MMDLoader.js 61 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - mmd-parser https://github.com/takahirox/mmd-parser
  6. * - ammo.js https://github.com/kripken/ammo.js
  7. * - THREE.TGALoader
  8. * - THREE.MMDPhysics
  9. * - THREE.CCDIKSolver
  10. * - THREE.OutlineEffect
  11. *
  12. *
  13. * This loader loads and parses PMD/PMX and VMD binary files
  14. * then creates mesh for Three.js.
  15. *
  16. * PMD/PMX is a model data format and VMD is a motion data format
  17. * used in MMD(Miku Miku Dance).
  18. *
  19. * MMD is a 3D CG animation tool which is popular in Japan.
  20. *
  21. *
  22. * MMD official site
  23. * http://www.geocities.jp/higuchuu4/index_e.htm
  24. *
  25. * PMD, VMD format
  26. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  27. *
  28. * PMX format
  29. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  30. *
  31. *
  32. * TODO
  33. * - light motion in vmd support.
  34. * - SDEF support.
  35. * - uv/material/bone morphing support.
  36. * - more precise grant skinning support.
  37. * - shadow support.
  38. */
  39. THREE.MMDLoader = function ( manager ) {
  40. THREE.Loader.call( this );
  41. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  42. this.parser = new MMDParser.Parser();
  43. };
  44. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  45. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  46. /*
  47. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp
  48. * Users don't need to prepare default texture files.
  49. *
  50. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  51. */
  52. THREE.MMDLoader.prototype.defaultToonTextures = [
  53. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  54. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  55. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  56. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  57. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  58. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  59. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
  60. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  61. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  62. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  63. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  64. ];
  65. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadModel( modelUrl, function ( mesh ) {
  68. scope.loadVmds( vmdUrls, function ( vmd ) {
  69. scope.pourVmdIntoModel( mesh, vmd );
  70. callback( mesh );
  71. }, onProgress, onError );
  72. }, onProgress, onError );
  73. };
  74. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  75. var scope = this;
  76. var texturePath = this.extractUrlBase( url );
  77. var modelExtension = this.extractExtension( url );
  78. this.loadFileAsBuffer( url, function ( buffer ) {
  79. callback( scope.createModel( buffer, modelExtension, texturePath, onProgress, onError ) );
  80. }, onProgress, onError );
  81. };
  82. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath, onProgress, onError ) {
  83. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath, onProgress, onError );
  84. };
  85. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  86. var scope = this;
  87. this.loadFileAsBuffer( url, function ( buffer ) {
  88. callback( scope.parseVmd( buffer ) );
  89. }, onProgress, onError );
  90. };
  91. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  92. var scope = this;
  93. var vmds = [];
  94. function run () {
  95. var url = urls.shift();
  96. scope.loadVmd( url, function ( vmd ) {
  97. vmds.push( vmd );
  98. if ( urls.length > 0 ) {
  99. run();
  100. } else {
  101. callback( scope.mergeVmds( vmds ) );
  102. }
  103. }, onProgress, onError );
  104. }
  105. run();
  106. };
  107. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  108. var listener = new THREE.AudioListener();
  109. var audio = new THREE.Audio( listener );
  110. var loader = new THREE.AudioLoader( this.manager );
  111. loader.load( url, function ( buffer ) {
  112. audio.setBuffer( buffer );
  113. callback( audio, listener );
  114. }, onProgress, onError );
  115. };
  116. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  117. var scope = this;
  118. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  119. func( url, function ( text ) {
  120. callback( scope.parseVpd( text ) );
  121. }, onProgress, onError );
  122. };
  123. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  124. // Should I judge from model data header?
  125. switch( modelExtension.toLowerCase() ) {
  126. case 'pmd':
  127. return this.parsePmd( buffer );
  128. case 'pmx':
  129. return this.parsePmx( buffer );
  130. default:
  131. throw 'extension ' + modelExtension + ' is not supported.';
  132. }
  133. };
  134. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  135. return this.parser.parsePmd( buffer, true );
  136. };
  137. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  138. return this.parser.parsePmx( buffer, true );
  139. };
  140. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  141. return this.parser.parseVmd( buffer, true );
  142. };
  143. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  144. return this.parser.parseVpd( text, true );
  145. };
  146. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  147. return this.parser.mergeVmds( vmds );
  148. };
  149. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  150. this.createAnimation( mesh, vmd, name );
  151. };
  152. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  153. var helper = new THREE.MMDLoader.DataCreationHelper();
  154. var initAnimation = function () {
  155. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  156. var times = [];
  157. var centers = [];
  158. var quaternions = [];
  159. var positions = [];
  160. var fovs = [];
  161. var cInterpolations = [];
  162. var qInterpolations = [];
  163. var pInterpolations = [];
  164. var fInterpolations = [];
  165. var quaternion = new THREE.Quaternion();
  166. var euler = new THREE.Euler();
  167. var position = new THREE.Vector3();
  168. var center = new THREE.Vector3();
  169. var pushVector3 = function ( array, vec ) {
  170. array.push( vec.x );
  171. array.push( vec.y );
  172. array.push( vec.z );
  173. };
  174. var pushQuaternion = function ( array, q ) {
  175. array.push( q.x );
  176. array.push( q.y );
  177. array.push( q.z );
  178. array.push( q.w );
  179. };
  180. var pushInterpolation = function ( array, interpolation, index ) {
  181. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  182. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  183. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  184. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  185. };
  186. var createTrack = function ( node, type, times, values, interpolations ) {
  187. /*
  188. * optimizes here not to let KeyframeTrackPrototype optimize
  189. * because KeyframeTrackPrototype optimizes times and values but
  190. * doesn't optimize interpolations.
  191. */
  192. if ( times.length > 2 ) {
  193. times = times.slice();
  194. values = values.slice();
  195. interpolations = interpolations.slice();
  196. var stride = values.length / times.length;
  197. var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
  198. var aheadIndex = 2;
  199. var index = 1;
  200. for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  201. for ( var i = 0; i < stride; i ++ ) {
  202. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  203. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  204. index ++;
  205. break;
  206. }
  207. }
  208. if ( aheadIndex > index ) {
  209. times[ index ] = times[ aheadIndex ];
  210. for ( var i = 0; i < stride; i ++ ) {
  211. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  212. }
  213. for ( var i = 0; i < interpolateStride; i ++ ) {
  214. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  215. }
  216. }
  217. }
  218. times.length = index + 1;
  219. values.length = ( index + 1 ) * stride;
  220. interpolations.length = ( index + 1 ) * interpolateStride;
  221. }
  222. return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
  223. };
  224. for ( var i = 0; i < orderedMotions.length; i++ ) {
  225. var m = orderedMotions[ i ];
  226. var time = m.frameNum / 30;
  227. var pos = m.position;
  228. var rot = m.rotation;
  229. var distance = m.distance;
  230. var fov = m.fov;
  231. var interpolation = m.interpolation;
  232. position.set( 0, 0, -distance );
  233. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  234. euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
  235. quaternion.setFromEuler( euler );
  236. position.add( center );
  237. position.applyQuaternion( quaternion );
  238. /*
  239. * Note: This is a workaround not to make Animation system calculate lerp
  240. * if the diff from the last frame is 1 frame (in 30fps).
  241. */
  242. if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
  243. times[ times.length - 1 ] = time - 1e-13;
  244. }
  245. times.push( time );
  246. pushVector3( centers, center );
  247. pushQuaternion( quaternions, quaternion );
  248. pushVector3( positions, position );
  249. fovs.push( fov );
  250. for ( var j = 0; j < 3; j ++ ) {
  251. pushInterpolation( cInterpolations, interpolation, j );
  252. }
  253. pushInterpolation( qInterpolations, interpolation, 3 );
  254. // use same one parameter for x, y, z axis.
  255. for ( var j = 0; j < 3; j ++ ) {
  256. pushInterpolation( pInterpolations, interpolation, 4 );
  257. }
  258. pushInterpolation( fInterpolations, interpolation, 5 );
  259. }
  260. if ( times.length === 0 ) return;
  261. var tracks = [];
  262. tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
  263. tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
  264. tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
  265. tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
  266. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  267. if ( clip !== null ) {
  268. if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
  269. if ( camera.animations === undefined ) camera.animations = [];
  270. camera.animations.push( clip );
  271. }
  272. };
  273. initAnimation();
  274. };
  275. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  276. var index = url.lastIndexOf( '.' );
  277. if ( index < 0 ) {
  278. return null;
  279. }
  280. return url.slice( index + 1 );
  281. };
  282. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  283. var loader = new THREE.FileLoader( this.manager );
  284. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  285. loader.setResponseType( responseType );
  286. var request = loader.load( url, function ( result ) {
  287. onLoad( result );
  288. }, onProgress, onError );
  289. return request;
  290. };
  291. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  292. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  293. };
  294. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  295. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  296. };
  297. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  298. this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  299. };
  300. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  301. var scope = this;
  302. var geometry = new THREE.BufferGeometry();
  303. var material = new THREE.MultiMaterial();
  304. var helper = new THREE.MMDLoader.DataCreationHelper();
  305. var buffer = {};
  306. buffer.vertices = [];
  307. buffer.uvs = [];
  308. buffer.normals = [];
  309. buffer.skinIndices = [];
  310. buffer.skinWeights = [];
  311. buffer.indices = [];
  312. var initVartices = function () {
  313. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  314. var v = model.vertices[ i ];
  315. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  316. buffer.vertices.push( v.position[ j ] );
  317. }
  318. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  319. buffer.normals.push( v.normal[ j ] );
  320. }
  321. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  322. buffer.uvs.push( v.uv[ j ] );
  323. }
  324. for ( var j = 0; j < 4; j ++ ) {
  325. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  326. }
  327. for ( var j = 0; j < 4; j ++ ) {
  328. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  329. }
  330. }
  331. };
  332. var initFaces = function () {
  333. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  334. var f = model.faces[ i ];
  335. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  336. buffer.indices.push( f.indices[ j ] );
  337. }
  338. }
  339. };
  340. var initBones = function () {
  341. var bones = [];
  342. var rigidBodies = model.rigidBodies;
  343. var dictionary = {};
  344. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  345. var body = rigidBodies[ i ];
  346. var value = dictionary[ body.boneIndex ];
  347. // keeps greater number if already value is set without any special reasons
  348. value = value === undefined ? body.type : Math.max( body.type, value );
  349. dictionary[ body.boneIndex ] = value;
  350. }
  351. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  352. var bone = {};
  353. var b = model.bones[ i ];
  354. bone.parent = b.parentIndex;
  355. bone.name = b.name;
  356. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  357. bone.rotq = [ 0, 0, 0, 1 ];
  358. bone.scl = [ 1, 1, 1 ];
  359. if ( bone.parent !== -1 ) {
  360. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  361. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  362. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  363. }
  364. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  365. bones.push( bone );
  366. }
  367. geometry.bones = bones;
  368. };
  369. var initIKs = function () {
  370. var iks = [];
  371. // TODO: remove duplicated codes between PMD and PMX
  372. if ( model.metadata.format === 'pmd' ) {
  373. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  374. var ik = model.iks[i];
  375. var param = {};
  376. param.target = ik.target;
  377. param.effector = ik.effector;
  378. param.iteration = ik.iteration;
  379. param.maxAngle = ik.maxAngle * 4;
  380. param.links = [];
  381. for ( var j = 0; j < ik.links.length; j++ ) {
  382. var link = {};
  383. link.index = ik.links[ j ].index;
  384. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  385. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  386. }
  387. param.links.push( link );
  388. }
  389. iks.push( param );
  390. }
  391. } else {
  392. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  393. var b = model.bones[ i ];
  394. var ik = b.ik;
  395. if ( ik === undefined ) {
  396. continue;
  397. }
  398. var param = {};
  399. param.target = i;
  400. param.effector = ik.effector;
  401. param.iteration = ik.iteration;
  402. param.maxAngle = ik.maxAngle;
  403. param.links = [];
  404. for ( var j = 0; j < ik.links.length; j++ ) {
  405. var link = {};
  406. link.index = ik.links[ j ].index;
  407. link.enabled = true;
  408. if ( ik.links[ j ].angleLimitation === 1 ) {
  409. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  410. // TODO: use limitation angles
  411. // link.lowerLimitationAngle;
  412. // link.upperLimitationAngle;
  413. }
  414. param.links.push( link );
  415. }
  416. iks.push( param );
  417. }
  418. }
  419. geometry.iks = iks;
  420. };
  421. var initGrants = function () {
  422. if ( model.metadata.format === 'pmd' ) {
  423. return;
  424. }
  425. var grants = [];
  426. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  427. var b = model.bones[ i ];
  428. var grant = b.grant;
  429. if ( grant === undefined ) {
  430. continue;
  431. }
  432. var param = {};
  433. param.index = i;
  434. param.parentIndex = grant.parentIndex;
  435. param.ratio = grant.ratio;
  436. param.isLocal = grant.isLocal;
  437. param.affectRotation = grant.affectRotation;
  438. param.affectPosition = grant.affectPosition;
  439. param.transformationClass = b.transformationClass;
  440. grants.push( param );
  441. }
  442. grants.sort( function ( a, b ) {
  443. return a.transformationClass - b.transformationClass;
  444. } );
  445. geometry.grants = grants;
  446. };
  447. var initMorphs = function () {
  448. function updateVertex( attribute, index, v, ratio ) {
  449. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  450. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  451. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  452. }
  453. function updateVertices( attribute, m, ratio ) {
  454. for ( var i = 0; i < m.elementCount; i++ ) {
  455. var v = m.elements[ i ];
  456. var index;
  457. if ( model.metadata.format === 'pmd' ) {
  458. index = model.morphs[ 0 ].elements[ v.index ].index;
  459. } else {
  460. index = v.index;
  461. }
  462. updateVertex( attribute, index, v, ratio );
  463. }
  464. }
  465. var morphTargets = [];
  466. var attributes = [];
  467. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  468. var m = model.morphs[ i ];
  469. var params = { name: m.name };
  470. var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
  471. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  472. attribute.array[ j ] = buffer.vertices[ j ];
  473. }
  474. if ( model.metadata.format === 'pmd' ) {
  475. if ( i !== 0 ) {
  476. updateVertices( attribute, m, 1.0 );
  477. }
  478. } else {
  479. if ( m.type === 0 ) { // group
  480. for ( var j = 0; j < m.elementCount; j++ ) {
  481. var m2 = model.morphs[ m.elements[ j ].index ];
  482. var ratio = m.elements[ j ].ratio;
  483. if ( m2.type === 1 ) {
  484. updateVertices( attribute, m2, ratio );
  485. } else {
  486. // TODO: implement
  487. }
  488. }
  489. } else if ( m.type === 1 ) { // vertex
  490. updateVertices( attribute, m, 1.0 );
  491. } else if ( m.type === 2 ) { // bone
  492. // TODO: implement
  493. } else if ( m.type === 3 ) { // uv
  494. // TODO: implement
  495. } else if ( m.type === 4 ) { // additional uv1
  496. // TODO: implement
  497. } else if ( m.type === 5 ) { // additional uv2
  498. // TODO: implement
  499. } else if ( m.type === 6 ) { // additional uv3
  500. // TODO: implement
  501. } else if ( m.type === 7 ) { // additional uv4
  502. // TODO: implement
  503. } else if ( m.type === 8 ) { // material
  504. // TODO: implement
  505. }
  506. }
  507. morphTargets.push( params );
  508. attributes.push( attribute );
  509. }
  510. geometry.morphTargets = morphTargets;
  511. geometry.morphAttributes.position = attributes;
  512. };
  513. var initMaterials = function () {
  514. var textures = [];
  515. var textureLoader = new THREE.TextureLoader( scope.manager );
  516. var tgaLoader = new THREE.TGALoader( scope.manager );
  517. var canvas = document.createElement( 'canvas' );
  518. var context = canvas.getContext( '2d' );
  519. var offset = 0;
  520. var materialParams = [];
  521. function loadTexture( filePath, params ) {
  522. if ( params === undefined ) {
  523. params = {};
  524. }
  525. var fullPath;
  526. if ( params.defaultTexturePath === true ) {
  527. try {
  528. fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
  529. } catch ( e ) {
  530. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' );
  531. fullPath = scope.defaultToonTextures[ 0 ];
  532. }
  533. } else {
  534. fullPath = texturePath + filePath;
  535. }
  536. var loader = THREE.Loader.Handlers.get( fullPath );
  537. if ( loader === null ) {
  538. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  539. }
  540. var texture = loader.load( fullPath, function ( t ) {
  541. // MMD toon texture is Axis-Y oriented
  542. // but Three.js gradient map is Axis-X oriented.
  543. // So here replaces the toon texture image with the rotated one.
  544. if ( params.isToonTexture === true ) {
  545. var image = t.image;
  546. var width = image.width;
  547. var height = image.height;
  548. canvas.width = width;
  549. canvas.height = height;
  550. context.clearRect( 0, 0, width, height );
  551. context.translate( width / 2.0, height / 2.0 );
  552. context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  553. context.translate( -width / 2.0, -height / 2.0 );
  554. context.drawImage( image, 0, 0 );
  555. t.image = context.getImageData( 0, 0, width, height );
  556. }
  557. t.flipY = false;
  558. t.wrapS = THREE.RepeatWrapping;
  559. t.wrapT = THREE.RepeatWrapping;
  560. if ( params.sphericalReflectionMapping === true ) {
  561. t.mapping = THREE.SphericalReflectionMapping;
  562. }
  563. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  564. texture.readyCallbacks[ i ]( texture );
  565. }
  566. delete texture.readyCallbacks;
  567. }, onProgress, onError );
  568. texture.readyCallbacks = [];
  569. var uuid = THREE.Math.generateUUID();
  570. textures[ uuid ] = texture;
  571. return uuid;
  572. }
  573. function getTexture( name, textures ) {
  574. if ( textures[ name ] === undefined ) {
  575. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  576. }
  577. return textures[ name ];
  578. }
  579. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  580. var m = model.materials[ i ];
  581. var params = {};
  582. params.faceOffset = offset;
  583. params.faceNum = m.faceCount;
  584. offset += m.faceCount;
  585. params.name = m.name;
  586. /*
  587. * Color
  588. *
  589. * MMD MeshPhongMaterial
  590. * diffuse - color
  591. * specular - specular
  592. * ambient - emissive * a
  593. * (a = 1.0 without map texture or 0.2 with map texture)
  594. *
  595. * MeshPhongMaterial doesn't have ambient. Set it to emissive instead.
  596. * It'll be too bright if material has map texture so using coef 0.2.
  597. */
  598. params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
  599. params.opacity = m.diffuse[ 3 ];
  600. params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
  601. params.shininess = m.shininess;
  602. if ( params.opacity === 1.0 ) {
  603. params.side = THREE.FrontSide;
  604. params.transparent = false;
  605. } else {
  606. params.side = THREE.DoubleSide;
  607. params.transparent = true;
  608. }
  609. if ( model.metadata.format === 'pmd' ) {
  610. if ( m.fileName ) {
  611. var fileName = m.fileName;
  612. var fileNames = [];
  613. var index = fileName.lastIndexOf( '*' );
  614. if ( index >= 0 ) {
  615. fileNames.push( fileName.slice( 0, index ) );
  616. fileNames.push( fileName.slice( index + 1 ) );
  617. } else {
  618. fileNames.push( fileName );
  619. }
  620. for ( var j = 0; j < fileNames.length; j++ ) {
  621. var n = fileNames[ j ];
  622. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  623. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  624. if ( n.indexOf( '.sph' ) >= 0 ) {
  625. params.envMapType = THREE.MultiplyOperation;
  626. } else {
  627. params.envMapType = THREE.AddOperation;
  628. }
  629. } else {
  630. params.map = loadTexture( n );
  631. }
  632. }
  633. }
  634. } else {
  635. if ( m.textureIndex !== -1 ) {
  636. var n = model.textures[ m.textureIndex ];
  637. params.map = loadTexture( n );
  638. }
  639. // TODO: support m.envFlag === 3
  640. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  641. var n = model.textures[ m.envTextureIndex ];
  642. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  643. if ( m.envFlag === 1 ) {
  644. params.envMapType = THREE.MultiplyOperation;
  645. } else {
  646. params.envMapType = THREE.AddOperation;
  647. }
  648. }
  649. }
  650. var coef = ( params.map === undefined ) ? 1.0 : 0.2;
  651. params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
  652. materialParams.push( params );
  653. }
  654. for ( var i = 0; i < materialParams.length; i++ ) {
  655. var p = materialParams[ i ];
  656. var p2 = model.materials[ i ];
  657. var m = new THREE.MeshPhongMaterial();
  658. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  659. if ( p.name !== undefined ) m.name = p.name;
  660. m.skinning = geometry.bones.length > 0 ? true : false;
  661. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  662. m.lights = true;
  663. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  664. m.transparent = p.transparent;
  665. m.fog = true;
  666. m.blending = THREE.CustomBlending;
  667. m.blendSrc = THREE.SrcAlphaFactor;
  668. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  669. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  670. m.blendDstAlpha = THREE.DstAlphaFactor;
  671. if ( p.map !== undefined ) {
  672. m.faceOffset = p.faceOffset;
  673. m.faceNum = p.faceNum;
  674. // Check if this part of the texture image the material uses requires transparency
  675. function checkTextureTransparency ( m ) {
  676. m.map.readyCallbacks.push( function ( t ) {
  677. // Is there any efficient ways?
  678. function createImageData ( image ) {
  679. var c = document.createElement( 'canvas' );
  680. c.width = image.width;
  681. c.height = image.height;
  682. var ctx = c.getContext( '2d' );
  683. ctx.drawImage( image, 0, 0 );
  684. return ctx.getImageData( 0, 0, c.width, c.height );
  685. }
  686. function detectTextureTransparency( image, uvs, indices ) {
  687. var width = image.width;
  688. var height = image.height;
  689. var data = image.data;
  690. var threshold = 253;
  691. if ( data.length / ( width * height ) !== 4 ) {
  692. return false;
  693. }
  694. for ( var i = 0; i < indices.length; i += 3 ) {
  695. var centerUV = { x: 0.0, y: 0.0 };
  696. for ( var j = 0; j < 3; j++ ) {
  697. var index = indices[ i * 3 + j ];
  698. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  699. if ( getAlphaByUv( image, uv ) < threshold ) {
  700. return true;
  701. }
  702. centerUV.x += uv.x;
  703. centerUV.y += uv.y;
  704. }
  705. centerUV.x /= 3;
  706. centerUV.y /= 3;
  707. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  708. return true;
  709. }
  710. }
  711. return false;
  712. }
  713. /*
  714. * This method expects
  715. * t.flipY = false
  716. * t.wrapS = THREE.RepeatWrapping
  717. * t.wrapT = THREE.RepeatWrapping
  718. * TODO: more precise
  719. */
  720. function getAlphaByUv ( image, uv ) {
  721. var width = image.width;
  722. var height = image.height;
  723. var x = Math.round( uv.x * width ) % width;
  724. var y = Math.round( uv.y * height ) % height;
  725. if ( x < 0 ) {
  726. x += width;
  727. }
  728. if ( y < 0 ) {
  729. y += height;
  730. }
  731. var index = y * width + x;
  732. return image.data[ index * 4 + 3 ];
  733. }
  734. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  735. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  736. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  737. delete m.faceOffset;
  738. delete m.faceNum;
  739. } );
  740. }
  741. m.map = getTexture( p.map, textures );
  742. checkTextureTransparency( m );
  743. }
  744. if ( p.envMap !== undefined ) {
  745. m.envMap = getTexture( p.envMap, textures );
  746. m.combine = p.envMapType;
  747. // TODO: WebGLRenderer should automatically update?
  748. m.envMap.readyCallbacks.push( function ( t ) {
  749. m.needsUpdate = true;
  750. } );
  751. }
  752. m.opacity = p.opacity;
  753. m.color = p.color;
  754. if ( p.emissive !== undefined ) {
  755. m.emissive = p.emissive;
  756. }
  757. m.specular = p.specular;
  758. m.shininess = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  759. if ( model.metadata.format === 'pmd' ) {
  760. function isDefaultToonTexture ( n ) {
  761. if ( n.length !== 10 ) {
  762. return false;
  763. }
  764. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  765. }
  766. m.outlineParameters = {
  767. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  768. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  769. alpha: 1.0
  770. };
  771. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  772. var toonFileName = ( p2.toonIndex === -1 ) ? 'toon00.bmp' : model.toonTextures[ p2.toonIndex ].fileName;
  773. var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToonTexture( toonFileName ) } );
  774. m.gradientMap = getTexture( uuid, textures );
  775. } else {
  776. m.outlineParameters = {
  777. thickness: p2.edgeSize / 300,
  778. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  779. alpha: p2.edgeColor[ 3 ]
  780. };
  781. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  782. var toonFileName, isDefaultToon;
  783. if ( p2.toonIndex === -1 || p2.toonFlag !== 0 ) {
  784. var num = p2.toonIndex + 1;
  785. toonFileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  786. isDefaultToon = true;
  787. } else {
  788. toonFileName = model.textures[ p2.toonIndex ];
  789. isDefaultToon = false;
  790. }
  791. var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToon } );
  792. m.gradientMap = getTexture( uuid, textures );
  793. }
  794. material.materials.push( m );
  795. }
  796. if ( model.metadata.format === 'pmx' ) {
  797. function checkAlphaMorph ( morph, elements ) {
  798. if ( morph.type !== 8 ) {
  799. return;
  800. }
  801. for ( var i = 0; i < elements.length; i++ ) {
  802. var e = elements[ i ];
  803. if ( e.index === -1 ) {
  804. continue;
  805. }
  806. var m = material.materials[ e.index ];
  807. if ( m.opacity !== e.diffuse[ 3 ] ) {
  808. m.transparent = true;
  809. }
  810. }
  811. }
  812. for ( var i = 0; i < model.morphs.length; i++ ) {
  813. var morph = model.morphs[ i ];
  814. var elements = morph.elements;
  815. if ( morph.type === 0 ) {
  816. for ( var j = 0; j < elements.length; j++ ) {
  817. var morph2 = model.morphs[ elements[ j ].index ];
  818. var elements2 = morph2.elements;
  819. checkAlphaMorph( morph2, elements2 );
  820. }
  821. } else {
  822. checkAlphaMorph( morph, elements );
  823. }
  824. }
  825. }
  826. };
  827. var initPhysics = function () {
  828. var rigidBodies = [];
  829. var constraints = [];
  830. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  831. var b = model.rigidBodies[ i ];
  832. var keys = Object.keys( b );
  833. var p = {};
  834. for ( var j = 0; j < keys.length; j++ ) {
  835. var key = keys[ j ];
  836. p[ key ] = b[ key ];
  837. }
  838. /*
  839. * RigidBody position parameter in PMX seems global position
  840. * while the one in PMD seems offset from corresponding bone.
  841. * So unify being offset.
  842. */
  843. if ( model.metadata.format === 'pmx' ) {
  844. if ( p.boneIndex !== -1 ) {
  845. var bone = model.bones[ p.boneIndex ];
  846. p.position[ 0 ] -= bone.position[ 0 ];
  847. p.position[ 1 ] -= bone.position[ 1 ];
  848. p.position[ 2 ] -= bone.position[ 2 ];
  849. }
  850. }
  851. rigidBodies.push( p );
  852. }
  853. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  854. var c = model.constraints[ i ];
  855. var keys = Object.keys( c );
  856. var p = {};
  857. for ( var j = 0; j < keys.length; j++ ) {
  858. var key = keys[ j ];
  859. p[ key ] = c[ key ];
  860. }
  861. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  862. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  863. /*
  864. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  865. */
  866. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  867. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  868. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  869. bodyB.type = 1;
  870. }
  871. }
  872. constraints.push( p );
  873. }
  874. geometry.rigidBodies = rigidBodies;
  875. geometry.constraints = constraints;
  876. };
  877. var initGeometry = function () {
  878. geometry.setIndex( new ( buffer.indices.length > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute )( buffer.indices, 1 ) );
  879. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
  880. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
  881. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
  882. geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
  883. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
  884. geometry.computeBoundingSphere();
  885. geometry.mmdFormat = model.metadata.format;
  886. };
  887. initVartices();
  888. initFaces();
  889. initBones();
  890. initIKs();
  891. initGrants();
  892. initMorphs();
  893. initMaterials();
  894. initPhysics();
  895. initGeometry();
  896. var mesh = new THREE.SkinnedMesh( geometry, material );
  897. // console.log( mesh ); // for console debug
  898. return mesh;
  899. };
  900. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  901. var helper = new THREE.MMDLoader.DataCreationHelper();
  902. var initMotionAnimations = function () {
  903. if ( vmd.metadata.motionCount === 0 ) {
  904. return;
  905. }
  906. var bones = mesh.geometry.bones;
  907. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  908. var tracks = [];
  909. var pushInterpolation = function ( array, interpolation, index ) {
  910. array.push( interpolation[ index + 0 ] / 127 ); // x1
  911. array.push( interpolation[ index + 8 ] / 127 ); // x2
  912. array.push( interpolation[ index + 4 ] / 127 ); // y1
  913. array.push( interpolation[ index + 12 ] / 127 ); // y2
  914. };
  915. for ( var i = 0; i < orderedMotions.length; i++ ) {
  916. var times = [];
  917. var positions = [];
  918. var rotations = [];
  919. var pInterpolations = [];
  920. var rInterpolations = [];
  921. var bone = bones[ i ];
  922. var array = orderedMotions[ i ];
  923. for ( var j = 0; j < array.length; j++ ) {
  924. var time = array[ j ].frameNum / 30;
  925. var pos = array[ j ].position;
  926. var rot = array[ j ].rotation;
  927. var interpolation = array[ j ].interpolation;
  928. times.push( time );
  929. for ( var k = 0; k < 3; k ++ ) {
  930. positions.push( bone.pos[ k ] + pos[ k ] );
  931. }
  932. for ( var k = 0; k < 4; k ++ ) {
  933. rotations.push( rot[ k ] );
  934. }
  935. for ( var k = 0; k < 3; k ++ ) {
  936. pushInterpolation( pInterpolations, interpolation, k );
  937. }
  938. pushInterpolation( rInterpolations, interpolation, 3 );
  939. }
  940. if ( times.length === 0 ) continue;
  941. var boneName = '.bones[' + bone.name + ']';
  942. tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
  943. tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
  944. }
  945. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  946. if ( clip !== null ) {
  947. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  948. mesh.geometry.animations.push( clip );
  949. }
  950. };
  951. var initMorphAnimations = function () {
  952. if ( vmd.metadata.morphCount === 0 ) {
  953. return;
  954. }
  955. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  956. var tracks = [];
  957. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  958. var times = [];
  959. var values = [];
  960. var array = orderedMorphs[ i ];
  961. for ( var j = 0; j < array.length; j++ ) {
  962. times.push( array[ j ].frameNum / 30 );
  963. values.push( array[ j ].weight );
  964. }
  965. if ( times.length === 0 ) continue;
  966. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  967. }
  968. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  969. if ( clip !== null ) {
  970. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  971. mesh.geometry.animations.push( clip );
  972. }
  973. };
  974. initMotionAnimations();
  975. initMorphAnimations();
  976. };
  977. THREE.MMDLoader.DataCreationHelper = function () {
  978. };
  979. THREE.MMDLoader.DataCreationHelper.prototype = {
  980. constructor: THREE.MMDLoader.DataCreationHelper,
  981. /*
  982. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  983. * In such a case, use this method to convert it to Unicode hex charcode strings,
  984. * like 'あいう' -> '0x30420x30440x3046'
  985. */
  986. toCharcodeStrings: function ( s ) {
  987. var str = '';
  988. for ( var i = 0; i < s.length; i++ ) {
  989. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  990. }
  991. return str;
  992. },
  993. createDictionary: function ( array ) {
  994. var dict = {};
  995. for ( var i = 0; i < array.length; i++ ) {
  996. dict[ array[ i ].name ] = i;
  997. }
  998. return dict;
  999. },
  1000. initializeMotionArrays: function ( array ) {
  1001. var result = [];
  1002. for ( var i = 0; i < array.length; i++ ) {
  1003. result[ i ] = [];
  1004. }
  1005. return result;
  1006. },
  1007. sortMotionArray: function ( array ) {
  1008. array.sort( function ( a, b ) {
  1009. return a.frameNum - b.frameNum;
  1010. } ) ;
  1011. },
  1012. sortMotionArrays: function ( arrays ) {
  1013. for ( var i = 0; i < arrays.length; i++ ) {
  1014. this.sortMotionArray( arrays[ i ] );
  1015. }
  1016. },
  1017. createMotionArray: function ( array ) {
  1018. var result = [];
  1019. for ( var i = 0; i < array.length; i++ ) {
  1020. result.push( array[ i ] );
  1021. }
  1022. return result;
  1023. },
  1024. createMotionArrays: function ( array, result, dict, key ) {
  1025. for ( var i = 0; i < array.length; i++ ) {
  1026. var a = array[ i ];
  1027. var num = dict[ a[ key ] ];
  1028. if ( num === undefined ) {
  1029. continue;
  1030. }
  1031. result[ num ].push( a );
  1032. }
  1033. },
  1034. createOrderedMotionArray: function ( array ) {
  1035. var result = this.createMotionArray( array );
  1036. this.sortMotionArray( result );
  1037. return result;
  1038. },
  1039. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1040. var dict = this.createDictionary( targetArray );
  1041. var result = this.initializeMotionArrays( targetArray );
  1042. this.createMotionArrays( motionArray, result, dict, key );
  1043. this.sortMotionArrays( result );
  1044. return result;
  1045. }
  1046. };
  1047. /*
  1048. * extends existing KeyframeTrack for bone and camera animation.
  1049. * - use Float64Array for times
  1050. * - use Cubic Bezier curves interpolation
  1051. */
  1052. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1053. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1054. THREE.VectorKeyframeTrack.call( this, name, times, values );
  1055. };
  1056. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1057. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1058. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1059. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1060. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1061. };
  1062. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1063. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1064. };
  1065. THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1066. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1067. THREE.QuaternionKeyframeTrack.call( this, name, times, values );
  1068. };
  1069. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
  1070. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
  1071. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1072. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1073. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1074. };
  1075. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1076. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1077. };
  1078. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1079. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1080. THREE.NumberKeyframeTrack.call( this, name, times, values );
  1081. };
  1082. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1083. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1084. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1085. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1086. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1087. };
  1088. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1089. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1090. };
  1091. THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1092. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1093. this.params = params;
  1094. }
  1095. THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
  1096. THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
  1097. THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
  1098. var result = this.resultBuffer;
  1099. var values = this.sampleValues;
  1100. var stride = this.valueSize;
  1101. var offset1 = i1 * stride;
  1102. var offset0 = offset1 - stride;
  1103. var weight1 = ( t - t0 ) / ( t1 - t0 );
  1104. if ( stride === 4 ) { // Quaternion
  1105. var x1 = this.params[ i1 * 4 + 0 ];
  1106. var x2 = this.params[ i1 * 4 + 1 ];
  1107. var y1 = this.params[ i1 * 4 + 2 ];
  1108. var y2 = this.params[ i1 * 4 + 3 ];
  1109. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1110. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1111. } else if ( stride === 3 ) { // Vector3
  1112. for ( var i = 0; i !== stride; ++ i ) {
  1113. var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
  1114. var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
  1115. var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
  1116. var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
  1117. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1118. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1119. }
  1120. } else { // Number
  1121. var x1 = this.params[ i1 * 4 + 0 ];
  1122. var x2 = this.params[ i1 * 4 + 1 ];
  1123. var y1 = this.params[ i1 * 4 + 2 ];
  1124. var y2 = this.params[ i1 * 4 + 3 ];
  1125. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1126. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1127. }
  1128. return result;
  1129. };
  1130. THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
  1131. /*
  1132. * Cubic Bezier curves
  1133. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1134. *
  1135. * B(t) = ( 1 - t ) ^ 3 * P0
  1136. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1137. * + 3 * ( 1 - t ) * t^2 * P2
  1138. * + t ^ 3 * P3
  1139. * ( 0 <= t <= 1 )
  1140. *
  1141. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1142. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1143. *
  1144. * x = ( 1 - t ) ^ 3 * x0
  1145. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1146. * + 3 * ( 1 - t ) * t^2 * x2
  1147. * + t ^ 3 * x3
  1148. * y = ( 1 - t ) ^ 3 * y0
  1149. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1150. * + 3 * ( 1 - t ) * t^2 * y2
  1151. * + t ^ 3 * y3
  1152. * ( x0 = 0, y0 = 0 )
  1153. * ( x3 = 1, y3 = 1 )
  1154. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1155. *
  1156. * Here solves this equation with Bisection method,
  1157. * https://en.wikipedia.org/wiki/Bisection_method
  1158. * gets t, and then calculate y.
  1159. *
  1160. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1161. * + 3 * ( 1 - t ) * t^2 * x2
  1162. * + t ^ 3 - x = 0
  1163. *
  1164. * (Another option: Newton's method
  1165. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1166. */
  1167. var c = 0.5;
  1168. var t = c;
  1169. var s = 1.0 - t;
  1170. var loop = 15;
  1171. var eps = 1e-5;
  1172. var math = Math;
  1173. var sst3, stt3, ttt;
  1174. for ( var i = 0; i < loop; i ++ ) {
  1175. sst3 = 3.0 * s * s * t;
  1176. stt3 = 3.0 * s * t * t;
  1177. ttt = t * t * t;
  1178. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1179. if ( math.abs( ft ) < eps ) break;
  1180. c /= 2.0;
  1181. t += ( ft < 0 ) ? c : -c;
  1182. s = 1.0 - t;
  1183. }
  1184. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1185. };
  1186. THREE.MMDAudioManager = function ( audio, listener, p ) {
  1187. var params = ( p === null || p === undefined ) ? {} : p;
  1188. this.audio = audio;
  1189. this.listener = listener;
  1190. this.elapsedTime = 0.0;
  1191. this.currentTime = 0.0;
  1192. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  1193. this.audioDuration = this.audio.source.buffer.duration;
  1194. this.duration = this.audioDuration + this.delayTime;
  1195. };
  1196. THREE.MMDAudioManager.prototype = {
  1197. constructor: THREE.MMDAudioManager,
  1198. control: function ( delta ) {
  1199. this.elapsed += delta;
  1200. this.currentTime += delta;
  1201. if ( this.checkIfStopAudio() ) {
  1202. this.audio.stop();
  1203. }
  1204. if ( this.checkIfStartAudio() ) {
  1205. this.audio.play();
  1206. }
  1207. },
  1208. checkIfStartAudio: function () {
  1209. if ( this.audio.isPlaying ) {
  1210. return false;
  1211. }
  1212. while ( this.currentTime >= this.duration ) {
  1213. this.currentTime -= this.duration;
  1214. }
  1215. if ( this.currentTime < this.delayTime ) {
  1216. return false;
  1217. }
  1218. this.audio.startTime = this.currentTime - this.delayTime;
  1219. return true;
  1220. },
  1221. checkIfStopAudio: function () {
  1222. if ( ! this.audio.isPlaying ) {
  1223. return false;
  1224. }
  1225. if ( this.currentTime >= this.duration ) {
  1226. return true;
  1227. }
  1228. return false;
  1229. }
  1230. };
  1231. THREE.MMDGrantSolver = function ( mesh ) {
  1232. this.mesh = mesh;
  1233. };
  1234. THREE.MMDGrantSolver.prototype = {
  1235. constructor: THREE.MMDGrantSolver,
  1236. update: function () {
  1237. var q = new THREE.Quaternion();
  1238. return function () {
  1239. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  1240. var g = this.mesh.geometry.grants[ i ];
  1241. var b = this.mesh.skeleton.bones[ g.index ];
  1242. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  1243. if ( g.isLocal ) {
  1244. // TODO: implement
  1245. if ( g.affectPosition ) {
  1246. }
  1247. // TODO: implement
  1248. if ( g.affectRotation ) {
  1249. }
  1250. } else {
  1251. // TODO: implement
  1252. if ( g.affectPosition ) {
  1253. }
  1254. if ( g.affectRotation ) {
  1255. q.set( 0, 0, 0, 1 );
  1256. q.slerp( pb.quaternion, g.ratio );
  1257. b.quaternion.multiply( q );
  1258. }
  1259. }
  1260. }
  1261. };
  1262. }()
  1263. };
  1264. THREE.MMDHelper = function ( renderer ) {
  1265. this.renderer = renderer;
  1266. this.outlineEffect = null;
  1267. this.effect = null;
  1268. this.autoClear = true;
  1269. this.meshes = [];
  1270. this.doAnimation = true;
  1271. this.doIk = true;
  1272. this.doGrant = true;
  1273. this.doPhysics = true;
  1274. this.doOutlineDrawing = true;
  1275. this.doCameraAnimation = true;
  1276. this.audioManager = null;
  1277. this.camera = null;
  1278. this.init();
  1279. };
  1280. THREE.MMDHelper.prototype = {
  1281. constructor: THREE.MMDHelper,
  1282. init: function () {
  1283. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  1284. var size = this.renderer.getSize();
  1285. this.setSize( size.width, size.height );
  1286. },
  1287. add: function ( mesh ) {
  1288. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  1289. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  1290. }
  1291. if ( mesh.mixer === undefined ) mesh.mixer = null;
  1292. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  1293. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  1294. if ( mesh.physics === undefined ) mesh.physics = null;
  1295. if ( mesh.looped === undefined ) mesh.looped = false;
  1296. this.meshes.push( mesh );
  1297. // workaround until I make IK and Physics Animation plugin
  1298. this.initBackupBones( mesh );
  1299. },
  1300. setSize: function ( width, height ) {
  1301. this.outlineEffect.setSize( width, height );
  1302. },
  1303. /*
  1304. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  1305. * In such a case, try to set doOutlineDrawing = false or
  1306. * manually comment out renderer.clear() in *Effect.render().
  1307. */
  1308. setEffect: function ( effect ) {
  1309. this.effect = effect;
  1310. },
  1311. setAudio: function ( audio, listener, params ) {
  1312. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  1313. },
  1314. setCamera: function ( camera ) {
  1315. camera.mixer = null;
  1316. this.camera = camera;
  1317. },
  1318. setPhysicses: function ( params ) {
  1319. for ( var i = 0; i < this.meshes.length; i++ ) {
  1320. this.setPhysics( this.meshes[ i ], params );
  1321. }
  1322. },
  1323. setPhysics: function ( mesh, params ) {
  1324. if ( params === undefined ) params = {};
  1325. var warmup = params.warmup !== undefined ? params.warmup : 60;
  1326. var physics = new THREE.MMDPhysics( mesh, params );
  1327. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  1328. this.animateOneMesh( 0, mesh );
  1329. physics.reset();
  1330. }
  1331. physics.warmup( warmup );
  1332. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  1333. mesh.physics = physics;
  1334. },
  1335. enablePhysics: function ( enabled ) {
  1336. if ( enabled === true ) {
  1337. this.doPhysics = true;
  1338. } else {
  1339. this.doPhysics = false;
  1340. }
  1341. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1342. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  1343. }
  1344. },
  1345. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  1346. var iks = mesh.geometry.iks;
  1347. var bones = mesh.geometry.bones;
  1348. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  1349. var ik = iks[ j ];
  1350. var links = ik.links;
  1351. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  1352. var link = links[ k ];
  1353. if ( physicsEnabled === true ) {
  1354. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  1355. // because its rotation will be overriden by physics
  1356. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  1357. } else {
  1358. link.enabled = true;
  1359. }
  1360. }
  1361. }
  1362. },
  1363. setAnimations: function () {
  1364. for ( var i = 0; i < this.meshes.length; i++ ) {
  1365. this.setAnimation( this.meshes[ i ] );
  1366. }
  1367. },
  1368. setAnimation: function ( mesh ) {
  1369. if ( mesh.geometry.animations !== undefined ) {
  1370. mesh.mixer = new THREE.AnimationMixer( mesh );
  1371. // TODO: find a workaround not to access (seems like) private properties
  1372. // the name of them begins with "_".
  1373. mesh.mixer.addEventListener( 'loop', function ( e ) {
  1374. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  1375. var mesh = e.target._root;
  1376. mesh.looped = true;
  1377. } );
  1378. var foundAnimation = false;
  1379. var foundMorphAnimation = false;
  1380. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  1381. var clip = mesh.geometry.animations[ i ];
  1382. var action = mesh.mixer.clipAction( clip );
  1383. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  1384. if ( ! foundMorphAnimation ) {
  1385. action.play();
  1386. foundMorphAnimation = true;
  1387. }
  1388. } else {
  1389. if ( ! foundAnimation ) {
  1390. action.play();
  1391. foundAnimation = true;
  1392. }
  1393. }
  1394. }
  1395. if ( foundAnimation ) {
  1396. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  1397. if ( mesh.geometry.grants !== undefined ) {
  1398. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  1399. }
  1400. }
  1401. }
  1402. },
  1403. setCameraAnimation: function ( camera ) {
  1404. if ( camera.animations !== undefined ) {
  1405. camera.mixer = new THREE.AnimationMixer( camera );
  1406. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  1407. }
  1408. },
  1409. /*
  1410. * detect the longest duration among model, camera, and audio animations and then
  1411. * set it to them to sync.
  1412. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  1413. * to access them for safe and modularity.
  1414. */
  1415. unifyAnimationDuration: function ( params ) {
  1416. params = params === undefined ? {} : params;
  1417. var max = 0.0;
  1418. var camera = this.camera;
  1419. var audioManager = this.audioManager;
  1420. // check the longest duration
  1421. for ( var i = 0; i < this.meshes.length; i++ ) {
  1422. var mesh = this.meshes[ i ];
  1423. var mixer = mesh.mixer;
  1424. if ( mixer === null ) {
  1425. continue;
  1426. }
  1427. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1428. var action = mixer._actions[ j ];
  1429. max = Math.max( max, action._clip.duration );
  1430. }
  1431. }
  1432. if ( camera !== null && camera.mixer !== null ) {
  1433. var mixer = camera.mixer;
  1434. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1435. var action = mixer._actions[ i ];
  1436. max = Math.max( max, action._clip.duration );
  1437. }
  1438. }
  1439. if ( audioManager !== null ) {
  1440. max = Math.max( max, audioManager.duration );
  1441. }
  1442. if ( params.afterglow !== undefined ) {
  1443. max += params.afterglow;
  1444. }
  1445. // set the duration
  1446. for ( var i = 0; i < this.meshes.length; i++ ) {
  1447. var mesh = this.meshes[ i ];
  1448. var mixer = mesh.mixer;
  1449. if ( mixer === null ) {
  1450. continue;
  1451. }
  1452. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1453. var action = mixer._actions[ j ];
  1454. action._clip.duration = max;
  1455. }
  1456. }
  1457. if ( camera !== null && camera.mixer !== null ) {
  1458. var mixer = camera.mixer;
  1459. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1460. var action = mixer._actions[ i ];
  1461. action._clip.duration = max;
  1462. }
  1463. }
  1464. if ( audioManager !== null ) {
  1465. audioManager.duration = max;
  1466. }
  1467. },
  1468. controlAudio: function ( delta ) {
  1469. if ( this.audioManager === null ) {
  1470. return;
  1471. }
  1472. this.audioManager.control( delta );
  1473. },
  1474. animate: function ( delta ) {
  1475. this.controlAudio( delta );
  1476. for ( var i = 0; i < this.meshes.length; i++ ) {
  1477. this.animateOneMesh( delta, this.meshes[ i ] );
  1478. }
  1479. this.animateCamera( delta );
  1480. },
  1481. animateOneMesh: function ( delta, mesh ) {
  1482. var mixer = mesh.mixer;
  1483. var ikSolver = mesh.ikSolver;
  1484. var grantSolver = mesh.grantSolver;
  1485. var physics = mesh.physics;
  1486. if ( mixer !== null && this.doAnimation === true ) {
  1487. // restore/backupBones are workaround
  1488. // until I make IK, Grant, and Physics Animation plugin
  1489. this.restoreBones( mesh );
  1490. mixer.update( delta );
  1491. this.backupBones( mesh );
  1492. }
  1493. if ( ikSolver !== null && this.doIk === true ) {
  1494. ikSolver.update();
  1495. }
  1496. if ( grantSolver !== null && this.doGrant === true ) {
  1497. grantSolver.update();
  1498. }
  1499. if ( mesh.looped === true ) {
  1500. if ( physics !== null ) physics.reset();
  1501. mesh.looped = false;
  1502. }
  1503. if ( physics !== null && this.doPhysics === true ) {
  1504. physics.update( delta );
  1505. }
  1506. },
  1507. animateCamera: function ( delta ) {
  1508. if ( this.camera === null ) {
  1509. return;
  1510. }
  1511. var mixer = this.camera.mixer;
  1512. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  1513. mixer.update( delta );
  1514. // TODO: Let PerspectiveCamera automatically update?
  1515. this.camera.updateProjectionMatrix();
  1516. this.camera.up.set( 0, 1, 0 );
  1517. this.camera.up.applyQuaternion( this.camera.quaternion );
  1518. this.camera.lookAt( this.camera.center );
  1519. }
  1520. },
  1521. render: function ( scene, camera ) {
  1522. if ( this.effect === null ) {
  1523. if ( this.doOutlineDrawing ) {
  1524. this.outlineEffect.autoClear = this.autoClear;
  1525. this.outlineEffect.render( scene, camera );
  1526. } else {
  1527. var currentAutoClear = this.renderer.autoClear;
  1528. this.renderer.autoClear = this.autoClear;
  1529. this.renderer.render( scene, camera );
  1530. this.renderer.autoClear = currentAutoClear;
  1531. }
  1532. } else {
  1533. var currentAutoClear = this.renderer.autoClear;
  1534. this.renderer.autoClear = this.autoClear;
  1535. if ( this.doOutlineDrawing ) {
  1536. this.renderWithEffectAndOutline( scene, camera );
  1537. } else {
  1538. this.effect.render( scene, camera );
  1539. }
  1540. this.renderer.autoClear = currentAutoClear;
  1541. }
  1542. },
  1543. /*
  1544. * Currently(r82 dev) there's no way to render with two Effects
  1545. * then attempt to get them to coordinately run by myself.
  1546. *
  1547. * What this method does
  1548. * 1. let OutlineEffect make outline materials (only once)
  1549. * 2. render normally with effect
  1550. * 3. set outline materials
  1551. * 4. render outline with effect
  1552. * 5. restore original materials
  1553. */
  1554. renderWithEffectAndOutline: function ( scene, camera ) {
  1555. var hasOutlineMaterial = false;
  1556. function checkIfObjectHasOutlineMaterial ( object ) {
  1557. if ( object.material === undefined ) return;
  1558. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  1559. }
  1560. function setOutlineMaterial ( object ) {
  1561. if ( object.material === undefined ) return;
  1562. if ( object.userData.outlineMaterial === undefined ) return;
  1563. object.userData.originalMaterial = object.material;
  1564. object.material = object.userData.outlineMaterial;
  1565. }
  1566. function restoreOriginalMaterial ( object ) {
  1567. if ( object.material === undefined ) return;
  1568. if ( object.userData.originalMaterial === undefined ) return;
  1569. object.material = object.userData.originalMaterial;
  1570. }
  1571. return function renderWithEffectAndOutline( scene, camera ) {
  1572. hasOutlineMaterial = false;
  1573. var forceClear = false;
  1574. scene.traverse( checkIfObjectHasOutlineMaterial );
  1575. if ( ! hasOutlineMaterial ) {
  1576. this.outlineEffect.render( scene, camera );
  1577. forceClear = true;
  1578. scene.traverse( checkIfObjectHasOutlineMaterial );
  1579. }
  1580. if ( hasOutlineMaterial ) {
  1581. this.renderer.autoClear = this.autoClear || forceClear;
  1582. this.effect.render( scene, camera );
  1583. scene.traverse( setOutlineMaterial );
  1584. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  1585. this.renderer.autoClear = false;
  1586. this.renderer.shadowMap.enabled = false;
  1587. this.effect.render( scene, camera );
  1588. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  1589. scene.traverse( restoreOriginalMaterial );
  1590. } else {
  1591. this.outlineEffect.autoClear = this.autoClear || forceClear;
  1592. this.outlineEffect.render( scene, camera );
  1593. }
  1594. }
  1595. }(),
  1596. poseAsVpd: function ( mesh, vpd, params ) {
  1597. if ( params === undefined ) params = {};
  1598. if ( params.preventResetPose !== true ) mesh.pose();
  1599. var bones = mesh.skeleton.bones;
  1600. var bones2 = vpd.bones;
  1601. var table = {};
  1602. for ( var i = 0; i < bones.length; i++ ) {
  1603. table[ bones[ i ].name ] = i;
  1604. }
  1605. var thV = new THREE.Vector3();
  1606. var thQ = new THREE.Quaternion();
  1607. for ( var i = 0; i < bones2.length; i++ ) {
  1608. var b = bones2[ i ];
  1609. var index = table[ b.name ];
  1610. if ( index === undefined ) continue;
  1611. var b2 = bones[ index ];
  1612. var t = b.translation;
  1613. var q = b.quaternion;
  1614. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  1615. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  1616. b2.position.add( thV );
  1617. b2.quaternion.multiply( thQ );
  1618. }
  1619. mesh.updateMatrixWorld( true );
  1620. if ( params.preventIk !== true ) {
  1621. var solver = new THREE.CCDIKSolver( mesh );
  1622. solver.update( params.saveOriginalBonesBeforeIK );
  1623. }
  1624. if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
  1625. var solver = new THREE.MMDGrantSolver( mesh );
  1626. solver.update();
  1627. }
  1628. },
  1629. /*
  1630. * Note: These following three functions are workaround for r74dev.
  1631. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  1632. * when mixer.update() is called.
  1633. * ikSolver.update() and physics.update() change bone position/quaternion
  1634. * without mixer.update() then buffer cache will be inconsistent.
  1635. * So trying to avoid buffer cache inconsistency by doing
  1636. * backup bones position/quaternion right after mixer.update() call
  1637. * and then restore them after rendering.
  1638. */
  1639. initBackupBones: function ( mesh ) {
  1640. mesh.skeleton.backupBones = [];
  1641. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1642. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  1643. }
  1644. },
  1645. backupBones: function ( mesh ) {
  1646. mesh.skeleton.backupBoneIsSaved = true;
  1647. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1648. var b = mesh.skeleton.backupBones[ i ];
  1649. var b2 = mesh.skeleton.bones[ i ];
  1650. b.position.copy( b2.position );
  1651. b.quaternion.copy( b2.quaternion );
  1652. }
  1653. },
  1654. restoreBones: function ( mesh ) {
  1655. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  1656. return;
  1657. }
  1658. mesh.skeleton.backupBoneIsSaved = false;
  1659. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1660. var b = mesh.skeleton.bones[ i ];
  1661. var b2 = mesh.skeleton.backupBones[ i ];
  1662. b.position.copy( b2.position );
  1663. b.quaternion.copy( b2.quaternion );
  1664. }
  1665. }
  1666. };