MMDLoader.js 64 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. this.textureCrossOrigin = null;
  44. };
  45. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  46. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  47. /*
  48. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp
  49. * Users don't need to prepare default texture files.
  50. *
  51. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  52. */
  53. THREE.MMDLoader.prototype.defaultToonTextures = [
  54. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  55. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  56. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  57. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  58. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  59. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  60. '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=',
  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. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  65. ];
  66. /*
  67. * Set 'anonymous' for the the texture image file in other domain
  68. * even if server responds with "Access-Control-Allow-Origin: *"
  69. * because some image operation fails in MMDLoader.
  70. */
  71. THREE.MMDLoader.prototype.setTextureCrossOrigin = function ( value ) {
  72. this.textureCrossOrigin = value;
  73. };
  74. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  75. var scope = this;
  76. this.loadModel( modelUrl, function ( mesh ) {
  77. scope.loadVmds( vmdUrls, function ( vmd ) {
  78. scope.pourVmdIntoModel( mesh, vmd );
  79. callback( mesh );
  80. }, onProgress, onError );
  81. }, onProgress, onError );
  82. };
  83. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  84. var scope = this;
  85. var texturePath = this.extractUrlBase( url );
  86. var modelExtension = this.extractExtension( url );
  87. this.loadFileAsBuffer( url, function ( buffer ) {
  88. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  89. }, onProgress, onError );
  90. };
  91. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  92. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  93. };
  94. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  95. var scope = this;
  96. this.loadFileAsBuffer( url, function ( buffer ) {
  97. callback( scope.parseVmd( buffer ) );
  98. }, onProgress, onError );
  99. };
  100. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  101. var scope = this;
  102. var vmds = [];
  103. function run () {
  104. var url = urls.shift();
  105. scope.loadVmd( url, function ( vmd ) {
  106. vmds.push( vmd );
  107. if ( urls.length > 0 ) {
  108. run();
  109. } else {
  110. callback( scope.mergeVmds( vmds ) );
  111. }
  112. }, onProgress, onError );
  113. }
  114. run();
  115. };
  116. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  117. var listener = new THREE.AudioListener();
  118. var audio = new THREE.Audio( listener );
  119. var loader = new THREE.AudioLoader( this.manager );
  120. loader.load( url, function ( buffer ) {
  121. audio.setBuffer( buffer );
  122. callback( audio, listener );
  123. }, onProgress, onError );
  124. };
  125. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  126. var scope = this;
  127. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  128. func( url, function ( text ) {
  129. callback( scope.parseVpd( text ) );
  130. }, onProgress, onError );
  131. };
  132. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  133. // Should I judge from model data header?
  134. switch( modelExtension.toLowerCase() ) {
  135. case 'pmd':
  136. return this.parsePmd( buffer );
  137. case 'pmx':
  138. return this.parsePmx( buffer );
  139. default:
  140. throw 'extension ' + modelExtension + ' is not supported.';
  141. }
  142. };
  143. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  144. return this.parser.parsePmd( buffer, true );
  145. };
  146. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  147. return this.parser.parsePmx( buffer, true );
  148. };
  149. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  150. return this.parser.parseVmd( buffer, true );
  151. };
  152. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  153. return this.parser.parseVpd( text, true );
  154. };
  155. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  156. return this.parser.mergeVmds( vmds );
  157. };
  158. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  159. this.createAnimation( mesh, vmd, name );
  160. };
  161. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  162. var helper = new THREE.MMDLoader.DataCreationHelper();
  163. var initAnimation = function () {
  164. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  165. var times = [];
  166. var centers = [];
  167. var quaternions = [];
  168. var positions = [];
  169. var fovs = [];
  170. var cInterpolations = [];
  171. var qInterpolations = [];
  172. var pInterpolations = [];
  173. var fInterpolations = [];
  174. var quaternion = new THREE.Quaternion();
  175. var euler = new THREE.Euler();
  176. var position = new THREE.Vector3();
  177. var center = new THREE.Vector3();
  178. var pushVector3 = function ( array, vec ) {
  179. array.push( vec.x );
  180. array.push( vec.y );
  181. array.push( vec.z );
  182. };
  183. var pushQuaternion = function ( array, q ) {
  184. array.push( q.x );
  185. array.push( q.y );
  186. array.push( q.z );
  187. array.push( q.w );
  188. };
  189. var pushInterpolation = function ( array, interpolation, index ) {
  190. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  191. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  192. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  193. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  194. };
  195. var createTrack = function ( node, type, times, values, interpolations ) {
  196. /*
  197. * optimizes here not to let KeyframeTrackPrototype optimize
  198. * because KeyframeTrackPrototype optimizes times and values but
  199. * doesn't optimize interpolations.
  200. */
  201. if ( times.length > 2 ) {
  202. times = times.slice();
  203. values = values.slice();
  204. interpolations = interpolations.slice();
  205. var stride = values.length / times.length;
  206. var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
  207. var aheadIndex = 2;
  208. var index = 1;
  209. for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  210. for ( var i = 0; i < stride; i ++ ) {
  211. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  212. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  213. index ++;
  214. break;
  215. }
  216. }
  217. if ( aheadIndex > index ) {
  218. times[ index ] = times[ aheadIndex ];
  219. for ( var i = 0; i < stride; i ++ ) {
  220. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  221. }
  222. for ( var i = 0; i < interpolateStride; i ++ ) {
  223. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  224. }
  225. }
  226. }
  227. times.length = index + 1;
  228. values.length = ( index + 1 ) * stride;
  229. interpolations.length = ( index + 1 ) * interpolateStride;
  230. }
  231. return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
  232. };
  233. for ( var i = 0; i < orderedMotions.length; i++ ) {
  234. var m = orderedMotions[ i ];
  235. var time = m.frameNum / 30;
  236. var pos = m.position;
  237. var rot = m.rotation;
  238. var distance = m.distance;
  239. var fov = m.fov;
  240. var interpolation = m.interpolation;
  241. position.set( 0, 0, -distance );
  242. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  243. euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
  244. quaternion.setFromEuler( euler );
  245. position.add( center );
  246. position.applyQuaternion( quaternion );
  247. /*
  248. * Note: This is a workaround not to make Animation system calculate lerp
  249. * if the diff from the last frame is 1 frame (in 30fps).
  250. */
  251. if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
  252. times[ times.length - 1 ] = time - 1e-13;
  253. }
  254. times.push( time );
  255. pushVector3( centers, center );
  256. pushQuaternion( quaternions, quaternion );
  257. pushVector3( positions, position );
  258. fovs.push( fov );
  259. for ( var j = 0; j < 3; j ++ ) {
  260. pushInterpolation( cInterpolations, interpolation, j );
  261. }
  262. pushInterpolation( qInterpolations, interpolation, 3 );
  263. // use same one parameter for x, y, z axis.
  264. for ( var j = 0; j < 3; j ++ ) {
  265. pushInterpolation( pInterpolations, interpolation, 4 );
  266. }
  267. pushInterpolation( fInterpolations, interpolation, 5 );
  268. }
  269. if ( times.length === 0 ) return;
  270. var tracks = [];
  271. tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
  272. tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
  273. tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
  274. tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
  275. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  276. if ( clip !== null ) {
  277. if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
  278. if ( camera.animations === undefined ) camera.animations = [];
  279. camera.animations.push( clip );
  280. }
  281. };
  282. initAnimation();
  283. };
  284. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  285. var index = url.lastIndexOf( '.' );
  286. if ( index < 0 ) {
  287. return null;
  288. }
  289. return url.slice( index + 1 );
  290. };
  291. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
  292. var loader = new THREE.FileLoader( this.manager );
  293. if ( mimeType !== undefined ) loader.setMimeType( mimeType );
  294. loader.setResponseType( responseType );
  295. var request = loader.load( url, function ( result ) {
  296. onLoad( result );
  297. }, onProgress, onError );
  298. return request;
  299. };
  300. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  301. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  302. };
  303. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  304. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  305. };
  306. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  307. this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
  308. };
  309. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  310. var scope = this;
  311. var geometry = new THREE.BufferGeometry();
  312. var material = new THREE.MultiMaterial();
  313. var helper = new THREE.MMDLoader.DataCreationHelper();
  314. var buffer = {};
  315. buffer.vertices = [];
  316. buffer.uvs = [];
  317. buffer.normals = [];
  318. buffer.skinIndices = [];
  319. buffer.skinWeights = [];
  320. buffer.indices = [];
  321. var initVartices = function () {
  322. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  323. var v = model.vertices[ i ];
  324. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  325. buffer.vertices.push( v.position[ j ] );
  326. }
  327. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  328. buffer.normals.push( v.normal[ j ] );
  329. }
  330. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  331. buffer.uvs.push( v.uv[ j ] );
  332. }
  333. for ( var j = 0; j < 4; j ++ ) {
  334. buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  335. }
  336. for ( var j = 0; j < 4; j ++ ) {
  337. buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  338. }
  339. }
  340. };
  341. var initFaces = function () {
  342. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  343. var f = model.faces[ i ];
  344. for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
  345. buffer.indices.push( f.indices[ j ] );
  346. }
  347. }
  348. };
  349. var initBones = function () {
  350. var bones = [];
  351. var rigidBodies = model.rigidBodies;
  352. var dictionary = {};
  353. for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
  354. var body = rigidBodies[ i ];
  355. var value = dictionary[ body.boneIndex ];
  356. // keeps greater number if already value is set without any special reasons
  357. value = value === undefined ? body.type : Math.max( body.type, value );
  358. dictionary[ body.boneIndex ] = value;
  359. }
  360. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  361. var bone = {};
  362. var b = model.bones[ i ];
  363. bone.parent = b.parentIndex;
  364. bone.name = b.name;
  365. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  366. bone.rotq = [ 0, 0, 0, 1 ];
  367. bone.scl = [ 1, 1, 1 ];
  368. if ( bone.parent !== -1 ) {
  369. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  370. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  371. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  372. }
  373. bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
  374. bones.push( bone );
  375. }
  376. geometry.bones = bones;
  377. };
  378. var initIKs = function () {
  379. var iks = [];
  380. // TODO: remove duplicated codes between PMD and PMX
  381. if ( model.metadata.format === 'pmd' ) {
  382. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  383. var ik = model.iks[i];
  384. var param = {};
  385. param.target = ik.target;
  386. param.effector = ik.effector;
  387. param.iteration = ik.iteration;
  388. param.maxAngle = ik.maxAngle * 4;
  389. param.links = [];
  390. for ( var j = 0; j < ik.links.length; j++ ) {
  391. var link = {};
  392. link.index = ik.links[ j ].index;
  393. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  394. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  395. }
  396. param.links.push( link );
  397. }
  398. iks.push( param );
  399. }
  400. } else {
  401. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  402. var b = model.bones[ i ];
  403. var ik = b.ik;
  404. if ( ik === undefined ) {
  405. continue;
  406. }
  407. var param = {};
  408. param.target = i;
  409. param.effector = ik.effector;
  410. param.iteration = ik.iteration;
  411. param.maxAngle = ik.maxAngle;
  412. param.links = [];
  413. for ( var j = 0; j < ik.links.length; j++ ) {
  414. var link = {};
  415. link.index = ik.links[ j ].index;
  416. link.enabled = true;
  417. if ( ik.links[ j ].angleLimitation === 1 ) {
  418. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  419. // TODO: use limitation angles
  420. // link.lowerLimitationAngle;
  421. // link.upperLimitationAngle;
  422. }
  423. param.links.push( link );
  424. }
  425. iks.push( param );
  426. }
  427. }
  428. geometry.iks = iks;
  429. };
  430. var initGrants = function () {
  431. if ( model.metadata.format === 'pmd' ) {
  432. return;
  433. }
  434. var grants = [];
  435. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  436. var b = model.bones[ i ];
  437. var grant = b.grant;
  438. if ( grant === undefined ) {
  439. continue;
  440. }
  441. var param = {};
  442. param.index = i;
  443. param.parentIndex = grant.parentIndex;
  444. param.ratio = grant.ratio;
  445. param.isLocal = grant.isLocal;
  446. param.affectRotation = grant.affectRotation;
  447. param.affectPosition = grant.affectPosition;
  448. param.transformationClass = b.transformationClass;
  449. grants.push( param );
  450. }
  451. grants.sort( function ( a, b ) {
  452. return a.transformationClass - b.transformationClass;
  453. } );
  454. geometry.grants = grants;
  455. };
  456. var initMorphs = function () {
  457. function updateVertex( attribute, index, v, ratio ) {
  458. attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
  459. attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
  460. attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
  461. }
  462. function updateVertices( attribute, m, ratio ) {
  463. for ( var i = 0; i < m.elementCount; i++ ) {
  464. var v = m.elements[ i ];
  465. var index;
  466. if ( model.metadata.format === 'pmd' ) {
  467. index = model.morphs[ 0 ].elements[ v.index ].index;
  468. } else {
  469. index = v.index;
  470. }
  471. updateVertex( attribute, index, v, ratio );
  472. }
  473. }
  474. var morphTargets = [];
  475. var attributes = [];
  476. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  477. var m = model.morphs[ i ];
  478. var params = { name: m.name };
  479. var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
  480. for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
  481. attribute.array[ j ] = buffer.vertices[ j ];
  482. }
  483. if ( model.metadata.format === 'pmd' ) {
  484. if ( i !== 0 ) {
  485. updateVertices( attribute, m, 1.0 );
  486. }
  487. } else {
  488. if ( m.type === 0 ) { // group
  489. for ( var j = 0; j < m.elementCount; j++ ) {
  490. var m2 = model.morphs[ m.elements[ j ].index ];
  491. var ratio = m.elements[ j ].ratio;
  492. if ( m2.type === 1 ) {
  493. updateVertices( attribute, m2, ratio );
  494. } else {
  495. // TODO: implement
  496. }
  497. }
  498. } else if ( m.type === 1 ) { // vertex
  499. updateVertices( attribute, m, 1.0 );
  500. } else if ( m.type === 2 ) { // bone
  501. // TODO: implement
  502. } else if ( m.type === 3 ) { // uv
  503. // TODO: implement
  504. } else if ( m.type === 4 ) { // additional uv1
  505. // TODO: implement
  506. } else if ( m.type === 5 ) { // additional uv2
  507. // TODO: implement
  508. } else if ( m.type === 6 ) { // additional uv3
  509. // TODO: implement
  510. } else if ( m.type === 7 ) { // additional uv4
  511. // TODO: implement
  512. } else if ( m.type === 8 ) { // material
  513. // TODO: implement
  514. }
  515. }
  516. morphTargets.push( params );
  517. attributes.push( attribute );
  518. }
  519. geometry.morphTargets = morphTargets;
  520. geometry.morphAttributes.position = attributes;
  521. };
  522. var initMaterials = function () {
  523. var textures = [];
  524. var textureLoader = new THREE.TextureLoader( scope.manager );
  525. var tgaLoader = new THREE.TGALoader( scope.manager );
  526. var offset = 0;
  527. var materialParams = [];
  528. if ( scope.textureCrossOrigin !== null ) textureLoader.setCrossOrigin( scope.textureCrossOrigin );
  529. function loadTexture ( filePath, params ) {
  530. if ( params === undefined ) {
  531. params = {};
  532. }
  533. var fullPath;
  534. if ( params.defaultTexturePath === true ) {
  535. try {
  536. fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
  537. } catch ( e ) {
  538. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' );
  539. fullPath = scope.defaultToonTextures[ 0 ];
  540. }
  541. } else {
  542. fullPath = texturePath + filePath;
  543. }
  544. var loader = THREE.Loader.Handlers.get( fullPath );
  545. if ( loader === null ) {
  546. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  547. }
  548. var texture = loader.load( fullPath, function ( t ) {
  549. t.flipY = false;
  550. t.wrapS = THREE.RepeatWrapping;
  551. t.wrapT = THREE.RepeatWrapping;
  552. if ( params.sphericalReflectionMapping === true ) {
  553. t.mapping = THREE.SphericalReflectionMapping;
  554. }
  555. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  556. texture.readyCallbacks[ i ]( texture );
  557. }
  558. delete texture.readyCallbacks;
  559. } );
  560. texture.readyCallbacks = [];
  561. var uuid = THREE.Math.generateUUID();
  562. textures[ uuid ] = texture;
  563. return uuid;
  564. }
  565. function getTexture( name, textures ) {
  566. if ( textures[ name ] === undefined ) {
  567. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  568. }
  569. return textures[ name ];
  570. }
  571. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  572. var m = model.materials[ i ];
  573. var params = {};
  574. params.faceOffset = offset;
  575. params.faceNum = m.faceCount;
  576. offset += m.faceCount;
  577. params.name = m.name;
  578. /*
  579. * Color
  580. *
  581. * MMD MeshPhongMaterial
  582. * diffuse - color
  583. * specular - specular
  584. * ambient - emissive * a
  585. * (a = 1.0 without map texture or 0.2 with map texture)
  586. *
  587. * MeshPhongMaterial doesn't have ambient. Set it to emissive instead.
  588. * It'll be too bright if material has map texture so using coef 0.2.
  589. */
  590. params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
  591. params.opacity = m.diffuse[ 3 ];
  592. params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
  593. params.shininess = m.shininess;
  594. if ( params.opacity === 1.0 ) {
  595. params.side = THREE.FrontSide;
  596. params.transparent = false;
  597. } else {
  598. params.side = THREE.DoubleSide;
  599. params.transparent = true;
  600. }
  601. if ( model.metadata.format === 'pmd' ) {
  602. if ( m.fileName ) {
  603. var fileName = m.fileName;
  604. var fileNames = [];
  605. var index = fileName.lastIndexOf( '*' );
  606. if ( index >= 0 ) {
  607. fileNames.push( fileName.slice( 0, index ) );
  608. fileNames.push( fileName.slice( index + 1 ) );
  609. } else {
  610. fileNames.push( fileName );
  611. }
  612. for ( var j = 0; j < fileNames.length; j++ ) {
  613. var n = fileNames[ j ];
  614. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  615. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  616. if ( n.indexOf( '.sph' ) >= 0 ) {
  617. params.envMapType = THREE.MultiplyOperation;
  618. } else {
  619. params.envMapType = THREE.AddOperation;
  620. }
  621. } else {
  622. params.map = loadTexture( n );
  623. }
  624. }
  625. }
  626. } else {
  627. if ( m.textureIndex !== -1 ) {
  628. var n = model.textures[ m.textureIndex ];
  629. params.map = loadTexture( n );
  630. }
  631. // TODO: support m.envFlag === 3
  632. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  633. var n = model.textures[ m.envTextureIndex ];
  634. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  635. if ( m.envFlag === 1 ) {
  636. params.envMapType = THREE.MultiplyOperation;
  637. } else {
  638. params.envMapType = THREE.AddOperation;
  639. }
  640. }
  641. }
  642. var coef = ( params.map === undefined ) ? 1.0 : 0.2;
  643. params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
  644. materialParams.push( params );
  645. }
  646. var shader = THREE.ShaderLib[ 'mmd' ];
  647. for ( var i = 0; i < materialParams.length; i++ ) {
  648. var p = materialParams[ i ];
  649. var p2 = model.materials[ i ];
  650. var m = new THREE.ShaderMaterial( {
  651. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  652. vertexShader: shader.vertexShader,
  653. fragmentShader: shader.fragmentShader
  654. } );
  655. geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
  656. if ( p.name !== undefined ) m.name = p.name;
  657. m.skinning = geometry.bones.length > 0 ? true : false;
  658. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  659. m.lights = true;
  660. m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
  661. m.transparent = p.transparent;
  662. m.fog = true;
  663. m.blending = THREE.CustomBlending;
  664. m.blendSrc = THREE.SrcAlphaFactor;
  665. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  666. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  667. m.blendDstAlpha = THREE.DstAlphaFactor;
  668. if ( p.map !== undefined ) {
  669. m.faceOffset = p.faceOffset;
  670. m.faceNum = p.faceNum;
  671. // Check if this part of the texture image the material uses requires transparency
  672. function checkTextureTransparency ( m ) {
  673. m.map.readyCallbacks.push( function ( t ) {
  674. // Is there any efficient ways?
  675. function createImageData ( image ) {
  676. var c = document.createElement( 'canvas' );
  677. c.width = image.width;
  678. c.height = image.height;
  679. var ctx = c.getContext( '2d' );
  680. ctx.drawImage( image, 0, 0 );
  681. return ctx.getImageData( 0, 0, c.width, c.height );
  682. }
  683. function detectTextureTransparency( image, uvs, indices ) {
  684. var width = image.width;
  685. var height = image.height;
  686. var data = image.data;
  687. var threshold = 253;
  688. if ( data.length / ( width * height ) !== 4 ) {
  689. return false;
  690. }
  691. for ( var i = 0; i < indices.length; i += 3 ) {
  692. var centerUV = { x: 0.0, y: 0.0 };
  693. for ( var j = 0; j < 3; j++ ) {
  694. var index = indices[ i * 3 + j ];
  695. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  696. if ( getAlphaByUv( image, uv ) < threshold ) {
  697. return true;
  698. }
  699. centerUV.x += uv.x;
  700. centerUV.y += uv.y;
  701. }
  702. centerUV.x /= 3;
  703. centerUV.y /= 3;
  704. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  705. return true;
  706. }
  707. }
  708. return false;
  709. }
  710. /*
  711. * This method expects
  712. * t.flipY = false
  713. * t.wrapS = THREE.RepeatWrapping
  714. * t.wrapT = THREE.RepeatWrapping
  715. * TODO: more precise
  716. */
  717. function getAlphaByUv ( image, uv ) {
  718. var width = image.width;
  719. var height = image.height;
  720. var x = Math.round( uv.x * width ) % width;
  721. var y = Math.round( uv.y * height ) % height;
  722. if ( x < 0 ) {
  723. x += width;
  724. }
  725. if ( y < 0 ) {
  726. y += height;
  727. }
  728. var index = y * width + x;
  729. return image.data[ index * 4 + 3 ];
  730. }
  731. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  732. var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
  733. if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
  734. delete m.faceOffset;
  735. delete m.faceNum;
  736. } );
  737. }
  738. m.map = getTexture( p.map, textures );
  739. m.uniforms.map.value = m.map;
  740. checkTextureTransparency( m );
  741. }
  742. if ( p.envMap !== undefined ) {
  743. m.envMap = getTexture( p.envMap, textures );
  744. m.uniforms.envMap.value = m.envMap;
  745. m.combine = p.envMapType;
  746. // TODO: WebGLRenderer should automatically update?
  747. m.envMap.readyCallbacks.push( function ( t ) {
  748. m.needsUpdate = true;
  749. } );
  750. }
  751. m.uniforms.opacity.value = p.opacity;
  752. m.uniforms.diffuse.value.copy( p.color );
  753. if ( p.emissive !== undefined ) {
  754. m.uniforms.emissive.value.copy( p.emissive );
  755. }
  756. m.uniforms.specular.value.copy( p.specular );
  757. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  758. if ( model.metadata.format === 'pmd' ) {
  759. function isDefaultToonTexture ( n ) {
  760. if ( n.length !== 10 ) {
  761. return false;
  762. }
  763. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  764. }
  765. m.outlineParameters = {
  766. thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
  767. color: new THREE.Color( 0.0, 0.0, 0.0 ),
  768. alpha: 1.0
  769. };
  770. if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  771. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  772. m.uniforms.celShading.value = 1;
  773. if ( p2.toonIndex === -1 ) {
  774. m.uniforms.hasToonTexture.value = 0;
  775. } else {
  776. var n = model.toonTextures[ p2.toonIndex ].fileName;
  777. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  778. m.uniforms.toonMap.value = textures[ uuid ];
  779. m.uniforms.hasToonTexture.value = 1;
  780. }
  781. } else {
  782. m.outlineParameters = {
  783. thickness: p2.edgeSize / 300,
  784. color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
  785. alpha: p2.edgeColor[ 3 ]
  786. };
  787. if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
  788. m.uniforms.celShading.value = 1;
  789. if ( p2.toonIndex === -1 ) {
  790. m.uniforms.hasToonTexture.value = 0;
  791. } else {
  792. if ( p2.toonFlag === 0 ) {
  793. var n = model.textures[ p2.toonIndex ];
  794. var uuid = loadTexture( n );
  795. m.uniforms.toonMap.value = textures[ uuid ];
  796. } else {
  797. var num = p2.toonIndex + 1;
  798. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  799. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  800. m.uniforms.toonMap.value = textures[ uuid ];
  801. }
  802. m.uniforms.hasToonTexture.value = 1;
  803. }
  804. }
  805. material.materials.push( m );
  806. }
  807. if ( model.metadata.format === 'pmx' ) {
  808. function checkAlphaMorph ( morph, elements ) {
  809. if ( morph.type !== 8 ) {
  810. return;
  811. }
  812. for ( var i = 0; i < elements.length; i++ ) {
  813. var e = elements[ i ];
  814. if ( e.index === -1 ) {
  815. continue;
  816. }
  817. var m = material.materials[ e.index ];
  818. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  819. m.transparent = true;
  820. }
  821. }
  822. }
  823. for ( var i = 0; i < model.morphs.length; i++ ) {
  824. var morph = model.morphs[ i ];
  825. var elements = morph.elements;
  826. if ( morph.type === 0 ) {
  827. for ( var j = 0; j < elements.length; j++ ) {
  828. var morph2 = model.morphs[ elements[ j ].index ];
  829. var elements2 = morph2.elements;
  830. checkAlphaMorph( morph2, elements2 );
  831. }
  832. } else {
  833. checkAlphaMorph( morph, elements );
  834. }
  835. }
  836. }
  837. };
  838. var initPhysics = function () {
  839. var rigidBodies = [];
  840. var constraints = [];
  841. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  842. var b = model.rigidBodies[ i ];
  843. var keys = Object.keys( b );
  844. var p = {};
  845. for ( var j = 0; j < keys.length; j++ ) {
  846. var key = keys[ j ];
  847. p[ key ] = b[ key ];
  848. }
  849. /*
  850. * RigidBody position parameter in PMX seems global position
  851. * while the one in PMD seems offset from corresponding bone.
  852. * So unify being offset.
  853. */
  854. if ( model.metadata.format === 'pmx' ) {
  855. if ( p.boneIndex !== -1 ) {
  856. var bone = model.bones[ p.boneIndex ];
  857. p.position[ 0 ] -= bone.position[ 0 ];
  858. p.position[ 1 ] -= bone.position[ 1 ];
  859. p.position[ 2 ] -= bone.position[ 2 ];
  860. }
  861. }
  862. rigidBodies.push( p );
  863. }
  864. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  865. var c = model.constraints[ i ];
  866. var keys = Object.keys( c );
  867. var p = {};
  868. for ( var j = 0; j < keys.length; j++ ) {
  869. var key = keys[ j ];
  870. p[ key ] = c[ key ];
  871. }
  872. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  873. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  874. /*
  875. * Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  876. */
  877. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  878. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  879. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  880. bodyB.type = 1;
  881. }
  882. }
  883. constraints.push( p );
  884. }
  885. geometry.rigidBodies = rigidBodies;
  886. geometry.constraints = constraints;
  887. };
  888. var initGeometry = function () {
  889. geometry.setIndex( new ( buffer.indices.length > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute )( buffer.indices, 1 ) );
  890. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
  891. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
  892. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
  893. geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
  894. geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
  895. geometry.computeBoundingSphere();
  896. geometry.mmdFormat = model.metadata.format;
  897. };
  898. initVartices();
  899. initFaces();
  900. initBones();
  901. initIKs();
  902. initGrants();
  903. initMorphs();
  904. initMaterials();
  905. initPhysics();
  906. initGeometry();
  907. var mesh = new THREE.SkinnedMesh( geometry, material );
  908. // console.log( mesh ); // for console debug
  909. return mesh;
  910. };
  911. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  912. var helper = new THREE.MMDLoader.DataCreationHelper();
  913. var initMotionAnimations = function () {
  914. if ( vmd.metadata.motionCount === 0 ) {
  915. return;
  916. }
  917. var bones = mesh.geometry.bones;
  918. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  919. var tracks = [];
  920. var pushInterpolation = function ( array, interpolation, index ) {
  921. array.push( interpolation[ index + 0 ] / 127 ); // x1
  922. array.push( interpolation[ index + 8 ] / 127 ); // x2
  923. array.push( interpolation[ index + 4 ] / 127 ); // y1
  924. array.push( interpolation[ index + 12 ] / 127 ); // y2
  925. };
  926. for ( var i = 0; i < orderedMotions.length; i++ ) {
  927. var times = [];
  928. var positions = [];
  929. var rotations = [];
  930. var pInterpolations = [];
  931. var rInterpolations = [];
  932. var bone = bones[ i ];
  933. var array = orderedMotions[ i ];
  934. for ( var j = 0; j < array.length; j++ ) {
  935. var time = array[ j ].frameNum / 30;
  936. var pos = array[ j ].position;
  937. var rot = array[ j ].rotation;
  938. var interpolation = array[ j ].interpolation;
  939. times.push( time );
  940. for ( var k = 0; k < 3; k ++ ) {
  941. positions.push( bone.pos[ k ] + pos[ k ] );
  942. }
  943. for ( var k = 0; k < 4; k ++ ) {
  944. rotations.push( rot[ k ] );
  945. }
  946. for ( var k = 0; k < 3; k ++ ) {
  947. pushInterpolation( pInterpolations, interpolation, k );
  948. }
  949. pushInterpolation( rInterpolations, interpolation, 3 );
  950. }
  951. if ( times.length === 0 ) continue;
  952. var boneName = '.bones[' + bone.name + ']';
  953. tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
  954. tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
  955. }
  956. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
  957. if ( clip !== null ) {
  958. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  959. mesh.geometry.animations.push( clip );
  960. }
  961. };
  962. var initMorphAnimations = function () {
  963. if ( vmd.metadata.morphCount === 0 ) {
  964. return;
  965. }
  966. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  967. var tracks = [];
  968. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  969. var times = [];
  970. var values = [];
  971. var array = orderedMorphs[ i ];
  972. for ( var j = 0; j < array.length; j++ ) {
  973. times.push( array[ j ].frameNum / 30 );
  974. values.push( array[ j ].weight );
  975. }
  976. if ( times.length === 0 ) continue;
  977. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
  978. }
  979. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  980. if ( clip !== null ) {
  981. if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
  982. mesh.geometry.animations.push( clip );
  983. }
  984. };
  985. initMotionAnimations();
  986. initMorphAnimations();
  987. };
  988. THREE.MMDLoader.DataCreationHelper = function () {
  989. };
  990. THREE.MMDLoader.DataCreationHelper.prototype = {
  991. constructor: THREE.MMDLoader.DataCreationHelper,
  992. /*
  993. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  994. * In such a case, use this method to convert it to Unicode hex charcode strings,
  995. * like 'あいう' -> '0x30420x30440x3046'
  996. */
  997. toCharcodeStrings: function ( s ) {
  998. var str = '';
  999. for ( var i = 0; i < s.length; i++ ) {
  1000. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1001. }
  1002. return str;
  1003. },
  1004. createDictionary: function ( array ) {
  1005. var dict = {};
  1006. for ( var i = 0; i < array.length; i++ ) {
  1007. dict[ array[ i ].name ] = i;
  1008. }
  1009. return dict;
  1010. },
  1011. initializeMotionArrays: function ( array ) {
  1012. var result = [];
  1013. for ( var i = 0; i < array.length; i++ ) {
  1014. result[ i ] = [];
  1015. }
  1016. return result;
  1017. },
  1018. sortMotionArray: function ( array ) {
  1019. array.sort( function ( a, b ) {
  1020. return a.frameNum - b.frameNum;
  1021. } ) ;
  1022. },
  1023. sortMotionArrays: function ( arrays ) {
  1024. for ( var i = 0; i < arrays.length; i++ ) {
  1025. this.sortMotionArray( arrays[ i ] );
  1026. }
  1027. },
  1028. createMotionArray: function ( array ) {
  1029. var result = [];
  1030. for ( var i = 0; i < array.length; i++ ) {
  1031. result.push( array[ i ] );
  1032. }
  1033. return result;
  1034. },
  1035. createMotionArrays: function ( array, result, dict, key ) {
  1036. for ( var i = 0; i < array.length; i++ ) {
  1037. var a = array[ i ];
  1038. var num = dict[ a[ key ] ];
  1039. if ( num === undefined ) {
  1040. continue;
  1041. }
  1042. result[ num ].push( a );
  1043. }
  1044. },
  1045. createOrderedMotionArray: function ( array ) {
  1046. var result = this.createMotionArray( array );
  1047. this.sortMotionArray( result );
  1048. return result;
  1049. },
  1050. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1051. var dict = this.createDictionary( targetArray );
  1052. var result = this.initializeMotionArrays( targetArray );
  1053. this.createMotionArrays( motionArray, result, dict, key );
  1054. this.sortMotionArrays( result );
  1055. return result;
  1056. }
  1057. };
  1058. /*
  1059. * extends existing KeyframeTrack for bone and camera animation.
  1060. * - use Float64Array for times
  1061. * - use Cubic Bezier curves interpolation
  1062. */
  1063. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1064. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1065. THREE.VectorKeyframeTrack.call( this, name, times, values );
  1066. };
  1067. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1068. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1069. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1070. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1071. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1072. };
  1073. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1074. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1075. };
  1076. THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1077. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1078. THREE.QuaternionKeyframeTrack.call( this, name, times, values );
  1079. };
  1080. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
  1081. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
  1082. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1083. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1084. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1085. };
  1086. THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1087. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1088. };
  1089. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
  1090. this.interpolationParameters = new Float32Array( interpolationParameterArray );
  1091. THREE.NumberKeyframeTrack.call( this, name, times, values );
  1092. };
  1093. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1094. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1095. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1096. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
  1097. return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
  1098. };
  1099. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
  1100. this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
  1101. };
  1102. THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1103. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1104. this.params = params;
  1105. }
  1106. THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
  1107. THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
  1108. THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
  1109. var result = this.resultBuffer;
  1110. var values = this.sampleValues;
  1111. var stride = this.valueSize;
  1112. var offset1 = i1 * stride;
  1113. var offset0 = offset1 - stride;
  1114. var weight1 = ( t - t0 ) / ( t1 - t0 );
  1115. if ( stride === 4 ) { // Quaternion
  1116. var x1 = this.params[ i1 * 4 + 0 ];
  1117. var x2 = this.params[ i1 * 4 + 1 ];
  1118. var y1 = this.params[ i1 * 4 + 2 ];
  1119. var y2 = this.params[ i1 * 4 + 3 ];
  1120. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1121. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1122. } else if ( stride === 3 ) { // Vector3
  1123. for ( var i = 0; i !== stride; ++ i ) {
  1124. var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
  1125. var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
  1126. var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
  1127. var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
  1128. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1129. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1130. }
  1131. } else { // Number
  1132. var x1 = this.params[ i1 * 4 + 0 ];
  1133. var x2 = this.params[ i1 * 4 + 1 ];
  1134. var y1 = this.params[ i1 * 4 + 2 ];
  1135. var y2 = this.params[ i1 * 4 + 3 ];
  1136. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1137. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1138. }
  1139. return result;
  1140. };
  1141. THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
  1142. /*
  1143. * Cubic Bezier curves
  1144. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1145. *
  1146. * B(t) = ( 1 - t ) ^ 3 * P0
  1147. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1148. * + 3 * ( 1 - t ) * t^2 * P2
  1149. * + t ^ 3 * P3
  1150. * ( 0 <= t <= 1 )
  1151. *
  1152. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1153. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1154. *
  1155. * x = ( 1 - t ) ^ 3 * x0
  1156. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1157. * + 3 * ( 1 - t ) * t^2 * x2
  1158. * + t ^ 3 * x3
  1159. * y = ( 1 - t ) ^ 3 * y0
  1160. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1161. * + 3 * ( 1 - t ) * t^2 * y2
  1162. * + t ^ 3 * y3
  1163. * ( x0 = 0, y0 = 0 )
  1164. * ( x3 = 1, y3 = 1 )
  1165. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1166. *
  1167. * Here solves this equation with Bisection method,
  1168. * https://en.wikipedia.org/wiki/Bisection_method
  1169. * gets t, and then calculate y.
  1170. *
  1171. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1172. * + 3 * ( 1 - t ) * t^2 * x2
  1173. * + t ^ 3 - x = 0
  1174. *
  1175. * (Another option: Newton's method
  1176. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1177. */
  1178. var c = 0.5;
  1179. var t = c;
  1180. var s = 1.0 - t;
  1181. var loop = 15;
  1182. var eps = 1e-5;
  1183. var math = Math;
  1184. var sst3, stt3, ttt;
  1185. for ( var i = 0; i < loop; i ++ ) {
  1186. sst3 = 3.0 * s * s * t;
  1187. stt3 = 3.0 * s * t * t;
  1188. ttt = t * t * t;
  1189. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1190. if ( math.abs( ft ) < eps ) break;
  1191. c /= 2.0;
  1192. t += ( ft < 0 ) ? c : -c;
  1193. s = 1.0 - t;
  1194. }
  1195. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1196. };
  1197. /*
  1198. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  1199. * Keep shaders updated on MeshPhongMaterial.
  1200. */
  1201. THREE.ShaderLib[ 'mmd' ] = {
  1202. uniforms: THREE.UniformsUtils.merge( [
  1203. THREE.ShaderLib[ 'phong' ].uniforms,
  1204. // MMD specific for toon mapping
  1205. {
  1206. "celShading" : { type: "i", value: 0 },
  1207. "toonMap" : { type: "t", value: null },
  1208. "hasToonTexture" : { type: "i", value: 0 }
  1209. }
  1210. ] ),
  1211. vertexShader: THREE.ShaderLib[ 'phong' ].vertexShader,
  1212. // put toon mapping logic right before "void main() {...}"
  1213. fragmentShader: THREE.ShaderLib[ 'phong' ].fragmentShader.replace( /void\s+main\s*\(\s*\)/, [
  1214. " uniform bool celShading;",
  1215. " uniform sampler2D toonMap;",
  1216. " uniform bool hasToonTexture;",
  1217. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  1218. " if ( ! hasToonTexture ) {",
  1219. " return vec3( 1.0 );",
  1220. " }",
  1221. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  1222. " return texture2D( toonMap, coord ).rgb;",
  1223. " }",
  1224. // redefine for MMD
  1225. "#undef RE_Direct",
  1226. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  1227. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  1228. " vec3 irradiance = dotNL * directLight.color;",
  1229. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  1230. " irradiance *= PI; // punctual light",
  1231. " #endif",
  1232. // ---- MMD specific for toon mapping
  1233. " if ( celShading ) {",
  1234. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  1235. " } else {",
  1236. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  1237. " }",
  1238. // ---- MMD specific for toon mapping
  1239. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  1240. "}",
  1241. // ---- MMD specific for toon mapping
  1242. "#define RE_Direct RE_Direct_BlinnMMD",
  1243. // ---- MMD specific for toon mapping
  1244. "void main()"
  1245. ].join( "\n" ) )
  1246. };
  1247. THREE.MMDAudioManager = function ( audio, listener, p ) {
  1248. var params = ( p === null || p === undefined ) ? {} : p;
  1249. this.audio = audio;
  1250. this.listener = listener;
  1251. this.elapsedTime = 0.0;
  1252. this.currentTime = 0.0;
  1253. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  1254. this.audioDuration = this.audio.source.buffer.duration;
  1255. this.duration = this.audioDuration + this.delayTime;
  1256. };
  1257. THREE.MMDAudioManager.prototype = {
  1258. constructor: THREE.MMDAudioManager,
  1259. control: function ( delta ) {
  1260. this.elapsed += delta;
  1261. this.currentTime += delta;
  1262. if ( this.checkIfStopAudio() ) {
  1263. this.audio.stop();
  1264. }
  1265. if ( this.checkIfStartAudio() ) {
  1266. this.audio.play();
  1267. }
  1268. },
  1269. checkIfStartAudio: function () {
  1270. if ( this.audio.isPlaying ) {
  1271. return false;
  1272. }
  1273. while ( this.currentTime >= this.duration ) {
  1274. this.currentTime -= this.duration;
  1275. }
  1276. if ( this.currentTime < this.delayTime ) {
  1277. return false;
  1278. }
  1279. this.audio.startTime = this.currentTime - this.delayTime;
  1280. return true;
  1281. },
  1282. checkIfStopAudio: function () {
  1283. if ( ! this.audio.isPlaying ) {
  1284. return false;
  1285. }
  1286. if ( this.currentTime >= this.duration ) {
  1287. return true;
  1288. }
  1289. return false;
  1290. }
  1291. };
  1292. THREE.MMDGrantSolver = function ( mesh ) {
  1293. this.mesh = mesh;
  1294. };
  1295. THREE.MMDGrantSolver.prototype = {
  1296. constructor: THREE.MMDGrantSolver,
  1297. update: function () {
  1298. var q = new THREE.Quaternion();
  1299. return function () {
  1300. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  1301. var g = this.mesh.geometry.grants[ i ];
  1302. var b = this.mesh.skeleton.bones[ g.index ];
  1303. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  1304. if ( g.isLocal ) {
  1305. // TODO: implement
  1306. if ( g.affectPosition ) {
  1307. }
  1308. // TODO: implement
  1309. if ( g.affectRotation ) {
  1310. }
  1311. } else {
  1312. // TODO: implement
  1313. if ( g.affectPosition ) {
  1314. }
  1315. if ( g.affectRotation ) {
  1316. q.set( 0, 0, 0, 1 );
  1317. q.slerp( pb.quaternion, g.ratio );
  1318. b.quaternion.multiply( q );
  1319. }
  1320. }
  1321. }
  1322. };
  1323. }()
  1324. };
  1325. THREE.MMDHelper = function ( renderer ) {
  1326. this.renderer = renderer;
  1327. this.outlineEffect = null;
  1328. this.effect = null;
  1329. this.autoClear = true;
  1330. this.meshes = [];
  1331. this.doAnimation = true;
  1332. this.doIk = true;
  1333. this.doGrant = true;
  1334. this.doPhysics = true;
  1335. this.doOutlineDrawing = true;
  1336. this.doCameraAnimation = true;
  1337. this.audioManager = null;
  1338. this.camera = null;
  1339. this.init();
  1340. };
  1341. THREE.MMDHelper.prototype = {
  1342. constructor: THREE.MMDHelper,
  1343. init: function () {
  1344. this.outlineEffect = new THREE.OutlineEffect( this.renderer );
  1345. var size = this.renderer.getSize();
  1346. this.setSize( size.width, size.height );
  1347. },
  1348. add: function ( mesh ) {
  1349. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  1350. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  1351. }
  1352. if ( mesh.mixer === undefined ) mesh.mixer = null;
  1353. if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
  1354. if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
  1355. if ( mesh.physics === undefined ) mesh.physics = null;
  1356. if ( mesh.looped === undefined ) mesh.looped = false;
  1357. this.meshes.push( mesh );
  1358. // workaround until I make IK and Physics Animation plugin
  1359. this.initBackupBones( mesh );
  1360. },
  1361. setSize: function ( width, height ) {
  1362. this.outlineEffect.setSize( width, height );
  1363. },
  1364. /*
  1365. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  1366. * In such a case, try to set doOutlineDrawing = false or
  1367. * manually comment out renderer.clear() in *Effect.render().
  1368. */
  1369. setEffect: function ( effect ) {
  1370. this.effect = effect;
  1371. },
  1372. setAudio: function ( audio, listener, params ) {
  1373. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  1374. },
  1375. setCamera: function ( camera ) {
  1376. camera.mixer = null;
  1377. this.camera = camera;
  1378. },
  1379. setPhysicses: function ( params ) {
  1380. params = ( params === undefined ) ? {} : Object.assign( {}, params );
  1381. for ( var i = 0; i < this.meshes.length; i++ ) {
  1382. this.setPhysics( this.meshes[ i ], params );
  1383. if ( i === 0 && params.sharePhysicsWorld === true ) {
  1384. params.world = this.meshes[ 0 ].physics.world;
  1385. }
  1386. }
  1387. },
  1388. setPhysics: function ( mesh, params ) {
  1389. if ( params === undefined ) params = {};
  1390. var warmup = params.warmup !== undefined ? params.warmup : 60;
  1391. var physics = new THREE.MMDPhysics( mesh, params );
  1392. if ( mesh.mixer !== null && mesh.mixer !== undefined && this.doAnimation === true && params.preventAnimationWarmup !== false ) {
  1393. this.animateOneMesh( 0, mesh );
  1394. physics.reset();
  1395. }
  1396. physics.warmup( warmup );
  1397. this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
  1398. mesh.physics = physics;
  1399. },
  1400. enablePhysics: function ( enabled ) {
  1401. if ( enabled === true ) {
  1402. this.doPhysics = true;
  1403. } else {
  1404. this.doPhysics = false;
  1405. }
  1406. for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
  1407. this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
  1408. }
  1409. },
  1410. updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
  1411. var iks = mesh.geometry.iks;
  1412. var bones = mesh.geometry.bones;
  1413. for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
  1414. var ik = iks[ j ];
  1415. var links = ik.links;
  1416. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  1417. var link = links[ k ];
  1418. if ( physicsEnabled === true ) {
  1419. // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
  1420. // because its rotation will be overriden by physics
  1421. link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
  1422. } else {
  1423. link.enabled = true;
  1424. }
  1425. }
  1426. }
  1427. },
  1428. setAnimations: function () {
  1429. for ( var i = 0; i < this.meshes.length; i++ ) {
  1430. this.setAnimation( this.meshes[ i ] );
  1431. }
  1432. },
  1433. setAnimation: function ( mesh ) {
  1434. if ( mesh.geometry.animations !== undefined ) {
  1435. mesh.mixer = new THREE.AnimationMixer( mesh );
  1436. // TODO: find a workaround not to access (seems like) private properties
  1437. // the name of them begins with "_".
  1438. mesh.mixer.addEventListener( 'loop', function ( e ) {
  1439. if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
  1440. var mesh = e.target._root;
  1441. mesh.looped = true;
  1442. } );
  1443. var foundAnimation = false;
  1444. var foundMorphAnimation = false;
  1445. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  1446. var clip = mesh.geometry.animations[ i ];
  1447. var action = mesh.mixer.clipAction( clip );
  1448. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  1449. if ( ! foundMorphAnimation ) {
  1450. action.play();
  1451. foundMorphAnimation = true;
  1452. }
  1453. } else {
  1454. if ( ! foundAnimation ) {
  1455. action.play();
  1456. foundAnimation = true;
  1457. }
  1458. }
  1459. }
  1460. if ( foundAnimation ) {
  1461. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  1462. if ( mesh.geometry.grants !== undefined ) {
  1463. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  1464. }
  1465. }
  1466. }
  1467. },
  1468. setCameraAnimation: function ( camera ) {
  1469. if ( camera.animations !== undefined ) {
  1470. camera.mixer = new THREE.AnimationMixer( camera );
  1471. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  1472. }
  1473. },
  1474. /*
  1475. * detect the longest duration among model, camera, and audio animations and then
  1476. * set it to them to sync.
  1477. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  1478. * to access them for safe and modularity.
  1479. */
  1480. unifyAnimationDuration: function ( params ) {
  1481. params = params === undefined ? {} : params;
  1482. var max = 0.0;
  1483. var camera = this.camera;
  1484. var audioManager = this.audioManager;
  1485. // check the longest duration
  1486. for ( var i = 0; i < this.meshes.length; i++ ) {
  1487. var mesh = this.meshes[ i ];
  1488. var mixer = mesh.mixer;
  1489. if ( mixer === null ) {
  1490. continue;
  1491. }
  1492. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1493. var action = mixer._actions[ j ];
  1494. max = Math.max( max, action._clip.duration );
  1495. }
  1496. }
  1497. if ( camera !== null && camera.mixer !== null ) {
  1498. var mixer = camera.mixer;
  1499. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1500. var action = mixer._actions[ i ];
  1501. max = Math.max( max, action._clip.duration );
  1502. }
  1503. }
  1504. if ( audioManager !== null ) {
  1505. max = Math.max( max, audioManager.duration );
  1506. }
  1507. if ( params.afterglow !== undefined ) {
  1508. max += params.afterglow;
  1509. }
  1510. // set the duration
  1511. for ( var i = 0; i < this.meshes.length; i++ ) {
  1512. var mesh = this.meshes[ i ];
  1513. var mixer = mesh.mixer;
  1514. if ( mixer === null ) {
  1515. continue;
  1516. }
  1517. for ( var j = 0; j < mixer._actions.length; j++ ) {
  1518. var action = mixer._actions[ j ];
  1519. action._clip.duration = max;
  1520. }
  1521. }
  1522. if ( camera !== null && camera.mixer !== null ) {
  1523. var mixer = camera.mixer;
  1524. for ( var i = 0; i < mixer._actions.length; i++ ) {
  1525. var action = mixer._actions[ i ];
  1526. action._clip.duration = max;
  1527. }
  1528. }
  1529. if ( audioManager !== null ) {
  1530. audioManager.duration = max;
  1531. }
  1532. },
  1533. controlAudio: function ( delta ) {
  1534. if ( this.audioManager === null ) {
  1535. return;
  1536. }
  1537. this.audioManager.control( delta );
  1538. },
  1539. animate: function ( delta ) {
  1540. this.controlAudio( delta );
  1541. for ( var i = 0; i < this.meshes.length; i++ ) {
  1542. this.animateOneMesh( delta, this.meshes[ i ] );
  1543. }
  1544. this.animateCamera( delta );
  1545. },
  1546. animateOneMesh: function ( delta, mesh ) {
  1547. var mixer = mesh.mixer;
  1548. var ikSolver = mesh.ikSolver;
  1549. var grantSolver = mesh.grantSolver;
  1550. var physics = mesh.physics;
  1551. if ( mixer !== null && this.doAnimation === true ) {
  1552. // restore/backupBones are workaround
  1553. // until I make IK, Grant, and Physics Animation plugin
  1554. this.restoreBones( mesh );
  1555. mixer.update( delta );
  1556. this.backupBones( mesh );
  1557. }
  1558. if ( ikSolver !== null && this.doIk === true ) {
  1559. ikSolver.update();
  1560. }
  1561. if ( grantSolver !== null && this.doGrant === true ) {
  1562. grantSolver.update();
  1563. }
  1564. if ( mesh.looped === true ) {
  1565. if ( physics !== null ) physics.reset();
  1566. mesh.looped = false;
  1567. }
  1568. if ( physics !== null && this.doPhysics === true ) {
  1569. physics.update( delta );
  1570. }
  1571. },
  1572. animateCamera: function ( delta ) {
  1573. if ( this.camera === null ) {
  1574. return;
  1575. }
  1576. var mixer = this.camera.mixer;
  1577. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  1578. mixer.update( delta );
  1579. // TODO: Let PerspectiveCamera automatically update?
  1580. this.camera.updateProjectionMatrix();
  1581. this.camera.up.set( 0, 1, 0 );
  1582. this.camera.up.applyQuaternion( this.camera.quaternion );
  1583. this.camera.lookAt( this.camera.center );
  1584. }
  1585. },
  1586. render: function ( scene, camera ) {
  1587. if ( this.effect === null ) {
  1588. if ( this.doOutlineDrawing ) {
  1589. this.outlineEffect.autoClear = this.autoClear;
  1590. this.outlineEffect.render( scene, camera );
  1591. } else {
  1592. var currentAutoClear = this.renderer.autoClear;
  1593. this.renderer.autoClear = this.autoClear;
  1594. this.renderer.render( scene, camera );
  1595. this.renderer.autoClear = currentAutoClear;
  1596. }
  1597. } else {
  1598. var currentAutoClear = this.renderer.autoClear;
  1599. this.renderer.autoClear = this.autoClear;
  1600. if ( this.doOutlineDrawing ) {
  1601. this.renderWithEffectAndOutline( scene, camera );
  1602. } else {
  1603. this.effect.render( scene, camera );
  1604. }
  1605. this.renderer.autoClear = currentAutoClear;
  1606. }
  1607. },
  1608. /*
  1609. * Currently(r82 dev) there's no way to render with two Effects
  1610. * then attempt to get them to coordinately run by myself.
  1611. *
  1612. * What this method does
  1613. * 1. let OutlineEffect make outline materials (only once)
  1614. * 2. render normally with effect
  1615. * 3. set outline materials
  1616. * 4. render outline with effect
  1617. * 5. restore original materials
  1618. */
  1619. renderWithEffectAndOutline: function ( scene, camera ) {
  1620. var hasOutlineMaterial = false;
  1621. function checkIfObjectHasOutlineMaterial ( object ) {
  1622. if ( object.material === undefined ) return;
  1623. if ( object.userData.outlineMaterial !== undefined ) hasOutlineMaterial = true;
  1624. }
  1625. function setOutlineMaterial ( object ) {
  1626. if ( object.material === undefined ) return;
  1627. if ( object.userData.outlineMaterial === undefined ) return;
  1628. object.userData.originalMaterial = object.material;
  1629. object.material = object.userData.outlineMaterial;
  1630. }
  1631. function restoreOriginalMaterial ( object ) {
  1632. if ( object.material === undefined ) return;
  1633. if ( object.userData.originalMaterial === undefined ) return;
  1634. object.material = object.userData.originalMaterial;
  1635. }
  1636. return function renderWithEffectAndOutline( scene, camera ) {
  1637. hasOutlineMaterial = false;
  1638. var forceClear = false;
  1639. scene.traverse( checkIfObjectHasOutlineMaterial );
  1640. if ( ! hasOutlineMaterial ) {
  1641. this.outlineEffect.render( scene, camera );
  1642. forceClear = true;
  1643. scene.traverse( checkIfObjectHasOutlineMaterial );
  1644. }
  1645. if ( hasOutlineMaterial ) {
  1646. this.renderer.autoClear = this.autoClear || forceClear;
  1647. this.effect.render( scene, camera );
  1648. scene.traverse( setOutlineMaterial );
  1649. var currentShadowMapEnabled = this.renderer.shadowMap.enabled;
  1650. this.renderer.autoClear = false;
  1651. this.renderer.shadowMap.enabled = false;
  1652. this.effect.render( scene, camera );
  1653. this.renderer.shadowMap.enabled = currentShadowMapEnabled;
  1654. scene.traverse( restoreOriginalMaterial );
  1655. } else {
  1656. this.outlineEffect.autoClear = this.autoClear || forceClear;
  1657. this.outlineEffect.render( scene, camera );
  1658. }
  1659. }
  1660. }(),
  1661. poseAsVpd: function ( mesh, vpd, params ) {
  1662. if ( params === undefined ) params = {};
  1663. if ( params.preventResetPose !== true ) mesh.pose();
  1664. var bones = mesh.skeleton.bones;
  1665. var bones2 = vpd.bones;
  1666. var table = {};
  1667. for ( var i = 0; i < bones.length; i++ ) {
  1668. table[ bones[ i ].name ] = i;
  1669. }
  1670. var thV = new THREE.Vector3();
  1671. var thQ = new THREE.Quaternion();
  1672. for ( var i = 0; i < bones2.length; i++ ) {
  1673. var b = bones2[ i ];
  1674. var index = table[ b.name ];
  1675. if ( index === undefined ) continue;
  1676. var b2 = bones[ index ];
  1677. var t = b.translation;
  1678. var q = b.quaternion;
  1679. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  1680. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  1681. b2.position.add( thV );
  1682. b2.quaternion.multiply( thQ );
  1683. }
  1684. mesh.updateMatrixWorld( true );
  1685. if ( params.preventIk !== true ) {
  1686. var solver = new THREE.CCDIKSolver( mesh );
  1687. solver.update( params.saveOriginalBonesBeforeIK );
  1688. }
  1689. if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
  1690. var solver = new THREE.MMDGrantSolver( mesh );
  1691. solver.update();
  1692. }
  1693. },
  1694. /*
  1695. * Note: These following three functions are workaround for r74dev.
  1696. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  1697. * when mixer.update() is called.
  1698. * ikSolver.update() and physics.update() change bone position/quaternion
  1699. * without mixer.update() then buffer cache will be inconsistent.
  1700. * So trying to avoid buffer cache inconsistency by doing
  1701. * backup bones position/quaternion right after mixer.update() call
  1702. * and then restore them after rendering.
  1703. */
  1704. initBackupBones: function ( mesh ) {
  1705. mesh.skeleton.backupBones = [];
  1706. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1707. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  1708. }
  1709. },
  1710. backupBones: function ( mesh ) {
  1711. mesh.skeleton.backupBoneIsSaved = true;
  1712. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1713. var b = mesh.skeleton.backupBones[ i ];
  1714. var b2 = mesh.skeleton.bones[ i ];
  1715. b.position.copy( b2.position );
  1716. b.quaternion.copy( b2.quaternion );
  1717. }
  1718. },
  1719. restoreBones: function ( mesh ) {
  1720. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  1721. return;
  1722. }
  1723. mesh.skeleton.backupBoneIsSaved = false;
  1724. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  1725. var b = mesh.skeleton.bones[ i ];
  1726. var b2 = mesh.skeleton.backupBones[ i ];
  1727. b.position.copy( b2.position );
  1728. b.quaternion.copy( b2.quaternion );
  1729. }
  1730. }
  1731. };