MMDLoader.js 38 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. *
  7. *
  8. * This loader loads and parses PMD/PMX and VMD binary files
  9. * then creates mesh for Three.js.
  10. *
  11. * PMD/PMX is a model data format and VMD is a motion data format
  12. * used in MMD(Miku Miku Dance).
  13. *
  14. * MMD is a 3D CG animation tool which is popular in Japan.
  15. *
  16. *
  17. * MMD official site
  18. * http://www.geocities.jp/higuchuu4/index_e.htm
  19. *
  20. * PMD, VMD format
  21. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  22. *
  23. * PMX format
  24. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  25. *
  26. * Model data requirements
  27. * convert .tga files to .png files if exist. (Should I use THREE.TGALoader?)
  28. * resize the texture image files to power_of_2*power_of_2
  29. *
  30. *
  31. * TODO
  32. * separate model/vmd loaders.
  33. * multi vmd files support.
  34. * edge(outline) support.
  35. * culling support.
  36. * toon(cel) shadering support.
  37. * add-sphere-mapping support.
  38. * physics support.
  39. * camera motion in vmd support.
  40. * light motion in vmd support.
  41. * music support.
  42. * make own shader for the performance and functionarity.
  43. * SDEF support.
  44. * uv/material/bone morphing support.
  45. * tga file loading support.
  46. * supply skinning support.
  47. * shadow support.
  48. */
  49. THREE.MMDLoader = function ( showStatus, manager ) {
  50. THREE.Loader.call( this, showStatus );
  51. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  52. };
  53. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  54. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  55. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  56. var index = url.lastIndexOf( '.' );
  57. if ( index < 0 ) {
  58. return null;
  59. }
  60. return url.slice( index + 1 );
  61. };
  62. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrl, callback, onProgress, onError ) {
  63. var texturePath = this.extractUrlBase( modelUrl );
  64. var modelExtension = this.extractExtension( modelUrl );
  65. this.loadModelFile( modelUrl, vmdUrl, texturePath, modelExtension, callback, onProgress, onError );
  66. };
  67. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  68. var loader = new THREE.XHRLoader( this.manager );
  69. loader.setCrossOrigin( this.crossOrigin );
  70. loader.setResponseType( 'arraybuffer' );
  71. loader.load( url, function ( buffer ) {
  72. onLoad( buffer );
  73. }, onProgress, onError );
  74. };
  75. THREE.MMDLoader.prototype.loadModelFile = function ( modelUrl, vmdUrl, texturePath, modelExtension, callback, onProgress, onError ) {
  76. var scope = this;
  77. this.loadFileAsBuffer( modelUrl, function ( buffer ) {
  78. scope.loadVmdFile( buffer, vmdUrl, texturePath, modelExtension, callback, onProgress, onError );
  79. }, onProgress, onError );
  80. };
  81. THREE.MMDLoader.prototype.loadVmdFile = function ( modelBuffer, vmdUrl, texturePath, modelExtension, callback, onProgress, onError ) {
  82. var scope = this;
  83. if ( ! vmdUrl ) {
  84. scope.parse( modelBuffer, null, texturePath, modelExtension, callback );
  85. return;
  86. }
  87. this.loadFileAsBuffer( vmdUrl, function ( buffer ) {
  88. scope.parse( modelBuffer, buffer, texturePath, modelExtension, callback );
  89. }, onProgress, onError );
  90. };
  91. THREE.MMDLoader.prototype.parse = function ( modelBuffer, vmdBuffer, texturePath, modelExtension, callback ) {
  92. var model = this.parseModel( modelBuffer, modelExtension );
  93. var vmd = vmdBuffer !== null ? this.parseVmd( vmdBuffer ) : null;
  94. var mesh = this.createMesh( model, vmd, texturePath );
  95. callback( mesh );
  96. };
  97. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  98. // Should I judge from model data header?
  99. switch( modelExtension.toLowerCase() ) {
  100. case 'pmd':
  101. return this.parsePmd( buffer );
  102. case 'pmx':
  103. return this.parsePmx( buffer );
  104. default:
  105. throw 'extension ' + modelExtension + ' is not supported.';
  106. }
  107. };
  108. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  109. var scope = this;
  110. var pmd = {};
  111. var dv = new THREE.MMDLoader.DataView( buffer );
  112. pmd.metadata = {};
  113. pmd.metadata.format = 'pmd';
  114. var parseHeader = function () {
  115. var metadata = pmd.metadata;
  116. metadata.magic = dv.getChars( 3 );
  117. if ( metadata.magic !== 'Pmd' ) {
  118. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  119. }
  120. metadata.version = dv.getFloat32();
  121. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  122. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  123. };
  124. var parseVertices = function () {
  125. var parseVertex = function () {
  126. var p = {};
  127. p.position = dv.getFloat32Array( 3 );
  128. p.normal = dv.getFloat32Array( 3 );
  129. p.uv = dv.getFloat32Array( 2 );
  130. p.skinIndices = dv.getUint16Array( 2 );
  131. p.skinWeights = [ dv.getUint8() / 100 ];
  132. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  133. p.edgeFlag = dv.getUint8();
  134. return p;
  135. };
  136. var metadata = pmd.metadata;
  137. metadata.vertexCount = dv.getUint32();
  138. pmd.vertices = [];
  139. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  140. pmd.vertices.push( parseVertex() );
  141. }
  142. };
  143. var parseFaces = function () {
  144. var parseFace = function () {
  145. var p = {};
  146. p.indices = dv.getUint16Array( 3 );
  147. return p;
  148. };
  149. var metadata = pmd.metadata;
  150. metadata.faceCount = dv.getUint32() / 3;
  151. pmd.faces = [];
  152. for ( var i = 0; i < metadata.faceCount; i++ ) {
  153. pmd.faces.push( parseFace() );
  154. }
  155. };
  156. var parseMaterials = function () {
  157. var parseMaterial = function () {
  158. var p = {};
  159. p.diffuse = dv.getFloat32Array( 4 );
  160. p.shiness = dv.getFloat32();
  161. p.specular = dv.getFloat32Array( 3 );
  162. p.emissive = dv.getFloat32Array( 3 );
  163. p.toonIndex = dv.getUint8();
  164. p.edgeFlag = dv.getUint8();
  165. p.faceCount = dv.getUint32() / 3;
  166. p.fileName = dv.getChars( 20 );
  167. return p;
  168. };
  169. var metadata = pmd.metadata;
  170. metadata.materialCount = dv.getUint32();
  171. pmd.materials = [];
  172. for ( var i = 0; i < metadata.materialCount; i++ ) {
  173. pmd.materials.push( parseMaterial() );
  174. }
  175. };
  176. var parseBones = function () {
  177. var parseBone = function () {
  178. var p = {};
  179. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  180. // So using charcode strings as workaround and keep original strings in .originalName.
  181. p.originalName = dv.getSjisStringsAsUnicode( 20 );
  182. p.name = dv.toCharcodeStrings( p.originalName );
  183. p.parentIndex = dv.getUint16();
  184. p.tailIndex = dv.getUint16();
  185. p.type = dv.getUint8();
  186. p.ikIndex = dv.getUint16();
  187. p.position = dv.getFloat32Array( 3 );
  188. return p;
  189. };
  190. var metadata = pmd.metadata;
  191. metadata.boneCount = dv.getUint16();
  192. pmd.bones = [];
  193. for ( var i = 0; i < metadata.boneCount; i++ ) {
  194. pmd.bones.push( parseBone() );
  195. }
  196. };
  197. var parseIks = function () {
  198. var parseIk = function () {
  199. var p = {};
  200. p.target = dv.getUint16();
  201. p.effector = dv.getUint16();
  202. p.linkCount = dv.getUint8();
  203. p.iteration = dv.getUint16();
  204. p.maxAngle = dv.getFloat32();
  205. p.links = [];
  206. for ( var i = 0; i < p.linkCount; i++ ) {
  207. var link = {}
  208. link.index = dv.getUint16();
  209. p.links.push( link );
  210. }
  211. return p;
  212. };
  213. var metadata = pmd.metadata;
  214. metadata.ikCount = dv.getUint16();
  215. pmd.iks = [];
  216. for ( var i = 0; i < metadata.ikCount; i++ ) {
  217. pmd.iks.push( parseIk() );
  218. }
  219. };
  220. var parseMorphs = function () {
  221. var parseMorph = function () {
  222. var p = {};
  223. p.name = dv.getSjisStringsAsUnicode( 20 );
  224. p.elementCount = dv.getUint32();
  225. p.type = dv.getUint8();
  226. p.elements = [];
  227. for ( var i = 0; i < p.elementCount; i++ ) {
  228. p.elements.push( {
  229. index: dv.getUint32(),
  230. position: dv.getFloat32Array( 3 )
  231. } ) ;
  232. }
  233. return p;
  234. };
  235. var metadata = pmd.metadata;
  236. metadata.morphCount = dv.getUint16();
  237. pmd.morphs = [];
  238. for ( var i = 0; i < metadata.morphCount; i++ ) {
  239. pmd.morphs.push( parseMorph() );
  240. }
  241. };
  242. parseHeader();
  243. parseVertices();
  244. parseFaces();
  245. parseMaterials();
  246. parseBones();
  247. parseIks();
  248. parseMorphs();
  249. return pmd;
  250. };
  251. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  252. var scope = this;
  253. var pmx = {};
  254. var dv = new THREE.MMDLoader.DataView( buffer );
  255. pmx.metadata = {};
  256. pmx.metadata.format = 'pmx';
  257. var parseHeader = function () {
  258. var metadata = pmx.metadata;
  259. metadata.magic = dv.getChars( 4 );
  260. // Note: don't remove the last blank space.
  261. if ( metadata.magic !== 'PMX ' ) {
  262. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  263. }
  264. metadata.version = dv.getFloat32();
  265. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  266. throw 'PMX version ' + metadata.version + ' is not supported.';
  267. }
  268. metadata.headerSize = dv.getUint8();
  269. metadata.encoding = dv.getUint8();
  270. metadata.additionalUvNum = dv.getUint8();
  271. metadata.vertexIndexSize = dv.getUint8();
  272. metadata.textureIndexSize = dv.getUint8();
  273. metadata.materialIndexSize = dv.getUint8();
  274. metadata.boneIndexSize = dv.getUint8();
  275. metadata.morphIndexSize = dv.getUint8();
  276. metadata.rigidbodyIndexSize = dv.getUint8();
  277. metadata.modelName = dv.getTextBuffer();
  278. metadata.englishModelName = dv.getTextBuffer();
  279. metadata.comment = dv.getTextBuffer();
  280. metadata.englishComment = dv.getTextBuffer();
  281. };
  282. var parseVertices = function () {
  283. var parseVertex = function () {
  284. var p = {};
  285. p.position = dv.getFloat32Array( 3 );
  286. p.normal = dv.getFloat32Array( 3 );
  287. p.uv = dv.getFloat32Array( 2 );
  288. p.auvs = [];
  289. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  290. p.auvs.push( dv.getFloat32Array( 4 ) );
  291. }
  292. p.type = dv.getUint8();
  293. var indexSize = metadata.vertexIndexSize;
  294. if ( p.type === 0 ) { // BDEF1
  295. p.skinIndices = dv.getNumberArray( indexSize, 1 );
  296. p.skinWeights = [ 1.0 ];
  297. } else if ( p.type === 1 ) { // BDEF2
  298. p.skinIndices = dv.getNumberArray( indexSize, 2 );
  299. p.skinWeights = dv.getFloat32Array( 1 );
  300. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  301. } else if ( p.type === 2 ) { // BDEF4
  302. p.skinIndices = dv.getNumberArray( indexSize, 4 );
  303. p.skinWeights = dv.getFloat32Array( 4 );
  304. } else if ( p.type === 3 ) { // SDEF
  305. p.skinIndices = dv.getNumberArray( indexSize, 2 );
  306. p.skinWeights = dv.getFloat32Array( 1 );
  307. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  308. p.skinC = dv.getFloat32Array( 3 );
  309. p.skinR0 = dv.getFloat32Array( 3 );
  310. p.skinR1 = dv.getFloat32Array( 3 );
  311. // SDEF is not supported yet and is handled as BDEF2 so far.
  312. // TODO: SDEF support
  313. p.type = 1;
  314. } else {
  315. throw 'unsupport bone type ' + p.type + ' exception.';
  316. }
  317. p.edgeRatio = dv.getFloat32();
  318. return p;
  319. };
  320. var metadata = pmx.metadata;
  321. metadata.vertexCount = dv.getUint32();
  322. pmx.vertices = [];
  323. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  324. pmx.vertices.push( parseVertex() );
  325. }
  326. };
  327. var parseFaces = function () {
  328. var parseFace = function () {
  329. var p = {};
  330. p.indices = dv.getNumberArray( metadata.vertexIndexSize, 3 );
  331. return p;
  332. };
  333. var metadata = pmx.metadata;
  334. metadata.faceCount = dv.getUint32() / 3;
  335. pmx.faces = [];
  336. for ( var i = 0; i < metadata.faceCount; i++ ) {
  337. pmx.faces.push( parseFace() );
  338. }
  339. };
  340. var parseTextures = function () {
  341. var parseTexture = function () {
  342. return dv.getTextBuffer();
  343. };
  344. var metadata = pmx.metadata;
  345. metadata.textureCount = dv.getUint32();
  346. pmx.textures = [];
  347. for ( var i = 0; i < metadata.textureCount; i++ ) {
  348. pmx.textures.push( parseTexture() );
  349. }
  350. };
  351. var parseMaterials = function () {
  352. var parseMaterial = function () {
  353. var p = {};
  354. p.name = dv.getTextBuffer();
  355. p.englishName = dv.getTextBuffer();
  356. p.diffuse = dv.getFloat32Array( 4 );
  357. p.specular = dv.getFloat32Array( 3 );
  358. p.shiness = dv.getFloat32();
  359. p.emissive = dv.getFloat32Array( 3 );
  360. p.flag = dv.getUint8();
  361. p.edgeColor = dv.getFloat32Array( 4 );
  362. p.edgeSize = dv.getFloat32();
  363. p.textureIndex = dv.getNumber( pmx.metadata.textureIndexSize );
  364. p.envTextureIndex = dv.getNumber( pmx.metadata.textureIndexSize );
  365. p.envFlag = dv.getUint8();
  366. p.toonFlag = dv.getUint8();
  367. if ( p.toonFlag === 0 ) {
  368. p.toonTextureIndex = dv.getNumber( pmx.metadata.textureIndexSize );
  369. } else if ( p.toonFlag === 1 ) {
  370. p.toonTextureIndex = dv.getUint8();
  371. } else {
  372. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  373. }
  374. p.comment = dv.getTextBuffer();
  375. p.faceCount = dv.getUint32() / 3;
  376. return p;
  377. };
  378. var metadata = pmx.metadata;
  379. metadata.materialCount = dv.getUint32();
  380. pmx.materials = [];
  381. for ( var i = 0; i < metadata.materialCount; i++ ) {
  382. pmx.materials.push( parseMaterial() );
  383. }
  384. };
  385. var parseBones = function () {
  386. var parseBone = function () {
  387. var p = {};
  388. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  389. // So using charcode strings as workaround and keep original strings in .originalName.
  390. p.originalName = dv.getTextBuffer();
  391. p.name = dv.toCharcodeStrings( p.originalName );
  392. p.englishName = dv.getTextBuffer();
  393. p.position = dv.getFloat32Array( 3 );
  394. p.parentIndex = dv.getNumber( pmx.metadata.boneIndexSize );
  395. p.transformationClass = dv.getUint32();
  396. p.flag = dv.getUint16();
  397. if ( p.flag & 0x1 ) {
  398. p.connectIndex = dv.getNumber( pmx.metadata.boneIndexSize );
  399. } else {
  400. p.offsetPosition = dv.getFloat32Array( 3 );
  401. }
  402. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  403. p.supplyParentIndex = dv.getNumber( pmx.metadata.boneIndexSize );
  404. p.supplyRatio = dv.getFloat32();
  405. }
  406. if ( p.flag & 0x400 ) {
  407. p.fixAxis = dv.getFloat32Array( 3 );
  408. }
  409. if ( p.flag & 0x800 ) {
  410. p.localXVector = dv.getFloat32Array( 3 );
  411. p.localZVector = dv.getFloat32Array( 3 );
  412. }
  413. if ( p.flag & 0x2000 ) {
  414. p.key = dv.getUint32();
  415. }
  416. if ( p.flag & 0x20 ) {
  417. var ik = {};
  418. ik.effector = dv.getNumber( pmx.metadata.boneIndexSize );
  419. ik.target = null;
  420. ik.iteration = dv.getUint32();
  421. ik.maxAngle = dv.getFloat32();
  422. ik.linkCount = dv.getUint32();
  423. ik.links = [];
  424. for ( var i = 0; i < ik.linkCount; i++ ) {
  425. var link = {};
  426. link.index = dv.getNumber( pmx.metadata.boneIndexSize );
  427. link.angleLimitation = dv.getUint8();
  428. if ( link.angleLimitation === 1 ) {
  429. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  430. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  431. }
  432. ik.links.push( link );
  433. }
  434. p.ik = ik;
  435. }
  436. return p;
  437. };
  438. var metadata = pmx.metadata;
  439. metadata.boneCount = dv.getUint32();
  440. pmx.bones = [];
  441. for ( var i = 0; i < metadata.boneCount; i++ ) {
  442. pmx.bones.push( parseBone() );
  443. }
  444. };
  445. var parseMorphs = function () {
  446. var parseMorph = function () {
  447. var p = {};
  448. p.name = dv.getTextBuffer();
  449. p.englishName = dv.getTextBuffer();
  450. p.panel = dv.getUint8();
  451. p.type = dv.getUint8();
  452. p.elementCount = dv.getUint32();
  453. p.elements = [];
  454. for ( var i = 0; i < p.elementCount; i++ ) {
  455. if ( p.type === 0 ) { // group morph
  456. var m = {};
  457. m.index = dv.getNumber( pmx.metadata.morphIndexSize );
  458. m.ratio = dv.getFloat32();
  459. p.elements.push( m );
  460. } else if ( p.type === 1 ) { // vertex morph
  461. var m = {};
  462. m.index = dv.getNumber( pmx.metadata.vertexIndexSize );
  463. m.position = dv.getFloat32Array( 3 );
  464. p.elements.push( m );
  465. } else if ( p.type === 2 ) { // bone morph
  466. var m = {};
  467. m.index = dv.getNumber( pmx.metadata.boneIndexSize );
  468. m.position = dv.getFloat32Array( 3 );
  469. m.rotation = dv.getFloat32Array( 4 );
  470. p.elements.push( m );
  471. } else if ( p.type === 3 ) { // uv morph
  472. var m = {};
  473. m.index = dv.getNumber( pmx.metadata.vertexIndexSize );
  474. m.uv = dv.getFloat32Array( 4 );
  475. p.elements.push( m );
  476. } else if ( p.type === 8 ) { // material morph
  477. var m = {};
  478. m.index = dv.getNumber( pmx.metadata.materialIndexSize );
  479. m.type = dv.getUint8();
  480. m.diffuse = dv.getFloat32Array( 4 );
  481. m.specular = dv.getFloat32Array( 3 );
  482. m.shiness = dv.getFloat32();
  483. m.emissive = dv.getFloat32Array( 3 );
  484. m.edgeColor = dv.getFloat32Array( 4 );
  485. m.edgeSize = dv.getFloat32();
  486. m.textureColor = dv.getFloat32Array( 4 );
  487. m.sphereTextureColor = dv.getFloat32Array( 4 );
  488. m.toonColor = dv.getFloat32Array( 4 );
  489. p.elements.push( m );
  490. }
  491. }
  492. return p;
  493. };
  494. var metadata = pmx.metadata;
  495. metadata.morphCount = dv.getUint32();
  496. pmx.morphs = [];
  497. for ( var i = 0; i < metadata.morphCount; i++ ) {
  498. pmx.morphs.push( parseMorph() );
  499. }
  500. };
  501. parseHeader();
  502. parseVertices();
  503. parseFaces();
  504. parseTextures();
  505. parseMaterials();
  506. parseBones();
  507. parseMorphs();
  508. // console.log( pmx ); // for console debug
  509. return pmx;
  510. };
  511. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  512. var scope = this;
  513. var vmd = {};
  514. var dv = new THREE.MMDLoader.DataView( buffer );
  515. vmd.metadata = {};
  516. var parseHeader = function () {
  517. var metadata = vmd.metadata;
  518. metadata.magic = dv.getChars( 30 );
  519. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  520. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  521. }
  522. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  523. };
  524. var parseMotions = function () {
  525. var parseMotion = function () {
  526. var p = {};
  527. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  528. // So using charcode strings as workaround and keep original strings in .originalName.
  529. p.originalBoneName = dv.getSjisStringsAsUnicode( 15 );
  530. p.boneName = dv.toCharcodeStrings( p.originalBoneName );
  531. p.frameNum = dv.getUint32();
  532. p.position = dv.getFloat32Array( 3 );
  533. p.rotation = dv.getFloat32Array( 4 );
  534. p.interpolation = dv.getUint8Array( 64 );
  535. return p;
  536. };
  537. var metadata = vmd.metadata;
  538. metadata.motionCount = dv.getUint32();
  539. vmd.motions = [];
  540. for ( var i = 0; i < metadata.motionCount; i++ ) {
  541. vmd.motions.push( parseMotion() );
  542. }
  543. };
  544. var parseMorphs = function () {
  545. var parseMorph = function () {
  546. var p = {};
  547. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  548. p.frameNum = dv.getUint32();
  549. p.weight = dv.getFloat32();
  550. return p;
  551. };
  552. var metadata = vmd.metadata;
  553. metadata.morphCount = dv.getUint32();
  554. vmd.morphs = [];
  555. for ( var i = 0; i < metadata.morphCount; i++ ) {
  556. vmd.morphs.push( parseMorph() );
  557. }
  558. };
  559. parseHeader();
  560. parseMotions();
  561. parseMorphs();
  562. return vmd;
  563. };
  564. // maybe better to create json and then use JSONLoader...
  565. THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onProgress, onError ) {
  566. var scope = this;
  567. var geometry = new THREE.Geometry();
  568. var material = new THREE.MeshFaceMaterial();
  569. var leftToRight = function() {
  570. var convertVector = function ( v ) {
  571. v[ 2 ] = -v[ 2 ];
  572. };
  573. var convertQuaternion = function ( q ) {
  574. q[ 0 ] = -q[ 0 ];
  575. q[ 1 ] = -q[ 1 ];
  576. };
  577. var convertIndexOrder = function ( p ) {
  578. var tmp = p[ 2 ];
  579. p[ 2 ] = p[ 0 ];
  580. p[ 0 ] = tmp;
  581. };
  582. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  583. convertVector( model.vertices[ i ].position );
  584. convertVector( model.vertices[ i ].normal );
  585. }
  586. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  587. convertIndexOrder( model.faces[ i ].indices );
  588. }
  589. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  590. convertVector( model.bones[ i ].position );
  591. }
  592. // TODO: support other morph for PMX
  593. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  594. var m = model.morphs[ i ];
  595. if ( model.metadata.format === 'pmx' ) {
  596. if ( m.type === 1 ) {
  597. m = m.elements;
  598. } else {
  599. continue;
  600. }
  601. }
  602. for ( var j = 0; j < m.elementCount; j++ ) {
  603. convertVector( m.elements[ j ].position );
  604. }
  605. }
  606. if ( vmd === null ) {
  607. return;
  608. }
  609. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  610. convertVector( vmd.motions[ i ].position );
  611. convertQuaternion( vmd.motions[ i ].rotation );
  612. }
  613. };
  614. var initVartices = function () {
  615. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  616. var v = model.vertices[ i ];
  617. geometry.vertices.push(
  618. new THREE.Vector3(
  619. v.position[ 0 ],
  620. v.position[ 1 ],
  621. v.position[ 2 ]
  622. )
  623. );
  624. geometry.skinIndices.push(
  625. new THREE.Vector4(
  626. v.skinIndices.length >= 1 ? v.skinIndices[ 0 ] : 0.0,
  627. v.skinIndices.length >= 2 ? v.skinIndices[ 1 ] : 0.0,
  628. v.skinIndices.length >= 3 ? v.skinIndices[ 2 ] : 0.0,
  629. v.skinIndices.length >= 4 ? v.skinIndices[ 3 ] : 0.0
  630. )
  631. );
  632. geometry.skinWeights.push(
  633. new THREE.Vector4(
  634. v.skinWeights.length >= 1 ? v.skinWeights[ 0 ] : 0.0,
  635. v.skinWeights.length >= 2 ? v.skinWeights[ 1 ] : 0.0,
  636. v.skinWeights.length >= 3 ? v.skinWeights[ 2 ] : 0.0,
  637. v.skinWeights.length >= 4 ? v.skinWeights[ 3 ] : 0.0
  638. )
  639. );
  640. }
  641. };
  642. var initFaces = function () {
  643. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  644. geometry.faces.push(
  645. new THREE.Face3(
  646. model.faces[ i ].indices[ 0 ],
  647. model.faces[ i ].indices[ 1 ],
  648. model.faces[ i ].indices[ 2 ]
  649. )
  650. );
  651. for ( var j = 0; j < 3; j++ ) {
  652. geometry.faces[ i ].vertexNormals[ j ] =
  653. new THREE.Vector3(
  654. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 0 ],
  655. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 1 ],
  656. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 2 ]
  657. );
  658. }
  659. }
  660. };
  661. var initBones = function () {
  662. var bones = [];
  663. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  664. var bone = {};
  665. var b = model.bones[ i ];
  666. bone.parent = b.parentIndex;
  667. if ( model.metadata.format === 'pmd' ) {
  668. bone.parent = ( b.parentIndex === 0xFFFF ) ? -1 : b.parentIndex;
  669. }
  670. bone.name = b.name;
  671. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  672. bone.rotq = [ 0, 0, 0, 1 ];
  673. bone.scl = [ 1, 1, 1 ];
  674. if ( bone.parent !== -1 ) {
  675. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  676. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  677. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  678. }
  679. bones.push( bone );
  680. }
  681. geometry.bones = bones;
  682. };
  683. var initIKs = function () {
  684. var iks = [];
  685. // TODO: remove duplicated codes between PMD and PMX
  686. if ( model.metadata.format === 'pmd' ) {
  687. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  688. var ik = model.iks[i];
  689. var param = {};
  690. param.target = ik.target;
  691. param.effector = ik.effector;
  692. param.iteration = ik.iteration;
  693. param.maxAngle = ik.maxAngle * 4;
  694. param.links = [];
  695. for ( var j = 0; j < ik.links.length; j++ ) {
  696. var link = {};
  697. link.index = ik.links[ j ].index;
  698. // Checking with .originalName, not .name.
  699. // See parseBone() for the detail.
  700. if ( model.bones[ link.index ].originalName.indexOf( 'ひざ' ) >= 0 ) {
  701. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  702. }
  703. param.links.push( link );
  704. }
  705. iks.push( param );
  706. }
  707. } else {
  708. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  709. var b = model.bones[ i ];
  710. var ik = b.ik;
  711. if ( ik === undefined ) {
  712. continue;
  713. }
  714. var param = {};
  715. param.target = i;
  716. param.effector = ik.effector;
  717. param.iteration = ik.iteration;
  718. param.maxAngle = ik.maxAngle;
  719. param.links = [];
  720. for ( var j = 0; j < ik.links.length; j++ ) {
  721. var link = {};
  722. link.index = ik.links[ j ].index;
  723. if ( ik.links[ j ].angleLimitation === 1 ) {
  724. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  725. // TODO: use limitation angles
  726. // link.lowerLimitationAngle;
  727. // link.upperLimitationAngle;
  728. }
  729. param.links.push( link );
  730. }
  731. iks.push( param );
  732. }
  733. }
  734. geometry.iks = iks;
  735. };
  736. var initMorphs = function () {
  737. function updateVertex ( params, index, v, ratio ) {
  738. params.vertices[ index ].x += v.position[ 0 ] * ratio;
  739. params.vertices[ index ].y += v.position[ 1 ] * ratio;
  740. params.vertices[ index ].z += v.position[ 2 ] * ratio;
  741. };
  742. function updateVertices ( params, m, ratio ) {
  743. for ( var i = 0; i < m.elementCount; i++ ) {
  744. var v = m.elements[ i ];
  745. var index;
  746. if ( model.metadata.format === 'pmd' ) {
  747. index = model.morphs[ 0 ].elements[ v.index ].index;
  748. } else {
  749. index = v.index;
  750. }
  751. updateVertex( params, index, v, ratio );
  752. }
  753. };
  754. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  755. var m = model.morphs[ i ];
  756. var params = {};
  757. params.name = m.name;
  758. params.vertices = [];
  759. for ( var j = 0; j < model.metadata.vertexCount; j++ ) {
  760. params.vertices[ j ] = new THREE.Vector3( 0, 0, 0 );
  761. params.vertices[ j ].x = geometry.vertices[ j ].x;
  762. params.vertices[ j ].y = geometry.vertices[ j ].y;
  763. params.vertices[ j ].z = geometry.vertices[ j ].z;
  764. }
  765. if ( model.metadata.format === 'pmd' ) {
  766. if ( i !== 0 ) {
  767. updateVertices( params, m, 1.0 );
  768. }
  769. } else {
  770. if ( m.type === 0 ) {
  771. for ( var j = 0; j < m.elementCount; j++ ) {
  772. var m2 = model.morphs[ m.elements[ j ].index ];
  773. var ratio = m.elements[ j ].ratio;
  774. if ( m2.type === 1 ) {
  775. updateVertices( params, m2, ratio );
  776. }
  777. }
  778. } else if ( m.type === 1 ) {
  779. updateVertices( params, m, 1.0 );
  780. }
  781. }
  782. // TODO: skip if this's non-vertex morphing of PMX to reduce CPU/Memory use
  783. geometry.morphTargets.push( params );
  784. }
  785. };
  786. var initMaterials = function () {
  787. var offset = 0;
  788. var materialParams = [];
  789. for ( var i = 1; i < model.metadata.materialCount; i++ ) {
  790. geometry.faceVertexUvs.push( [] );
  791. }
  792. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  793. var m = model.materials[ i ];
  794. var params = {};
  795. for ( var j = 0; j < m.faceCount; j++ ) {
  796. geometry.faces[ offset ].materialIndex = i;
  797. var uvs = [];
  798. for ( var k = 0; k < 3; k++ ) {
  799. var v = model.vertices[ model.faces[ offset ].indices[ k ] ];
  800. uvs.push( new THREE.Vector2( v.uv[ 0 ], v.uv[ 1 ] ) );
  801. }
  802. geometry.faceVertexUvs[ 0 ].push( uvs );
  803. offset++;
  804. }
  805. params.shading = 'phong';
  806. params.colorDiffuse = [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ];
  807. params.opacity = m.diffuse[ 3 ];
  808. params.colorSpecular = [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ];
  809. params.specularCoef = m.shiness;
  810. // temporal workaround
  811. // TODO: implement correctly
  812. params.doubleSided = true;
  813. if ( model.metadata.format === 'pmd' ) {
  814. if ( m.fileName ) {
  815. var fileName = m.fileName;
  816. var fileNames = [];
  817. // temporal workaround, disable sphere mapping so far
  818. // TODO: sphere mapping support
  819. var index = fileName.lastIndexOf( '*' );
  820. if ( index >= 0 ) {
  821. fileNames.push( fileName.slice( 0, index ) );
  822. fileNames.push( fileName.slice( index + 1 ) );
  823. } else {
  824. fileNames.push( fileName );
  825. }
  826. for ( var j = 0; j < fileNames.length; j++ ) {
  827. var n = fileNames[ j ];
  828. // TODO: support spa
  829. if ( /* n.indexOf( '.spa' ) >= 0 || */ n.indexOf( '.sph' ) >= 0 ) {
  830. params.mapEnv = n;
  831. } else {
  832. // temporal workaround, use .png instead of .tga
  833. // TODO: tga file support
  834. params.mapDiffuse = n.replace( '.tga', '.png' );
  835. }
  836. }
  837. }
  838. } else {
  839. if ( m.textureIndex !== -1 ) {
  840. var n = model.textures[ m.textureIndex ];
  841. // temporal workaround, use .png instead of .tga
  842. // TODO: tga file support
  843. params.mapDiffuse = n.replace( '.tga', '.png' );
  844. }
  845. // TODO: support m.envFlag === 0, 2, 3
  846. if ( m.envTextureIndex !== -1 && m.envFlag === 1 ) {
  847. var n = model.textures[ m.envTextureIndex ];
  848. params.mapEnv = n;
  849. }
  850. }
  851. if ( params.mapDiffuse === undefined ) {
  852. params.colorEmissive = [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ];
  853. }
  854. materialParams.push( params );
  855. }
  856. var materials = scope.initMaterials( materialParams, texturePath );
  857. for ( var i = 0; i < materials.length; i++ ) {
  858. var m = materials[ i ];
  859. var p = materialParams[ i ];
  860. if ( m.map ) {
  861. m.map.flipY = false;
  862. }
  863. // this should be in THREE.Loader.createMaterial.
  864. // remove this if it supports.
  865. // TODO: make patch of THREE.Loader.createMaterial?
  866. if ( p.mapEnv !== undefined ) {
  867. var fullPath = texturePath + p.mapEnv;
  868. var loader = THREE.Loader.Handlers.get( fullPath );
  869. if ( loader === null ) {
  870. loader = new THREE.TextureLoader( this.manager );
  871. }
  872. var texture = loader.load( fullPath );
  873. // currently only support multiply-sphere-mapping
  874. // TODO: support add-sphere-mapping
  875. texture.mapping = THREE.SphericalReflectionMapping;
  876. m.envMap = texture;
  877. }
  878. m.skinning = true;
  879. m.morphTargets = true;
  880. material.materials.push( m );
  881. }
  882. };
  883. var initMotionAnimations = function () {
  884. var orderedMotions = [];
  885. var boneTable = {};
  886. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  887. var b = model.bones[ i ];
  888. boneTable[ b.name ] = i;
  889. orderedMotions[ i ] = [];
  890. }
  891. for ( var i = 0; i < vmd.motions.length; i++ ) {
  892. var m = vmd.motions[ i ];
  893. var num = boneTable[ m.boneName ];
  894. if ( num === undefined )
  895. continue;
  896. orderedMotions[ num ].push( m );
  897. }
  898. for ( var i = 0; i < orderedMotions.length; i++ ) {
  899. orderedMotions[ i ].sort( function ( a, b ) {
  900. return a.frameNum - b.frameNum;
  901. } ) ;
  902. }
  903. var animation = {
  904. name: 'Action',
  905. fps: 30,
  906. length: 0.0,
  907. hierarchy: []
  908. };
  909. for ( var i = 0; i < geometry.bones.length; i++ ) {
  910. animation.hierarchy.push(
  911. {
  912. parent: geometry.bones[ i ].parent,
  913. keys: []
  914. }
  915. );
  916. }
  917. var maxTime = 0.0;
  918. for ( var i = 0; i < orderedMotions.length; i++ ) {
  919. var array = orderedMotions[ i ];
  920. for ( var j = 0; j < array.length; j++ ) {
  921. var t = array[ j ].frameNum / 30;
  922. var p = array[ j ].position;
  923. var r = array[ j ].rotation;
  924. animation.hierarchy[ i ].keys.push(
  925. {
  926. time: t,
  927. pos: [ geometry.bones[ i ].pos[ 0 ] + p[ 0 ],
  928. geometry.bones[ i ].pos[ 1 ] + p[ 1 ],
  929. geometry.bones[ i ].pos[ 2 ] + p[ 2 ] ],
  930. rot: [ r[ 0 ], r[ 1 ], r[ 2 ], r[ 3 ] ],
  931. scl: [ 1, 1, 1 ]
  932. }
  933. );
  934. if ( t > maxTime )
  935. maxTime = t;
  936. }
  937. }
  938. // add 2 secs as afterglow
  939. maxTime += 2.0;
  940. animation.length = maxTime;
  941. for ( var i = 0; i < orderedMotions.length; i++ ) {
  942. var keys = animation.hierarchy[ i ].keys;
  943. if ( keys.length === 0 ) {
  944. keys.push( { time: 0.0,
  945. pos: [ geometry.bones[ i ].pos[ 0 ],
  946. geometry.bones[ i ].pos[ 1 ],
  947. geometry.bones[ i ].pos[ 2 ] ],
  948. rot: [ 0, 0, 0, 1 ],
  949. scl: [ 1, 1, 1 ]
  950. } );
  951. }
  952. var k = keys[ 0 ];
  953. if ( k.time !== 0.0 ) {
  954. keys.unshift( { time: 0.0,
  955. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  956. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  957. scl: [ 1, 1, 1 ]
  958. } );
  959. }
  960. k = keys[ keys.length - 1 ];
  961. if ( k.time < maxTime ) {
  962. keys.push( { time: maxTime,
  963. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  964. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  965. scl: [ 1, 1, 1 ]
  966. } );
  967. }
  968. }
  969. // geometry.animation = animation;
  970. geometry.animations = [];
  971. geometry.animations.push( THREE.AnimationClip.parseAnimation( animation, geometry.bones ) );
  972. };
  973. var initMorphAnimations = function () {
  974. var orderedMorphs = [];
  975. var morphTable = {}
  976. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  977. var m = model.morphs[ i ];
  978. morphTable[ m.name ] = i;
  979. orderedMorphs[ i ] = [];
  980. }
  981. for ( var i = 0; i < vmd.morphs.length; i++ ) {
  982. var m = vmd.morphs[ i ];
  983. var num = morphTable[ m.morphName ];
  984. if ( num === undefined )
  985. continue;
  986. orderedMorphs[ num ].push( m );
  987. }
  988. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  989. orderedMorphs[ i ].sort( function ( a, b ) {
  990. return a.frameNum - b.frameNum;
  991. } ) ;
  992. }
  993. var morphAnimation = {
  994. fps: 30,
  995. length: 0.0,
  996. hierarchy: []
  997. };
  998. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  999. morphAnimation.hierarchy.push( { keys: [] } );
  1000. }
  1001. var maxTime = 0.0;
  1002. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1003. var array = orderedMorphs[ i ];
  1004. for ( var j = 0; j < array.length; j++ ) {
  1005. var t = array[ j ].frameNum / 30;
  1006. var w = array[ j ].weight;
  1007. morphAnimation.hierarchy[ i ].keys.push( { time: t, value: w } );
  1008. if ( t > maxTime ) {
  1009. maxTime = t;
  1010. }
  1011. }
  1012. }
  1013. // add 2 secs as afterglow
  1014. maxTime += 2.0;
  1015. // use animation's length if exists. animation is master.
  1016. maxTime = ( geometry.animation !== undefined &&
  1017. geometry.animation.length > 0.0 )
  1018. ? geometry.animation.length : maxTime;
  1019. morphAnimation.length = maxTime;
  1020. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1021. var keys = morphAnimation.hierarchy[ i ].keys;
  1022. if ( keys.length === 0 ) {
  1023. keys.push( { time: 0.0, value: 0.0 } );
  1024. }
  1025. var k = keys[ 0 ];
  1026. if ( k.time !== 0.0 ) {
  1027. keys.unshift( { time: 0.0, value: k.value } );
  1028. }
  1029. k = keys[ keys.length - 1 ];
  1030. if ( k.time < maxTime ) {
  1031. keys.push( { time: maxTime, value: k.value } );
  1032. }
  1033. }
  1034. // geometry.morphAnimation = morphAnimation;
  1035. var tracks = [];
  1036. for ( var i = 1; i < orderedMorphs.length; i++ ) {
  1037. var keys = morphAnimation.hierarchy[ i ].keys;
  1038. var times = [];
  1039. var values = [];
  1040. for ( var j = 0; j < keys.length; j++ ) {
  1041. var key = keys[ j ];
  1042. times.push( key.time );
  1043. values.push( key.value );
  1044. }
  1045. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  1046. }
  1047. geometry.morphAnimations = [];
  1048. geometry.morphAnimations.push( new THREE.AnimationClip( 'morphAnimation', -1, tracks ) );
  1049. };
  1050. leftToRight();
  1051. initVartices();
  1052. initFaces();
  1053. initBones();
  1054. initIKs();
  1055. initMorphs();
  1056. initMaterials();
  1057. if ( vmd !== null ) {
  1058. initMotionAnimations();
  1059. initMorphAnimations();
  1060. }
  1061. geometry.computeFaceNormals();
  1062. geometry.verticesNeedUpdate = true;
  1063. geometry.normalsNeedUpdate = true;
  1064. geometry.uvsNeedUpdate = true;
  1065. geometry.mmdFormat = model.metadata.format;
  1066. var mesh = new THREE.SkinnedMesh( geometry, material );
  1067. // console.log( mesh ); // for console debug
  1068. return mesh;
  1069. };
  1070. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  1071. this.dv = new DataView( buffer );
  1072. this.offset = 0;
  1073. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1074. this.encoder = new CharsetEncoder();
  1075. };
  1076. THREE.MMDLoader.DataView.prototype = {
  1077. constructor: THREE.MMDLoader.DataView,
  1078. getInt8: function () {
  1079. var value = this.dv.getInt8( this.offset );
  1080. this.offset += 1;
  1081. return value;
  1082. },
  1083. getInt8Array: function ( size ) {
  1084. var a = [];
  1085. for ( var i = 0; i < size; i++ ) {
  1086. a.push( this.getInt8() );
  1087. }
  1088. return a;
  1089. },
  1090. getUint8: function () {
  1091. var value = this.dv.getUint8( this.offset );
  1092. this.offset += 1;
  1093. return value;
  1094. },
  1095. getUint8Array: function ( size ) {
  1096. var a = [];
  1097. for ( var i = 0; i < size; i++ ) {
  1098. a.push( this.getUint8() );
  1099. }
  1100. return a;
  1101. },
  1102. getInt16: function () {
  1103. var value = this.dv.getInt16( this.offset, this.littleEndian );
  1104. this.offset += 2;
  1105. return value;
  1106. },
  1107. getInt16Array: function ( size ) {
  1108. var a = [];
  1109. for ( var i = 0; i < size; i++ ) {
  1110. a.push( this.getInt16() );
  1111. }
  1112. return a;
  1113. },
  1114. getUint16: function () {
  1115. var value = this.dv.getUint16( this.offset, this.littleEndian );
  1116. this.offset += 2;
  1117. return value;
  1118. },
  1119. getUint16Array: function ( size ) {
  1120. var a = [];
  1121. for ( var i = 0; i < size; i++ ) {
  1122. a.push( this.getUint16() );
  1123. }
  1124. return a;
  1125. },
  1126. getInt32: function () {
  1127. var value = this.dv.getInt32( this.offset, this.littleEndian );
  1128. this.offset += 4;
  1129. return value;
  1130. },
  1131. getInt32Array: function ( size ) {
  1132. var a = [];
  1133. for ( var i = 0; i < size; i++ ) {
  1134. a.push( this.getInt32() );
  1135. }
  1136. return a;
  1137. },
  1138. getUint32: function () {
  1139. var value = this.dv.getUint32( this.offset, this.littleEndian );
  1140. this.offset += 4;
  1141. return value;
  1142. },
  1143. getUint32Array: function ( size ) {
  1144. var a = [];
  1145. for ( var i = 0; i < size; i++ ) {
  1146. a.push( this.getUint32() );
  1147. }
  1148. return a;
  1149. },
  1150. getFloat32: function () {
  1151. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  1152. this.offset += 4;
  1153. return value;
  1154. },
  1155. getFloat32Array: function( size ) {
  1156. var a = [];
  1157. for ( var i = 0; i < size; i++ ) {
  1158. a.push( this.getFloat32() );
  1159. }
  1160. return a;
  1161. },
  1162. getFloat64: function () {
  1163. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  1164. this.offset += 8;
  1165. return value;
  1166. },
  1167. getFloat64Array: function( size ) {
  1168. var a = [];
  1169. for ( var i = 0; i < size; i++ ) {
  1170. a.push( this.getFloat64() );
  1171. }
  1172. return a;
  1173. },
  1174. getNumber: function ( type ) {
  1175. switch ( type ) {
  1176. case 1:
  1177. return this.getInt8();
  1178. case 2:
  1179. return this.getInt16();
  1180. case 4:
  1181. return this.getInt32();
  1182. default:
  1183. throw 'unknown number type ' + type + ' exception.';
  1184. }
  1185. },
  1186. getNumberArray: function ( type, size ) {
  1187. var a = [];
  1188. for ( var i = 0; i < size; i++ ) {
  1189. a.push( this.getNumber( type ) );
  1190. }
  1191. return a;
  1192. },
  1193. getChars: function ( size ) {
  1194. var str = '';
  1195. while ( size > 0 ) {
  1196. var value = this.getUint8();
  1197. size--;
  1198. if ( value === 0 ) {
  1199. break;
  1200. }
  1201. str += String.fromCharCode( value );
  1202. }
  1203. while ( size > 0 ) {
  1204. this.getUint8();
  1205. size--;
  1206. }
  1207. return str;
  1208. },
  1209. getSjisStringsAsUnicode: function ( size ) {
  1210. var a = [];
  1211. while ( size > 0 ) {
  1212. var value = this.getUint8();
  1213. size--;
  1214. if ( value === 0 ) {
  1215. break;
  1216. }
  1217. a.push( value );
  1218. }
  1219. while ( size > 0 ) {
  1220. this.getUint8();
  1221. size--;
  1222. }
  1223. return this.encoder.s2u( new Uint8Array( a ) );
  1224. },
  1225. /*
  1226. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1227. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1228. * like 'あいう' -> '0x30420x30440x3046'
  1229. */
  1230. toCharcodeStrings: function ( s ) {
  1231. var str = '';
  1232. for ( var i = 0; i < s.length; i++ ) {
  1233. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1234. }
  1235. return str;
  1236. },
  1237. getUnicodeStrings: function ( size ) {
  1238. var str = '';
  1239. while ( size > 0 ) {
  1240. var value = this.getUint16();
  1241. size -= 2;
  1242. if ( value === 0 ) {
  1243. break;
  1244. }
  1245. str += String.fromCharCode( value );
  1246. }
  1247. while ( size > 0 ) {
  1248. this.getUint8();
  1249. size--;
  1250. }
  1251. return str;
  1252. },
  1253. getTextBuffer: function () {
  1254. var size = this.getUint32();
  1255. return this.getUnicodeStrings( size );
  1256. }
  1257. };