MMDLoader.js 87 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - charset-encoder-js https://github.com/takahirox/charset-encoder-js
  6. * - THREE.TGALoader
  7. *
  8. *
  9. * This loader loads and parses PMD/PMX and VMD binary files
  10. * then creates mesh for Three.js.
  11. *
  12. * PMD/PMX is a model data format and VMD is a motion data format
  13. * used in MMD(Miku Miku Dance).
  14. *
  15. * MMD is a 3D CG animation tool which is popular in Japan.
  16. *
  17. *
  18. * MMD official site
  19. * http://www.geocities.jp/higuchuu4/index_e.htm
  20. *
  21. * PMD, VMD format
  22. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  23. *
  24. * PMX format
  25. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  26. *
  27. *
  28. * TODO
  29. * - light motion in vmd support.
  30. * - SDEF support.
  31. * - uv/material/bone morphing support.
  32. * - supply skinning support.
  33. * - shadow support.
  34. */
  35. THREE.MMDLoader = function ( showStatus, manager ) {
  36. THREE.Loader.call( this, showStatus );
  37. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  38. this.defaultTexturePath = './models/default/';
  39. };
  40. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  41. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  42. THREE.MMDLoader.prototype.setDefaultTexturePath = function ( path ) {
  43. this.defaultTexturePath = path;
  44. };
  45. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  46. var scope = this;
  47. this.loadModel( modelUrl, function ( mesh ) {
  48. scope.loadVmds( vmdUrls, function ( vmd ) {
  49. scope.pourVmdIntoModel( mesh, vmd );
  50. callback( mesh );
  51. }, onProgress, onError );
  52. }, onProgress, onError );
  53. };
  54. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  55. var scope = this;
  56. var texturePath = this.extractUrlBase( url );
  57. var modelExtension = this.extractExtension( url );
  58. this.loadFileAsBuffer( url, function ( buffer ) {
  59. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  60. }, onProgress, onError );
  61. };
  62. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  63. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  64. };
  65. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadFileAsBuffer( url, function ( buffer ) {
  68. callback( scope.parseVmd( buffer ) );
  69. }, onProgress, onError );
  70. };
  71. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  72. var scope = this;
  73. var vmds = [];
  74. function run () {
  75. var url = urls.shift();
  76. scope.loadVmd( url, function ( vmd ) {
  77. vmds.push( vmd );
  78. if ( urls.length > 0 ) {
  79. run();
  80. } else {
  81. callback( scope.mergeVmds( vmds ) );
  82. }
  83. }, onProgress, onError );
  84. };
  85. run();
  86. };
  87. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  88. var listener = new THREE.AudioListener();
  89. var audio = new THREE.Audio( listener );
  90. audio.load( url );
  91. /*
  92. * Note: THREE.Audio doesn't support onReady callback
  93. * so doing polling instead.
  94. * TODO: discuss if THREE.Audio.load() should support callback.
  95. */
  96. function polling ( buffer ) {
  97. if ( audio.source.buffer === null ) {
  98. setTimeout( polling, 0 );
  99. } else {
  100. callback( audio, listener );
  101. }
  102. };
  103. setTimeout( polling, 0 );
  104. };
  105. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  106. var scope = this;
  107. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  108. func( url, function ( text ) {
  109. callback( scope.parseVpd( text ) );
  110. }, onProgress, onError );
  111. };
  112. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  113. var v = {};
  114. v.metadata = {};
  115. v.metadata.name = vmds[ 0 ].metadata.name;
  116. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  117. v.metadata.motionCount = 0;
  118. v.metadata.morphCount = 0;
  119. v.metadata.cameraCount = 0;
  120. v.motions = [];
  121. v.morphs = [];
  122. v.cameras = [];
  123. for ( var i = 0; i < vmds.length; i++ ) {
  124. var v2 = vmds[ i ];
  125. v.metadata.motionCount += v2.metadata.motionCount;
  126. v.metadata.morphCount += v2.metadata.morphCount;
  127. v.metadata.cameraCount += v2.metadata.cameraCount;
  128. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  129. v.motions.push( v2.motions[ j ] );
  130. }
  131. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  132. v.morphs.push( v2.morphs[ j ] );
  133. }
  134. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  135. v.cameras.push( v2.cameras[ j ] );
  136. }
  137. }
  138. return v;
  139. };
  140. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  141. this.createAnimation( mesh, vmd, name );
  142. };
  143. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  144. var helper = new THREE.MMDLoader.DataCreationHelper();
  145. var initAnimation = function () {
  146. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  147. var q = new THREE.Quaternion();
  148. var e = new THREE.Euler();
  149. var pkeys = [];
  150. var ckeys = [];
  151. var ukeys = [];
  152. var fkeys = [];
  153. for ( var i = 0; i < orderedMotions.length; i++ ) {
  154. var m = orderedMotions[ i ];
  155. var t = m.frameNum / 30;
  156. var p = m.position;
  157. var r = m.rotation;
  158. var d = m.distance;
  159. var f = m.fov;
  160. var position = new THREE.Vector3( 0, 0, -d );
  161. var center = new THREE.Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
  162. var up = new THREE.Vector3( 0, 1, 0 );
  163. e.set( -r[ 0 ], -r[ 1 ], -r[ 2 ] );
  164. q.setFromEuler( e );
  165. position.add( center );
  166. position.applyQuaternion( q );
  167. up.applyQuaternion( q );
  168. helper.pushAnimationKey( pkeys, t, position, true );
  169. helper.pushAnimationKey( ckeys, t, center, true );
  170. helper.pushAnimationKey( ukeys, t, up, true );
  171. helper.pushAnimationKey( fkeys, t, f, true );
  172. }
  173. helper.insertAnimationKeyAtTimeZero( pkeys, new THREE.Vector3( 0, 0, 0 ) );
  174. helper.insertAnimationKeyAtTimeZero( ckeys, new THREE.Vector3( 0, 0, 0 ) );
  175. helper.insertAnimationKeyAtTimeZero( ukeys, new THREE.Vector3( 0, 0, 0 ) );
  176. helper.insertAnimationKeyAtTimeZero( fkeys, 45 );
  177. helper.insertStartAnimationKey( pkeys );
  178. helper.insertStartAnimationKey( ckeys );
  179. helper.insertStartAnimationKey( ukeys );
  180. helper.insertStartAnimationKey( fkeys );
  181. var tracks = [];
  182. tracks.push( helper.generateTrackFromAnimationKeys( pkeys, 'VectorKeyframeTrackEx', '.position' ) );
  183. tracks.push( helper.generateTrackFromAnimationKeys( ckeys, 'VectorKeyframeTrackEx', '.center' ) );
  184. tracks.push( helper.generateTrackFromAnimationKeys( ukeys, 'VectorKeyframeTrackEx', '.up' ) );
  185. tracks.push( helper.generateTrackFromAnimationKeys( fkeys, 'NumberKeyframeTrackEx', '.fov' ) );
  186. camera.center = new THREE.Vector3( 0, 0, 0 );
  187. if ( camera.animations === undefined ) {
  188. camera.animations = [];
  189. }
  190. camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
  191. };
  192. this.leftToRightVmd( vmd );
  193. initAnimation();
  194. };
  195. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  196. var index = url.lastIndexOf( '.' );
  197. if ( index < 0 ) {
  198. return null;
  199. }
  200. return url.slice( index + 1 );
  201. };
  202. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType ) {
  203. var loader = new THREE.XHRLoader( this.manager );
  204. loader.setResponseType( responseType );
  205. var request = loader.load( url, function ( result ) {
  206. onLoad( result );
  207. }, onProgress, onError );
  208. return request;
  209. };
  210. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  211. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  212. };
  213. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  214. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  215. };
  216. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  217. var request = this.loadFile( url, onLoad, onProgress, onError, 'text' );
  218. /*
  219. * TODO: some browsers seem not support overrideMimeType
  220. * so some workarounds for them may be necessary.
  221. * Note: to set property of request after calling request.send(null)
  222. * (it's called in THREE.XHRLoader.load()) could be a bad manner.
  223. */
  224. request.overrideMimeType( 'text/plain; charset=shift_jis' );
  225. };
  226. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  227. // Should I judge from model data header?
  228. switch( modelExtension.toLowerCase() ) {
  229. case 'pmd':
  230. return this.parsePmd( buffer );
  231. case 'pmx':
  232. return this.parsePmx( buffer );
  233. default:
  234. throw 'extension ' + modelExtension + ' is not supported.';
  235. }
  236. };
  237. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  238. var scope = this;
  239. var pmd = {};
  240. var dv = new THREE.MMDLoader.DataView( buffer );
  241. var helper = new THREE.MMDLoader.DataCreationHelper();
  242. pmd.metadata = {};
  243. pmd.metadata.format = 'pmd';
  244. pmd.metadata.coordinateSystem = 'left';
  245. var parseHeader = function () {
  246. var metadata = pmd.metadata;
  247. metadata.magic = dv.getChars( 3 );
  248. if ( metadata.magic !== 'Pmd' ) {
  249. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  250. }
  251. metadata.version = dv.getFloat32();
  252. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  253. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  254. };
  255. var parseVertices = function () {
  256. var parseVertex = function () {
  257. var p = {};
  258. p.position = dv.getFloat32Array( 3 );
  259. p.normal = dv.getFloat32Array( 3 );
  260. p.uv = dv.getFloat32Array( 2 );
  261. p.skinIndices = dv.getUint16Array( 2 );
  262. p.skinWeights = [ dv.getUint8() / 100 ];
  263. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  264. p.edgeFlag = dv.getUint8();
  265. return p;
  266. };
  267. var metadata = pmd.metadata;
  268. metadata.vertexCount = dv.getUint32();
  269. pmd.vertices = [];
  270. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  271. pmd.vertices.push( parseVertex() );
  272. }
  273. };
  274. var parseFaces = function () {
  275. var parseFace = function () {
  276. var p = {};
  277. p.indices = dv.getUint16Array( 3 );
  278. return p;
  279. };
  280. var metadata = pmd.metadata;
  281. metadata.faceCount = dv.getUint32() / 3;
  282. pmd.faces = [];
  283. for ( var i = 0; i < metadata.faceCount; i++ ) {
  284. pmd.faces.push( parseFace() );
  285. }
  286. };
  287. var parseMaterials = function () {
  288. var parseMaterial = function () {
  289. var p = {};
  290. p.diffuse = dv.getFloat32Array( 4 );
  291. p.shininess = dv.getFloat32();
  292. p.specular = dv.getFloat32Array( 3 );
  293. p.emissive = dv.getFloat32Array( 3 );
  294. p.toonIndex = dv.getInt8();
  295. p.edgeFlag = dv.getUint8();
  296. p.faceCount = dv.getUint32() / 3;
  297. p.fileName = dv.getChars( 20 );
  298. return p;
  299. };
  300. var metadata = pmd.metadata;
  301. metadata.materialCount = dv.getUint32();
  302. pmd.materials = [];
  303. for ( var i = 0; i < metadata.materialCount; i++ ) {
  304. pmd.materials.push( parseMaterial() );
  305. }
  306. };
  307. var parseBones = function () {
  308. var parseBone = function () {
  309. var p = {};
  310. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  311. // So using charcode strings as workaround and keep original strings in .originalName.
  312. p.originalName = dv.getSjisStringsAsUnicode( 20 );
  313. p.name = helper.toCharcodeStrings( p.originalName );
  314. p.parentIndex = dv.getInt16();
  315. p.tailIndex = dv.getInt16();
  316. p.type = dv.getUint8();
  317. p.ikIndex = dv.getInt16();
  318. p.position = dv.getFloat32Array( 3 );
  319. return p;
  320. };
  321. var metadata = pmd.metadata;
  322. metadata.boneCount = dv.getUint16();
  323. pmd.bones = [];
  324. for ( var i = 0; i < metadata.boneCount; i++ ) {
  325. pmd.bones.push( parseBone() );
  326. }
  327. };
  328. var parseIks = function () {
  329. var parseIk = function () {
  330. var p = {};
  331. p.target = dv.getUint16();
  332. p.effector = dv.getUint16();
  333. p.linkCount = dv.getUint8();
  334. p.iteration = dv.getUint16();
  335. p.maxAngle = dv.getFloat32();
  336. p.links = [];
  337. for ( var i = 0; i < p.linkCount; i++ ) {
  338. var link = {}
  339. link.index = dv.getUint16();
  340. p.links.push( link );
  341. }
  342. return p;
  343. };
  344. var metadata = pmd.metadata;
  345. metadata.ikCount = dv.getUint16();
  346. pmd.iks = [];
  347. for ( var i = 0; i < metadata.ikCount; i++ ) {
  348. pmd.iks.push( parseIk() );
  349. }
  350. };
  351. var parseMorphs = function () {
  352. var parseMorph = function () {
  353. var p = {};
  354. p.name = dv.getSjisStringsAsUnicode( 20 );
  355. p.elementCount = dv.getUint32();
  356. p.type = dv.getUint8();
  357. p.elements = [];
  358. for ( var i = 0; i < p.elementCount; i++ ) {
  359. p.elements.push( {
  360. index: dv.getUint32(),
  361. position: dv.getFloat32Array( 3 )
  362. } ) ;
  363. }
  364. return p;
  365. };
  366. var metadata = pmd.metadata;
  367. metadata.morphCount = dv.getUint16();
  368. pmd.morphs = [];
  369. for ( var i = 0; i < metadata.morphCount; i++ ) {
  370. pmd.morphs.push( parseMorph() );
  371. }
  372. };
  373. var parseMorphFrames = function () {
  374. var parseMorphFrame = function () {
  375. var p = {};
  376. p.index = dv.getUint16();
  377. return p;
  378. };
  379. var metadata = pmd.metadata;
  380. metadata.morphFrameCount = dv.getUint8();
  381. pmd.morphFrames = [];
  382. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  383. pmd.morphFrames.push( parseMorphFrame() );
  384. }
  385. };
  386. var parseBoneFrameNames = function () {
  387. var parseBoneFrameName = function () {
  388. var p = {};
  389. p.name = dv.getSjisStringsAsUnicode( 50 );
  390. return p;
  391. };
  392. var metadata = pmd.metadata;
  393. metadata.boneFrameNameCount = dv.getUint8();
  394. pmd.boneFrameNames = [];
  395. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  396. pmd.boneFrameNames.push( parseBoneFrameName() );
  397. }
  398. };
  399. var parseBoneFrames = function () {
  400. var parseBoneFrame = function () {
  401. var p = {};
  402. p.boneIndex = dv.getInt16();
  403. p.frameIndex = dv.getUint8();
  404. return p;
  405. };
  406. var metadata = pmd.metadata;
  407. metadata.boneFrameCount = dv.getUint32();
  408. pmd.boneFrames = [];
  409. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  410. pmd.boneFrames.push( parseBoneFrame() );
  411. }
  412. };
  413. var parseEnglishHeader = function () {
  414. var metadata = pmd.metadata;
  415. metadata.englishCompatibility = dv.getUint8();
  416. if ( metadata.englishCompatibility > 0 ) {
  417. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  418. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  419. }
  420. };
  421. var parseEnglishBoneNames = function () {
  422. var parseEnglishBoneName = function () {
  423. var p = {};
  424. p.name = dv.getSjisStringsAsUnicode( 20 );
  425. return p;
  426. };
  427. var metadata = pmd.metadata;
  428. if ( metadata.englishCompatibility === 0 ) {
  429. return;
  430. }
  431. pmd.englishBoneNames = [];
  432. for ( var i = 0; i < metadata.boneCount; i++ ) {
  433. pmd.englishBoneNames.push( parseEnglishBoneName() );
  434. }
  435. };
  436. var parseEnglishMorphNames = function () {
  437. var parseEnglishMorphName = function () {
  438. var p = {};
  439. p.name = dv.getSjisStringsAsUnicode( 20 );
  440. return p;
  441. };
  442. var metadata = pmd.metadata;
  443. if ( metadata.englishCompatibility === 0 ) {
  444. return;
  445. }
  446. pmd.englishMorphNames = [];
  447. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  448. pmd.englishMorphNames.push( parseEnglishMorphName() );
  449. }
  450. };
  451. var parseEnglishBoneFrameNames = function () {
  452. var parseEnglishBoneFrameName = function () {
  453. var p = {};
  454. p.name = dv.getSjisStringsAsUnicode( 50 );
  455. return p;
  456. };
  457. var metadata = pmd.metadata;
  458. if ( metadata.englishCompatibility === 0 ) {
  459. return;
  460. }
  461. pmd.englishBoneFrameNames = [];
  462. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  463. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  464. }
  465. };
  466. var parseToonTextures = function () {
  467. var parseToonTexture = function () {
  468. var p = {};
  469. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  470. return p;
  471. };
  472. pmd.toonTextures = [];
  473. for ( var i = 0; i < 10; i++ ) {
  474. pmd.toonTextures.push( parseToonTexture() );
  475. }
  476. };
  477. var parseRigidBodies = function () {
  478. var parseRigidBody = function () {
  479. var p = {};
  480. p.name = dv.getSjisStringsAsUnicode( 20 );
  481. p.boneIndex = dv.getInt16();
  482. p.groupIndex = dv.getUint8();
  483. p.groupTarget = dv.getUint16();
  484. p.shapeType = dv.getUint8();
  485. p.width = dv.getFloat32();
  486. p.height = dv.getFloat32();
  487. p.depth = dv.getFloat32();
  488. p.position = dv.getFloat32Array( 3 );
  489. p.rotation = dv.getFloat32Array( 3 );
  490. p.weight = dv.getFloat32();
  491. p.positionDamping = dv.getFloat32();
  492. p.rotationDamping = dv.getFloat32();
  493. p.restriction = dv.getFloat32();
  494. p.friction = dv.getFloat32();
  495. p.type = dv.getUint8();
  496. return p;
  497. };
  498. var metadata = pmd.metadata;
  499. metadata.rigidBodyCount = dv.getUint32();
  500. pmd.rigidBodies = [];
  501. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  502. pmd.rigidBodies.push( parseRigidBody() );
  503. }
  504. };
  505. var parseConstraints = function () {
  506. var parseConstraint = function () {
  507. var p = {};
  508. p.name = dv.getSjisStringsAsUnicode( 20 );
  509. p.rigidBodyIndex1 = dv.getUint32();
  510. p.rigidBodyIndex2 = dv.getUint32();
  511. p.position = dv.getFloat32Array( 3 );
  512. p.rotation = dv.getFloat32Array( 3 );
  513. p.translationLimitation1 = dv.getFloat32Array( 3 );
  514. p.translationLimitation2 = dv.getFloat32Array( 3 );
  515. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  516. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  517. p.springPosition = dv.getFloat32Array( 3 );
  518. p.springRotation = dv.getFloat32Array( 3 );
  519. return p;
  520. };
  521. var metadata = pmd.metadata;
  522. metadata.constraintCount = dv.getUint32();
  523. pmd.constraints = [];
  524. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  525. pmd.constraints.push( parseConstraint() );
  526. }
  527. };
  528. parseHeader();
  529. parseVertices();
  530. parseFaces();
  531. parseMaterials();
  532. parseBones();
  533. parseIks();
  534. parseMorphs();
  535. parseMorphFrames();
  536. parseBoneFrameNames();
  537. parseBoneFrames();
  538. parseEnglishHeader();
  539. parseEnglishBoneNames();
  540. parseEnglishMorphNames();
  541. parseEnglishBoneFrameNames();
  542. parseToonTextures();
  543. parseRigidBodies();
  544. parseConstraints();
  545. // console.log( pmd ); // for console debug
  546. return pmd;
  547. };
  548. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  549. var scope = this;
  550. var pmx = {};
  551. var dv = new THREE.MMDLoader.DataView( buffer );
  552. var helper = new THREE.MMDLoader.DataCreationHelper();
  553. pmx.metadata = {};
  554. pmx.metadata.format = 'pmx';
  555. pmx.metadata.coordinateSystem = 'left';
  556. var parseHeader = function () {
  557. var metadata = pmx.metadata;
  558. metadata.magic = dv.getChars( 4 );
  559. // Note: don't remove the last blank space.
  560. if ( metadata.magic !== 'PMX ' ) {
  561. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  562. }
  563. metadata.version = dv.getFloat32();
  564. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  565. throw 'PMX version ' + metadata.version + ' is not supported.';
  566. }
  567. metadata.headerSize = dv.getUint8();
  568. metadata.encoding = dv.getUint8();
  569. metadata.additionalUvNum = dv.getUint8();
  570. metadata.vertexIndexSize = dv.getUint8();
  571. metadata.textureIndexSize = dv.getUint8();
  572. metadata.materialIndexSize = dv.getUint8();
  573. metadata.boneIndexSize = dv.getUint8();
  574. metadata.morphIndexSize = dv.getUint8();
  575. metadata.rigidBodyIndexSize = dv.getUint8();
  576. metadata.modelName = dv.getTextBuffer();
  577. metadata.englishModelName = dv.getTextBuffer();
  578. metadata.comment = dv.getTextBuffer();
  579. metadata.englishComment = dv.getTextBuffer();
  580. };
  581. var parseVertices = function () {
  582. var parseVertex = function () {
  583. var p = {};
  584. p.position = dv.getFloat32Array( 3 );
  585. p.normal = dv.getFloat32Array( 3 );
  586. p.uv = dv.getFloat32Array( 2 );
  587. p.auvs = [];
  588. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  589. p.auvs.push( dv.getFloat32Array( 4 ) );
  590. }
  591. p.type = dv.getUint8();
  592. var indexSize = metadata.vertexIndexSize;
  593. if ( p.type === 0 ) { // BDEF1
  594. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  595. p.skinWeights = [ 1.0 ];
  596. } else if ( p.type === 1 ) { // BDEF2
  597. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  598. p.skinWeights = dv.getFloat32Array( 1 );
  599. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  600. } else if ( p.type === 2 ) { // BDEF4
  601. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  602. p.skinWeights = dv.getFloat32Array( 4 );
  603. } else if ( p.type === 3 ) { // SDEF
  604. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  605. p.skinWeights = dv.getFloat32Array( 1 );
  606. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  607. p.skinC = dv.getFloat32Array( 3 );
  608. p.skinR0 = dv.getFloat32Array( 3 );
  609. p.skinR1 = dv.getFloat32Array( 3 );
  610. // SDEF is not supported yet and is handled as BDEF2 so far.
  611. // TODO: SDEF support
  612. p.type = 1;
  613. } else {
  614. throw 'unsupport bone type ' + p.type + ' exception.';
  615. }
  616. p.edgeRatio = dv.getFloat32();
  617. return p;
  618. };
  619. var metadata = pmx.metadata;
  620. metadata.vertexCount = dv.getUint32();
  621. pmx.vertices = [];
  622. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  623. pmx.vertices.push( parseVertex() );
  624. }
  625. };
  626. var parseFaces = function () {
  627. var parseFace = function () {
  628. var p = {};
  629. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3 );
  630. return p;
  631. };
  632. var metadata = pmx.metadata;
  633. metadata.faceCount = dv.getUint32() / 3;
  634. pmx.faces = [];
  635. for ( var i = 0; i < metadata.faceCount; i++ ) {
  636. pmx.faces.push( parseFace() );
  637. }
  638. };
  639. var parseTextures = function () {
  640. var parseTexture = function () {
  641. return dv.getTextBuffer();
  642. };
  643. var metadata = pmx.metadata;
  644. metadata.textureCount = dv.getUint32();
  645. pmx.textures = [];
  646. for ( var i = 0; i < metadata.textureCount; i++ ) {
  647. pmx.textures.push( parseTexture() );
  648. }
  649. };
  650. var parseMaterials = function () {
  651. var parseMaterial = function () {
  652. var p = {};
  653. p.name = dv.getTextBuffer();
  654. p.englishName = dv.getTextBuffer();
  655. p.diffuse = dv.getFloat32Array( 4 );
  656. p.specular = dv.getFloat32Array( 3 );
  657. p.shininess = dv.getFloat32();
  658. p.emissive = dv.getFloat32Array( 3 );
  659. p.flag = dv.getUint8();
  660. p.edgeColor = dv.getFloat32Array( 4 );
  661. p.edgeSize = dv.getFloat32();
  662. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  663. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  664. p.envFlag = dv.getUint8();
  665. p.toonFlag = dv.getUint8();
  666. if ( p.toonFlag === 0 ) {
  667. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  668. } else if ( p.toonFlag === 1 ) {
  669. p.toonIndex = dv.getInt8();
  670. } else {
  671. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  672. }
  673. p.comment = dv.getTextBuffer();
  674. p.faceCount = dv.getUint32() / 3;
  675. return p;
  676. };
  677. var metadata = pmx.metadata;
  678. metadata.materialCount = dv.getUint32();
  679. pmx.materials = [];
  680. for ( var i = 0; i < metadata.materialCount; i++ ) {
  681. pmx.materials.push( parseMaterial() );
  682. }
  683. };
  684. var parseBones = function () {
  685. var parseBone = function () {
  686. var p = {};
  687. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  688. // So using charcode strings as workaround and keep original strings in .originalName.
  689. p.originalName = dv.getTextBuffer();
  690. p.name = helper.toCharcodeStrings( p.originalName );
  691. p.englishName = dv.getTextBuffer();
  692. p.position = dv.getFloat32Array( 3 );
  693. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  694. p.transformationClass = dv.getUint32();
  695. p.flag = dv.getUint16();
  696. if ( p.flag & 0x1 ) {
  697. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  698. } else {
  699. p.offsetPosition = dv.getFloat32Array( 3 );
  700. }
  701. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  702. p.supplyParentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  703. p.supplyRatio = dv.getFloat32();
  704. }
  705. if ( p.flag & 0x400 ) {
  706. p.fixAxis = dv.getFloat32Array( 3 );
  707. }
  708. if ( p.flag & 0x800 ) {
  709. p.localXVector = dv.getFloat32Array( 3 );
  710. p.localZVector = dv.getFloat32Array( 3 );
  711. }
  712. if ( p.flag & 0x2000 ) {
  713. p.key = dv.getUint32();
  714. }
  715. if ( p.flag & 0x20 ) {
  716. var ik = {};
  717. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  718. ik.target = null;
  719. ik.iteration = dv.getUint32();
  720. ik.maxAngle = dv.getFloat32();
  721. ik.linkCount = dv.getUint32();
  722. ik.links = [];
  723. for ( var i = 0; i < ik.linkCount; i++ ) {
  724. var link = {};
  725. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  726. link.angleLimitation = dv.getUint8();
  727. if ( link.angleLimitation === 1 ) {
  728. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  729. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  730. }
  731. ik.links.push( link );
  732. }
  733. p.ik = ik;
  734. }
  735. return p;
  736. };
  737. var metadata = pmx.metadata;
  738. metadata.boneCount = dv.getUint32();
  739. pmx.bones = [];
  740. for ( var i = 0; i < metadata.boneCount; i++ ) {
  741. pmx.bones.push( parseBone() );
  742. }
  743. };
  744. var parseMorphs = function () {
  745. var parseMorph = function () {
  746. var p = {};
  747. p.name = dv.getTextBuffer();
  748. p.englishName = dv.getTextBuffer();
  749. p.panel = dv.getUint8();
  750. p.type = dv.getUint8();
  751. p.elementCount = dv.getUint32();
  752. p.elements = [];
  753. for ( var i = 0; i < p.elementCount; i++ ) {
  754. if ( p.type === 0 ) { // group morph
  755. var m = {};
  756. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  757. m.ratio = dv.getFloat32();
  758. p.elements.push( m );
  759. } else if ( p.type === 1 ) { // vertex morph
  760. var m = {};
  761. m.index = dv.getIndex( pmx.metadata.vertexIndexSize );
  762. m.position = dv.getFloat32Array( 3 );
  763. p.elements.push( m );
  764. } else if ( p.type === 2 ) { // bone morph
  765. var m = {};
  766. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  767. m.position = dv.getFloat32Array( 3 );
  768. m.rotation = dv.getFloat32Array( 4 );
  769. p.elements.push( m );
  770. } else if ( p.type === 3 ) { // uv morph
  771. var m = {};
  772. m.index = dv.getIndex( pmx.metadata.vertexIndexSize );
  773. m.uv = dv.getFloat32Array( 4 );
  774. p.elements.push( m );
  775. } else if ( p.type === 8 ) { // material morph
  776. var m = {};
  777. m.index = dv.getIndex( pmx.metadata.materialIndexSize );
  778. m.type = dv.getUint8();
  779. m.diffuse = dv.getFloat32Array( 4 );
  780. m.specular = dv.getFloat32Array( 3 );
  781. m.shininess = dv.getFloat32();
  782. m.emissive = dv.getFloat32Array( 3 );
  783. m.edgeColor = dv.getFloat32Array( 4 );
  784. m.edgeSize = dv.getFloat32();
  785. m.textureColor = dv.getFloat32Array( 4 );
  786. m.sphereTextureColor = dv.getFloat32Array( 4 );
  787. m.toonColor = dv.getFloat32Array( 4 );
  788. p.elements.push( m );
  789. }
  790. }
  791. return p;
  792. };
  793. var metadata = pmx.metadata;
  794. metadata.morphCount = dv.getUint32();
  795. pmx.morphs = [];
  796. for ( var i = 0; i < metadata.morphCount; i++ ) {
  797. pmx.morphs.push( parseMorph() );
  798. }
  799. };
  800. var parseFrames = function () {
  801. var parseFrame = function () {
  802. var p = {};
  803. p.name = dv.getTextBuffer();
  804. p.englishName = dv.getTextBuffer();
  805. p.type = dv.getUint8();
  806. p.elementCount = dv.getUint32();
  807. p.elements = [];
  808. for ( var i = 0; i < p.elementCount; i++ ) {
  809. var e = {};
  810. e.target = dv.getUint8();
  811. e.index = ( e.target === 0 ) ? dv.getIndex( pmx.metadata.boneIndexSize ) : dv.getIndex( pmx.metadata.morphIndexSize );
  812. p.elements.push( e );
  813. }
  814. return p;
  815. };
  816. var metadata = pmx.metadata;
  817. metadata.frameCount = dv.getUint32();
  818. pmx.frames = [];
  819. for ( var i = 0; i < metadata.frameCount; i++ ) {
  820. pmx.frames.push( parseFrame() );
  821. }
  822. };
  823. var parseRigidBodies = function () {
  824. var parseRigidBody = function () {
  825. var p = {};
  826. p.name = dv.getTextBuffer();
  827. p.englishName = dv.getTextBuffer();
  828. p.boneIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  829. p.groupIndex = dv.getUint8();
  830. p.groupTarget = dv.getUint16();
  831. p.shapeType = dv.getUint8();
  832. p.width = dv.getFloat32();
  833. p.height = dv.getFloat32();
  834. p.depth = dv.getFloat32();
  835. p.position = dv.getFloat32Array( 3 );
  836. p.rotation = dv.getFloat32Array( 3 );
  837. p.weight = dv.getFloat32();
  838. p.positionDamping = dv.getFloat32();
  839. p.rotationDamping = dv.getFloat32();
  840. p.restriction = dv.getFloat32();
  841. p.friction = dv.getFloat32();
  842. p.type = dv.getUint8();
  843. return p;
  844. };
  845. var metadata = pmx.metadata;
  846. metadata.rigidBodyCount = dv.getUint32();
  847. pmx.rigidBodies = [];
  848. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  849. pmx.rigidBodies.push( parseRigidBody() );
  850. }
  851. };
  852. var parseConstraints = function () {
  853. var parseConstraint = function () {
  854. var p = {};
  855. p.name = dv.getTextBuffer();
  856. p.englishName = dv.getTextBuffer();
  857. p.type = dv.getUint8();
  858. p.rigidBodyIndex1 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  859. p.rigidBodyIndex2 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  860. p.position = dv.getFloat32Array( 3 );
  861. p.rotation = dv.getFloat32Array( 3 );
  862. p.translationLimitation1 = dv.getFloat32Array( 3 );
  863. p.translationLimitation2 = dv.getFloat32Array( 3 );
  864. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  865. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  866. p.springPosition = dv.getFloat32Array( 3 );
  867. p.springRotation = dv.getFloat32Array( 3 );
  868. return p;
  869. };
  870. var metadata = pmx.metadata;
  871. metadata.constraintCount = dv.getUint32();
  872. pmx.constraints = [];
  873. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  874. pmx.constraints.push( parseConstraint() );
  875. }
  876. };
  877. parseHeader();
  878. parseVertices();
  879. parseFaces();
  880. parseTextures();
  881. parseMaterials();
  882. parseBones();
  883. parseMorphs();
  884. parseFrames();
  885. parseRigidBodies();
  886. parseConstraints();
  887. // console.log( pmx ); // for console debug
  888. return pmx;
  889. };
  890. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  891. var scope = this;
  892. var vmd = {};
  893. var dv = new THREE.MMDLoader.DataView( buffer );
  894. var helper = new THREE.MMDLoader.DataCreationHelper();
  895. vmd.metadata = {};
  896. vmd.metadata.coordinateSystem = 'left';
  897. var parseHeader = function () {
  898. var metadata = vmd.metadata;
  899. metadata.magic = dv.getChars( 30 );
  900. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  901. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  902. }
  903. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  904. };
  905. var parseMotions = function () {
  906. var parseMotion = function () {
  907. var p = {};
  908. // Skinning animation doesn't work when bone name is Japanese Unicode in r73.
  909. // So using charcode strings as workaround and keep original strings in .originalName.
  910. p.originalBoneName = dv.getSjisStringsAsUnicode( 15 );
  911. p.boneName = helper.toCharcodeStrings( p.originalBoneName );
  912. p.frameNum = dv.getUint32();
  913. p.position = dv.getFloat32Array( 3 );
  914. p.rotation = dv.getFloat32Array( 4 );
  915. p.interpolation = dv.getUint8Array( 64 );
  916. return p;
  917. };
  918. var metadata = vmd.metadata;
  919. metadata.motionCount = dv.getUint32();
  920. vmd.motions = [];
  921. for ( var i = 0; i < metadata.motionCount; i++ ) {
  922. vmd.motions.push( parseMotion() );
  923. }
  924. };
  925. var parseMorphs = function () {
  926. var parseMorph = function () {
  927. var p = {};
  928. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  929. p.frameNum = dv.getUint32();
  930. p.weight = dv.getFloat32();
  931. return p;
  932. };
  933. var metadata = vmd.metadata;
  934. metadata.morphCount = dv.getUint32();
  935. vmd.morphs = [];
  936. for ( var i = 0; i < metadata.morphCount; i++ ) {
  937. vmd.morphs.push( parseMorph() );
  938. }
  939. };
  940. var parseCameras = function () {
  941. var parseCamera = function () {
  942. var p = {};
  943. p.frameNum = dv.getUint32();
  944. p.distance = dv.getFloat32();
  945. p.position = dv.getFloat32Array( 3 );
  946. p.rotation = dv.getFloat32Array( 3 );
  947. p.interpolation = dv.getUint8Array( 24 );
  948. p.fov = dv.getUint32();
  949. p.perspective = dv.getUint8();
  950. return p;
  951. };
  952. var metadata = vmd.metadata;
  953. metadata.cameraCount = dv.getUint32();
  954. vmd.cameras = [];
  955. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  956. vmd.cameras.push( parseCamera() );
  957. }
  958. };
  959. parseHeader();
  960. parseMotions();
  961. parseMorphs();
  962. parseCameras();
  963. // console.log( vmd ); // for console debug
  964. return vmd;
  965. };
  966. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  967. var helper = new THREE.MMDLoader.DataCreationHelper();
  968. var vpd = {};
  969. vpd.metadata = {};
  970. vpd.metadata.coordinateSystem = 'left';
  971. vpd.bones = [];
  972. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  973. var newlinePattern = /\r|\n|\r\n/;
  974. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  975. function throwError () {
  976. throw 'the file seems not vpd file.';
  977. };
  978. function checkMagic () {
  979. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  980. throwError();
  981. }
  982. };
  983. function parseHeader () {
  984. if ( lines.length < 4 ) {
  985. throwError();
  986. }
  987. vpd.metadata.parentFile = lines[ 2 ];
  988. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  989. };
  990. function parseBones () {
  991. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  992. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  993. var boneQuaternionPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  994. var boneFooterPattern = /^\s*}/;
  995. var bones = vpd.bones;
  996. var n = null;
  997. var v = null;
  998. var q = null;
  999. var encoder = new CharsetEncoder();
  1000. for ( var i = 4; i < lines.length; i++ ) {
  1001. var line = lines[ i ];
  1002. var result;
  1003. result = line.match( boneHeaderPattern );
  1004. if ( result !== null ) {
  1005. if ( n !== null ) {
  1006. throwError();
  1007. }
  1008. n = result[ 2 ];
  1009. }
  1010. result = line.match( boneVectorPattern );
  1011. if ( result !== null ) {
  1012. if ( v !== null ) {
  1013. throwError();
  1014. }
  1015. v = [
  1016. parseFloat( result[ 1 ] ),
  1017. parseFloat( result[ 2 ] ),
  1018. parseFloat( result[ 3 ] )
  1019. ];
  1020. }
  1021. result = line.match( boneQuaternionPattern );
  1022. if ( result !== null ) {
  1023. if ( q !== null ) {
  1024. throwError();
  1025. }
  1026. q = [
  1027. parseFloat( result[ 1 ] ),
  1028. parseFloat( result[ 2 ] ),
  1029. parseFloat( result[ 3 ] ),
  1030. parseFloat( result[ 4 ] )
  1031. ];
  1032. }
  1033. result = line.match( boneFooterPattern );
  1034. if ( result !== null ) {
  1035. if ( n === null || v === null || q === null ) {
  1036. throwError();
  1037. }
  1038. bones.push( {
  1039. originalName: n,
  1040. name: helper.toCharcodeStrings( n ),
  1041. translation: v,
  1042. quaternion: q
  1043. } );
  1044. n = null;
  1045. v = null;
  1046. q = null;
  1047. }
  1048. }
  1049. if ( n !== null || v !== null || q !== null ) {
  1050. throwError();
  1051. }
  1052. };
  1053. checkMagic();
  1054. parseHeader();
  1055. parseBones();
  1056. this.leftToRightVpd( vpd );
  1057. // console.log( vpd ); // for console debug
  1058. return vpd;
  1059. };
  1060. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1061. var scope = this;
  1062. var geometry = new THREE.Geometry();
  1063. var material = new THREE.MeshFaceMaterial();
  1064. var helper = new THREE.MMDLoader.DataCreationHelper();
  1065. var initVartices = function () {
  1066. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1067. var v = model.vertices[ i ];
  1068. geometry.vertices.push(
  1069. new THREE.Vector3(
  1070. v.position[ 0 ],
  1071. v.position[ 1 ],
  1072. v.position[ 2 ]
  1073. )
  1074. );
  1075. geometry.skinIndices.push(
  1076. new THREE.Vector4(
  1077. v.skinIndices.length >= 1 ? v.skinIndices[ 0 ] : 0.0,
  1078. v.skinIndices.length >= 2 ? v.skinIndices[ 1 ] : 0.0,
  1079. v.skinIndices.length >= 3 ? v.skinIndices[ 2 ] : 0.0,
  1080. v.skinIndices.length >= 4 ? v.skinIndices[ 3 ] : 0.0
  1081. )
  1082. );
  1083. geometry.skinWeights.push(
  1084. new THREE.Vector4(
  1085. v.skinWeights.length >= 1 ? v.skinWeights[ 0 ] : 0.0,
  1086. v.skinWeights.length >= 2 ? v.skinWeights[ 1 ] : 0.0,
  1087. v.skinWeights.length >= 3 ? v.skinWeights[ 2 ] : 0.0,
  1088. v.skinWeights.length >= 4 ? v.skinWeights[ 3 ] : 0.0
  1089. )
  1090. );
  1091. }
  1092. };
  1093. var initFaces = function () {
  1094. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1095. geometry.faces.push(
  1096. new THREE.Face3(
  1097. model.faces[ i ].indices[ 0 ],
  1098. model.faces[ i ].indices[ 1 ],
  1099. model.faces[ i ].indices[ 2 ]
  1100. )
  1101. );
  1102. for ( var j = 0; j < 3; j++ ) {
  1103. geometry.faces[ i ].vertexNormals[ j ] =
  1104. new THREE.Vector3(
  1105. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 0 ],
  1106. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 1 ],
  1107. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 2 ]
  1108. );
  1109. }
  1110. }
  1111. };
  1112. var initBones = function () {
  1113. var bones = [];
  1114. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1115. var bone = {};
  1116. var b = model.bones[ i ];
  1117. bone.parent = b.parentIndex;
  1118. bone.name = b.name;
  1119. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1120. bone.rotq = [ 0, 0, 0, 1 ];
  1121. bone.scl = [ 1, 1, 1 ];
  1122. if ( bone.parent !== -1 ) {
  1123. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1124. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1125. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1126. }
  1127. bones.push( bone );
  1128. }
  1129. geometry.bones = bones;
  1130. };
  1131. var initIKs = function () {
  1132. var iks = [];
  1133. // TODO: remove duplicated codes between PMD and PMX
  1134. if ( model.metadata.format === 'pmd' ) {
  1135. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1136. var ik = model.iks[i];
  1137. var param = {};
  1138. param.target = ik.target;
  1139. param.effector = ik.effector;
  1140. param.iteration = ik.iteration;
  1141. param.maxAngle = ik.maxAngle * 4;
  1142. param.links = [];
  1143. for ( var j = 0; j < ik.links.length; j++ ) {
  1144. var link = {};
  1145. link.index = ik.links[ j ].index;
  1146. // Checking with .originalName, not .name.
  1147. // See parseBone() for the detail.
  1148. if ( model.bones[ link.index ].originalName.indexOf( 'ひざ' ) >= 0 ) {
  1149. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1150. }
  1151. param.links.push( link );
  1152. }
  1153. iks.push( param );
  1154. }
  1155. } else {
  1156. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1157. var b = model.bones[ i ];
  1158. var ik = b.ik;
  1159. if ( ik === undefined ) {
  1160. continue;
  1161. }
  1162. var param = {};
  1163. param.target = i;
  1164. param.effector = ik.effector;
  1165. param.iteration = ik.iteration;
  1166. param.maxAngle = ik.maxAngle;
  1167. param.links = [];
  1168. for ( var j = 0; j < ik.links.length; j++ ) {
  1169. var link = {};
  1170. link.index = ik.links[ j ].index;
  1171. if ( ik.links[ j ].angleLimitation === 1 ) {
  1172. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1173. // TODO: use limitation angles
  1174. // link.lowerLimitationAngle;
  1175. // link.upperLimitationAngle;
  1176. }
  1177. param.links.push( link );
  1178. }
  1179. iks.push( param );
  1180. }
  1181. }
  1182. geometry.iks = iks;
  1183. };
  1184. var initMorphs = function () {
  1185. function updateVertex ( params, index, v, ratio ) {
  1186. params.vertices[ index ].x += v.position[ 0 ] * ratio;
  1187. params.vertices[ index ].y += v.position[ 1 ] * ratio;
  1188. params.vertices[ index ].z += v.position[ 2 ] * ratio;
  1189. };
  1190. function updateVertices ( params, m, ratio ) {
  1191. for ( var i = 0; i < m.elementCount; i++ ) {
  1192. var v = m.elements[ i ];
  1193. var index;
  1194. if ( model.metadata.format === 'pmd' ) {
  1195. index = model.morphs[ 0 ].elements[ v.index ].index;
  1196. } else {
  1197. index = v.index;
  1198. }
  1199. updateVertex( params, index, v, ratio );
  1200. }
  1201. };
  1202. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1203. var m = model.morphs[ i ];
  1204. var params = {};
  1205. params.name = m.name;
  1206. params.vertices = [];
  1207. for ( var j = 0; j < model.metadata.vertexCount; j++ ) {
  1208. params.vertices[ j ] = new THREE.Vector3( 0, 0, 0 );
  1209. params.vertices[ j ].x = geometry.vertices[ j ].x;
  1210. params.vertices[ j ].y = geometry.vertices[ j ].y;
  1211. params.vertices[ j ].z = geometry.vertices[ j ].z;
  1212. }
  1213. if ( model.metadata.format === 'pmd' ) {
  1214. if ( i !== 0 ) {
  1215. updateVertices( params, m, 1.0 );
  1216. }
  1217. } else {
  1218. if ( m.type === 0 ) {
  1219. for ( var j = 0; j < m.elementCount; j++ ) {
  1220. var m2 = model.morphs[ m.elements[ j ].index ];
  1221. var ratio = m.elements[ j ].ratio;
  1222. if ( m2.type === 1 ) {
  1223. updateVertices( params, m2, ratio );
  1224. }
  1225. }
  1226. } else if ( m.type === 1 ) {
  1227. updateVertices( params, m, 1.0 );
  1228. }
  1229. }
  1230. // TODO: skip if this's non-vertex morphing of PMX to reduce CPU/Memory use
  1231. geometry.morphTargets.push( params );
  1232. }
  1233. };
  1234. var initMaterials = function () {
  1235. var textures = [];
  1236. var textureLoader = new THREE.TextureLoader( this.manager );
  1237. var tgaLoader = new THREE.TGALoader( this.manager );
  1238. var materialLoader = new THREE.MaterialLoader( this.manager );
  1239. var color = new THREE.Color();
  1240. var offset = 0;
  1241. var materialParams = [];
  1242. function loadTexture ( filePath, params ) {
  1243. if ( params === undefined ) {
  1244. params = {};
  1245. }
  1246. var directoryPath = ( params.defaultTexturePath === true ) ? scope.defaultTexturePath : texturePath;
  1247. var fullPath = directoryPath + filePath;
  1248. var loader = THREE.Loader.Handlers.get( fullPath );
  1249. if ( loader === null ) {
  1250. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1251. }
  1252. var texture = loader.load( fullPath, function ( t ) {
  1253. t.flipY = false;
  1254. t.wrapS = THREE.RepeatWrapping;
  1255. t.wrapT = THREE.RepeatWrapping;
  1256. if ( params.sphericalReflectionMapping === true ) {
  1257. t.mapping = THREE.SphericalReflectionMapping;
  1258. }
  1259. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1260. texture.readyCallbacks[ i ]( texture );
  1261. }
  1262. } );
  1263. texture.readyCallbacks = [];
  1264. var uuid = THREE.Math.generateUUID();
  1265. textures[ uuid ] = texture;
  1266. return uuid;
  1267. };
  1268. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1269. geometry.faceVertexUvs.push( [] );
  1270. }
  1271. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1272. var m = model.materials[ i ];
  1273. var params = {
  1274. uuid: THREE.Math.generateUUID(),
  1275. type: 'MMDMaterial'
  1276. };
  1277. params.faceOffset = offset;
  1278. params.faceNum = m.faceCount;
  1279. for ( var j = 0; j < m.faceCount; j++ ) {
  1280. geometry.faces[ offset ].materialIndex = i;
  1281. var uvs = [];
  1282. for ( var k = 0; k < 3; k++ ) {
  1283. var v = model.vertices[ model.faces[ offset ].indices[ k ] ];
  1284. uvs.push( new THREE.Vector2( v.uv[ 0 ], v.uv[ 1 ] ) );
  1285. }
  1286. geometry.faceVertexUvs[ 0 ].push( uvs );
  1287. offset++;
  1288. }
  1289. params.name = m.name;
  1290. params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).getHex();
  1291. params.opacity = m.diffuse[ 3 ];
  1292. params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).getHex();
  1293. params.shininess = m.shininess;
  1294. if ( params.opacity === 1.0 ) {
  1295. params.side = THREE.FrontSide;
  1296. params.transparent = false;
  1297. } else {
  1298. params.side = THREE.DoubleSide;
  1299. params.transparent = true;
  1300. }
  1301. if ( model.metadata.format === 'pmd' ) {
  1302. if ( m.fileName ) {
  1303. var fileName = m.fileName;
  1304. var fileNames = [];
  1305. var index = fileName.lastIndexOf( '*' );
  1306. if ( index >= 0 ) {
  1307. fileNames.push( fileName.slice( 0, index ) );
  1308. fileNames.push( fileName.slice( index + 1 ) );
  1309. } else {
  1310. fileNames.push( fileName );
  1311. }
  1312. for ( var j = 0; j < fileNames.length; j++ ) {
  1313. var n = fileNames[ j ];
  1314. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1315. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1316. if ( n.indexOf( '.sph' ) >= 0 ) {
  1317. params.envMapType = THREE.MultiplyOperation;
  1318. } else {
  1319. params.envMapType = THREE.AddOperation;
  1320. }
  1321. } else {
  1322. params.map = loadTexture( n );
  1323. }
  1324. }
  1325. }
  1326. } else {
  1327. if ( m.textureIndex !== -1 ) {
  1328. var n = model.textures[ m.textureIndex ];
  1329. params.map = loadTexture( n );
  1330. }
  1331. // TODO: support m.envFlag === 3
  1332. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1333. var n = model.textures[ m.envTextureIndex ];
  1334. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1335. if ( m.envFlag === 1 ) {
  1336. params.envMapType = THREE.MultiplyOperation;
  1337. } else {
  1338. params.envMapType = THREE.AddOperation;
  1339. }
  1340. }
  1341. }
  1342. // TODO: check if this logic is right
  1343. if ( params.map === undefined /* && params.envMap === undefined */ ) {
  1344. params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).getHex();
  1345. }
  1346. var shader = THREE.ShaderLib[ 'mmd' ];
  1347. params.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  1348. params.vertexShader = shader.vertexShader;
  1349. params.fragmentShader = shader.fragmentShader;
  1350. materialParams.push( params );
  1351. }
  1352. materialLoader.setTextures( textures );
  1353. for ( var i = 0; i < materialParams.length; i++ ) {
  1354. var p = materialParams[ i ];
  1355. var p2 = model.materials[ i ];
  1356. var m = materialLoader.parse( p );
  1357. m.faceOffset = p.faceOffset;
  1358. m.faceNum = p.faceNum;
  1359. m.skinning = geometry.bones.length > 0 ? true : false;
  1360. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1361. m.lights = true;
  1362. m.blending = THREE.CustomBlending;
  1363. m.blendSrc = THREE.SrcAlphaFactor;
  1364. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1365. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1366. m.blendDstAlpha = THREE.DstAlphaFactor;
  1367. if ( m.map !== null ) {
  1368. // Check if this part of the texture image the material uses requires transparency
  1369. function checkTextureTransparency ( m ) {
  1370. m.map.readyCallbacks.push( function ( t ) {
  1371. // Is there any efficient ways?
  1372. function createImageData ( image ) {
  1373. var c = document.createElement( 'canvas' );
  1374. c.width = image.width;
  1375. c.height = image.height;
  1376. var ctx = c.getContext( '2d' );
  1377. ctx.drawImage( image, 0, 0 );
  1378. return ctx.getImageData( 0, 0, c.width, c.height );
  1379. };
  1380. function detectTextureTransparency ( image, uvs ) {
  1381. var width = image.width;
  1382. var height = image.height;
  1383. var data = image.data;
  1384. var threshold = 253;
  1385. if ( data.length / ( width * height ) !== 4 ) {
  1386. return false;
  1387. }
  1388. for ( var i = 0; i < uvs.length; i++ ) {
  1389. var centerUV = { x: 0.0, y: 0.0 };
  1390. for ( var j = 0; j < 3; j++ ) {
  1391. var uv = uvs[ i ][ j ];
  1392. if ( getAlphaByUv( image, uv ) < threshold ) {
  1393. return true;
  1394. }
  1395. centerUV.x += uv.x;
  1396. centerUV.y += uv.y;
  1397. }
  1398. centerUV.x /= 3;
  1399. centerUV.y /= 3;
  1400. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1401. return true;
  1402. }
  1403. }
  1404. return false;
  1405. };
  1406. /*
  1407. * This method expects
  1408. * t.flipY = false
  1409. * t.wrapS = THREE.RepeatWrapping
  1410. * t.wrapT = THREE.RepeatWrapping
  1411. * TODO: more precise
  1412. */
  1413. function getAlphaByUv ( image, uv ) {
  1414. var width = image.width;
  1415. var height = image.height;
  1416. var x = Math.round( uv.x * width ) % width;
  1417. var y = Math.round( uv.y * height ) % height;
  1418. if ( x < 0 ) {
  1419. x += width;
  1420. }
  1421. if ( y < 0 ) {
  1422. y += height;
  1423. }
  1424. var index = y * width + x;
  1425. return image.data[ index * 4 + 3 ];
  1426. };
  1427. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1428. var uvs = geometry.faceVertexUvs[ 0 ].slice( m.faceOffset, m.faceOffset + m.faceNum );
  1429. m.textureTransparency = detectTextureTransparency( imageData, uvs );
  1430. } );
  1431. }
  1432. checkTextureTransparency( m );
  1433. }
  1434. if ( m.envMap !== null ) {
  1435. // TODO: WebGLRenderer should automatically update?
  1436. function updateMaterialWhenTextureIsReady ( m ) {
  1437. m.envMap.readyCallbacks.push( function ( t ) {
  1438. m.needsUpdate = true;
  1439. } );
  1440. }
  1441. m.combine = p.envMapType;
  1442. updateMaterialWhenTextureIsReady( m );
  1443. }
  1444. m.uniforms.opacity.value = m.opacity;
  1445. m.uniforms.diffuse.value = m.color;
  1446. if ( m.emissive ) {
  1447. m.uniforms.emissive.value = m.emissive;
  1448. }
  1449. m.uniforms.map.value = m.map;
  1450. m.uniforms.envMap.value = m.envMap;
  1451. m.uniforms.specular.value = m.specular;
  1452. m.uniforms.shininess.value = Math.max( m.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1453. if ( model.metadata.format === 'pmd' ) {
  1454. function isDefaultToonTexture ( n ) {
  1455. if ( n.length !== 10 ) {
  1456. return false;
  1457. }
  1458. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1459. };
  1460. m.uniforms.outlineThickness.value = p2.edgeFlag === 1 ? 0.003 : 0.0;
  1461. m.uniforms.outlineColor.value = new THREE.Color( 0.0, 0.0, 0.0 );
  1462. m.uniforms.outlineAlpha.value = 1.0;
  1463. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1464. m.uniforms.celShading.value = 1;
  1465. if ( p2.toonIndex === -1 ) {
  1466. m.uniforms.hasToonTexture.value = 0;
  1467. } else {
  1468. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1469. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1470. m.uniforms.toonMap.value = textures[ uuid ];
  1471. m.uniforms.hasToonTexture.value = 1;
  1472. }
  1473. } else {
  1474. m.uniforms.outlineThickness.value = p2.edgeSize / 300;
  1475. m.uniforms.outlineColor.value = new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] );
  1476. m.uniforms.outlineAlpha.value = p2.edgeColor[ 3 ];
  1477. m.uniforms.celShading.value = 1;
  1478. if ( p2.toonIndex === -1 ) {
  1479. m.uniforms.hasToonTexture.value = 0;
  1480. } else {
  1481. if ( p2.toonFlag === 0 ) {
  1482. var n = model.textures[ p2.toonIndex ];
  1483. var uuid = loadTexture( n );
  1484. m.uniforms.toonMap.value = textures[ uuid ];
  1485. } else {
  1486. var num = p2.toonIndex + 1;
  1487. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1488. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1489. m.uniforms.toonMap.value = textures[ uuid ];
  1490. }
  1491. m.uniforms.hasToonTexture.value = 1;
  1492. }
  1493. }
  1494. material.materials.push( m );
  1495. }
  1496. if ( model.metadata.format === 'pmx' ) {
  1497. function checkAlphaMorph ( morph, elements ) {
  1498. if ( morph.type !== 8 ) {
  1499. return;
  1500. }
  1501. for ( var i = 0; i < elements.length; i++ ) {
  1502. var e = elements[ i ];
  1503. if ( e.index === -1 ) {
  1504. continue;
  1505. }
  1506. var m = material.materials[ e.index ];
  1507. if ( m.opacity !== e.diffuse[ 3 ] ) {
  1508. m.morphTransparency = true;
  1509. }
  1510. }
  1511. }
  1512. for ( var i = 0; i < model.morphs.length; i++ ) {
  1513. var morph = model.morphs[ i ];
  1514. var elements = morph.elements;
  1515. if ( morph.type === 0 ) {
  1516. for ( var j = 0; j < elements.length; j++ ) {
  1517. var morph2 = model.morphs[ elements[ j ].index ];
  1518. var elements2 = morph2.elements;
  1519. checkAlphaMorph( morph2, elements2 );
  1520. }
  1521. } else {
  1522. checkAlphaMorph( morph, elements );
  1523. }
  1524. }
  1525. }
  1526. };
  1527. var initPhysics = function () {
  1528. var rigidBodies = [];
  1529. var constraints = [];
  1530. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1531. var b = model.rigidBodies[ i ];
  1532. var keys = Object.keys( b );
  1533. var p = {};
  1534. for ( var j = 0; j < keys.length; j++ ) {
  1535. var key = keys[ j ];
  1536. p[ key ] = b[ key ];
  1537. }
  1538. /*
  1539. * RigidBody position parameter in PMX seems global position
  1540. * while the one in PMD seems offset from corresponding bone.
  1541. * So unify being offset.
  1542. */
  1543. if ( model.metadata.format === 'pmx' ) {
  1544. if ( p.boneIndex !== -1 ) {
  1545. var bone = model.bones[ p.boneIndex ];
  1546. p.position[ 0 ] -= bone.position[ 0 ];
  1547. p.position[ 1 ] -= bone.position[ 1 ];
  1548. p.position[ 2 ] -= bone.position[ 2 ];
  1549. }
  1550. }
  1551. rigidBodies.push( p );
  1552. }
  1553. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1554. var c = model.constraints[ i ];
  1555. var keys = Object.keys( c );
  1556. var p = {};
  1557. for ( var j = 0; j < keys.length; j++ ) {
  1558. var key = keys[ j ];
  1559. p[ key ] = c[ key ];
  1560. }
  1561. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1562. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1563. /*
  1564. * Refer http://www20.atpages.jp/katwat/wp/?p=4135
  1565. * for what this is for
  1566. */
  1567. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1568. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1569. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1570. bodyB.type = 1;
  1571. }
  1572. }
  1573. constraints.push( p );
  1574. }
  1575. geometry.rigidBodies = rigidBodies;
  1576. geometry.constraints = constraints;
  1577. };
  1578. function saveOriginalBoneNames ( mesh ) {
  1579. var bones = mesh.skeleton.bones;
  1580. var bones2 = mesh.geometry.bones;
  1581. for ( var i = 0; i < bones.length; i++ ) {
  1582. var n = model.bones[ i ].originalName;
  1583. bones[ i ].originalName = n;
  1584. bones2[ i ].originalName = n;
  1585. }
  1586. };
  1587. this.leftToRightModel( model );
  1588. initVartices();
  1589. initFaces();
  1590. initBones();
  1591. initIKs();
  1592. initMorphs();
  1593. initMaterials();
  1594. initPhysics();
  1595. geometry.computeFaceNormals();
  1596. geometry.verticesNeedUpdate = true;
  1597. geometry.normalsNeedUpdate = true;
  1598. geometry.uvsNeedUpdate = true;
  1599. geometry.mmdFormat = model.metadata.format;
  1600. var mesh = new THREE.SkinnedMesh( geometry, material );
  1601. saveOriginalBoneNames( mesh );
  1602. // console.log( mesh ); // for console debug
  1603. return mesh;
  1604. };
  1605. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1606. var scope = this;
  1607. var helper = new THREE.MMDLoader.DataCreationHelper();
  1608. var initMotionAnimations = function () {
  1609. if ( vmd.metadata.motionCount === 0 ) {
  1610. return;
  1611. }
  1612. var bones = mesh.geometry.bones;
  1613. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1614. var animation = {
  1615. name: name === undefined ? THREE.Math.generateUUID() : name,
  1616. fps: 30,
  1617. hierarchy: []
  1618. };
  1619. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1620. animation.hierarchy.push(
  1621. {
  1622. parent: bones[ i ].parent,
  1623. keys: []
  1624. }
  1625. );
  1626. }
  1627. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1628. var array = orderedMotions[ i ];
  1629. var keys = animation.hierarchy[ i ].keys;
  1630. var bone = bones[ i ];
  1631. for ( var j = 0; j < array.length; j++ ) {
  1632. var t = array[ j ].frameNum / 30;
  1633. var p = array[ j ].position;
  1634. var r = array[ j ].rotation;
  1635. helper.pushBoneAnimationKey( keys, t, bone, p, r );
  1636. }
  1637. }
  1638. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1639. var bone = bones[ i ];
  1640. var keys = animation.hierarchy[ i ].keys;
  1641. helper.insertBoneAnimationKeyAtTimeZero( keys, bone );
  1642. helper.insertStartBoneAnimationKey( keys );
  1643. }
  1644. if ( mesh.geometry.animations === undefined ) {
  1645. mesh.geometry.animations = [];
  1646. }
  1647. var clip = THREE.AnimationClip.parseAnimation( animation, mesh.geometry.bones );
  1648. if ( clip !== null ) {
  1649. mesh.geometry.animations.push( clip );
  1650. }
  1651. };
  1652. var initMorphAnimations = function () {
  1653. if ( vmd.metadata.morphCount === 0 ) {
  1654. return;
  1655. }
  1656. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1657. var morphAnimation = {
  1658. fps: 30,
  1659. hierarchy: []
  1660. };
  1661. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1662. morphAnimation.hierarchy.push( { keys: [] } );
  1663. }
  1664. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1665. var array = orderedMorphs[ i ];
  1666. var keys = morphAnimation.hierarchy[ i ].keys;
  1667. for ( var j = 0; j < array.length; j++ ) {
  1668. var t = array[ j ].frameNum / 30;
  1669. var w = array[ j ].weight;
  1670. helper.pushAnimationKey( keys, t, w );
  1671. }
  1672. }
  1673. var tracks = [];
  1674. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1675. var keys = morphAnimation.hierarchy[ i ].keys;
  1676. if ( keys.length === 0 ) {
  1677. continue;
  1678. }
  1679. tracks.push( helper.generateTrackFromAnimationKeys( keys, 'NumberKeyframeTrackEx', '.morphTargetInfluences[' + i + ']' ) );
  1680. }
  1681. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1682. if ( clip !== null ) {
  1683. if ( mesh.geometry.morphAnimations === undefined ) {
  1684. mesh.geometry.morphAnimations = [];
  1685. }
  1686. mesh.geometry.morphAnimations.push( clip );
  1687. }
  1688. };
  1689. this.leftToRightVmd( vmd );
  1690. initMotionAnimations();
  1691. initMorphAnimations();
  1692. };
  1693. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1694. if ( model.metadata.coordinateSystem === 'right' ) {
  1695. return;
  1696. }
  1697. model.metadata.coordinateSystem = 'right';
  1698. var helper = new THREE.MMDLoader.DataCreationHelper();
  1699. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1700. helper.leftToRightVector3( model.vertices[ i ].position );
  1701. helper.leftToRightVector3( model.vertices[ i ].normal );
  1702. }
  1703. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1704. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1705. }
  1706. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1707. helper.leftToRightVector3( model.bones[ i ].position );
  1708. }
  1709. // TODO: support other morph for PMX
  1710. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1711. var m = model.morphs[ i ];
  1712. if ( model.metadata.format === 'pmx' ) {
  1713. if ( m.type === 1 ) {
  1714. m = m.elements;
  1715. } else {
  1716. continue;
  1717. }
  1718. }
  1719. for ( var j = 0; j < m.elementCount; j++ ) {
  1720. helper.leftToRightVector3( m.elements[ j ].position );
  1721. }
  1722. }
  1723. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1724. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1725. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1726. }
  1727. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1728. helper.leftToRightVector3( model.constraints[ i ].position );
  1729. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1730. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1731. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1732. }
  1733. };
  1734. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1735. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1736. return;
  1737. }
  1738. vmd.metadata.coordinateSystem = 'right';
  1739. var helper = new THREE.MMDLoader.DataCreationHelper();
  1740. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1741. helper.leftToRightVector3( vmd.motions[ i ].position );
  1742. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1743. }
  1744. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1745. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1746. }
  1747. };
  1748. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1749. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1750. return;
  1751. }
  1752. vpd.metadata.coordinateSystem = 'right';
  1753. var helper = new THREE.MMDLoader.DataCreationHelper();
  1754. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1755. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1756. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1757. }
  1758. };
  1759. THREE.MMDLoader.DataCreationHelper = function () {
  1760. };
  1761. THREE.MMDLoader.DataCreationHelper.prototype = {
  1762. constructor: THREE.MMDLoader.Helper,
  1763. leftToRightVector3: function ( v ) {
  1764. v[ 2 ] = -v[ 2 ];
  1765. },
  1766. leftToRightQuaternion: function ( q ) {
  1767. q[ 0 ] = -q[ 0 ];
  1768. q[ 1 ] = -q[ 1 ];
  1769. },
  1770. leftToRightEuler: function ( r ) {
  1771. r[ 0 ] = -r[ 0 ];
  1772. r[ 1 ] = -r[ 1 ];
  1773. },
  1774. leftToRightIndexOrder: function ( p ) {
  1775. var tmp = p[ 2 ];
  1776. p[ 2 ] = p[ 0 ];
  1777. p[ 0 ] = tmp;
  1778. },
  1779. leftToRightVector3Range: function ( v1, v2 ) {
  1780. var tmp = -v2[ 2 ];
  1781. v2[ 2 ] = -v1[ 2 ];
  1782. v1[ 2 ] = tmp;
  1783. },
  1784. leftToRightEulerRange: function ( r1, r2 ) {
  1785. var tmp1 = -r2[ 0 ];
  1786. var tmp2 = -r2[ 1 ];
  1787. r2[ 0 ] = -r1[ 0 ];
  1788. r2[ 1 ] = -r1[ 1 ];
  1789. r1[ 0 ] = tmp1;
  1790. r1[ 1 ] = tmp2;
  1791. },
  1792. /*
  1793. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1794. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1795. * like 'あいう' -> '0x30420x30440x3046'
  1796. */
  1797. toCharcodeStrings: function ( s ) {
  1798. var str = '';
  1799. for ( var i = 0; i < s.length; i++ ) {
  1800. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1801. }
  1802. return str;
  1803. },
  1804. createDictionary: function ( array ) {
  1805. var dict = {};
  1806. for ( var i = 0; i < array.length; i++ ) {
  1807. dict[ array[ i ].name ] = i;
  1808. }
  1809. return dict;
  1810. },
  1811. initializeMotionArrays: function ( array ) {
  1812. var result = [];
  1813. for ( var i = 0; i < array.length; i++ ) {
  1814. result[ i ] = [];
  1815. }
  1816. return result;
  1817. },
  1818. sortMotionArray: function ( array ) {
  1819. array.sort( function ( a, b ) {
  1820. return a.frameNum - b.frameNum;
  1821. } ) ;
  1822. },
  1823. sortMotionArrays: function ( arrays ) {
  1824. for ( var i = 0; i < arrays.length; i++ ) {
  1825. this.sortMotionArray( arrays[ i ] );
  1826. }
  1827. },
  1828. createMotionArray: function ( array ) {
  1829. var result = [];
  1830. for ( var i = 0; i < array.length; i++ ) {
  1831. result.push( array[ i ] );
  1832. }
  1833. return result;
  1834. },
  1835. createMotionArrays: function ( array, result, dict, key ) {
  1836. for ( var i = 0; i < array.length; i++ ) {
  1837. var a = array[ i ];
  1838. var num = dict[ a[ key ] ];
  1839. if ( num === undefined ) {
  1840. continue;
  1841. }
  1842. result[ num ].push( a );
  1843. }
  1844. },
  1845. createOrderedMotionArray: function ( array ) {
  1846. var result = this.createMotionArray( array );
  1847. this.sortMotionArray( result );
  1848. return result;
  1849. },
  1850. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1851. var dict = this.createDictionary( targetArray );
  1852. var result = this.initializeMotionArrays( targetArray );
  1853. this.createMotionArrays( motionArray, result, dict, key );
  1854. this.sortMotionArrays( result );
  1855. return result;
  1856. },
  1857. pushAnimationKey: function ( keys, time, value, preventInterpolation ) {
  1858. /*
  1859. * Note: This is a workaround not to make Animation system calculate lerp
  1860. * if the diff from the last frame is 1 frame (in 30fps).
  1861. */
  1862. if ( keys.length > 0 && preventInterpolation === true ) {
  1863. var k = keys[ keys.length - 1 ];
  1864. if ( time < k.time + ( 1 / 30 ) * 1.5 ) {
  1865. keys.push(
  1866. {
  1867. time: time - 1e-13,
  1868. value: k.value.clone === undefined ? k.value : k.value.clone()
  1869. }
  1870. );
  1871. }
  1872. }
  1873. keys.push(
  1874. {
  1875. time: time,
  1876. value: value
  1877. }
  1878. );
  1879. },
  1880. insertAnimationKeyAtTimeZero: function ( keys, value ) {
  1881. if ( keys.length === 0 ) {
  1882. keys.push(
  1883. {
  1884. time: 0.0,
  1885. value: value
  1886. }
  1887. );
  1888. }
  1889. },
  1890. insertStartAnimationKey: function ( keys ) {
  1891. var k = keys[ 0 ];
  1892. if ( k.time !== 0.0 ) {
  1893. keys.unshift(
  1894. {
  1895. time: 0.0,
  1896. value: k.value.clone === undefined ? k.value : k.value.clone()
  1897. }
  1898. );
  1899. }
  1900. },
  1901. pushBoneAnimationKey: function ( keys, time, bone, pos, rot ) {
  1902. keys.push(
  1903. {
  1904. time: time,
  1905. pos: [ bone.pos[ 0 ] + pos[ 0 ],
  1906. bone.pos[ 1 ] + pos[ 1 ],
  1907. bone.pos[ 2 ] + pos[ 2 ] ],
  1908. rot: [ rot[ 0 ], rot[ 1 ], rot[ 2 ], rot[ 3 ] ],
  1909. scl: [ 1, 1, 1 ]
  1910. }
  1911. );
  1912. },
  1913. insertBoneAnimationKeyAtTimeZero: function ( keys, bone ) {
  1914. if ( keys.length === 0 ) {
  1915. keys.push(
  1916. {
  1917. time: 0.0,
  1918. pos: [ bone.pos[ 0 ], bone.pos[ 1 ], bone.pos[ 2 ] ],
  1919. rot: [ 0, 0, 0, 1 ],
  1920. scl: [ 1, 1, 1 ]
  1921. }
  1922. );
  1923. }
  1924. },
  1925. insertStartBoneAnimationKey: function ( keys ) {
  1926. var k = keys[ 0 ];
  1927. if ( k.time !== 0.0 ) {
  1928. keys.unshift(
  1929. {
  1930. time: 0.0,
  1931. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  1932. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  1933. scl: [ k.scl[ 0 ], k.scl[ 1 ], k.scl[ 2 ] ]
  1934. }
  1935. );
  1936. }
  1937. },
  1938. /*
  1939. * This method wraps r74 Animation key frame track API for r73 Animation.
  1940. */
  1941. generateTrackFromAnimationKeys: function ( keys, trackKey, name ) {
  1942. var times = [];
  1943. var values = [];
  1944. for ( var i = 0; i < keys.length; i++ ) {
  1945. var key = keys[ i ];
  1946. times.push( key.time );
  1947. if ( trackKey === 'VectorKeyframeTrackEx' ) {
  1948. values.push( key.value.x );
  1949. values.push( key.value.y );
  1950. values.push( key.value.z );
  1951. } else {
  1952. values.push( key.value );
  1953. }
  1954. }
  1955. return new THREE.MMDLoader[ trackKey ]( name, times, values );
  1956. }
  1957. };
  1958. /*
  1959. * These two classes are for high precision of times and values.
  1960. * TODO: Let Three.KeyframeTrack support type select on instance creation.
  1961. */
  1962. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1963. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1964. };
  1965. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1966. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1967. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1968. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1969. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1970. };
  1971. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1972. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1973. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1974. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  1975. this.dv = new DataView( buffer );
  1976. this.offset = 0;
  1977. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1978. this.encoder = new CharsetEncoder();
  1979. };
  1980. THREE.MMDLoader.DataView.prototype = {
  1981. constructor: THREE.MMDLoader.DataView,
  1982. getInt8: function () {
  1983. var value = this.dv.getInt8( this.offset );
  1984. this.offset += 1;
  1985. return value;
  1986. },
  1987. getInt8Array: function ( size ) {
  1988. var a = [];
  1989. for ( var i = 0; i < size; i++ ) {
  1990. a.push( this.getInt8() );
  1991. }
  1992. return a;
  1993. },
  1994. getUint8: function () {
  1995. var value = this.dv.getUint8( this.offset );
  1996. this.offset += 1;
  1997. return value;
  1998. },
  1999. getUint8Array: function ( size ) {
  2000. var a = [];
  2001. for ( var i = 0; i < size; i++ ) {
  2002. a.push( this.getUint8() );
  2003. }
  2004. return a;
  2005. },
  2006. getInt16: function () {
  2007. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2008. this.offset += 2;
  2009. return value;
  2010. },
  2011. getInt16Array: function ( size ) {
  2012. var a = [];
  2013. for ( var i = 0; i < size; i++ ) {
  2014. a.push( this.getInt16() );
  2015. }
  2016. return a;
  2017. },
  2018. getUint16: function () {
  2019. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2020. this.offset += 2;
  2021. return value;
  2022. },
  2023. getUint16Array: function ( size ) {
  2024. var a = [];
  2025. for ( var i = 0; i < size; i++ ) {
  2026. a.push( this.getUint16() );
  2027. }
  2028. return a;
  2029. },
  2030. getInt32: function () {
  2031. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2032. this.offset += 4;
  2033. return value;
  2034. },
  2035. getInt32Array: function ( size ) {
  2036. var a = [];
  2037. for ( var i = 0; i < size; i++ ) {
  2038. a.push( this.getInt32() );
  2039. }
  2040. return a;
  2041. },
  2042. getUint32: function () {
  2043. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2044. this.offset += 4;
  2045. return value;
  2046. },
  2047. getUint32Array: function ( size ) {
  2048. var a = [];
  2049. for ( var i = 0; i < size; i++ ) {
  2050. a.push( this.getUint32() );
  2051. }
  2052. return a;
  2053. },
  2054. getFloat32: function () {
  2055. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2056. this.offset += 4;
  2057. return value;
  2058. },
  2059. getFloat32Array: function( size ) {
  2060. var a = [];
  2061. for ( var i = 0; i < size; i++ ) {
  2062. a.push( this.getFloat32() );
  2063. }
  2064. return a;
  2065. },
  2066. getFloat64: function () {
  2067. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2068. this.offset += 8;
  2069. return value;
  2070. },
  2071. getFloat64Array: function( size ) {
  2072. var a = [];
  2073. for ( var i = 0; i < size; i++ ) {
  2074. a.push( this.getFloat64() );
  2075. }
  2076. return a;
  2077. },
  2078. getIndex: function ( type ) {
  2079. switch ( type ) {
  2080. case 1:
  2081. return this.getInt8();
  2082. case 2:
  2083. return this.getInt16();
  2084. case 4:
  2085. return this.getInt32();
  2086. default:
  2087. throw 'unknown number type ' + type + ' exception.';
  2088. }
  2089. },
  2090. getIndexArray: function ( type, size ) {
  2091. var a = [];
  2092. for ( var i = 0; i < size; i++ ) {
  2093. a.push( this.getIndex( type ) );
  2094. }
  2095. return a;
  2096. },
  2097. getChars: function ( size ) {
  2098. var str = '';
  2099. while ( size > 0 ) {
  2100. var value = this.getUint8();
  2101. size--;
  2102. if ( value === 0 ) {
  2103. break;
  2104. }
  2105. str += String.fromCharCode( value );
  2106. }
  2107. while ( size > 0 ) {
  2108. this.getUint8();
  2109. size--;
  2110. }
  2111. return str;
  2112. },
  2113. getSjisStringsAsUnicode: function ( size ) {
  2114. var a = [];
  2115. while ( size > 0 ) {
  2116. var value = this.getUint8();
  2117. size--;
  2118. if ( value === 0 ) {
  2119. break;
  2120. }
  2121. a.push( value );
  2122. }
  2123. while ( size > 0 ) {
  2124. this.getUint8();
  2125. size--;
  2126. }
  2127. return this.encoder.s2u( new Uint8Array( a ) );
  2128. },
  2129. getUnicodeStrings: function ( size ) {
  2130. var str = '';
  2131. while ( size > 0 ) {
  2132. var value = this.getUint16();
  2133. size -= 2;
  2134. if ( value === 0 ) {
  2135. break;
  2136. }
  2137. str += String.fromCharCode( value );
  2138. }
  2139. while ( size > 0 ) {
  2140. this.getUint8();
  2141. size--;
  2142. }
  2143. return str;
  2144. },
  2145. getTextBuffer: function () {
  2146. var size = this.getUint32();
  2147. return this.getUnicodeStrings( size );
  2148. }
  2149. };
  2150. /*
  2151. * MMD custom shaders based on MeshPhongMaterial.
  2152. * This class extends ShaderMaterial while shaders are based on MeshPhongMaterial.
  2153. * Keep this class updated on MeshPhongMaterial.
  2154. */
  2155. THREE.MMDMaterial = function ( parameters ) {
  2156. THREE.ShaderMaterial.call( this, parameters );
  2157. // this.type = 'MMDMaterial';
  2158. this.faceOffset = null;
  2159. this.faceNum = null;
  2160. this.textureTransparency = false;
  2161. this.morphTransparency = false;
  2162. // the followings are copied from MeshPhongMaterial
  2163. this.color = new THREE.Color( 0xffffff ); // diffuse
  2164. this.emissive = new THREE.Color( 0x000000 );
  2165. this.specular = new THREE.Color( 0x111111 );
  2166. this.shininess = 30;
  2167. this.map = null;
  2168. this.lightMap = null;
  2169. this.lightMapIntensity = 1.0;
  2170. this.aoMap = null;
  2171. this.aoMapIntensity = 1.0;
  2172. this.emissiveMap = null;
  2173. this.bumpMap = null;
  2174. this.bumpScale = 1;
  2175. this.normalMap = null;
  2176. this.normalScale = new THREE.Vector2( 1, 1 );
  2177. this.displacementMap = null;
  2178. this.displacementScale = 1;
  2179. this.displacementBias = 0;
  2180. this.specularMap = null;
  2181. this.alphaMap = null;
  2182. this.envMap = null;
  2183. this.combine = THREE.MultiplyOperation;
  2184. this.reflectivity = 1;
  2185. this.refractionRatio = 0.98;
  2186. this.fog = true;
  2187. this.shading = THREE.SmoothShading;
  2188. this.wireframe = false;
  2189. this.wireframeLinewidth = 1;
  2190. this.wireframeLinecap = 'round';
  2191. this.wireframeLinejoin = 'round';
  2192. this.vertexColors = THREE.NoColors;
  2193. this.skinning = false;
  2194. this.morphTargets = false;
  2195. this.morphNormals = false;
  2196. this.setValues( parameters );
  2197. };
  2198. THREE.MMDMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  2199. THREE.MMDMaterial.prototype.constructor = THREE.MMDMaterial;
  2200. /*
  2201. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2202. * Keep shaders updated on MeshPhongMaterial.
  2203. */
  2204. THREE.ShaderLib[ 'mmd' ] = {
  2205. uniforms: THREE.UniformsUtils.merge( [
  2206. THREE.UniformsLib[ "common" ],
  2207. THREE.UniformsLib[ "aomap" ],
  2208. THREE.UniformsLib[ "lightmap" ],
  2209. THREE.UniformsLib[ "emissivemap" ],
  2210. THREE.UniformsLib[ "bumpmap" ],
  2211. THREE.UniformsLib[ "normalmap" ],
  2212. THREE.UniformsLib[ "displacementmap" ],
  2213. THREE.UniformsLib[ "fog" ],
  2214. THREE.UniformsLib[ "ambient" ],
  2215. THREE.UniformsLib[ "lights" ],
  2216. THREE.UniformsLib[ "shadowmap" ],
  2217. {
  2218. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  2219. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  2220. "shininess": { type: "f", value: 30 }
  2221. },
  2222. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2223. {
  2224. "outlineDrawing" : { type: "i", value: 0 },
  2225. "outlineThickness": { type: "f", value: 0.0 },
  2226. "outlineColor" : { type: "c", value: new THREE.Color( 0x000000 ) },
  2227. "outlineAlpha" : { type: "f", value: 1.0 },
  2228. "celShading" : { type: "i", value: 0 },
  2229. "toonMap" : { type: "t", value: null },
  2230. "hasToonTexture" : { type: "i", value: 0 }
  2231. }
  2232. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2233. ] ),
  2234. vertexShader: [
  2235. "#define PHONG",
  2236. "varying vec3 vViewPosition;",
  2237. "#ifndef FLAT_SHADED",
  2238. " varying vec3 vNormal;",
  2239. "#endif",
  2240. THREE.ShaderChunk[ "common" ],
  2241. THREE.ShaderChunk[ "uv_pars_vertex" ],
  2242. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  2243. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  2244. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  2245. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  2246. THREE.ShaderChunk[ "color_pars_vertex" ],
  2247. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  2248. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  2249. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  2250. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  2251. // ---- MMD specific for outline drawing
  2252. " uniform bool outlineDrawing;",
  2253. " uniform float outlineThickness;",
  2254. // ---- MMD specific for outline drawing
  2255. "void main() {",
  2256. THREE.ShaderChunk[ "uv_vertex" ],
  2257. THREE.ShaderChunk[ "uv2_vertex" ],
  2258. THREE.ShaderChunk[ "color_vertex" ],
  2259. THREE.ShaderChunk[ "beginnormal_vertex" ],
  2260. THREE.ShaderChunk[ "morphnormal_vertex" ],
  2261. THREE.ShaderChunk[ "skinbase_vertex" ],
  2262. THREE.ShaderChunk[ "skinnormal_vertex" ],
  2263. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  2264. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  2265. " vNormal = normalize( transformedNormal );",
  2266. "#endif",
  2267. THREE.ShaderChunk[ "begin_vertex" ],
  2268. THREE.ShaderChunk[ "displacementmap_vertex" ],
  2269. THREE.ShaderChunk[ "morphtarget_vertex" ],
  2270. THREE.ShaderChunk[ "skinning_vertex" ],
  2271. THREE.ShaderChunk[ "project_vertex" ],
  2272. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  2273. " vViewPosition = - mvPosition.xyz;",
  2274. THREE.ShaderChunk[ "worldpos_vertex" ],
  2275. THREE.ShaderChunk[ "envmap_vertex" ],
  2276. THREE.ShaderChunk[ "lights_phong_vertex" ],
  2277. THREE.ShaderChunk[ "shadowmap_vertex" ],
  2278. // ---- MMD specific for outline drawing
  2279. " if ( outlineDrawing ) {",
  2280. " float thickness = outlineThickness;",
  2281. " float ratio = 1.0;", // TODO: support outline size ratio for each vertex
  2282. " vec4 epos = projectionMatrix * modelViewMatrix * skinned;",
  2283. " vec4 epos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  2284. " vec4 enorm = normalize( epos2 - epos );",
  2285. " gl_Position = epos + enorm * thickness * epos.w * ratio;",
  2286. " }",
  2287. // ---- MMD specific for outline drawing
  2288. "}"
  2289. ].join( "\n" ),
  2290. fragmentShader: [
  2291. "#define PHONG",
  2292. "uniform vec3 diffuse;",
  2293. "uniform vec3 emissive;",
  2294. "uniform vec3 specular;",
  2295. "uniform float shininess;",
  2296. "uniform float opacity;",
  2297. THREE.ShaderChunk[ "common" ],
  2298. THREE.ShaderChunk[ "color_pars_fragment" ],
  2299. THREE.ShaderChunk[ "uv_pars_fragment" ],
  2300. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  2301. THREE.ShaderChunk[ "map_pars_fragment" ],
  2302. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  2303. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  2304. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  2305. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  2306. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  2307. THREE.ShaderChunk[ "fog_pars_fragment" ],
  2308. THREE.ShaderChunk[ "bsdfs" ],
  2309. THREE.ShaderChunk[ "ambient_pars" ],
  2310. THREE.ShaderChunk[ "lights_pars" ],
  2311. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  2312. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  2313. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  2314. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  2315. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  2316. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  2317. // ---- MMD specific for cel shading
  2318. " uniform bool outlineDrawing;",
  2319. " uniform vec3 outlineColor;",
  2320. " uniform float outlineAlpha;",
  2321. " uniform bool celShading;",
  2322. " uniform sampler2D toonMap;",
  2323. " uniform bool hasToonTexture;",
  2324. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2325. " if ( ! hasToonTexture ) {",
  2326. " return vec3( 1.0 );",
  2327. " }",
  2328. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2329. " return texture2D( toonMap, coord ).rgb;",
  2330. " }",
  2331. // redefine for MMD
  2332. "#undef RE_Direct",
  2333. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2334. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2335. " vec3 irradiance = dotNL * PI * directLight.color; // punctual light",
  2336. // ---- MMD specific for toon mapping
  2337. " if ( celShading ) {",
  2338. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2339. " } else {",
  2340. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2341. " }",
  2342. // ---- MMD specific for toon mapping
  2343. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2344. "}",
  2345. "#define RE_Direct RE_Direct_BlinnMMD",
  2346. // ---- MMD specific for toon mapping
  2347. "void main() {",
  2348. // ---- MMD specific for outline drawing
  2349. " if ( outlineDrawing ) {",
  2350. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  2351. " return;",
  2352. " }",
  2353. // ---- MMD specific for outline drawing
  2354. " vec4 diffuseColor = vec4( diffuse, opacity );",
  2355. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  2356. " vec3 totalEmissiveLight = emissive;",
  2357. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  2358. THREE.ShaderChunk[ "map_fragment" ],
  2359. THREE.ShaderChunk[ "color_fragment" ],
  2360. THREE.ShaderChunk[ "alphamap_fragment" ],
  2361. THREE.ShaderChunk[ "alphatest_fragment" ],
  2362. THREE.ShaderChunk[ "specularmap_fragment" ],
  2363. THREE.ShaderChunk[ "normal_fragment" ],
  2364. THREE.ShaderChunk[ "emissivemap_fragment" ],
  2365. THREE.ShaderChunk[ "shadowmap_fragment" ],
  2366. // accumulation
  2367. THREE.ShaderChunk[ "lights_phong_fragment" ],
  2368. THREE.ShaderChunk[ "lights_template" ],
  2369. THREE.ShaderChunk[ "lightmap_fragment" ],
  2370. // modulation
  2371. THREE.ShaderChunk[ "aomap_fragment" ],
  2372. "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
  2373. THREE.ShaderChunk[ "envmap_fragment" ],
  2374. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  2375. THREE.ShaderChunk[ "fog_fragment" ],
  2376. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  2377. "}"
  2378. ].join( "\n" )
  2379. };
  2380. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2381. var params = ( p === null || p === undefined ) ? {} : p;
  2382. this.audio = audio;
  2383. this.listener = listener;
  2384. this.elapsedTime = 0.0;
  2385. this.currentTime = 0.0;
  2386. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2387. this.audioDuration = this.audio.source.buffer.duration;
  2388. this.duration = this.audioDuration + this.delayTime;
  2389. };
  2390. THREE.MMDAudioManager.prototype = {
  2391. constructor: THREE.MMDAudioManager,
  2392. control: function ( delta ) {
  2393. this.elapsed += delta;
  2394. this.currentTime += delta;
  2395. if ( this.checkIfStopAudio() ) {
  2396. this.audio.stop();
  2397. }
  2398. if ( this.checkIfStartAudio() ) {
  2399. this.audio.play();
  2400. }
  2401. },
  2402. checkIfStartAudio: function () {
  2403. if ( this.audio.isPlaying ) {
  2404. return false;
  2405. }
  2406. while ( this.currentTime >= this.duration ) {
  2407. this.currentTime -= this.duration;
  2408. }
  2409. if ( this.currentTime < this.delayTime ) {
  2410. return false;
  2411. }
  2412. this.audio.startTime = this.currentTime - this.delayTime;
  2413. return true;
  2414. },
  2415. checkIfStopAudio: function () {
  2416. if ( ! this.audio.isPlaying ) {
  2417. return false;
  2418. }
  2419. if ( this.currentTime >= this.duration ) {
  2420. return true;
  2421. }
  2422. return false;
  2423. }
  2424. };
  2425. THREE.MMDHelper = function ( renderer ) {
  2426. this.renderer = renderer;
  2427. this.meshes = [];
  2428. this.doAnimation = true;
  2429. this.doIk = true;
  2430. this.doPhysics = true;
  2431. this.doOutlineDrawing = true;
  2432. this.doCameraAnimation = true;
  2433. this.audioManager = null;
  2434. this.camera = null;
  2435. this.init();
  2436. };
  2437. THREE.MMDHelper.prototype = {
  2438. constructor: THREE.MMDHelper,
  2439. init: function () {
  2440. this.initRender();
  2441. },
  2442. initRender: function () {
  2443. this.renderer.autoClear = false;
  2444. this.renderer.autoClearColor = false;
  2445. this.renderer.autoClearDepth = false;
  2446. },
  2447. add: function ( mesh ) {
  2448. mesh.mixer = null;
  2449. mesh.ikSolver = null;
  2450. mesh.physics = null;
  2451. this.meshes.push( mesh );
  2452. // workaround until I make IK and Physics Animation plugin
  2453. this.initBackupBones( mesh );
  2454. },
  2455. setAudio: function ( audio, listener, params ) {
  2456. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2457. },
  2458. setCamera: function ( camera ) {
  2459. camera.mixer = null;
  2460. this.camera = camera;
  2461. },
  2462. setPhysicses: function ( params ) {
  2463. for ( var i = 0; i < this.meshes.length; i++ ) {
  2464. this.setPhysics( this.meshes[ i ], params );
  2465. }
  2466. },
  2467. setPhysics: function ( mesh, params ) {
  2468. mesh.physics = new THREE.MMDPhysics( mesh, params );
  2469. mesh.physics.warmup( 10 );
  2470. },
  2471. setAnimations: function () {
  2472. for ( var i = 0; i < this.meshes.length; i++ ) {
  2473. this.setAnimation( this.meshes[ i ] );
  2474. }
  2475. },
  2476. setAnimation: function ( mesh ) {
  2477. if ( mesh.geometry.animations !== undefined || mesh.geometry.morphAnimations !== undefined ) {
  2478. mesh.mixer = new THREE.AnimationMixer( mesh );
  2479. }
  2480. if ( mesh.geometry.animations !== undefined ) {
  2481. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2482. var action = mesh.mixer.clipAction( mesh.geometry.animations[ i ] );
  2483. if ( i === 0 ) {
  2484. action.play();
  2485. }
  2486. }
  2487. }
  2488. if ( mesh.geometry.morphAnimations !== undefined ) {
  2489. for ( var i = 0; i < mesh.geometry.morphAnimations.length; i++ ) {
  2490. var action = mesh.mixer.clipAction( mesh.geometry.morphAnimations[ i ] );
  2491. if ( i === 0 ) {
  2492. action.play();
  2493. }
  2494. }
  2495. }
  2496. if ( mesh.geometry.animations !== undefined ) {
  2497. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2498. }
  2499. },
  2500. setCameraAnimation: function ( camera ) {
  2501. if ( camera.animations !== undefined ) {
  2502. camera.mixer = new THREE.AnimationMixer( camera );
  2503. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2504. }
  2505. },
  2506. /*
  2507. * detect the longest duration among model, camera, and audio animation and then
  2508. * set it to them to sync.
  2509. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2510. * to access them for safe and modularity.
  2511. */
  2512. unifyAnimationDuration: function ( params ) {
  2513. params = params === undefined ? {} : params;
  2514. var max = 0.0;
  2515. var camera = this.camera;
  2516. var audioManager = this.audioManager;
  2517. // check the longest duration
  2518. for ( var i = 0; i < this.meshes.length; i++ ) {
  2519. var mesh = this.meshes[ i ];
  2520. var mixer = mesh.mixer;
  2521. if ( mixer === null ) {
  2522. continue;
  2523. }
  2524. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2525. var action = mixer._actions[ j ];
  2526. max = Math.max( max, action._clip.duration );
  2527. }
  2528. }
  2529. if ( camera !== null && camera.mixer !== null ) {
  2530. var mixer = camera.mixer;
  2531. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2532. var action = mixer._actions[ i ];
  2533. max = Math.max( max, action._clip.duration );
  2534. }
  2535. }
  2536. if ( audioManager !== null ) {
  2537. max = Math.max( max, audioManager.duration );
  2538. }
  2539. if ( params.afterglow !== undefined ) {
  2540. max += params.afterglow;
  2541. }
  2542. // set the duration
  2543. for ( var i = 0; i < this.meshes.length; i++ ) {
  2544. var mesh = this.meshes[ i ];
  2545. var mixer = mesh.mixer;
  2546. if ( mixer === null ) {
  2547. continue;
  2548. }
  2549. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2550. var action = mixer._actions[ j ];
  2551. action._clip.duration = max;
  2552. }
  2553. }
  2554. if ( camera !== null && camera.mixer !== null ) {
  2555. var mixer = camera.mixer;
  2556. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2557. var action = mixer._actions[ i ];
  2558. action._clip.duration = max;
  2559. }
  2560. }
  2561. if ( audioManager !== null ) {
  2562. audioManager.duration = max;
  2563. }
  2564. },
  2565. controlAudio: function ( delta ) {
  2566. if ( this.audioManager === null ) {
  2567. return;
  2568. }
  2569. this.audioManager.control( delta );
  2570. },
  2571. animate: function ( delta ) {
  2572. this.controlAudio( delta );
  2573. for ( var i = 0; i < this.meshes.length; i++ ) {
  2574. this.animateOneMesh( delta, this.meshes[ i ] );
  2575. }
  2576. this.animateCamera( delta );
  2577. },
  2578. animateOneMesh: function ( delta, mesh ) {
  2579. var mixer = mesh.mixer;
  2580. var ikSolver = mesh.ikSolver;
  2581. var physics = mesh.physics;
  2582. if ( mixer !== null && this.doAnimation === true ) {
  2583. mixer.update( delta );
  2584. // workaround until I make IK and Physics Animation plugin
  2585. this.backupBones( mesh );
  2586. }
  2587. if ( ikSolver !== null && this.doIk === true ) {
  2588. ikSolver.update();
  2589. }
  2590. if ( physics !== null && this.doPhysics === true ) {
  2591. physics.update( delta );
  2592. }
  2593. },
  2594. animateCamera: function ( delta ) {
  2595. if ( this.camera === null ) {
  2596. return;
  2597. }
  2598. var mixer = this.camera.mixer;
  2599. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2600. mixer.update( delta );
  2601. // TODO: Let PerspectiveCamera automatically update?
  2602. this.camera.updateProjectionMatrix();
  2603. this.camera.lookAt( this.camera.center );
  2604. }
  2605. },
  2606. render: function ( scene, camera ) {
  2607. this.renderer.clearColor();
  2608. this.renderer.clearDepth();
  2609. this.renderer.clear( true, true );
  2610. this.renderMain( scene, camera );
  2611. if ( this.doOutlineDrawing ) {
  2612. this.renderOutline( scene, camera );
  2613. }
  2614. // workaround until I make IK and Physics Animation plugin
  2615. for ( var i = 0; i < this.meshes.length; i++ ) {
  2616. this.restoreBones( this.meshes[ i ] );
  2617. }
  2618. },
  2619. renderMain: function ( scene, camera ) {
  2620. this.setupMainRendering();
  2621. this.renderer.render( scene, camera );
  2622. },
  2623. renderOutline: function ( scene, camera ) {
  2624. var tmpEnabled = this.renderer.shadowMap.enabled;
  2625. this.renderer.shadowMap.enabled = false;
  2626. this.setupOutlineRendering();
  2627. this.renderer.render( scene, camera );
  2628. this.renderer.shadowMap.enabled = tmpEnabled;
  2629. },
  2630. setupMainRendering: function () {
  2631. for ( var i = 0; i < this.meshes.length; i++ ) {
  2632. this.setupMainRenderingOneMesh( this.meshes[ i ] );
  2633. }
  2634. },
  2635. setupMainRenderingOneMesh: function ( mesh ) {
  2636. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2637. var m = mesh.material.materials[ i ];
  2638. m.uniforms.outlineDrawing.value = 0;
  2639. m.visible = true;
  2640. if ( m.opacity === 1.0 ) {
  2641. m.side = THREE.FrontSide;
  2642. m.transparent = false;
  2643. } else {
  2644. m.side = THREE.DoubleSide;
  2645. m.transparent = true;
  2646. }
  2647. if ( m.textureTransparency === true || m.morphTransparency === true ) {
  2648. m.transparent = true;
  2649. }
  2650. }
  2651. },
  2652. setupOutlineRendering: function () {
  2653. for ( var i = 0; i < this.meshes.length; i++ ) {
  2654. this.setupOutlineRenderingOneMesh( this.meshes[ i ] );
  2655. }
  2656. },
  2657. setupOutlineRenderingOneMesh: function ( mesh ) {
  2658. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2659. var m = mesh.material.materials[ i ];
  2660. m.uniforms.outlineDrawing.value = 1;
  2661. m.side = THREE.BackSide;
  2662. if ( m.uniforms.outlineAlpha.value < 1.0 ) {
  2663. m.transparent = true;
  2664. }
  2665. if ( m.uniforms.outlineThickness.value === 0.0 ) {
  2666. m.visible = false;
  2667. }
  2668. }
  2669. },
  2670. resetPose: function ( mesh ) {
  2671. var bones = mesh.skeleton.bones;
  2672. var bones2 = mesh.geometry.bones;
  2673. var v = new THREE.Vector3();
  2674. var q = new THREE.Quaternion();
  2675. for ( var i = 0; i < bones.length; i++ ) {
  2676. var b = bones2[ i ];
  2677. v.set( b.pos[ 0 ], b.pos[ 1 ], b.pos[ 2 ] );
  2678. q.set( b.rotq[ 0 ], b.rotq[ 1 ], b.rotq[ 2 ], b.rotq[ 3 ] );
  2679. bones[ i ].position.copy( v );
  2680. bones[ i ].quaternion.copy( q );
  2681. }
  2682. },
  2683. poseAsVpd: function ( mesh, vpd, params ) {
  2684. if ( ! ( params && params.preventResetPose === true ) ) {
  2685. this.resetPose( mesh );
  2686. }
  2687. var bones = mesh.skeleton.bones;
  2688. var bones2 = vpd.bones;
  2689. var table = {};
  2690. for ( var i = 0; i < bones.length; i++ ) {
  2691. var b = bones[ i ];
  2692. table[ b.name ] = i;
  2693. }
  2694. var thV = new THREE.Vector3();
  2695. var thQ = new THREE.Quaternion();
  2696. for ( var i = 0; i < bones2.length; i++ ) {
  2697. var b = bones2[ i ];
  2698. var index = table[ b.name ];
  2699. if ( index === undefined ) {
  2700. continue;
  2701. }
  2702. var b2 = bones[ index ];
  2703. var t = b.translation;
  2704. var q = b.quaternion;
  2705. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2706. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2707. b2.position.add( thV );
  2708. b2.quaternion.multiply( thQ );
  2709. b2.updateMatrixWorld( true );
  2710. }
  2711. if ( params && params.preventIk === true ) {
  2712. return;
  2713. }
  2714. var solver = new THREE.CCDIKSolver( mesh );
  2715. solver.update();
  2716. },
  2717. /*
  2718. * Note: These following three functions are workaround for r74dev.
  2719. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2720. * when mixer.update() is called.
  2721. * ikSolver.update() and physics.update() change bone position/quaternion
  2722. * without mixer.update() then buffer cache will be inconsistent.
  2723. * So trying to avoid buffer cache inconsistency by doing
  2724. * backup bones position/quaternion right after mixer.update() call
  2725. * and then restore them after rendering.
  2726. */
  2727. initBackupBones: function ( mesh ) {
  2728. mesh.skeleton.backupBones = [];
  2729. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2730. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2731. }
  2732. },
  2733. backupBones: function ( mesh ) {
  2734. mesh.skeleton.backupBoneIsSaved = true;
  2735. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2736. var b = mesh.skeleton.backupBones[ i ];
  2737. var b2 = mesh.skeleton.bones[ i ];
  2738. b.position.copy( b2.position );
  2739. b.quaternion.copy( b2.quaternion );
  2740. }
  2741. },
  2742. restoreBones: function ( mesh ) {
  2743. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2744. return;
  2745. }
  2746. mesh.skeleton.backupBoneIsSaved = false;
  2747. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2748. var b = mesh.skeleton.bones[ i ];
  2749. var b2 = mesh.skeleton.backupBones[ i ];
  2750. b.position.copy( b2.position );
  2751. b.quaternion.copy( b2.quaternion );
  2752. }
  2753. }
  2754. };