123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230 |
- /**
- * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
- * with MMD special features as IK, Grant, and Physics.
- *
- * Dependencies
- * - ammo.js https://github.com/kripken/ammo.js
- * - THREE.MMDPhysics
- * - THREE.CCDIKSolver
- *
- * TODO
- * - more precise grant skinning support.
- */
- THREE.MMDAnimationHelper = ( function () {
- /**
- * @param {Object} params - (optional)
- * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
- * @param {Number} params.afterglow - Default is 0.0.
- * @param {boolean} params.resetPhysicsOnLoop - Default is true.
- */
- function MMDAnimationHelper( params ) {
- params = params || {};
- this.meshes = [];
- this.camera = null;
- this.cameraTarget = new THREE.Object3D();
- this.cameraTarget.name = 'target';
- this.audio = null;
- this.audioManager = null;
- this.objects = new WeakMap();
- this.configuration = {
- sync: params.sync !== undefined
- ? params.sync : true,
- afterglow: params.afterglow !== undefined
- ? params.afterglow : 0.0,
- resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined
- ? params.resetPhysicsOnLoop : true,
- pmxAnimation: params.pmxAnimation !== undefined
- ? params.pmxAnimation : false
- };
- this.enabled = {
- animation: true,
- ik: true,
- grant: true,
- physics: true,
- cameraAnimation: true
- };
- this.onBeforePhysics = function ( /* mesh */ ) {};
- // experimental
- this.sharedPhysics = false;
- this.masterPhysics = null;
- }
- MMDAnimationHelper.prototype = {
- constructor: MMDAnimationHelper,
- /**
- * Adds an Three.js Object to helper and setups animation.
- * The anmation durations of added objects are synched
- * if this.configuration.sync is true.
- *
- * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
- * @param {Object} params - (optional)
- * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
- * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
- * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
- * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
- * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
- * @param {THREE.Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
- * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
- * @return {THREE.MMDAnimationHelper}
- */
- add: function ( object, params ) {
- params = params || {};
- if ( object.isSkinnedMesh ) {
- this._addMesh( object, params );
- } else if ( object.isCamera ) {
- this._setupCamera( object, params );
- } else if ( object.type === 'Audio' ) {
- this._setupAudio( object, params );
- } else {
- throw new Error( 'THREE.MMDAnimationHelper.add: '
- + 'accepts only '
- + 'THREE.SkinnedMesh or '
- + 'THREE.Camera or '
- + 'THREE.Audio instance.' );
- }
- if ( this.configuration.sync ) this._syncDuration();
- return this;
- },
- /**
- * Removes an Three.js Object from helper.
- *
- * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
- * @return {THREE.MMDAnimationHelper}
- */
- remove: function ( object ) {
- if ( object.isSkinnedMesh ) {
- this._removeMesh( object );
- } else if ( object.isCamera ) {
- this._clearCamera( object );
- } else if ( object.type === 'Audio' ) {
- this._clearAudio( object );
- } else {
- throw new Error( 'THREE.MMDAnimationHelper.remove: '
- + 'accepts only '
- + 'THREE.SkinnedMesh or '
- + 'THREE.Camera or '
- + 'THREE.Audio instance.' );
- }
- if ( this.configuration.sync ) this._syncDuration();
- return this;
- },
- /**
- * Updates the animation.
- *
- * @param {Number} delta
- * @return {THREE.MMDAnimationHelper}
- */
- update: function ( delta ) {
- if ( this.audioManager !== null ) this.audioManager.control( delta );
- for ( var i = 0; i < this.meshes.length; i ++ ) {
- this._animateMesh( this.meshes[ i ], delta );
- }
- if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
- if ( this.camera !== null ) this._animateCamera( this.camera, delta );
- return this;
- },
- /**
- * Changes the pose of SkinnedMesh as VPD specifies.
- *
- * @param {THREE.SkinnedMesh} mesh
- * @param {Object} vpd - VPD content parsed MMDParser
- * @param {Object} params - (optional)
- * @param {boolean} params.resetPose - Default is true.
- * @param {boolean} params.ik - Default is true.
- * @param {boolean} params.grant - Default is true.
- * @return {THREE.MMDAnimationHelper}
- */
- pose: function ( mesh, vpd, params ) {
- params = params || {};
- if ( params.resetPose !== false ) mesh.pose();
- var bones = mesh.skeleton.bones;
- var boneParams = vpd.bones;
- var boneNameDictionary = {};
- for ( var i = 0, il = bones.length; i < il; i ++ ) {
- boneNameDictionary[ bones[ i ].name ] = i;
- }
- var vector = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- for ( var i = 0, il = boneParams.length; i < il; i ++ ) {
- var boneParam = boneParams[ i ];
- var boneIndex = boneNameDictionary[ boneParam.name ];
- if ( boneIndex === undefined ) continue;
- var bone = bones[ boneIndex ];
- bone.position.add( vector.fromArray( boneParam.translation ) );
- bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
- }
- mesh.updateMatrixWorld( true );
- // PMX animation system special path
- if ( this.configuration.pmxAnimation &&
- mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
- var sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
- var ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;
- var grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;
- this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );
- } else {
- if ( params.ik !== false ) {
- this._createCCDIKSolver( mesh ).update();
- }
- if ( params.grant !== false ) {
- this.createGrantSolver( mesh ).update();
- }
- }
- return this;
- },
- /**
- * Enabes/Disables an animation feature.
- *
- * @param {string} key
- * @param {boolean} enabled
- * @return {THREE.MMDAnimationHelper}
- */
- enable: function ( key, enabled ) {
- if ( this.enabled[ key ] === undefined ) {
- throw new Error( 'THREE.MMDAnimationHelper.enable: '
- + 'unknown key ' + key );
- }
- this.enabled[ key ] = enabled;
- if ( key === 'physics' ) {
- for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
- this._optimizeIK( this.meshes[ i ], enabled );
- }
- }
- return this;
- },
- /**
- * Creates an GrantSolver instance.
- *
- * @param {THREE.SkinnedMesh} mesh
- * @return {GrantSolver}
- */
- createGrantSolver: function ( mesh ) {
- return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );
- },
- // private methods
- _addMesh: function ( mesh, params ) {
- if ( this.meshes.indexOf( mesh ) >= 0 ) {
- throw new Error( 'THREE.MMDAnimationHelper._addMesh: '
- + 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );
- }
- this.meshes.push( mesh );
- this.objects.set( mesh, { looped: false } );
- this._setupMeshAnimation( mesh, params.animation );
- if ( params.physics !== false ) {
- this._setupMeshPhysics( mesh, params );
- }
- return this;
- },
- _setupCamera: function ( camera, params ) {
- if ( this.camera === camera ) {
- throw new Error( 'THREE.MMDAnimationHelper._setupCamera: '
- + 'Camera \'' + camera.name + '\' has already been set.' );
- }
- if ( this.camera ) this.clearCamera( this.camera );
- this.camera = camera;
- camera.add( this.cameraTarget );
- this.objects.set( camera, {} );
- if ( params.animation !== undefined ) {
- this._setupCameraAnimation( camera, params.animation );
- }
- return this;
- },
- _setupAudio: function ( audio, params ) {
- if ( this.audio === audio ) {
- throw new Error( 'THREE.MMDAnimationHelper._setupAudio: '
- + 'Audio \'' + audio.name + '\' has already been set.' );
- }
- if ( this.audio ) this.clearAudio( this.audio );
- this.audio = audio;
- this.audioManager = new AudioManager( audio, params );
- this.objects.set( this.audioManager, {
- duration: this.audioManager.duration
- } );
- return this;
- },
- _removeMesh: function ( mesh ) {
- var found = false;
- var writeIndex = 0;
- for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
- if ( this.meshes[ i ] === mesh ) {
- this.objects.delete( mesh );
- found = true;
- continue;
- }
- this.meshes[ writeIndex ++ ] = this.meshes[ i ];
- }
- if ( ! found ) {
- throw new Error( 'THREE.MMDAnimationHelper._removeMesh: '
- + 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );
- }
- this.meshes.length = writeIndex;
- return this;
- },
- _clearCamera: function ( camera ) {
- if ( camera !== this.camera ) {
- throw new Error( 'THREE.MMDAnimationHelper._clearCamera: '
- + 'Camera \'' + camera.name + '\' has not been set yet.' );
- }
- this.camera.remove( this.cameraTarget );
- this.objects.delete( this.camera );
- this.camera = null;
- return this;
- },
- _clearAudio: function ( audio ) {
- if ( audio !== this.audio ) {
- throw new Error( 'THREE.MMDAnimationHelper._clearAudio: '
- + 'Audio \'' + audio.name + '\' has not been set yet.' );
- }
- this.objects.delete( this.audioManager );
- this.audio = null;
- this.audioManager = null;
- return this;
- },
- _setupMeshAnimation: function ( mesh, animation ) {
- var objects = this.objects.get( mesh );
- if ( animation !== undefined ) {
- var animations = Array.isArray( animation )
- ? animation : [ animation ];
- objects.mixer = new THREE.AnimationMixer( mesh );
- for ( var i = 0, il = animations.length; i < il; i ++ ) {
- objects.mixer.clipAction( animations[ i ] ).play();
- }
- // TODO: find a workaround not to access ._clip looking like a private property
- objects.mixer.addEventListener( 'loop', function ( event ) {
- var tracks = event.action._clip.tracks;
- if ( tracks.length > 0 &&
- tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;
- objects.looped = true;
- } );
- }
- objects.ikSolver = this._createCCDIKSolver( mesh );
- objects.grantSolver = this.createGrantSolver( mesh );
- return this;
- },
- _setupCameraAnimation: function ( camera, animation ) {
- var animations = Array.isArray( animation )
- ? animation : [ animation ];
- var objects = this.objects.get( camera );
- objects.mixer = new THREE.AnimationMixer( camera );
- for ( var i = 0, il = animations.length; i < il; i ++ ) {
- objects.mixer.clipAction( animations[ i ] ).play();
- }
- },
- _setupMeshPhysics: function ( mesh, params ) {
- var objects = this.objects.get( mesh );
- // shared physics is experimental
- if ( params.world === undefined && this.sharedPhysics ) {
- var masterPhysics = this._getMasterPhysics();
- if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
- }
- objects.physics = this._createMMDPhysics( mesh, params );
- if ( objects.mixer && params.animationWarmup !== false ) {
- this._animateMesh( mesh, 0 );
- objects.physics.reset();
- }
- objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );
- this._optimizeIK( mesh, true );
- },
- _animateMesh: function ( mesh, delta ) {
- var objects = this.objects.get( mesh );
- var mixer = objects.mixer;
- var ikSolver = objects.ikSolver;
- var grantSolver = objects.grantSolver;
- var physics = objects.physics;
- var looped = objects.looped;
- if ( mixer && this.enabled.animation ) {
- // alternate solution to save/restore bones but less performant?
- //mesh.pose();
- //this._updatePropertyMixersBuffer( mesh );
- this._restoreBones( mesh );
- mixer.update( delta );
- this._saveBones( mesh );
- // PMX animation system special path
- if ( this.configuration.pmxAnimation &&
- mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
- if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
- this._animatePMXMesh(
- mesh,
- objects.sortedBonesData,
- ikSolver && this.enabled.ik ? ikSolver : null,
- grantSolver && this.enabled.grant ? grantSolver : null
- );
- } else {
- if ( ikSolver && this.enabled.ik ) {
- mesh.updateMatrixWorld( true );
- ikSolver.update();
- }
- if ( grantSolver && this.enabled.grant ) {
- grantSolver.update();
- }
- }
- }
- if ( looped === true && this.enabled.physics ) {
- if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();
- objects.looped = false;
- }
- if ( physics && this.enabled.physics && ! this.sharedPhysics ) {
- this.onBeforePhysics( mesh );
- physics.update( delta );
- }
- },
- // Sort bones in order by 1. transformationClass and 2. bone index.
- // In PMX animation system, bone transformations should be processed
- // in this order.
- _sortBoneDataArray: function ( boneDataArray ) {
- return boneDataArray.sort( function ( a, b ) {
- if ( a.transformationClass !== b.transformationClass ) {
- return a.transformationClass - b.transformationClass;
- } else {
- return a.index - b.index;
- }
- } );
- },
- // PMX Animation system is a bit too complex and doesn't great match to
- // Three.js Animation system. This method attempts to simulate it as much as
- // possible but doesn't perfectly simulate.
- // This method is more costly than the regular one so
- // you are recommended to set constructor parameter "pmxAnimation: true"
- // only if your PMX model animation doesn't work well.
- // If you need better method you would be required to write your own.
- _animatePMXMesh: function () {
- // Keep working quaternions for less GC
- var quaternions = [];
- var quaternionIndex = 0;
- function getQuaternion() {
- if ( quaternionIndex >= quaternions.length ) {
- quaternions.push( new THREE.Quaternion() );
- }
- return quaternions[ quaternionIndex ++ ];
- }
- // Save rotation whose grant and IK are already applied
- // used by grant children
- var grantResultMap = new Map();
- function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {
- var bones = mesh.skeleton.bones;
- var bonesData = mesh.geometry.userData.MMD.bones;
- var boneData = bonesData[ boneIndex ];
- var bone = bones[ boneIndex ];
- // Return if already updated by being referred as a grant parent.
- if ( grantResultMap.has( boneIndex ) ) return;
- var quaternion = getQuaternion();
- // Initialize grant result here to prevent infinite loop.
- // If it's referred before updating with actual result later
- // result without applyting IK or grant is gotten
- // but better than composing of infinite loop.
- grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) );
- // @TODO: Support global grant and grant position
- if ( grantSolver && boneData.grant &&
- ! boneData.grant.isLocal && boneData.grant.affectRotation ) {
- var parentIndex = boneData.grant.parentIndex;
- var ratio = boneData.grant.ratio;
- if ( ! grantResultMap.has( parentIndex ) ) {
- updateOne( mesh, parentIndex, ikSolver, grantSolver );
- }
- grantSolver.addGrantRotation( bone, grantResultMap.get( parentIndex ), ratio );
- }
- if ( ikSolver && boneData.ik ) {
- // @TODO: Updating world matrices every time solving an IK bone is
- // costly. Optimize if possible.
- mesh.updateMatrixWorld( true );
- ikSolver.updateOne( boneData.ik );
- // No confident, but it seems the grant results with ik links should be updated?
- var links = boneData.ik.links;
- for ( var i = 0, il = links.length; i < il; i ++ ) {
- var link = links[ i ];
- if ( link.enabled === false ) continue;
- var linkIndex = link.index;
- if ( grantResultMap.has( linkIndex ) ) {
- grantResultMap.set( linkIndex, grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );
- }
- }
- }
- // Update with the actual result here
- quaternion.copy( bone.quaternion );
- }
- return function ( mesh, sortedBonesData, ikSolver, grantSolver ) {
- quaternionIndex = 0;
- grantResultMap.clear();
- for ( var i = 0, il = sortedBonesData.length; i < il; i ++ ) {
- updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver );
- }
- mesh.updateMatrixWorld( true );
- return this;
- };
- }(),
- _animateCamera: function ( camera, delta ) {
- var mixer = this.objects.get( camera ).mixer;
- if ( mixer && this.enabled.cameraAnimation ) {
- mixer.update( delta );
- camera.updateProjectionMatrix();
- camera.up.set( 0, 1, 0 );
- camera.up.applyQuaternion( camera.quaternion );
- camera.lookAt( this.cameraTarget.position );
- }
- },
- _optimizeIK: function ( mesh, physicsEnabled ) {
- var iks = mesh.geometry.userData.MMD.iks;
- var bones = mesh.geometry.userData.MMD.bones;
- for ( var i = 0, il = iks.length; i < il; i ++ ) {
- var ik = iks[ i ];
- var links = ik.links;
- for ( var j = 0, jl = links.length; j < jl; j ++ ) {
- var link = links[ j ];
- if ( physicsEnabled === true ) {
- // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
- // because its rotation will be overriden by physics
- link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
- } else {
- link.enabled = true;
- }
- }
- }
- },
- _createCCDIKSolver: function ( mesh ) {
- if ( THREE.CCDIKSolver === undefined ) {
- throw new Error( 'THREE.MMDAnimationHelper: Import THREE.CCDIKSolver.' );
- }
- return new THREE.CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
- },
- _createMMDPhysics: function ( mesh, params ) {
- if ( THREE.MMDPhysics === undefined ) {
- throw new Error( 'THREE.MMDPhysics: Import THREE.MMDPhysics.' );
- }
- return new THREE.MMDPhysics(
- mesh,
- mesh.geometry.userData.MMD.rigidBodies,
- mesh.geometry.userData.MMD.constraints,
- params );
- },
- /*
- * Detects the longest duration and then sets it to them to sync.
- * TODO: Not to access private properties ( ._actions and ._clip )
- */
- _syncDuration: function () {
- var max = 0.0;
- var objects = this.objects;
- var meshes = this.meshes;
- var camera = this.camera;
- var audioManager = this.audioManager;
- // get the longest duration
- for ( var i = 0, il = meshes.length; i < il; i ++ ) {
- var mixer = this.objects.get( meshes[ i ] ).mixer;
- if ( mixer === undefined ) continue;
- for ( var j = 0; j < mixer._actions.length; j ++ ) {
- var clip = mixer._actions[ j ]._clip;
- if ( ! objects.has( clip ) ) {
- objects.set( clip, {
- duration: clip.duration
- } );
- }
- max = Math.max( max, objects.get( clip ).duration );
- }
- }
- if ( camera !== null ) {
- var mixer = this.objects.get( camera ).mixer;
- if ( mixer !== undefined ) {
- for ( var i = 0, il = mixer._actions.length; i < il; i ++ ) {
- var clip = mixer._actions[ i ]._clip;
- if ( ! objects.has( clip ) ) {
- objects.set( clip, {
- duration: clip.duration
- } );
- }
- max = Math.max( max, objects.get( clip ).duration );
- }
- }
- }
- if ( audioManager !== null ) {
- max = Math.max( max, objects.get( audioManager ).duration );
- }
- max += this.configuration.afterglow;
- // update the duration
- for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
- var mixer = this.objects.get( this.meshes[ i ] ).mixer;
- if ( mixer === undefined ) continue;
- for ( var j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
- mixer._actions[ j ]._clip.duration = max;
- }
- }
- if ( camera !== null ) {
- var mixer = this.objects.get( camera ).mixer;
- if ( mixer !== undefined ) {
- for ( var i = 0, il = mixer._actions.length; i < il; i ++ ) {
- mixer._actions[ i ]._clip.duration = max;
- }
- }
- }
- if ( audioManager !== null ) {
- audioManager.duration = max;
- }
- },
- // workaround
- _updatePropertyMixersBuffer: function ( mesh ) {
- var mixer = this.objects.get( mesh ).mixer;
- var propertyMixers = mixer._bindings;
- var accuIndex = mixer._accuIndex;
- for ( var i = 0, il = propertyMixers.length; i < il; i ++ ) {
- var propertyMixer = propertyMixers[ i ];
- var buffer = propertyMixer.buffer;
- var stride = propertyMixer.valueSize;
- var offset = ( accuIndex + 1 ) * stride;
- propertyMixer.binding.getValue( buffer, offset );
- }
- },
- /*
- * Avoiding these two issues by restore/save bones before/after mixer animation.
- *
- * 1. PropertyMixer used by AnimationMixer holds cache value in .buffer.
- * Calculating IK, Grant, and Physics after mixer animation can break
- * the cache coherency.
- *
- * 2. Applying Grant two or more times without reset the posing breaks model.
- */
- _saveBones: function ( mesh ) {
- var objects = this.objects.get( mesh );
- var bones = mesh.skeleton.bones;
- var backupBones = objects.backupBones;
- if ( backupBones === undefined ) {
- backupBones = new Float32Array( bones.length * 7 );
- objects.backupBones = backupBones;
- }
- for ( var i = 0, il = bones.length; i < il; i ++ ) {
- var bone = bones[ i ];
- bone.position.toArray( backupBones, i * 7 );
- bone.quaternion.toArray( backupBones, i * 7 + 3 );
- }
- },
- _restoreBones: function ( mesh ) {
- var objects = this.objects.get( mesh );
- var backupBones = objects.backupBones;
- if ( backupBones === undefined ) return;
- var bones = mesh.skeleton.bones;
- for ( var i = 0, il = bones.length; i < il; i ++ ) {
- var bone = bones[ i ];
- bone.position.fromArray( backupBones, i * 7 );
- bone.quaternion.fromArray( backupBones, i * 7 + 3 );
- }
- },
- // experimental
- _getMasterPhysics: function () {
- if ( this.masterPhysics !== null ) return this.masterPhysics;
- for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
- var physics = this.meshes[ i ].physics;
- if ( physics !== undefined && physics !== null ) {
- this.masterPhysics = physics;
- return this.masterPhysics;
- }
- }
- return null;
- },
- _updateSharedPhysics: function ( delta ) {
- if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
- var physics = this._getMasterPhysics();
- if ( physics === null ) return;
- for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
- var p = this.meshes[ i ].physics;
- if ( p !== null && p !== undefined ) {
- p.updateRigidBodies();
- }
- }
- physics.stepSimulation( delta );
- for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
- var p = this.meshes[ i ].physics;
- if ( p !== null && p !== undefined ) {
- p.updateBones();
- }
- }
- }
- };
- //
- /**
- * @param {THREE.Audio} audio
- * @param {Object} params - (optional)
- * @param {Nuumber} params.delayTime
- */
- function AudioManager( audio, params ) {
- params = params || {};
- this.audio = audio;
- this.elapsedTime = 0.0;
- this.currentTime = 0.0;
- this.delayTime = params.delayTime !== undefined
- ? params.delayTime : 0.0;
- this.audioDuration = this.audio.buffer.duration;
- this.duration = this.audioDuration + this.delayTime;
- }
- AudioManager.prototype = {
- constructor: AudioManager,
- /**
- * @param {Number} delta
- * @return {AudioManager}
- */
- control: function ( delta ) {
- this.elapsed += delta;
- this.currentTime += delta;
- if ( this._shouldStopAudio() ) this.audio.stop();
- if ( this._shouldStartAudio() ) this.audio.play();
- return this;
- },
- // private methods
- _shouldStartAudio: function () {
- if ( this.audio.isPlaying ) return false;
- while ( this.currentTime >= this.duration ) {
- this.currentTime -= this.duration;
- }
- if ( this.currentTime < this.delayTime ) return false;
- // 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
- if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;
- return true;
- },
- _shouldStopAudio: function () {
- return this.audio.isPlaying &&
- this.currentTime >= this.duration;
- }
- };
- /**
- * Solver for Grant (Fuyo in Japanese. I just google translated because
- * Fuyo may be MMD specific term and may not be common word in 3D CG terms.)
- * Grant propagates a bone's transform to other bones transforms even if
- * they are not children.
- * @param {THREE.SkinnedMesh} mesh
- * @param {Array<Object>} grants
- */
- function GrantSolver( mesh, grants ) {
- this.mesh = mesh;
- this.grants = grants || [];
- }
- GrantSolver.prototype = {
- constructor: GrantSolver,
- /**
- * Solve all the grant bones
- * @return {GrantSolver}
- */
- update: function () {
- var grants = this.grants;
- for ( var i = 0, il = grants.length; i < il; i ++ ) {
- this.updateOne( grants[ i ] );
- }
- return this;
- },
- /**
- * Solve a grant bone
- * @param {Object} grant - grant parameter
- * @return {GrantSolver}
- */
- updateOne: function ( grant ) {
- var bones = this.mesh.skeleton.bones;
- var bone = bones[ grant.index ];
- var parentBone = bones[ grant.parentIndex ];
- if ( grant.isLocal ) {
- // TODO: implement
- if ( grant.affectPosition ) {
- }
- // TODO: implement
- if ( grant.affectRotation ) {
- }
- } else {
- // TODO: implement
- if ( grant.affectPosition ) {
- }
- if ( grant.affectRotation ) {
- this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );
- }
- }
- return this;
- },
- addGrantRotation: function () {
- var quaternion = new THREE.Quaternion();
- return function ( bone, q, ratio ) {
- quaternion.set( 0, 0, 0, 1 );
- quaternion.slerp( q, ratio );
- bone.quaternion.multiply( quaternion );
- return this;
- };
- }()
- };
- return MMDAnimationHelper;
- } )();
|