MMDLoader.js 48 KB

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  1. ( function () {
  2. /**
  3. * Dependencies
  4. * - mmd-parser https://github.com/takahirox/mmd-parser
  5. * - THREE.TGALoader
  6. * - OutlineEffect
  7. *
  8. * MMDLoader creates Three.js Objects from MMD resources as
  9. * PMD, PMX, VMD, and VPD files.
  10. *
  11. * PMD/PMX is a model data format, VMD is a motion data format
  12. * VPD is a posing data format used in MMD(Miku Miku Dance).
  13. *
  14. * MMD official site
  15. * - https://sites.google.com/view/evpvp/
  16. *
  17. * PMD, VMD format (in Japanese)
  18. * - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  19. *
  20. * PMX format
  21. * - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
  22. *
  23. * TODO
  24. * - light motion in vmd support.
  25. * - SDEF support.
  26. * - uv/material/bone morphing support.
  27. * - more precise grant skinning support.
  28. * - shadow support.
  29. */
  30. var MMDLoader = function () {
  31. /**
  32. * @param {THREE.LoadingManager} manager
  33. */
  34. function MMDLoader( manager ) {
  35. THREE.Loader.call( this, manager );
  36. this.loader = new THREE.FileLoader( this.manager );
  37. this.parser = null; // lazy generation
  38. this.meshBuilder = new MeshBuilder( this.manager );
  39. this.animationBuilder = new AnimationBuilder();
  40. }
  41. MMDLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  42. constructor: MMDLoader,
  43. /**
  44. * @param {string} animationPath
  45. * @return {MMDLoader}
  46. */
  47. setAnimationPath: function ( animationPath ) {
  48. this.animationPath = animationPath;
  49. return this;
  50. },
  51. // Load MMD assets as Three.js Object
  52. /**
  53. * Loads Model file (.pmd or .pmx) as a THREE.SkinnedMesh.
  54. *
  55. * @param {string} url - url to Model(.pmd or .pmx) file
  56. * @param {function} onLoad
  57. * @param {function} onProgress
  58. * @param {function} onError
  59. */
  60. load: function ( url, onLoad, onProgress, onError ) {
  61. var builder = this.meshBuilder.setCrossOrigin( this.crossOrigin ); // resource path
  62. var resourcePath;
  63. if ( this.resourcePath !== '' ) {
  64. resourcePath = this.resourcePath;
  65. } else if ( this.path !== '' ) {
  66. resourcePath = this.path;
  67. } else {
  68. resourcePath = THREE.LoaderUtils.extractUrlBase( url );
  69. }
  70. var modelExtension = this._extractExtension( url ).toLowerCase(); // Should I detect by seeing header?
  71. if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
  72. if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
  73. return;
  74. }
  75. this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
  76. onLoad( builder.build( data, resourcePath, onProgress, onError ) );
  77. }, onProgress, onError );
  78. },
  79. /**
  80. * Loads Motion file(s) (.vmd) as a THREE.AnimationClip.
  81. * If two or more files are specified, they'll be merged.
  82. *
  83. * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
  84. * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
  85. * @param {function} onLoad
  86. * @param {function} onProgress
  87. * @param {function} onError
  88. */
  89. loadAnimation: function ( url, object, onLoad, onProgress, onError ) {
  90. var builder = this.animationBuilder;
  91. this.loadVMD( url, function ( vmd ) {
  92. onLoad( object.isCamera ? builder.buildCameraAnimation( vmd ) : builder.build( vmd, object ) );
  93. }, onProgress, onError );
  94. },
  95. /**
  96. * Loads mode file and motion file(s) as an object containing
  97. * a THREE.SkinnedMesh and a THREE.AnimationClip.
  98. * Tracks of THREE.AnimationClip are fitting to the model.
  99. *
  100. * @param {string} modelUrl - url to Model(.pmd or .pmx) file
  101. * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
  102. * @param {function} onLoad
  103. * @param {function} onProgress
  104. * @param {function} onError
  105. */
  106. loadWithAnimation: function ( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
  107. var scope = this;
  108. this.load( modelUrl, function ( mesh ) {
  109. scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
  110. onLoad( {
  111. mesh: mesh,
  112. animation: animation
  113. } );
  114. }, onProgress, onError );
  115. }, onProgress, onError );
  116. },
  117. // Load MMD assets as Object data parsed by MMDParser
  118. /**
  119. * Loads .pmd file as an Object.
  120. *
  121. * @param {string} url - url to .pmd file
  122. * @param {function} onLoad
  123. * @param {function} onProgress
  124. * @param {function} onError
  125. */
  126. loadPMD: function ( url, onLoad, onProgress, onError ) {
  127. var parser = this._getParser();
  128. this.loader.setMimeType( undefined ).setPath( this.path ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( buffer ) {
  129. onLoad( parser.parsePmd( buffer, true ) );
  130. }, onProgress, onError );
  131. },
  132. /**
  133. * Loads .pmx file as an Object.
  134. *
  135. * @param {string} url - url to .pmx file
  136. * @param {function} onLoad
  137. * @param {function} onProgress
  138. * @param {function} onError
  139. */
  140. loadPMX: function ( url, onLoad, onProgress, onError ) {
  141. var parser = this._getParser();
  142. this.loader.setMimeType( undefined ).setPath( this.path ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( buffer ) {
  143. onLoad( parser.parsePmx( buffer, true ) );
  144. }, onProgress, onError );
  145. },
  146. /**
  147. * Loads .vmd file as an Object. If two or more files are specified
  148. * they'll be merged.
  149. *
  150. * @param {string|Array<string>} url - url(s) to .vmd file(s)
  151. * @param {function} onLoad
  152. * @param {function} onProgress
  153. * @param {function} onError
  154. */
  155. loadVMD: function ( url, onLoad, onProgress, onError ) {
  156. var urls = Array.isArray( url ) ? url : [ url ];
  157. var vmds = [];
  158. var vmdNum = urls.length;
  159. var parser = this._getParser();
  160. this.loader.setMimeType( undefined ).setPath( this.animationPath ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials );
  161. for ( var i = 0, il = urls.length; i < il; i ++ ) {
  162. this.loader.load( urls[ i ], function ( buffer ) {
  163. vmds.push( parser.parseVmd( buffer, true ) );
  164. if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
  165. }, onProgress, onError );
  166. }
  167. },
  168. /**
  169. * Loads .vpd file as an Object.
  170. *
  171. * @param {string} url - url to .vpd file
  172. * @param {boolean} isUnicode
  173. * @param {function} onLoad
  174. * @param {function} onProgress
  175. * @param {function} onError
  176. */
  177. loadVPD: function ( url, isUnicode, onLoad, onProgress, onError ) {
  178. var parser = this._getParser();
  179. this.loader.setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' ).setPath( this.animationPath ).setResponseType( 'text' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( text ) {
  180. onLoad( parser.parseVpd( text, true ) );
  181. }, onProgress, onError );
  182. },
  183. // private methods
  184. _extractExtension: function ( url ) {
  185. var index = url.lastIndexOf( '.' );
  186. return index < 0 ? '' : url.slice( index + 1 );
  187. },
  188. _getParser: function () {
  189. if ( this.parser === null ) {
  190. if ( typeof MMDParser === 'undefined' ) {
  191. throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
  192. }
  193. this.parser = new MMDParser.Parser(); // eslint-disable-line no-undef
  194. }
  195. return this.parser;
  196. }
  197. } ); // Utilities
  198. /*
  199. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
  200. * We don't need to request external toon image files.
  201. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  202. */
  203. var DEFAULT_TOON_TEXTURES = [ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=', '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=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=' ]; // Builders. They build Three.js object from Object data parsed by MMDParser.
  204. /**
  205. * @param {THREE.LoadingManager} manager
  206. */
  207. function MeshBuilder( manager ) {
  208. this.geometryBuilder = new GeometryBuilder();
  209. this.materialBuilder = new MaterialBuilder( manager );
  210. }
  211. MeshBuilder.prototype = {
  212. constructor: MeshBuilder,
  213. crossOrigin: 'anonymous',
  214. /**
  215. * @param {string} crossOrigin
  216. * @return {MeshBuilder}
  217. */
  218. setCrossOrigin: function ( crossOrigin ) {
  219. this.crossOrigin = crossOrigin;
  220. return this;
  221. },
  222. /**
  223. * @param {Object} data - parsed PMD/PMX data
  224. * @param {string} resourcePath
  225. * @param {function} onProgress
  226. * @param {function} onError
  227. * @return {SkinnedMesh}
  228. */
  229. build: function ( data, resourcePath, onProgress, onError ) {
  230. var geometry = this.geometryBuilder.build( data );
  231. var material = this.materialBuilder.setCrossOrigin( this.crossOrigin ).setResourcePath( resourcePath ).build( data, geometry, onProgress, onError );
  232. var mesh = new THREE.SkinnedMesh( geometry, material );
  233. var skeleton = new THREE.Skeleton( initBones( mesh ) );
  234. mesh.bind( skeleton ); // console.log( mesh ); // for console debug
  235. return mesh;
  236. }
  237. }; // TODO: Try to remove this function
  238. function initBones( mesh ) {
  239. var geometry = mesh.geometry;
  240. var bones = [],
  241. bone,
  242. gbone;
  243. var i, il;
  244. if ( geometry && geometry.bones !== undefined ) {
  245. // first, create array of 'Bone' objects from geometry data
  246. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  247. gbone = geometry.bones[ i ]; // create new 'Bone' object
  248. bone = new THREE.Bone();
  249. bones.push( bone ); // apply values
  250. bone.name = gbone.name;
  251. bone.position.fromArray( gbone.pos );
  252. bone.quaternion.fromArray( gbone.rotq );
  253. if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  254. } // second, create bone hierarchy
  255. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  256. gbone = geometry.bones[ i ];
  257. if ( gbone.parent !== - 1 && gbone.parent !== null && bones[ gbone.parent ] !== undefined ) {
  258. // subsequent bones in the hierarchy
  259. bones[ gbone.parent ].add( bones[ i ] );
  260. } else {
  261. // topmost bone, immediate child of the skinned mesh
  262. mesh.add( bones[ i ] );
  263. }
  264. }
  265. } // now the bones are part of the scene graph and children of the skinned mesh.
  266. // let's update the corresponding matrices
  267. mesh.updateMatrixWorld( true );
  268. return bones;
  269. } //
  270. function GeometryBuilder() {}
  271. GeometryBuilder.prototype = {
  272. constructor: GeometryBuilder,
  273. /**
  274. * @param {Object} data - parsed PMD/PMX data
  275. * @return {BufferGeometry}
  276. */
  277. build: function ( data ) {
  278. // for geometry
  279. var positions = [];
  280. var uvs = [];
  281. var normals = [];
  282. var indices = [];
  283. var groups = [];
  284. var bones = [];
  285. var skinIndices = [];
  286. var skinWeights = [];
  287. var morphTargets = [];
  288. var morphPositions = [];
  289. var iks = [];
  290. var grants = [];
  291. var rigidBodies = [];
  292. var constraints = []; // for work
  293. var offset = 0;
  294. var boneTypeTable = {}; // positions, normals, uvs, skinIndices, skinWeights
  295. for ( var i = 0; i < data.metadata.vertexCount; i ++ ) {
  296. var v = data.vertices[ i ];
  297. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  298. positions.push( v.position[ j ] );
  299. }
  300. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  301. normals.push( v.normal[ j ] );
  302. }
  303. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  304. uvs.push( v.uv[ j ] );
  305. }
  306. for ( var j = 0; j < 4; j ++ ) {
  307. skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  308. }
  309. for ( var j = 0; j < 4; j ++ ) {
  310. skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  311. }
  312. } // indices
  313. for ( var i = 0; i < data.metadata.faceCount; i ++ ) {
  314. var face = data.faces[ i ];
  315. for ( var j = 0, jl = face.indices.length; j < jl; j ++ ) {
  316. indices.push( face.indices[ j ] );
  317. }
  318. } // groups
  319. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  320. var material = data.materials[ i ];
  321. groups.push( {
  322. offset: offset * 3,
  323. count: material.faceCount * 3
  324. } );
  325. offset += material.faceCount;
  326. } // bones
  327. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  328. var body = data.rigidBodies[ i ];
  329. var value = boneTypeTable[ body.boneIndex ]; // keeps greater number if already value is set without any special reasons
  330. value = value === undefined ? body.type : Math.max( body.type, value );
  331. boneTypeTable[ body.boneIndex ] = value;
  332. }
  333. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  334. var boneData = data.bones[ i ];
  335. var bone = {
  336. index: i,
  337. transformationClass: boneData.transformationClass,
  338. parent: boneData.parentIndex,
  339. name: boneData.name,
  340. pos: boneData.position.slice( 0, 3 ),
  341. rotq: [ 0, 0, 0, 1 ],
  342. scl: [ 1, 1, 1 ],
  343. rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
  344. };
  345. if ( bone.parent !== - 1 ) {
  346. bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
  347. bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
  348. bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
  349. }
  350. bones.push( bone );
  351. } // iks
  352. // TODO: remove duplicated codes between PMD and PMX
  353. if ( data.metadata.format === 'pmd' ) {
  354. for ( var i = 0; i < data.metadata.ikCount; i ++ ) {
  355. var ik = data.iks[ i ];
  356. var param = {
  357. target: ik.target,
  358. effector: ik.effector,
  359. iteration: ik.iteration,
  360. maxAngle: ik.maxAngle * 4,
  361. links: []
  362. };
  363. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  364. var link = {};
  365. link.index = ik.links[ j ].index;
  366. link.enabled = true;
  367. if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  368. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  369. }
  370. param.links.push( link );
  371. }
  372. iks.push( param );
  373. }
  374. } else {
  375. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  376. var ik = data.bones[ i ].ik;
  377. if ( ik === undefined ) continue;
  378. var param = {
  379. target: i,
  380. effector: ik.effector,
  381. iteration: ik.iteration,
  382. maxAngle: ik.maxAngle,
  383. links: []
  384. };
  385. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  386. var link = {};
  387. link.index = ik.links[ j ].index;
  388. link.enabled = true;
  389. if ( ik.links[ j ].angleLimitation === 1 ) {
  390. // Revert if rotationMin/Max doesn't work well
  391. // link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  392. var rotationMin = ik.links[ j ].lowerLimitationAngle;
  393. var rotationMax = ik.links[ j ].upperLimitationAngle; // Convert Left to Right coordinate by myself because
  394. // MMDParser doesn't convert. It's a MMDParser's bug
  395. var tmp1 = - rotationMax[ 0 ];
  396. var tmp2 = - rotationMax[ 1 ];
  397. rotationMax[ 0 ] = - rotationMin[ 0 ];
  398. rotationMax[ 1 ] = - rotationMin[ 1 ];
  399. rotationMin[ 0 ] = tmp1;
  400. rotationMin[ 1 ] = tmp2;
  401. link.rotationMin = new THREE.Vector3().fromArray( rotationMin );
  402. link.rotationMax = new THREE.Vector3().fromArray( rotationMax );
  403. }
  404. param.links.push( link );
  405. }
  406. iks.push( param ); // Save the reference even from bone data for efficiently
  407. // simulating PMX animation system
  408. bones[ i ].ik = param;
  409. }
  410. } // grants
  411. if ( data.metadata.format === 'pmx' ) {
  412. // bone index -> grant entry map
  413. var grantEntryMap = {};
  414. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  415. var boneData = data.bones[ i ];
  416. var grant = boneData.grant;
  417. if ( grant === undefined ) continue;
  418. var param = {
  419. index: i,
  420. parentIndex: grant.parentIndex,
  421. ratio: grant.ratio,
  422. isLocal: grant.isLocal,
  423. affectRotation: grant.affectRotation,
  424. affectPosition: grant.affectPosition,
  425. transformationClass: boneData.transformationClass
  426. };
  427. grantEntryMap[ i ] = {
  428. parent: null,
  429. children: [],
  430. param: param,
  431. visited: false
  432. };
  433. }
  434. var rootEntry = {
  435. parent: null,
  436. children: [],
  437. param: null,
  438. visited: false
  439. }; // Build a tree representing grant hierarchy
  440. for ( var boneIndex in grantEntryMap ) {
  441. var grantEntry = grantEntryMap[ boneIndex ];
  442. var parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry;
  443. grantEntry.parent = parentGrantEntry;
  444. parentGrantEntry.children.push( grantEntry );
  445. } // Sort grant parameters from parents to children because
  446. // grant uses parent's transform that parent's grant is already applied
  447. // so grant should be applied in order from parents to children
  448. function traverse( entry ) {
  449. if ( entry.param ) {
  450. grants.push( entry.param ); // Save the reference even from bone data for efficiently
  451. // simulating PMX animation system
  452. bones[ entry.param.index ].grant = entry.param;
  453. }
  454. entry.visited = true;
  455. for ( var i = 0, il = entry.children.length; i < il; i ++ ) {
  456. var child = entry.children[ i ]; // Cut off a loop if exists. (Is a grant loop invalid?)
  457. if ( ! child.visited ) traverse( child );
  458. }
  459. }
  460. traverse( rootEntry );
  461. } // morph
  462. function updateAttributes( attribute, morph, ratio ) {
  463. for ( var i = 0; i < morph.elementCount; i ++ ) {
  464. var element = morph.elements[ i ];
  465. var index;
  466. if ( data.metadata.format === 'pmd' ) {
  467. index = data.morphs[ 0 ].elements[ element.index ].index;
  468. } else {
  469. index = element.index;
  470. }
  471. attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
  472. attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
  473. attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
  474. }
  475. }
  476. for ( var i = 0; i < data.metadata.morphCount; i ++ ) {
  477. var morph = data.morphs[ i ];
  478. var params = {
  479. name: morph.name
  480. };
  481. var attribute = new THREE.Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
  482. attribute.name = morph.name;
  483. for ( var j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
  484. attribute.array[ j ] = positions[ j ];
  485. }
  486. if ( data.metadata.format === 'pmd' ) {
  487. if ( i !== 0 ) {
  488. updateAttributes( attribute, morph, 1.0 );
  489. }
  490. } else {
  491. if ( morph.type === 0 ) {
  492. // group
  493. for ( var j = 0; j < morph.elementCount; j ++ ) {
  494. var morph2 = data.morphs[ morph.elements[ j ].index ];
  495. var ratio = morph.elements[ j ].ratio;
  496. if ( morph2.type === 1 ) {
  497. updateAttributes( attribute, morph2, ratio );
  498. } else { // TODO: implement
  499. }
  500. }
  501. } else if ( morph.type === 1 ) {
  502. // vertex
  503. updateAttributes( attribute, morph, 1.0 );
  504. } else if ( morph.type === 2 ) { // bone
  505. // TODO: implement
  506. } else if ( morph.type === 3 ) { // uv
  507. // TODO: implement
  508. } else if ( morph.type === 4 ) { // additional uv1
  509. // TODO: implement
  510. } else if ( morph.type === 5 ) { // additional uv2
  511. // TODO: implement
  512. } else if ( morph.type === 6 ) { // additional uv3
  513. // TODO: implement
  514. } else if ( morph.type === 7 ) { // additional uv4
  515. // TODO: implement
  516. } else if ( morph.type === 8 ) { // material
  517. // TODO: implement
  518. }
  519. }
  520. morphTargets.push( params );
  521. morphPositions.push( attribute );
  522. } // rigid bodies from rigidBodies field.
  523. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  524. var rigidBody = data.rigidBodies[ i ];
  525. var params = {};
  526. for ( var key in rigidBody ) {
  527. params[ key ] = rigidBody[ key ];
  528. }
  529. /*
  530. * RigidBody position parameter in PMX seems global position
  531. * while the one in PMD seems offset from corresponding bone.
  532. * So unify being offset.
  533. */
  534. if ( data.metadata.format === 'pmx' ) {
  535. if ( params.boneIndex !== - 1 ) {
  536. var bone = data.bones[ params.boneIndex ];
  537. params.position[ 0 ] -= bone.position[ 0 ];
  538. params.position[ 1 ] -= bone.position[ 1 ];
  539. params.position[ 2 ] -= bone.position[ 2 ];
  540. }
  541. }
  542. rigidBodies.push( params );
  543. } // constraints from constraints field.
  544. for ( var i = 0; i < data.metadata.constraintCount; i ++ ) {
  545. var constraint = data.constraints[ i ];
  546. var params = {};
  547. for ( var key in constraint ) {
  548. params[ key ] = constraint[ key ];
  549. }
  550. var bodyA = rigidBodies[ params.rigidBodyIndex1 ];
  551. var bodyB = rigidBodies[ params.rigidBodyIndex2 ]; // Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  552. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  553. if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 && data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  554. bodyB.type = 1;
  555. }
  556. }
  557. constraints.push( params );
  558. } // build THREE.BufferGeometry.
  559. var geometry = new THREE.BufferGeometry();
  560. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  561. geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  562. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  563. geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
  564. geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
  565. geometry.setIndex( indices );
  566. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  567. geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
  568. }
  569. geometry.bones = bones;
  570. geometry.morphTargets = morphTargets;
  571. geometry.morphAttributes.position = morphPositions;
  572. geometry.morphTargetsRelative = false;
  573. geometry.userData.MMD = {
  574. bones: bones,
  575. iks: iks,
  576. grants: grants,
  577. rigidBodies: rigidBodies,
  578. constraints: constraints,
  579. format: data.metadata.format
  580. };
  581. geometry.computeBoundingSphere();
  582. return geometry;
  583. }
  584. }; //
  585. /**
  586. * @param {THREE.LoadingManager} manager
  587. */
  588. function MaterialBuilder( manager ) {
  589. this.manager = manager;
  590. this.textureLoader = new THREE.TextureLoader( this.manager );
  591. this.tgaLoader = null; // lazy generation
  592. }
  593. MaterialBuilder.prototype = {
  594. constructor: MaterialBuilder,
  595. crossOrigin: 'anonymous',
  596. resourcePath: undefined,
  597. /**
  598. * @param {string} crossOrigin
  599. * @return {MaterialBuilder}
  600. */
  601. setCrossOrigin: function ( crossOrigin ) {
  602. this.crossOrigin = crossOrigin;
  603. return this;
  604. },
  605. /**
  606. * @param {string} resourcePath
  607. * @return {MaterialBuilder}
  608. */
  609. setResourcePath: function ( resourcePath ) {
  610. this.resourcePath = resourcePath;
  611. return this;
  612. },
  613. /**
  614. * @param {Object} data - parsed PMD/PMX data
  615. * @param {BufferGeometry} geometry - some properties are dependend on geometry
  616. * @param {function} onProgress
  617. * @param {function} onError
  618. * @return {Array<MeshToonMaterial>}
  619. */
  620. build: function ( data, geometry
  621. /*, onProgress, onError */
  622. ) {
  623. var materials = [];
  624. var textures = {};
  625. this.textureLoader.setCrossOrigin( this.crossOrigin ); // materials
  626. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  627. var material = data.materials[ i ];
  628. var params = {
  629. userData: {}
  630. };
  631. if ( material.name !== undefined ) params.name = material.name;
  632. /*
  633. * THREE.Color
  634. *
  635. * MMD THREE.MeshToonMaterial
  636. * diffuse - color
  637. * ambient - emissive * a
  638. * (a = 1.0 without map texture or 0.2 with map texture)
  639. *
  640. * THREE.MeshToonMaterial doesn't have ambient. Set it to emissive instead.
  641. * It'll be too bright if material has map texture so using coef 0.2.
  642. */
  643. params.color = new THREE.Color().fromArray( material.diffuse );
  644. params.opacity = material.diffuse[ 3 ];
  645. params.emissive = new THREE.Color().fromArray( material.ambient );
  646. params.transparent = params.opacity !== 1.0; //
  647. params.skinning = geometry.bones.length > 0 ? true : false;
  648. params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  649. params.fog = true; // blend
  650. params.blending = THREE.CustomBlending;
  651. params.blendSrc = THREE.SrcAlphaFactor;
  652. params.blendDst = THREE.OneMinusSrcAlphaFactor;
  653. params.blendSrcAlpha = THREE.SrcAlphaFactor;
  654. params.blendDstAlpha = THREE.DstAlphaFactor; // side
  655. if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
  656. params.side = THREE.DoubleSide;
  657. } else {
  658. params.side = params.opacity === 1.0 ? THREE.FrontSide : THREE.DoubleSide;
  659. }
  660. if ( data.metadata.format === 'pmd' ) {
  661. // map, envMap
  662. if ( material.fileName ) {
  663. var fileName = material.fileName;
  664. var fileNames = fileName.split( '*' ); // fileNames[ 0 ]: mapFileName
  665. // fileNames[ 1 ]: envMapFileName( optional )
  666. params.map = this._loadTexture( fileNames[ 0 ], textures );
  667. if ( fileNames.length > 1 ) {
  668. var extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
  669. params.envMap = this._loadTexture( fileNames[ 1 ], textures );
  670. params.combine = extension === '.sph' ? THREE.MultiplyOperation : THREE.AddOperation;
  671. }
  672. } // gradientMap
  673. var toonFileName = material.toonIndex === - 1 ? 'toon00.bmp' : data.toonTextures[ material.toonIndex ].fileName;
  674. params.gradientMap = this._loadTexture( toonFileName, textures, {
  675. isToonTexture: true,
  676. isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
  677. } ); // parameters for OutlineEffect
  678. params.userData.outlineParameters = {
  679. thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
  680. color: [ 0, 0, 0 ],
  681. alpha: 1.0,
  682. visible: material.edgeFlag === 1
  683. };
  684. } else {
  685. // map
  686. if ( material.textureIndex !== - 1 ) {
  687. params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
  688. } // envMap TODO: support m.envFlag === 3
  689. if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
  690. params.envMap = this._loadTexture( data.textures[ material.envTextureIndex ], textures );
  691. params.combine = material.envFlag === 1 ? THREE.MultiplyOperation : THREE.AddOperation;
  692. } // gradientMap
  693. var toonFileName, isDefaultToon;
  694. if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
  695. toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
  696. isDefaultToon = true;
  697. } else {
  698. toonFileName = data.textures[ material.toonIndex ];
  699. isDefaultToon = false;
  700. }
  701. params.gradientMap = this._loadTexture( toonFileName, textures, {
  702. isToonTexture: true,
  703. isDefaultToonTexture: isDefaultToon
  704. } ); // parameters for OutlineEffect
  705. params.userData.outlineParameters = {
  706. thickness: material.edgeSize / 300,
  707. // TODO: better calculation?
  708. color: material.edgeColor.slice( 0, 3 ),
  709. alpha: material.edgeColor[ 3 ],
  710. visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
  711. };
  712. }
  713. if ( params.map !== undefined ) {
  714. if ( ! params.transparent ) {
  715. this._checkImageTransparency( params.map, geometry, i );
  716. }
  717. params.emissive.multiplyScalar( 0.2 );
  718. }
  719. materials.push( new THREE.MeshToonMaterial( params ) );
  720. }
  721. if ( data.metadata.format === 'pmx' ) {
  722. // set transparent true if alpha morph is defined.
  723. function checkAlphaMorph( elements, materials ) {
  724. for ( var i = 0, il = elements.length; i < il; i ++ ) {
  725. var element = elements[ i ];
  726. if ( element.index === - 1 ) continue;
  727. var material = materials[ element.index ];
  728. if ( material.opacity !== element.diffuse[ 3 ] ) {
  729. material.transparent = true;
  730. }
  731. }
  732. }
  733. for ( var i = 0, il = data.morphs.length; i < il; i ++ ) {
  734. var morph = data.morphs[ i ];
  735. var elements = morph.elements;
  736. if ( morph.type === 0 ) {
  737. for ( var j = 0, jl = elements.length; j < jl; j ++ ) {
  738. var morph2 = data.morphs[ elements[ j ].index ];
  739. if ( morph2.type !== 8 ) continue;
  740. checkAlphaMorph( morph2.elements, materials );
  741. }
  742. } else if ( morph.type === 8 ) {
  743. checkAlphaMorph( elements, materials );
  744. }
  745. }
  746. }
  747. return materials;
  748. },
  749. // private methods
  750. _getTGALoader: function () {
  751. if ( this.tgaLoader === null ) {
  752. if ( THREE.TGALoader === undefined ) {
  753. throw new Error( 'THREE.MMDLoader: Import THREE.TGALoader' );
  754. }
  755. this.tgaLoader = new THREE.TGALoader( this.manager );
  756. }
  757. return this.tgaLoader;
  758. },
  759. _isDefaultToonTexture: function ( name ) {
  760. if ( name.length !== 10 ) return false;
  761. return /toon(10|0[0-9])\.bmp/.test( name );
  762. },
  763. _loadTexture: function ( filePath, textures, params, onProgress, onError ) {
  764. params = params || {};
  765. var scope = this;
  766. var fullPath;
  767. if ( params.isDefaultToonTexture === true ) {
  768. var index;
  769. try {
  770. index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );
  771. } catch ( e ) {
  772. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a ' + 'not right default texture path. Using toon00.bmp instead.' );
  773. index = 0;
  774. }
  775. fullPath = DEFAULT_TOON_TEXTURES[ index ];
  776. } else {
  777. fullPath = this.resourcePath + filePath;
  778. }
  779. if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
  780. var loader = this.manager.getHandler( fullPath );
  781. if ( loader === null ) {
  782. loader = filePath.slice( - 4 ).toLowerCase() === '.tga' ? this._getTGALoader() : this.textureLoader;
  783. }
  784. var texture = loader.load( fullPath, function ( t ) {
  785. // MMD toon texture is Axis-Y oriented
  786. // but Three.js gradient map is Axis-X oriented.
  787. // So here replaces the toon texture image with the rotated one.
  788. if ( params.isToonTexture === true ) {
  789. t.image = scope._getRotatedImage( t.image );
  790. t.magFilter = THREE.NearestFilter;
  791. t.minFilter = THREE.NearestFilter;
  792. }
  793. t.flipY = false;
  794. t.wrapS = THREE.RepeatWrapping;
  795. t.wrapT = THREE.RepeatWrapping;
  796. for ( var i = 0; i < texture.readyCallbacks.length; i ++ ) {
  797. texture.readyCallbacks[ i ]( texture );
  798. }
  799. delete texture.readyCallbacks;
  800. }, onProgress, onError );
  801. texture.readyCallbacks = [];
  802. textures[ fullPath ] = texture;
  803. return texture;
  804. },
  805. _getRotatedImage: function ( image ) {
  806. var canvas = document.createElement( 'canvas' );
  807. var context = canvas.getContext( '2d' );
  808. var width = image.width;
  809. var height = image.height;
  810. canvas.width = width;
  811. canvas.height = height;
  812. context.clearRect( 0, 0, width, height );
  813. context.translate( width / 2.0, height / 2.0 );
  814. context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  815. context.translate( - width / 2.0, - height / 2.0 );
  816. context.drawImage( image, 0, 0 );
  817. return context.getImageData( 0, 0, width, height );
  818. },
  819. // Check if the partial image area used by the texture is transparent.
  820. _checkImageTransparency: function ( map, geometry, groupIndex ) {
  821. map.readyCallbacks.push( function ( texture ) {
  822. // Is there any efficient ways?
  823. function createImageData( image ) {
  824. var canvas = document.createElement( 'canvas' );
  825. canvas.width = image.width;
  826. canvas.height = image.height;
  827. var context = canvas.getContext( '2d' );
  828. context.drawImage( image, 0, 0 );
  829. return context.getImageData( 0, 0, canvas.width, canvas.height );
  830. }
  831. function detectImageTransparency( image, uvs, indices ) {
  832. var width = image.width;
  833. var height = image.height;
  834. var data = image.data;
  835. var threshold = 253;
  836. if ( data.length / ( width * height ) !== 4 ) return false;
  837. for ( var i = 0; i < indices.length; i += 3 ) {
  838. var centerUV = {
  839. x: 0.0,
  840. y: 0.0
  841. };
  842. for ( var j = 0; j < 3; j ++ ) {
  843. var index = indices[ i * 3 + j ];
  844. var uv = {
  845. x: uvs[ index * 2 + 0 ],
  846. y: uvs[ index * 2 + 1 ]
  847. };
  848. if ( getAlphaByUv( image, uv ) < threshold ) return true;
  849. centerUV.x += uv.x;
  850. centerUV.y += uv.y;
  851. }
  852. centerUV.x /= 3;
  853. centerUV.y /= 3;
  854. if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
  855. }
  856. return false;
  857. }
  858. /*
  859. * This method expects
  860. * texture.flipY = false
  861. * texture.wrapS = THREE.RepeatWrapping
  862. * texture.wrapT = THREE.RepeatWrapping
  863. * TODO: more precise
  864. */
  865. function getAlphaByUv( image, uv ) {
  866. var width = image.width;
  867. var height = image.height;
  868. var x = Math.round( uv.x * width ) % width;
  869. var y = Math.round( uv.y * height ) % height;
  870. if ( x < 0 ) x += width;
  871. if ( y < 0 ) y += height;
  872. var index = y * width + x;
  873. return image.data[ index * 4 + 3 ];
  874. }
  875. var imageData = texture.image.data !== undefined ? texture.image : createImageData( texture.image );
  876. var group = geometry.groups[ groupIndex ];
  877. if ( detectImageTransparency( imageData, geometry.attributes.uv.array, geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
  878. map.transparent = true;
  879. }
  880. } );
  881. }
  882. }; //
  883. function AnimationBuilder() {}
  884. AnimationBuilder.prototype = {
  885. constructor: AnimationBuilder,
  886. /**
  887. * @param {Object} vmd - parsed VMD data
  888. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  889. * @return {AnimationClip}
  890. */
  891. build: function ( vmd, mesh ) {
  892. // combine skeletal and morph animations
  893. var tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
  894. var tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
  895. for ( var i = 0, il = tracks2.length; i < il; i ++ ) {
  896. tracks.push( tracks2[ i ] );
  897. }
  898. return new THREE.AnimationClip( '', - 1, tracks );
  899. },
  900. /**
  901. * @param {Object} vmd - parsed VMD data
  902. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  903. * @return {AnimationClip}
  904. */
  905. buildSkeletalAnimation: function ( vmd, mesh ) {
  906. function pushInterpolation( array, interpolation, index ) {
  907. array.push( interpolation[ index + 0 ] / 127 ); // x1
  908. array.push( interpolation[ index + 8 ] / 127 ); // x2
  909. array.push( interpolation[ index + 4 ] / 127 ); // y1
  910. array.push( interpolation[ index + 12 ] / 127 ); // y2
  911. }
  912. var tracks = [];
  913. var motions = {};
  914. var bones = mesh.skeleton.bones;
  915. var boneNameDictionary = {};
  916. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  917. boneNameDictionary[ bones[ i ].name ] = true;
  918. }
  919. for ( var i = 0; i < vmd.metadata.motionCount; i ++ ) {
  920. var motion = vmd.motions[ i ];
  921. var boneName = motion.boneName;
  922. if ( boneNameDictionary[ boneName ] === undefined ) continue;
  923. motions[ boneName ] = motions[ boneName ] || [];
  924. motions[ boneName ].push( motion );
  925. }
  926. for ( var key in motions ) {
  927. var array = motions[ key ];
  928. array.sort( function ( a, b ) {
  929. return a.frameNum - b.frameNum;
  930. } );
  931. var times = [];
  932. var positions = [];
  933. var rotations = [];
  934. var pInterpolations = [];
  935. var rInterpolations = [];
  936. var basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
  937. for ( var i = 0, il = array.length; i < il; i ++ ) {
  938. var time = array[ i ].frameNum / 30;
  939. var position = array[ i ].position;
  940. var rotation = array[ i ].rotation;
  941. var interpolation = array[ i ].interpolation;
  942. times.push( time );
  943. for ( var j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
  944. for ( var j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
  945. for ( var j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
  946. pushInterpolation( rInterpolations, interpolation, 3 );
  947. }
  948. var targetName = '.bones[' + key + ']';
  949. tracks.push( this._createTrack( targetName + '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );
  950. tracks.push( this._createTrack( targetName + '.quaternion', THREE.QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
  951. }
  952. return new THREE.AnimationClip( '', - 1, tracks );
  953. },
  954. /**
  955. * @param {Object} vmd - parsed VMD data
  956. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  957. * @return {AnimationClip}
  958. */
  959. buildMorphAnimation: function ( vmd, mesh ) {
  960. var tracks = [];
  961. var morphs = {};
  962. var morphTargetDictionary = mesh.morphTargetDictionary;
  963. for ( var i = 0; i < vmd.metadata.morphCount; i ++ ) {
  964. var morph = vmd.morphs[ i ];
  965. var morphName = morph.morphName;
  966. if ( morphTargetDictionary[ morphName ] === undefined ) continue;
  967. morphs[ morphName ] = morphs[ morphName ] || [];
  968. morphs[ morphName ].push( morph );
  969. }
  970. for ( var key in morphs ) {
  971. var array = morphs[ key ];
  972. array.sort( function ( a, b ) {
  973. return a.frameNum - b.frameNum;
  974. } );
  975. var times = [];
  976. var values = [];
  977. for ( var i = 0, il = array.length; i < il; i ++ ) {
  978. times.push( array[ i ].frameNum / 30 );
  979. values.push( array[ i ].weight );
  980. }
  981. tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
  982. }
  983. return new THREE.AnimationClip( '', - 1, tracks );
  984. },
  985. /**
  986. * @param {Object} vmd - parsed VMD data
  987. * @return {AnimationClip}
  988. */
  989. buildCameraAnimation: function ( vmd ) {
  990. function pushVector3( array, vec ) {
  991. array.push( vec.x );
  992. array.push( vec.y );
  993. array.push( vec.z );
  994. }
  995. function pushQuaternion( array, q ) {
  996. array.push( q.x );
  997. array.push( q.y );
  998. array.push( q.z );
  999. array.push( q.w );
  1000. }
  1001. function pushInterpolation( array, interpolation, index ) {
  1002. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  1003. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  1004. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  1005. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  1006. }
  1007. var tracks = [];
  1008. var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
  1009. cameras.sort( function ( a, b ) {
  1010. return a.frameNum - b.frameNum;
  1011. } );
  1012. var times = [];
  1013. var centers = [];
  1014. var quaternions = [];
  1015. var positions = [];
  1016. var fovs = [];
  1017. var cInterpolations = [];
  1018. var qInterpolations = [];
  1019. var pInterpolations = [];
  1020. var fInterpolations = [];
  1021. var quaternion = new THREE.Quaternion();
  1022. var euler = new THREE.Euler();
  1023. var position = new THREE.Vector3();
  1024. var center = new THREE.Vector3();
  1025. for ( var i = 0, il = cameras.length; i < il; i ++ ) {
  1026. var motion = cameras[ i ];
  1027. var time = motion.frameNum / 30;
  1028. var pos = motion.position;
  1029. var rot = motion.rotation;
  1030. var distance = motion.distance;
  1031. var fov = motion.fov;
  1032. var interpolation = motion.interpolation;
  1033. times.push( time );
  1034. position.set( 0, 0, - distance );
  1035. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1036. euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
  1037. quaternion.setFromEuler( euler );
  1038. position.add( center );
  1039. position.applyQuaternion( quaternion );
  1040. pushVector3( centers, center );
  1041. pushQuaternion( quaternions, quaternion );
  1042. pushVector3( positions, position );
  1043. fovs.push( fov );
  1044. for ( var j = 0; j < 3; j ++ ) {
  1045. pushInterpolation( cInterpolations, interpolation, j );
  1046. }
  1047. pushInterpolation( qInterpolations, interpolation, 3 ); // use the same parameter for x, y, z axis.
  1048. for ( var j = 0; j < 3; j ++ ) {
  1049. pushInterpolation( pInterpolations, interpolation, 4 );
  1050. }
  1051. pushInterpolation( fInterpolations, interpolation, 5 );
  1052. }
  1053. var tracks = []; // I expect an object whose name 'target' exists under THREE.Camera
  1054. tracks.push( this._createTrack( 'target.position', THREE.VectorKeyframeTrack, times, centers, cInterpolations ) );
  1055. tracks.push( this._createTrack( '.quaternion', THREE.QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
  1056. tracks.push( this._createTrack( '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );
  1057. tracks.push( this._createTrack( '.fov', THREE.NumberKeyframeTrack, times, fovs, fInterpolations ) );
  1058. return new THREE.AnimationClip( '', - 1, tracks );
  1059. },
  1060. // private method
  1061. _createTrack: function ( node, typedKeyframeTrack, times, values, interpolations ) {
  1062. /*
  1063. * optimizes here not to let KeyframeTrackPrototype optimize
  1064. * because KeyframeTrackPrototype optimizes times and values but
  1065. * doesn't optimize interpolations.
  1066. */
  1067. if ( times.length > 2 ) {
  1068. times = times.slice();
  1069. values = values.slice();
  1070. interpolations = interpolations.slice();
  1071. var stride = values.length / times.length;
  1072. var interpolateStride = interpolations.length / times.length;
  1073. var index = 1;
  1074. for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  1075. for ( var i = 0; i < stride; i ++ ) {
  1076. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] || values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  1077. index ++;
  1078. break;
  1079. }
  1080. }
  1081. if ( aheadIndex > index ) {
  1082. times[ index ] = times[ aheadIndex ];
  1083. for ( var i = 0; i < stride; i ++ ) {
  1084. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  1085. }
  1086. for ( var i = 0; i < interpolateStride; i ++ ) {
  1087. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  1088. }
  1089. }
  1090. }
  1091. times.length = index + 1;
  1092. values.length = ( index + 1 ) * stride;
  1093. interpolations.length = ( index + 1 ) * interpolateStride;
  1094. }
  1095. var track = new typedKeyframeTrack( node, times, values );
  1096. track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
  1097. return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
  1098. };
  1099. return track;
  1100. }
  1101. }; // interpolation
  1102. function CubicBezierInterpolation( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1103. THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1104. this.interpolationParams = params;
  1105. }
  1106. CubicBezierInterpolation.prototype = Object.assign( Object.create( THREE.Interpolant.prototype ), {
  1107. constructor: CubicBezierInterpolation,
  1108. interpolate_: function ( i1, t0, t, t1 ) {
  1109. var result = this.resultBuffer;
  1110. var values = this.sampleValues;
  1111. var stride = this.valueSize;
  1112. var params = this.interpolationParams;
  1113. var offset1 = i1 * stride;
  1114. var offset0 = offset1 - stride; // No interpolation if next key frame is in one frame in 30fps.
  1115. // This is from MMD animation spec.
  1116. // '1.5' is for precision loss. times are Float32 in Three.js Animation system.
  1117. var weight1 = t1 - t0 < 1 / 30 * 1.5 ? 0.0 : ( t - t0 ) / ( t1 - t0 );
  1118. if ( stride === 4 ) {
  1119. // THREE.Quaternion
  1120. var x1 = params[ i1 * 4 + 0 ];
  1121. var x2 = params[ i1 * 4 + 1 ];
  1122. var y1 = params[ i1 * 4 + 2 ];
  1123. var y2 = params[ i1 * 4 + 3 ];
  1124. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1125. THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1126. } else if ( stride === 3 ) {
  1127. // THREE.Vector3
  1128. for ( var i = 0; i !== stride; ++ i ) {
  1129. var x1 = params[ i1 * 12 + i * 4 + 0 ];
  1130. var x2 = params[ i1 * 12 + i * 4 + 1 ];
  1131. var y1 = params[ i1 * 12 + i * 4 + 2 ];
  1132. var y2 = params[ i1 * 12 + i * 4 + 3 ];
  1133. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1134. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1135. }
  1136. } else {
  1137. // Number
  1138. var x1 = params[ i1 * 4 + 0 ];
  1139. var x2 = params[ i1 * 4 + 1 ];
  1140. var y1 = params[ i1 * 4 + 2 ];
  1141. var y2 = params[ i1 * 4 + 3 ];
  1142. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1143. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1144. }
  1145. return result;
  1146. },
  1147. _calculate: function ( x1, x2, y1, y2, x ) {
  1148. /*
  1149. * Cubic Bezier curves
  1150. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1151. *
  1152. * B(t) = ( 1 - t ) ^ 3 * P0
  1153. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1154. * + 3 * ( 1 - t ) * t^2 * P2
  1155. * + t ^ 3 * P3
  1156. * ( 0 <= t <= 1 )
  1157. *
  1158. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1159. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1160. *
  1161. * x = ( 1 - t ) ^ 3 * x0
  1162. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1163. * + 3 * ( 1 - t ) * t^2 * x2
  1164. * + t ^ 3 * x3
  1165. * y = ( 1 - t ) ^ 3 * y0
  1166. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1167. * + 3 * ( 1 - t ) * t^2 * y2
  1168. * + t ^ 3 * y3
  1169. * ( x0 = 0, y0 = 0 )
  1170. * ( x3 = 1, y3 = 1 )
  1171. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1172. *
  1173. * Here solves this equation with Bisection method,
  1174. * https://en.wikipedia.org/wiki/Bisection_method
  1175. * gets t, and then calculate y.
  1176. *
  1177. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1178. * + 3 * ( 1 - t ) * t^2 * x2
  1179. * + t ^ 3 - x = 0
  1180. *
  1181. * (Another option: Newton's method
  1182. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1183. */
  1184. var c = 0.5;
  1185. var t = c;
  1186. var s = 1.0 - t;
  1187. var loop = 15;
  1188. var eps = 1e-5;
  1189. var math = Math;
  1190. var sst3, stt3, ttt;
  1191. for ( var i = 0; i < loop; i ++ ) {
  1192. sst3 = 3.0 * s * s * t;
  1193. stt3 = 3.0 * s * t * t;
  1194. ttt = t * t * t;
  1195. var ft = sst3 * x1 + stt3 * x2 + ttt - x;
  1196. if ( math.abs( ft ) < eps ) break;
  1197. c /= 2.0;
  1198. t += ft < 0 ? c : - c;
  1199. s = 1.0 - t;
  1200. }
  1201. return sst3 * y1 + stt3 * y2 + ttt;
  1202. }
  1203. } );
  1204. return MMDLoader;
  1205. }();
  1206. THREE.MMDLoader = MMDLoader;
  1207. } )();