );
  2368. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  2369. mesh.physics = physics;
  2370. },
  2371. enablePhysics: function ( enabled ) {
  2372. if ( enabled === true ) {
  2373. this.doPhysics = true;
  2374. } else {
  2375. this.doPhysics = false;
  2376. }
  2377. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  2378. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  2379. }
  2380. },
  2381. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  2382. var iks = mesh.geometry.iks;
  2383. var bones = mesh.geometry.bones;
  2384. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  2385. var ik = iks[ j ];
  2386. var links = ik.links;
  2387. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  2388. var link = links[ k ];
  2389. if ( physicsEnabled === true ) {
  2390. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  2391. // because its rotation will be overriden by physics
  2392. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  2393. } else {
  2394. link.enabled = true;
  2395. }
  2396. }
  2397. }
  2398. },
  2399. setAnimations: function () {
  2400. for ( var i = 0; i < this.meshes.length; i++ ) {
  2401. this.setAnimation( this.meshes[ i ] );
  2402. }
  2403. },
  2404. setAnimation: function ( mesh ) {
  2405. if ( mesh.geometry.animations !== undefined ) {
  2406. mesh.mixer = new THREE.AnimationMixer( mesh );
  2407. // TODO: find a workaround not to access (seems like) private properties
  2408. // the name of them begins with "_".
  2409. mesh.mixer.addEventListener( 'loop', function ( e ) {
  2410. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  2411. var mesh = e.target._root;
  2412. mesh.looped = true;
  2413. } );
  2414. var foundAnimation = false;
  2415. var foundMorphAnimation = false;
  2416. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2417. var clip = mesh.geometry.animations[ i ];
  2418. var action = mesh.mixer.clipAction( clip );
  2419. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  2420. if ( ! foundMorphAnimation ) {
  2421. action.play();
  2422. foundMorphAnimation = true;
  2423. }
  2424. } else {
  2425. if ( ! foundAnimation ) {
  2426. action.play();
  2427. foundAnimation = true;
  2428. }
  2429. }
  2430. }
  2431. if ( foundAnimation ) {
  2432. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2433. if ( mesh.geometry.grants !== undefined ) {
  2434. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  2435. }
  2436. }
  2437. }
  2438. },
  2439. setCameraAnimation: function ( camera ) {
  2440. if ( camera.animations !== undefined ) {
  2441. camera.mixer = new THREE.AnimationMixer( camera );
  2442. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2443. }
  2444. },
  2445. /*
  2446. * detect the longest duration among model, camera, and audio animations and then
  2447. * set it to them to sync.
  2448. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2449. * to access them for safe and modularity.
  2450. */
  2451. unifyAnimationDuration: function ( params ) {
  2452. params = params === undefined ? {} : params;
  2453. var max = 0.0;
  2454. var camera = this.camera;
  2455. var audioManager = this.audioManager;
  2456. // check the longest duration
  2457. for ( var i = 0; i < this.meshes.length; i++ ) {
  2458. var mesh = this.meshes[ i ];
  2459. var mixer = mesh.mixer;
  2460. if ( mixer === null ) {
  2461. continue;
  2462. }
  2463. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2464. var action = mixer._actions[ j ];
  2465. max = Math.max( max, action._clip.duration );
  2466. }
  2467. }
  2468. if ( camera !== null && camera.mixer !== null ) {
  2469. var mixer = camera.mixer;
  2470. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2471. var action = mixer._actions[ i ];
  2472. max = Math.max( max, action._clip.duration );
  2473. }
  2474. }
  2475. if ( audioManager !== null ) {
  2476. max = Math.max( max, audioManager.duration );
  2477. }
  2478. if ( params.afterglow !== undefined ) {
  2479. max += params.afterglow;
  2480. }
  2481. // set the duration
  2482. for ( var i = 0; i < this.meshes.length; i++ ) {
  2483. var mesh = this.meshes[ i ];
  2484. var mixer = mesh.mixer;
  2485. if ( mixer === null ) {
  2486. continue;
  2487. }
  2488. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2489. var action = mixer._actions[ j ];
  2490. action._clip.duration = max;
  2491. }
  2492. }
  2493. if ( camera !== null && camera.mixer !== null ) {
  2494. var mixer = camera.mixer;
  2495. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2496. var action = mixer._actions[ i ];
  2497. action._clip.duration = max;
  2498. }
  2499. }
  2500. if ( audioManager !== null ) {
  2501. audioManager.duration = max;
  2502. }
  2503. },
  2504. controlAudio: function ( delta ) {
  2505. if ( this.audioManager === null ) {
  2506. return;
  2507. }
  2508. this.audioManager.control( delta );
  2509. },
  2510. animate: function ( delta ) {
  2511. this.controlAudio( delta );
  2512. for ( var i = 0; i < this.meshes.length; i++ ) {
  2513. this.animateOneMesh( delta, this.meshes[ i ] );
  2514. }
  2515. this.animateCamera( delta );
  2516. },
  2517. animateOneMesh: function ( delta, mesh ) {
  2518. var mixer = mesh.mixer;
  2519. var ikSolver = mesh.ikSolver;
  2520. var grantSolver = mesh.grantSolver;
  2521. var physics = mesh.physics;
  2522. if ( mixer !== null && this.doAnimation === true ) {
  2523. // restore/backupBones are workaround
  2524. // until I make IK, Grant, and Physics Animation plugin
  2525. this.restoreBones( mesh );
  2526. mixer.update( delta );
  2527. this.backupBones( mesh );
  2528. }
  2529. if ( ikSolver !== null && this.doIk === true ) {
  2530. ikSolver.update();
  2531. }
  2532. if ( grantSolver !== null && this.doGrant === true ) {
  2533. grantSolver.update();
  2534. }
  2535. if ( mesh.looped === true ) {
  2536. if ( physics !== null ) physics.reset();
  2537. mesh.looped = false;
  2538. }
  2539. if ( physics !== null && this.doPhysics === true ) {
  2540. physics.update( delta );
  2541. }
  2542. },
  2543. animateCamera: function ( delta ) {
  2544. if ( this.camera === null ) {
  2545. return;
  2546. }
  2547. var mixer = this.camera.mixer;
  2548. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2549. mixer.update( delta );
  2550. // TODO: Let PerspectiveCamera automatically update?
  2551. this.camera.updateProjectionMatrix();
  2552. this.camera.lookAt( this.camera.center );
  2553. }
  2554. },
  2555. render: function ( scene, camera ) {
  2556. if ( this.effect === null ) {
  2557. if ( this.doOutlineDrawing ) {
  2558. this.outlineEffect.autoClear = this.autoClear;
  2559. this.outlineEffect.render( scene, camera );
  2560. } else {
  2561. var currentAutoClear = this.renderer.autoClear;
  2562. this.renderer.autoClear = this.autoClear;
  2563. this.renderer.render( scene, camera );
  2564. this.renderer.autoClear = currentAutoClear;
  2565. }
  2566. } else {
  2567. var currentAutoClear = this.renderer.autoClear;
  2568. this.renderer.autoClear = this.autoClear;
  2569. if ( this.doOutlineDrawing ) {
  2570. this.renderWithEffectAndOutline( scene, camera );
  2571. } else {
  2572. this.effect.render( scene, camera );
  2573. }
  2574. this.renderer.autoClear = currentAutoClear;
  2575. }
  2576. },
  2577. /*
  2578. * Currently(r82 dev) there's no way to render with two Effects
  2579. * then attempt to get them to coordinately run by myself.
  2580. *
  2581. * What this method does
  2582. * 1. let OutlineEffect make outline materials (only once)
  2583. * 2. render normally with effect
  2584. * 3. set outline materials
  2585. * 4. render outline with effect
  2586. * 5. restore original materials
  2587. */
  2588. renderWithEffectAndOutline: function ( scene, camera ) {
  2589. var hasOutlineMaterial = false;
  2590. function checkIfObjectHasOutlineMaterial ( object ) {
  2591. if ( object.material === undefined ) return;
  2592. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  2593. }
  2594. function setOutlineMaterial ( object ) {
  2595. if ( object.material === undefined ) return;
  2596. if ( object.userData.outlineMaterial === undefined ) return;
  2597. object.userData.originalMaterial = object.material;
  2598. object.material = object.userData.outlineMaterial;
  2599. }
  2600. function restoreOriginalMaterial ( object ) {
  2601. if ( object.material === undefined ) return;
  2602. if ( object.userData.originalMaterial === undefined ) return;
  2603. object.material = object.userData.originalMaterial;
  2604. }
  2605. return function renderWithEffectAndOutline( scene, camera ) {
  2606. hasOutlineMaterial = false;
  2607. var forceClear = false;
  2608. scene.traverse( checkIfObjectHasOutlineMaterial );
  2609. if ( ! hasOutlineMaterial ) {
  2610. this.outlineEffect.render( scene, camera );
  2611. forceClear = true;
  2612. scene.traverse( checkIfObjectHasOutlineMaterial );
  2613. }
  2614. if ( hasOutlineMaterial ) {
  2615. this.renderer.autoClear = this.autoClear || forceClear;
  2616. this.effect.render( scene, camera );
  2617. scene.traverse( setOutlineMaterial );
  2618. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  2619. this.renderer.autoClear = false;
  2620. this.renderer.shadowMap.enabled = false;
  2621. this.effect.render( scene, camera );
  2622. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  2623. scene.traverse( restoreOriginalMaterial );
  2624. } else {
  2625. this.outlineEffect.autoClear = this.autoClear || forceClear;
  2626. this.outlineEffect.render( scene, camera );
  2627. }
  2628. }
  2629. }(),
  2630. poseAsVpd: function ( mesh, vpd, params ) {
  2631. if ( ! ( params && params.preventResetPose === true ) ) {
  2632. mesh.pose();
  2633. }
  2634. var bones = mesh.skeleton.bones;
  2635. var bones2 = vpd.bones;
  2636. var table = {};
  2637. for ( var i = 0; i < bones.length; i++ ) {
  2638. var b = bones[ i ];
  2639. table[ b.name ] = i;
  2640. }
  2641. var thV = new THREE.Vector3();
  2642. var thQ = new THREE.Quaternion();
  2643. for ( var i = 0; i < bones2.length; i++ ) {
  2644. var b = bones2[ i ];
  2645. var index = table[ b.name ];
  2646. if ( index === undefined ) {
  2647. continue;
  2648. }
  2649. var b2 = bones[ index ];
  2650. var t = b.translation;
  2651. var q = b.quaternion;
  2652. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2653. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2654. b2.position.add( thV );
  2655. b2.quaternion.multiply( thQ );
  2656. b2.updateMatrixWorld( true );
  2657. }
  2658. if ( params === undefined || params.preventIk !== true ) {
  2659. var solver = new THREE.CCDIKSolver( mesh );
  2660. solver.update();
  2661. }
  2662. if ( params === undefined || params.preventGrant !== true ) {
  2663. if ( mesh.geometry.grants !== undefined ) {
  2664. var solver = new THREE.MMDGrantSolver( mesh );
  2665. solver.update();
  2666. }
  2667. }
  2668. },
  2669. /*
  2670. * Note: These following three functions are workaround for r74dev.
  2671. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2672. * when mixer.update() is called.
  2673. * ikSolver.update() and physics.update() change bone position/quaternion
  2674. * without mixer.update() then buffer cache will be inconsistent.
  2675. * So trying to avoid buffer cache inconsistency by doing
  2676. * backup bones position/quaternion right after mixer.update() call
  2677. * and then restore them after rendering.
  2678. */
  2679. initBackupBones: function ( mesh ) {
  2680. mesh.skeleton.backupBones = [];
  2681. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2682. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2683. }
  2684. },
  2685. backupBones: function ( mesh ) {
  2686. mesh.skeleton.backupBoneIsSaved = true;
  2687. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2688. var b = mesh.skeleton.backupBones[ i ];
  2689. var b2 = mesh.skeleton.bones[ i ];
  2690. b.position.copy( b2.position );
  2691. b.quaternion.copy( b2.quaternion );
  2692. }
  2693. },
  2694. restoreBones: function ( mesh ) {
  2695. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2696. return;
  2697. }
  2698. mesh.skeleton.backupBoneIsSaved = false;
  2699. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2700. var b = mesh.skeleton.bones[ i ];
  2701. var b2 = mesh.skeleton.backupBones[ i ];
  2702. b.position.copy( b2.position );
  2703. b.quaternion.copy( b2.quaternion );
  2704. }
  2705. }
  2706. };