MMDLoader.js 48 KB

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  1. import {
  2. AddOperation,
  3. AnimationClip,
  4. Bone,
  5. BufferGeometry,
  6. Color,
  7. CustomBlending,
  8. DoubleSide,
  9. DstAlphaFactor,
  10. Euler,
  11. FileLoader,
  12. Float32BufferAttribute,
  13. FrontSide,
  14. Interpolant,
  15. Loader,
  16. LoaderUtils,
  17. MeshToonMaterial,
  18. MultiplyOperation,
  19. NearestFilter,
  20. NumberKeyframeTrack,
  21. OneMinusSrcAlphaFactor,
  22. Quaternion,
  23. QuaternionKeyframeTrack,
  24. RepeatWrapping,
  25. Skeleton,
  26. SkinnedMesh,
  27. SrcAlphaFactor,
  28. TextureLoader,
  29. Uint16BufferAttribute,
  30. Vector3,
  31. VectorKeyframeTrack
  32. } from '../../../build/three.module.js';
  33. import { TGALoader } from '../loaders/TGALoader.js';
  34. import { MMDParser } from '../libs/mmdparser.module.js';
  35. /**
  36. * Dependencies
  37. * - mmd-parser https://github.com/takahirox/mmd-parser
  38. * - TGALoader
  39. * - OutlineEffect
  40. *
  41. * MMDLoader creates Three.js Objects from MMD resources as
  42. * PMD, PMX, VMD, and VPD files.
  43. *
  44. * PMD/PMX is a model data format, VMD is a motion data format
  45. * VPD is a posing data format used in MMD(Miku Miku Dance).
  46. *
  47. * MMD official site
  48. * - https://sites.google.com/view/evpvp/
  49. *
  50. * PMD, VMD format (in Japanese)
  51. * - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  52. *
  53. * PMX format
  54. * - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
  55. *
  56. * TODO
  57. * - light motion in vmd support.
  58. * - SDEF support.
  59. * - uv/material/bone morphing support.
  60. * - more precise grant skinning support.
  61. * - shadow support.
  62. */
  63. var MMDLoader = ( function () {
  64. /**
  65. * @param {THREE.LoadingManager} manager
  66. */
  67. function MMDLoader( manager ) {
  68. Loader.call( this, manager );
  69. this.loader = new FileLoader( this.manager );
  70. this.parser = null; // lazy generation
  71. this.meshBuilder = new MeshBuilder( this.manager );
  72. this.animationBuilder = new AnimationBuilder();
  73. }
  74. MMDLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  75. constructor: MMDLoader,
  76. /**
  77. * @param {string} animationPath
  78. * @return {MMDLoader}
  79. */
  80. setAnimationPath: function ( animationPath ) {
  81. this.animationPath = animationPath;
  82. return this;
  83. },
  84. // Load MMD assets as Three.js Object
  85. /**
  86. * Loads Model file (.pmd or .pmx) as a SkinnedMesh.
  87. *
  88. * @param {string} url - url to Model(.pmd or .pmx) file
  89. * @param {function} onLoad
  90. * @param {function} onProgress
  91. * @param {function} onError
  92. */
  93. load: function ( url, onLoad, onProgress, onError ) {
  94. var builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );
  95. // resource path
  96. var resourcePath;
  97. if ( this.resourcePath !== '' ) {
  98. resourcePath = this.resourcePath;
  99. } else if ( this.path !== '' ) {
  100. resourcePath = this.path;
  101. } else {
  102. resourcePath = LoaderUtils.extractUrlBase( url );
  103. }
  104. var modelExtension = this._extractExtension( url ).toLowerCase();
  105. // Should I detect by seeing header?
  106. if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
  107. if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
  108. return;
  109. }
  110. this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
  111. onLoad( builder.build( data, resourcePath, onProgress, onError ) );
  112. }, onProgress, onError );
  113. },
  114. /**
  115. * Loads Motion file(s) (.vmd) as a AnimationClip.
  116. * If two or more files are specified, they'll be merged.
  117. *
  118. * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
  119. * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
  120. * @param {function} onLoad
  121. * @param {function} onProgress
  122. * @param {function} onError
  123. */
  124. loadAnimation: function ( url, object, onLoad, onProgress, onError ) {
  125. var builder = this.animationBuilder;
  126. this.loadVMD( url, function ( vmd ) {
  127. onLoad( object.isCamera
  128. ? builder.buildCameraAnimation( vmd )
  129. : builder.build( vmd, object ) );
  130. }, onProgress, onError );
  131. },
  132. /**
  133. * Loads mode file and motion file(s) as an object containing
  134. * a SkinnedMesh and a AnimationClip.
  135. * Tracks of AnimationClip are fitting to the model.
  136. *
  137. * @param {string} modelUrl - url to Model(.pmd or .pmx) file
  138. * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
  139. * @param {function} onLoad
  140. * @param {function} onProgress
  141. * @param {function} onError
  142. */
  143. loadWithAnimation: function ( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
  144. var scope = this;
  145. this.load( modelUrl, function ( mesh ) {
  146. scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
  147. onLoad( {
  148. mesh: mesh,
  149. animation: animation
  150. } );
  151. }, onProgress, onError );
  152. }, onProgress, onError );
  153. },
  154. // Load MMD assets as Object data parsed by MMDParser
  155. /**
  156. * Loads .pmd file as an Object.
  157. *
  158. * @param {string} url - url to .pmd file
  159. * @param {function} onLoad
  160. * @param {function} onProgress
  161. * @param {function} onError
  162. */
  163. loadPMD: function ( url, onLoad, onProgress, onError ) {
  164. var parser = this._getParser();
  165. this.loader
  166. .setMimeType( undefined )
  167. .setPath( this.path )
  168. .setResponseType( 'arraybuffer' )
  169. .setRequestHeader( this.requestHeader )
  170. .setWithCredentials( this.withCredentials )
  171. .load( url, function ( buffer ) {
  172. onLoad( parser.parsePmd( buffer, true ) );
  173. }, onProgress, onError );
  174. },
  175. /**
  176. * Loads .pmx file as an Object.
  177. *
  178. * @param {string} url - url to .pmx file
  179. * @param {function} onLoad
  180. * @param {function} onProgress
  181. * @param {function} onError
  182. */
  183. loadPMX: function ( url, onLoad, onProgress, onError ) {
  184. var parser = this._getParser();
  185. this.loader
  186. .setMimeType( undefined )
  187. .setPath( this.path )
  188. .setResponseType( 'arraybuffer' )
  189. .setRequestHeader( this.requestHeader )
  190. .setWithCredentials( this.withCredentials )
  191. .load( url, function ( buffer ) {
  192. onLoad( parser.parsePmx( buffer, true ) );
  193. }, onProgress, onError );
  194. },
  195. /**
  196. * Loads .vmd file as an Object. If two or more files are specified
  197. * they'll be merged.
  198. *
  199. * @param {string|Array<string>} url - url(s) to .vmd file(s)
  200. * @param {function} onLoad
  201. * @param {function} onProgress
  202. * @param {function} onError
  203. */
  204. loadVMD: function ( url, onLoad, onProgress, onError ) {
  205. var urls = Array.isArray( url ) ? url : [ url ];
  206. var vmds = [];
  207. var vmdNum = urls.length;
  208. var parser = this._getParser();
  209. this.loader
  210. .setMimeType( undefined )
  211. .setPath( this.animationPath )
  212. .setResponseType( 'arraybuffer' )
  213. .setRequestHeader( this.requestHeader )
  214. .setWithCredentials( this.withCredentials );
  215. for ( var i = 0, il = urls.length; i < il; i ++ ) {
  216. this.loader.load( urls[ i ], function ( buffer ) {
  217. vmds.push( parser.parseVmd( buffer, true ) );
  218. if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
  219. }, onProgress, onError );
  220. }
  221. },
  222. /**
  223. * Loads .vpd file as an Object.
  224. *
  225. * @param {string} url - url to .vpd file
  226. * @param {boolean} isUnicode
  227. * @param {function} onLoad
  228. * @param {function} onProgress
  229. * @param {function} onError
  230. */
  231. loadVPD: function ( url, isUnicode, onLoad, onProgress, onError ) {
  232. var parser = this._getParser();
  233. this.loader
  234. .setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )
  235. .setPath( this.animationPath )
  236. .setResponseType( 'text' )
  237. .setRequestHeader( this.requestHeader )
  238. .setWithCredentials( this.withCredentials )
  239. .load( url, function ( text ) {
  240. onLoad( parser.parseVpd( text, true ) );
  241. }, onProgress, onError );
  242. },
  243. // private methods
  244. _extractExtension: function ( url ) {
  245. var index = url.lastIndexOf( '.' );
  246. return index < 0 ? '' : url.slice( index + 1 );
  247. },
  248. _getParser: function () {
  249. if ( this.parser === null ) {
  250. if ( typeof MMDParser === 'undefined' ) {
  251. throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
  252. }
  253. this.parser = new MMDParser.Parser(); // eslint-disable-line no-undef
  254. }
  255. return this.parser;
  256. }
  257. } );
  258. // Utilities
  259. /*
  260. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
  261. * We don't need to request external toon image files.
  262. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  263. */
  264. var DEFAULT_TOON_TEXTURES = [
  265. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  266. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  267. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  268. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  269. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  270. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  271. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
  272. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  273. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  274. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  275. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  276. ];
  277. // Builders. They build Three.js object from Object data parsed by MMDParser.
  278. /**
  279. * @param {THREE.LoadingManager} manager
  280. */
  281. function MeshBuilder( manager ) {
  282. this.geometryBuilder = new GeometryBuilder();
  283. this.materialBuilder = new MaterialBuilder( manager );
  284. }
  285. MeshBuilder.prototype = {
  286. constructor: MeshBuilder,
  287. crossOrigin: 'anonymous',
  288. /**
  289. * @param {string} crossOrigin
  290. * @return {MeshBuilder}
  291. */
  292. setCrossOrigin: function ( crossOrigin ) {
  293. this.crossOrigin = crossOrigin;
  294. return this;
  295. },
  296. /**
  297. * @param {Object} data - parsed PMD/PMX data
  298. * @param {string} resourcePath
  299. * @param {function} onProgress
  300. * @param {function} onError
  301. * @return {SkinnedMesh}
  302. */
  303. build: function ( data, resourcePath, onProgress, onError ) {
  304. var geometry = this.geometryBuilder.build( data );
  305. var material = this.materialBuilder
  306. .setCrossOrigin( this.crossOrigin )
  307. .setResourcePath( resourcePath )
  308. .build( data, geometry, onProgress, onError );
  309. var mesh = new SkinnedMesh( geometry, material );
  310. var skeleton = new Skeleton( initBones( mesh ) );
  311. mesh.bind( skeleton );
  312. // console.log( mesh ); // for console debug
  313. return mesh;
  314. }
  315. };
  316. // TODO: Try to remove this function
  317. function initBones( mesh ) {
  318. var geometry = mesh.geometry;
  319. var bones = [], bone, gbone;
  320. var i, il;
  321. if ( geometry && geometry.bones !== undefined ) {
  322. // first, create array of 'Bone' objects from geometry data
  323. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  324. gbone = geometry.bones[ i ];
  325. // create new 'Bone' object
  326. bone = new Bone();
  327. bones.push( bone );
  328. // apply values
  329. bone.name = gbone.name;
  330. bone.position.fromArray( gbone.pos );
  331. bone.quaternion.fromArray( gbone.rotq );
  332. if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  333. }
  334. // second, create bone hierarchy
  335. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  336. gbone = geometry.bones[ i ];
  337. if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
  338. // subsequent bones in the hierarchy
  339. bones[ gbone.parent ].add( bones[ i ] );
  340. } else {
  341. // topmost bone, immediate child of the skinned mesh
  342. mesh.add( bones[ i ] );
  343. }
  344. }
  345. }
  346. // now the bones are part of the scene graph and children of the skinned mesh.
  347. // let's update the corresponding matrices
  348. mesh.updateMatrixWorld( true );
  349. return bones;
  350. }
  351. //
  352. function GeometryBuilder() {
  353. }
  354. GeometryBuilder.prototype = {
  355. constructor: GeometryBuilder,
  356. /**
  357. * @param {Object} data - parsed PMD/PMX data
  358. * @return {BufferGeometry}
  359. */
  360. build: function ( data ) {
  361. // for geometry
  362. var positions = [];
  363. var uvs = [];
  364. var normals = [];
  365. var indices = [];
  366. var groups = [];
  367. var bones = [];
  368. var skinIndices = [];
  369. var skinWeights = [];
  370. var morphTargets = [];
  371. var morphPositions = [];
  372. var iks = [];
  373. var grants = [];
  374. var rigidBodies = [];
  375. var constraints = [];
  376. // for work
  377. var offset = 0;
  378. var boneTypeTable = {};
  379. // positions, normals, uvs, skinIndices, skinWeights
  380. for ( var i = 0; i < data.metadata.vertexCount; i ++ ) {
  381. var v = data.vertices[ i ];
  382. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  383. positions.push( v.position[ j ] );
  384. }
  385. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  386. normals.push( v.normal[ j ] );
  387. }
  388. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  389. uvs.push( v.uv[ j ] );
  390. }
  391. for ( var j = 0; j < 4; j ++ ) {
  392. skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  393. }
  394. for ( var j = 0; j < 4; j ++ ) {
  395. skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  396. }
  397. }
  398. // indices
  399. for ( var i = 0; i < data.metadata.faceCount; i ++ ) {
  400. var face = data.faces[ i ];
  401. for ( var j = 0, jl = face.indices.length; j < jl; j ++ ) {
  402. indices.push( face.indices[ j ] );
  403. }
  404. }
  405. // groups
  406. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  407. var material = data.materials[ i ];
  408. groups.push( {
  409. offset: offset * 3,
  410. count: material.faceCount * 3
  411. } );
  412. offset += material.faceCount;
  413. }
  414. // bones
  415. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  416. var body = data.rigidBodies[ i ];
  417. var value = boneTypeTable[ body.boneIndex ];
  418. // keeps greater number if already value is set without any special reasons
  419. value = value === undefined ? body.type : Math.max( body.type, value );
  420. boneTypeTable[ body.boneIndex ] = value;
  421. }
  422. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  423. var boneData = data.bones[ i ];
  424. var bone = {
  425. index: i,
  426. transformationClass: boneData.transformationClass,
  427. parent: boneData.parentIndex,
  428. name: boneData.name,
  429. pos: boneData.position.slice( 0, 3 ),
  430. rotq: [ 0, 0, 0, 1 ],
  431. scl: [ 1, 1, 1 ],
  432. rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
  433. };
  434. if ( bone.parent !== - 1 ) {
  435. bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
  436. bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
  437. bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
  438. }
  439. bones.push( bone );
  440. }
  441. // iks
  442. // TODO: remove duplicated codes between PMD and PMX
  443. if ( data.metadata.format === 'pmd' ) {
  444. for ( var i = 0; i < data.metadata.ikCount; i ++ ) {
  445. var ik = data.iks[ i ];
  446. var param = {
  447. target: ik.target,
  448. effector: ik.effector,
  449. iteration: ik.iteration,
  450. maxAngle: ik.maxAngle * 4,
  451. links: []
  452. };
  453. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  454. var link = {};
  455. link.index = ik.links[ j ].index;
  456. link.enabled = true;
  457. if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  458. link.limitation = new Vector3( 1.0, 0.0, 0.0 );
  459. }
  460. param.links.push( link );
  461. }
  462. iks.push( param );
  463. }
  464. } else {
  465. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  466. var ik = data.bones[ i ].ik;
  467. if ( ik === undefined ) continue;
  468. var param = {
  469. target: i,
  470. effector: ik.effector,
  471. iteration: ik.iteration,
  472. maxAngle: ik.maxAngle,
  473. links: []
  474. };
  475. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  476. var link = {};
  477. link.index = ik.links[ j ].index;
  478. link.enabled = true;
  479. if ( ik.links[ j ].angleLimitation === 1 ) {
  480. // Revert if rotationMin/Max doesn't work well
  481. // link.limitation = new Vector3( 1.0, 0.0, 0.0 );
  482. var rotationMin = ik.links[ j ].lowerLimitationAngle;
  483. var rotationMax = ik.links[ j ].upperLimitationAngle;
  484. // Convert Left to Right coordinate by myself because
  485. // MMDParser doesn't convert. It's a MMDParser's bug
  486. var tmp1 = - rotationMax[ 0 ];
  487. var tmp2 = - rotationMax[ 1 ];
  488. rotationMax[ 0 ] = - rotationMin[ 0 ];
  489. rotationMax[ 1 ] = - rotationMin[ 1 ];
  490. rotationMin[ 0 ] = tmp1;
  491. rotationMin[ 1 ] = tmp2;
  492. link.rotationMin = new Vector3().fromArray( rotationMin );
  493. link.rotationMax = new Vector3().fromArray( rotationMax );
  494. }
  495. param.links.push( link );
  496. }
  497. iks.push( param );
  498. // Save the reference even from bone data for efficiently
  499. // simulating PMX animation system
  500. bones[ i ].ik = param;
  501. }
  502. }
  503. // grants
  504. if ( data.metadata.format === 'pmx' ) {
  505. // bone index -> grant entry map
  506. var grantEntryMap = {};
  507. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  508. var boneData = data.bones[ i ];
  509. var grant = boneData.grant;
  510. if ( grant === undefined ) continue;
  511. var param = {
  512. index: i,
  513. parentIndex: grant.parentIndex,
  514. ratio: grant.ratio,
  515. isLocal: grant.isLocal,
  516. affectRotation: grant.affectRotation,
  517. affectPosition: grant.affectPosition,
  518. transformationClass: boneData.transformationClass
  519. };
  520. grantEntryMap[ i ] = { parent: null, children: [], param: param, visited: false };
  521. }
  522. var rootEntry = { parent: null, children: [], param: null, visited: false };
  523. // Build a tree representing grant hierarchy
  524. for ( var boneIndex in grantEntryMap ) {
  525. var grantEntry = grantEntryMap[ boneIndex ];
  526. var parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry;
  527. grantEntry.parent = parentGrantEntry;
  528. parentGrantEntry.children.push( grantEntry );
  529. }
  530. // Sort grant parameters from parents to children because
  531. // grant uses parent's transform that parent's grant is already applied
  532. // so grant should be applied in order from parents to children
  533. function traverse( entry ) {
  534. if ( entry.param ) {
  535. grants.push( entry.param );
  536. // Save the reference even from bone data for efficiently
  537. // simulating PMX animation system
  538. bones[ entry.param.index ].grant = entry.param;
  539. }
  540. entry.visited = true;
  541. for ( var i = 0, il = entry.children.length; i < il; i ++ ) {
  542. var child = entry.children[ i ];
  543. // Cut off a loop if exists. (Is a grant loop invalid?)
  544. if ( ! child.visited ) traverse( child );
  545. }
  546. }
  547. traverse( rootEntry );
  548. }
  549. // morph
  550. function updateAttributes( attribute, morph, ratio ) {
  551. for ( var i = 0; i < morph.elementCount; i ++ ) {
  552. var element = morph.elements[ i ];
  553. var index;
  554. if ( data.metadata.format === 'pmd' ) {
  555. index = data.morphs[ 0 ].elements[ element.index ].index;
  556. } else {
  557. index = element.index;
  558. }
  559. attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
  560. attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
  561. attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
  562. }
  563. }
  564. for ( var i = 0; i < data.metadata.morphCount; i ++ ) {
  565. var morph = data.morphs[ i ];
  566. var params = { name: morph.name };
  567. var attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
  568. attribute.name = morph.name;
  569. for ( var j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
  570. attribute.array[ j ] = positions[ j ];
  571. }
  572. if ( data.metadata.format === 'pmd' ) {
  573. if ( i !== 0 ) {
  574. updateAttributes( attribute, morph, 1.0 );
  575. }
  576. } else {
  577. if ( morph.type === 0 ) { // group
  578. for ( var j = 0; j < morph.elementCount; j ++ ) {
  579. var morph2 = data.morphs[ morph.elements[ j ].index ];
  580. var ratio = morph.elements[ j ].ratio;
  581. if ( morph2.type === 1 ) {
  582. updateAttributes( attribute, morph2, ratio );
  583. } else {
  584. // TODO: implement
  585. }
  586. }
  587. } else if ( morph.type === 1 ) { // vertex
  588. updateAttributes( attribute, morph, 1.0 );
  589. } else if ( morph.type === 2 ) { // bone
  590. // TODO: implement
  591. } else if ( morph.type === 3 ) { // uv
  592. // TODO: implement
  593. } else if ( morph.type === 4 ) { // additional uv1
  594. // TODO: implement
  595. } else if ( morph.type === 5 ) { // additional uv2
  596. // TODO: implement
  597. } else if ( morph.type === 6 ) { // additional uv3
  598. // TODO: implement
  599. } else if ( morph.type === 7 ) { // additional uv4
  600. // TODO: implement
  601. } else if ( morph.type === 8 ) { // material
  602. // TODO: implement
  603. }
  604. }
  605. morphTargets.push( params );
  606. morphPositions.push( attribute );
  607. }
  608. // rigid bodies from rigidBodies field.
  609. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  610. var rigidBody = data.rigidBodies[ i ];
  611. var params = {};
  612. for ( var key in rigidBody ) {
  613. params[ key ] = rigidBody[ key ];
  614. }
  615. /*
  616. * RigidBody position parameter in PMX seems global position
  617. * while the one in PMD seems offset from corresponding bone.
  618. * So unify being offset.
  619. */
  620. if ( data.metadata.format === 'pmx' ) {
  621. if ( params.boneIndex !== - 1 ) {
  622. var bone = data.bones[ params.boneIndex ];
  623. params.position[ 0 ] -= bone.position[ 0 ];
  624. params.position[ 1 ] -= bone.position[ 1 ];
  625. params.position[ 2 ] -= bone.position[ 2 ];
  626. }
  627. }
  628. rigidBodies.push( params );
  629. }
  630. // constraints from constraints field.
  631. for ( var i = 0; i < data.metadata.constraintCount; i ++ ) {
  632. var constraint = data.constraints[ i ];
  633. var params = {};
  634. for ( var key in constraint ) {
  635. params[ key ] = constraint[ key ];
  636. }
  637. var bodyA = rigidBodies[ params.rigidBodyIndex1 ];
  638. var bodyB = rigidBodies[ params.rigidBodyIndex2 ];
  639. // Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  640. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  641. if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
  642. data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  643. bodyB.type = 1;
  644. }
  645. }
  646. constraints.push( params );
  647. }
  648. // build BufferGeometry.
  649. var geometry = new BufferGeometry();
  650. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  651. geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  652. geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  653. geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  654. geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  655. geometry.setIndex( indices );
  656. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  657. geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
  658. }
  659. geometry.bones = bones;
  660. geometry.morphTargets = morphTargets;
  661. geometry.morphAttributes.position = morphPositions;
  662. geometry.morphTargetsRelative = false;
  663. geometry.userData.MMD = {
  664. bones: bones,
  665. iks: iks,
  666. grants: grants,
  667. rigidBodies: rigidBodies,
  668. constraints: constraints,
  669. format: data.metadata.format
  670. };
  671. geometry.computeBoundingSphere();
  672. return geometry;
  673. }
  674. };
  675. //
  676. /**
  677. * @param {THREE.LoadingManager} manager
  678. */
  679. function MaterialBuilder( manager ) {
  680. this.manager = manager;
  681. this.textureLoader = new TextureLoader( this.manager );
  682. this.tgaLoader = null; // lazy generation
  683. }
  684. MaterialBuilder.prototype = {
  685. constructor: MaterialBuilder,
  686. crossOrigin: 'anonymous',
  687. resourcePath: undefined,
  688. /**
  689. * @param {string} crossOrigin
  690. * @return {MaterialBuilder}
  691. */
  692. setCrossOrigin: function ( crossOrigin ) {
  693. this.crossOrigin = crossOrigin;
  694. return this;
  695. },
  696. /**
  697. * @param {string} resourcePath
  698. * @return {MaterialBuilder}
  699. */
  700. setResourcePath: function ( resourcePath ) {
  701. this.resourcePath = resourcePath;
  702. return this;
  703. },
  704. /**
  705. * @param {Object} data - parsed PMD/PMX data
  706. * @param {BufferGeometry} geometry - some properties are dependend on geometry
  707. * @param {function} onProgress
  708. * @param {function} onError
  709. * @return {Array<MeshToonMaterial>}
  710. */
  711. build: function ( data, geometry /*, onProgress, onError */ ) {
  712. var materials = [];
  713. var textures = {};
  714. this.textureLoader.setCrossOrigin( this.crossOrigin );
  715. // materials
  716. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  717. var material = data.materials[ i ];
  718. var params = { userData: {} };
  719. if ( material.name !== undefined ) params.name = material.name;
  720. /*
  721. * Color
  722. *
  723. * MMD MeshToonMaterial
  724. * diffuse - color
  725. * ambient - emissive * a
  726. * (a = 1.0 without map texture or 0.2 with map texture)
  727. *
  728. * MeshToonMaterial doesn't have ambient. Set it to emissive instead.
  729. * It'll be too bright if material has map texture so using coef 0.2.
  730. */
  731. params.color = new Color().fromArray( material.diffuse );
  732. params.opacity = material.diffuse[ 3 ];
  733. params.emissive = new Color().fromArray( material.ambient );
  734. params.transparent = params.opacity !== 1.0;
  735. //
  736. params.skinning = geometry.bones.length > 0 ? true : false;
  737. params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  738. params.fog = true;
  739. // blend
  740. params.blending = CustomBlending;
  741. params.blendSrc = SrcAlphaFactor;
  742. params.blendDst = OneMinusSrcAlphaFactor;
  743. params.blendSrcAlpha = SrcAlphaFactor;
  744. params.blendDstAlpha = DstAlphaFactor;
  745. // side
  746. if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
  747. params.side = DoubleSide;
  748. } else {
  749. params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;
  750. }
  751. if ( data.metadata.format === 'pmd' ) {
  752. // map, envMap
  753. if ( material.fileName ) {
  754. var fileName = material.fileName;
  755. var fileNames = fileName.split( '*' );
  756. // fileNames[ 0 ]: mapFileName
  757. // fileNames[ 1 ]: envMapFileName( optional )
  758. params.map = this._loadTexture( fileNames[ 0 ], textures );
  759. if ( fileNames.length > 1 ) {
  760. var extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
  761. params.envMap = this._loadTexture(
  762. fileNames[ 1 ],
  763. textures
  764. );
  765. params.combine = extension === '.sph'
  766. ? MultiplyOperation
  767. : AddOperation;
  768. }
  769. }
  770. // gradientMap
  771. var toonFileName = ( material.toonIndex === - 1 )
  772. ? 'toon00.bmp'
  773. : data.toonTextures[ material.toonIndex ].fileName;
  774. params.gradientMap = this._loadTexture(
  775. toonFileName,
  776. textures,
  777. {
  778. isToonTexture: true,
  779. isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
  780. }
  781. );
  782. // parameters for OutlineEffect
  783. params.userData.outlineParameters = {
  784. thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
  785. color: [ 0, 0, 0 ],
  786. alpha: 1.0,
  787. visible: material.edgeFlag === 1
  788. };
  789. } else {
  790. // map
  791. if ( material.textureIndex !== - 1 ) {
  792. params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
  793. }
  794. // envMap TODO: support m.envFlag === 3
  795. if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
  796. params.envMap = this._loadTexture(
  797. data.textures[ material.envTextureIndex ],
  798. textures
  799. );
  800. params.combine = material.envFlag === 1
  801. ? MultiplyOperation
  802. : AddOperation;
  803. }
  804. // gradientMap
  805. var toonFileName, isDefaultToon;
  806. if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
  807. toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
  808. isDefaultToon = true;
  809. } else {
  810. toonFileName = data.textures[ material.toonIndex ];
  811. isDefaultToon = false;
  812. }
  813. params.gradientMap = this._loadTexture(
  814. toonFileName,
  815. textures,
  816. {
  817. isToonTexture: true,
  818. isDefaultToonTexture: isDefaultToon
  819. }
  820. );
  821. // parameters for OutlineEffect
  822. params.userData.outlineParameters = {
  823. thickness: material.edgeSize / 300, // TODO: better calculation?
  824. color: material.edgeColor.slice( 0, 3 ),
  825. alpha: material.edgeColor[ 3 ],
  826. visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
  827. };
  828. }
  829. if ( params.map !== undefined ) {
  830. if ( ! params.transparent ) {
  831. this._checkImageTransparency( params.map, geometry, i );
  832. }
  833. params.emissive.multiplyScalar( 0.2 );
  834. }
  835. materials.push( new MeshToonMaterial( params ) );
  836. }
  837. if ( data.metadata.format === 'pmx' ) {
  838. // set transparent true if alpha morph is defined.
  839. function checkAlphaMorph( elements, materials ) {
  840. for ( var i = 0, il = elements.length; i < il; i ++ ) {
  841. var element = elements[ i ];
  842. if ( element.index === - 1 ) continue;
  843. var material = materials[ element.index ];
  844. if ( material.opacity !== element.diffuse[ 3 ] ) {
  845. material.transparent = true;
  846. }
  847. }
  848. }
  849. for ( var i = 0, il = data.morphs.length; i < il; i ++ ) {
  850. var morph = data.morphs[ i ];
  851. var elements = morph.elements;
  852. if ( morph.type === 0 ) {
  853. for ( var j = 0, jl = elements.length; j < jl; j ++ ) {
  854. var morph2 = data.morphs[ elements[ j ].index ];
  855. if ( morph2.type !== 8 ) continue;
  856. checkAlphaMorph( morph2.elements, materials );
  857. }
  858. } else if ( morph.type === 8 ) {
  859. checkAlphaMorph( elements, materials );
  860. }
  861. }
  862. }
  863. return materials;
  864. },
  865. // private methods
  866. _getTGALoader: function () {
  867. if ( this.tgaLoader === null ) {
  868. if ( TGALoader === undefined ) {
  869. throw new Error( 'THREE.MMDLoader: Import TGALoader' );
  870. }
  871. this.tgaLoader = new TGALoader( this.manager );
  872. }
  873. return this.tgaLoader;
  874. },
  875. _isDefaultToonTexture: function ( name ) {
  876. if ( name.length !== 10 ) return false;
  877. return /toon(10|0[0-9])\.bmp/.test( name );
  878. },
  879. _loadTexture: function ( filePath, textures, params, onProgress, onError ) {
  880. params = params || {};
  881. var scope = this;
  882. var fullPath;
  883. if ( params.isDefaultToonTexture === true ) {
  884. var index;
  885. try {
  886. index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );
  887. } catch ( e ) {
  888. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
  889. + 'not right default texture path. Using toon00.bmp instead.' );
  890. index = 0;
  891. }
  892. fullPath = DEFAULT_TOON_TEXTURES[ index ];
  893. } else {
  894. fullPath = this.resourcePath + filePath;
  895. }
  896. if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
  897. var loader = this.manager.getHandler( fullPath );
  898. if ( loader === null ) {
  899. loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
  900. ? this._getTGALoader()
  901. : this.textureLoader;
  902. }
  903. var texture = loader.load( fullPath, function ( t ) {
  904. // MMD toon texture is Axis-Y oriented
  905. // but Three.js gradient map is Axis-X oriented.
  906. // So here replaces the toon texture image with the rotated one.
  907. if ( params.isToonTexture === true ) {
  908. t.image = scope._getRotatedImage( t.image );
  909. t.magFilter = NearestFilter;
  910. t.minFilter = NearestFilter;
  911. }
  912. t.flipY = false;
  913. t.wrapS = RepeatWrapping;
  914. t.wrapT = RepeatWrapping;
  915. for ( var i = 0; i < texture.readyCallbacks.length; i ++ ) {
  916. texture.readyCallbacks[ i ]( texture );
  917. }
  918. delete texture.readyCallbacks;
  919. }, onProgress, onError );
  920. texture.readyCallbacks = [];
  921. textures[ fullPath ] = texture;
  922. return texture;
  923. },
  924. _getRotatedImage: function ( image ) {
  925. var canvas = document.createElement( 'canvas' );
  926. var context = canvas.getContext( '2d' );
  927. var width = image.width;
  928. var height = image.height;
  929. canvas.width = width;
  930. canvas.height = height;
  931. context.clearRect( 0, 0, width, height );
  932. context.translate( width / 2.0, height / 2.0 );
  933. context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  934. context.translate( - width / 2.0, - height / 2.0 );
  935. context.drawImage( image, 0, 0 );
  936. return context.getImageData( 0, 0, width, height );
  937. },
  938. // Check if the partial image area used by the texture is transparent.
  939. _checkImageTransparency: function ( map, geometry, groupIndex ) {
  940. map.readyCallbacks.push( function ( texture ) {
  941. // Is there any efficient ways?
  942. function createImageData( image ) {
  943. var canvas = document.createElement( 'canvas' );
  944. canvas.width = image.width;
  945. canvas.height = image.height;
  946. var context = canvas.getContext( '2d' );
  947. context.drawImage( image, 0, 0 );
  948. return context.getImageData( 0, 0, canvas.width, canvas.height );
  949. }
  950. function detectImageTransparency( image, uvs, indices ) {
  951. var width = image.width;
  952. var height = image.height;
  953. var data = image.data;
  954. var threshold = 253;
  955. if ( data.length / ( width * height ) !== 4 ) return false;
  956. for ( var i = 0; i < indices.length; i += 3 ) {
  957. var centerUV = { x: 0.0, y: 0.0 };
  958. for ( var j = 0; j < 3; j ++ ) {
  959. var index = indices[ i * 3 + j ];
  960. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  961. if ( getAlphaByUv( image, uv ) < threshold ) return true;
  962. centerUV.x += uv.x;
  963. centerUV.y += uv.y;
  964. }
  965. centerUV.x /= 3;
  966. centerUV.y /= 3;
  967. if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
  968. }
  969. return false;
  970. }
  971. /*
  972. * This method expects
  973. * texture.flipY = false
  974. * texture.wrapS = RepeatWrapping
  975. * texture.wrapT = RepeatWrapping
  976. * TODO: more precise
  977. */
  978. function getAlphaByUv( image, uv ) {
  979. var width = image.width;
  980. var height = image.height;
  981. var x = Math.round( uv.x * width ) % width;
  982. var y = Math.round( uv.y * height ) % height;
  983. if ( x < 0 ) x += width;
  984. if ( y < 0 ) y += height;
  985. var index = y * width + x;
  986. return image.data[ index * 4 + 3 ];
  987. }
  988. var imageData = texture.image.data !== undefined
  989. ? texture.image
  990. : createImageData( texture.image );
  991. var group = geometry.groups[ groupIndex ];
  992. if ( detectImageTransparency(
  993. imageData,
  994. geometry.attributes.uv.array,
  995. geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
  996. map.transparent = true;
  997. }
  998. } );
  999. }
  1000. };
  1001. //
  1002. function AnimationBuilder() {
  1003. }
  1004. AnimationBuilder.prototype = {
  1005. constructor: AnimationBuilder,
  1006. /**
  1007. * @param {Object} vmd - parsed VMD data
  1008. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  1009. * @return {AnimationClip}
  1010. */
  1011. build: function ( vmd, mesh ) {
  1012. // combine skeletal and morph animations
  1013. var tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
  1014. var tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
  1015. for ( var i = 0, il = tracks2.length; i < il; i ++ ) {
  1016. tracks.push( tracks2[ i ] );
  1017. }
  1018. return new AnimationClip( '', - 1, tracks );
  1019. },
  1020. /**
  1021. * @param {Object} vmd - parsed VMD data
  1022. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  1023. * @return {AnimationClip}
  1024. */
  1025. buildSkeletalAnimation: function ( vmd, mesh ) {
  1026. function pushInterpolation( array, interpolation, index ) {
  1027. array.push( interpolation[ index + 0 ] / 127 ); // x1
  1028. array.push( interpolation[ index + 8 ] / 127 ); // x2
  1029. array.push( interpolation[ index + 4 ] / 127 ); // y1
  1030. array.push( interpolation[ index + 12 ] / 127 ); // y2
  1031. }
  1032. var tracks = [];
  1033. var motions = {};
  1034. var bones = mesh.skeleton.bones;
  1035. var boneNameDictionary = {};
  1036. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  1037. boneNameDictionary[ bones[ i ].name ] = true;
  1038. }
  1039. for ( var i = 0; i < vmd.metadata.motionCount; i ++ ) {
  1040. var motion = vmd.motions[ i ];
  1041. var boneName = motion.boneName;
  1042. if ( boneNameDictionary[ boneName ] === undefined ) continue;
  1043. motions[ boneName ] = motions[ boneName ] || [];
  1044. motions[ boneName ].push( motion );
  1045. }
  1046. for ( var key in motions ) {
  1047. var array = motions[ key ];
  1048. array.sort( function ( a, b ) {
  1049. return a.frameNum - b.frameNum;
  1050. } );
  1051. var times = [];
  1052. var positions = [];
  1053. var rotations = [];
  1054. var pInterpolations = [];
  1055. var rInterpolations = [];
  1056. var basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
  1057. for ( var i = 0, il = array.length; i < il; i ++ ) {
  1058. var time = array[ i ].frameNum / 30;
  1059. var position = array[ i ].position;
  1060. var rotation = array[ i ].rotation;
  1061. var interpolation = array[ i ].interpolation;
  1062. times.push( time );
  1063. for ( var j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
  1064. for ( var j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
  1065. for ( var j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
  1066. pushInterpolation( rInterpolations, interpolation, 3 );
  1067. }
  1068. var targetName = '.bones[' + key + ']';
  1069. tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
  1070. tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
  1071. }
  1072. return new AnimationClip( '', - 1, tracks );
  1073. },
  1074. /**
  1075. * @param {Object} vmd - parsed VMD data
  1076. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  1077. * @return {AnimationClip}
  1078. */
  1079. buildMorphAnimation: function ( vmd, mesh ) {
  1080. var tracks = [];
  1081. var morphs = {};
  1082. var morphTargetDictionary = mesh.morphTargetDictionary;
  1083. for ( var i = 0; i < vmd.metadata.morphCount; i ++ ) {
  1084. var morph = vmd.morphs[ i ];
  1085. var morphName = morph.morphName;
  1086. if ( morphTargetDictionary[ morphName ] === undefined ) continue;
  1087. morphs[ morphName ] = morphs[ morphName ] || [];
  1088. morphs[ morphName ].push( morph );
  1089. }
  1090. for ( var key in morphs ) {
  1091. var array = morphs[ key ];
  1092. array.sort( function ( a, b ) {
  1093. return a.frameNum - b.frameNum;
  1094. } );
  1095. var times = [];
  1096. var values = [];
  1097. for ( var i = 0, il = array.length; i < il; i ++ ) {
  1098. times.push( array[ i ].frameNum / 30 );
  1099. values.push( array[ i ].weight );
  1100. }
  1101. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
  1102. }
  1103. return new AnimationClip( '', - 1, tracks );
  1104. },
  1105. /**
  1106. * @param {Object} vmd - parsed VMD data
  1107. * @return {AnimationClip}
  1108. */
  1109. buildCameraAnimation: function ( vmd ) {
  1110. function pushVector3( array, vec ) {
  1111. array.push( vec.x );
  1112. array.push( vec.y );
  1113. array.push( vec.z );
  1114. }
  1115. function pushQuaternion( array, q ) {
  1116. array.push( q.x );
  1117. array.push( q.y );
  1118. array.push( q.z );
  1119. array.push( q.w );
  1120. }
  1121. function pushInterpolation( array, interpolation, index ) {
  1122. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  1123. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  1124. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  1125. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  1126. }
  1127. var tracks = [];
  1128. var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
  1129. cameras.sort( function ( a, b ) {
  1130. return a.frameNum - b.frameNum;
  1131. } );
  1132. var times = [];
  1133. var centers = [];
  1134. var quaternions = [];
  1135. var positions = [];
  1136. var fovs = [];
  1137. var cInterpolations = [];
  1138. var qInterpolations = [];
  1139. var pInterpolations = [];
  1140. var fInterpolations = [];
  1141. var quaternion = new Quaternion();
  1142. var euler = new Euler();
  1143. var position = new Vector3();
  1144. var center = new Vector3();
  1145. for ( var i = 0, il = cameras.length; i < il; i ++ ) {
  1146. var motion = cameras[ i ];
  1147. var time = motion.frameNum / 30;
  1148. var pos = motion.position;
  1149. var rot = motion.rotation;
  1150. var distance = motion.distance;
  1151. var fov = motion.fov;
  1152. var interpolation = motion.interpolation;
  1153. times.push( time );
  1154. position.set( 0, 0, - distance );
  1155. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1156. euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
  1157. quaternion.setFromEuler( euler );
  1158. position.add( center );
  1159. position.applyQuaternion( quaternion );
  1160. pushVector3( centers, center );
  1161. pushQuaternion( quaternions, quaternion );
  1162. pushVector3( positions, position );
  1163. fovs.push( fov );
  1164. for ( var j = 0; j < 3; j ++ ) {
  1165. pushInterpolation( cInterpolations, interpolation, j );
  1166. }
  1167. pushInterpolation( qInterpolations, interpolation, 3 );
  1168. // use the same parameter for x, y, z axis.
  1169. for ( var j = 0; j < 3; j ++ ) {
  1170. pushInterpolation( pInterpolations, interpolation, 4 );
  1171. }
  1172. pushInterpolation( fInterpolations, interpolation, 5 );
  1173. }
  1174. var tracks = [];
  1175. // I expect an object whose name 'target' exists under THREE.Camera
  1176. tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );
  1177. tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
  1178. tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
  1179. tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );
  1180. return new AnimationClip( '', - 1, tracks );
  1181. },
  1182. // private method
  1183. _createTrack: function ( node, typedKeyframeTrack, times, values, interpolations ) {
  1184. /*
  1185. * optimizes here not to let KeyframeTrackPrototype optimize
  1186. * because KeyframeTrackPrototype optimizes times and values but
  1187. * doesn't optimize interpolations.
  1188. */
  1189. if ( times.length > 2 ) {
  1190. times = times.slice();
  1191. values = values.slice();
  1192. interpolations = interpolations.slice();
  1193. var stride = values.length / times.length;
  1194. var interpolateStride = interpolations.length / times.length;
  1195. var index = 1;
  1196. for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  1197. for ( var i = 0; i < stride; i ++ ) {
  1198. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  1199. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  1200. index ++;
  1201. break;
  1202. }
  1203. }
  1204. if ( aheadIndex > index ) {
  1205. times[ index ] = times[ aheadIndex ];
  1206. for ( var i = 0; i < stride; i ++ ) {
  1207. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  1208. }
  1209. for ( var i = 0; i < interpolateStride; i ++ ) {
  1210. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  1211. }
  1212. }
  1213. }
  1214. times.length = index + 1;
  1215. values.length = ( index + 1 ) * stride;
  1216. interpolations.length = ( index + 1 ) * interpolateStride;
  1217. }
  1218. var track = new typedKeyframeTrack( node, times, values );
  1219. track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
  1220. return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
  1221. };
  1222. return track;
  1223. }
  1224. };
  1225. // interpolation
  1226. function CubicBezierInterpolation( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1227. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1228. this.interpolationParams = params;
  1229. }
  1230. CubicBezierInterpolation.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  1231. constructor: CubicBezierInterpolation,
  1232. interpolate_: function ( i1, t0, t, t1 ) {
  1233. var result = this.resultBuffer;
  1234. var values = this.sampleValues;
  1235. var stride = this.valueSize;
  1236. var params = this.interpolationParams;
  1237. var offset1 = i1 * stride;
  1238. var offset0 = offset1 - stride;
  1239. // No interpolation if next key frame is in one frame in 30fps.
  1240. // This is from MMD animation spec.
  1241. // '1.5' is for precision loss. times are Float32 in Three.js Animation system.
  1242. var weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
  1243. if ( stride === 4 ) { // Quaternion
  1244. var x1 = params[ i1 * 4 + 0 ];
  1245. var x2 = params[ i1 * 4 + 1 ];
  1246. var y1 = params[ i1 * 4 + 2 ];
  1247. var y2 = params[ i1 * 4 + 3 ];
  1248. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1249. Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1250. } else if ( stride === 3 ) { // Vector3
  1251. for ( var i = 0; i !== stride; ++ i ) {
  1252. var x1 = params[ i1 * 12 + i * 4 + 0 ];
  1253. var x2 = params[ i1 * 12 + i * 4 + 1 ];
  1254. var y1 = params[ i1 * 12 + i * 4 + 2 ];
  1255. var y2 = params[ i1 * 12 + i * 4 + 3 ];
  1256. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1257. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1258. }
  1259. } else { // Number
  1260. var x1 = params[ i1 * 4 + 0 ];
  1261. var x2 = params[ i1 * 4 + 1 ];
  1262. var y1 = params[ i1 * 4 + 2 ];
  1263. var y2 = params[ i1 * 4 + 3 ];
  1264. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1265. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1266. }
  1267. return result;
  1268. },
  1269. _calculate: function ( x1, x2, y1, y2, x ) {
  1270. /*
  1271. * Cubic Bezier curves
  1272. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1273. *
  1274. * B(t) = ( 1 - t ) ^ 3 * P0
  1275. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1276. * + 3 * ( 1 - t ) * t^2 * P2
  1277. * + t ^ 3 * P3
  1278. * ( 0 <= t <= 1 )
  1279. *
  1280. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1281. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1282. *
  1283. * x = ( 1 - t ) ^ 3 * x0
  1284. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1285. * + 3 * ( 1 - t ) * t^2 * x2
  1286. * + t ^ 3 * x3
  1287. * y = ( 1 - t ) ^ 3 * y0
  1288. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1289. * + 3 * ( 1 - t ) * t^2 * y2
  1290. * + t ^ 3 * y3
  1291. * ( x0 = 0, y0 = 0 )
  1292. * ( x3 = 1, y3 = 1 )
  1293. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1294. *
  1295. * Here solves this equation with Bisection method,
  1296. * https://en.wikipedia.org/wiki/Bisection_method
  1297. * gets t, and then calculate y.
  1298. *
  1299. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1300. * + 3 * ( 1 - t ) * t^2 * x2
  1301. * + t ^ 3 - x = 0
  1302. *
  1303. * (Another option: Newton's method
  1304. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1305. */
  1306. var c = 0.5;
  1307. var t = c;
  1308. var s = 1.0 - t;
  1309. var loop = 15;
  1310. var eps = 1e-5;
  1311. var math = Math;
  1312. var sst3, stt3, ttt;
  1313. for ( var i = 0; i < loop; i ++ ) {
  1314. sst3 = 3.0 * s * s * t;
  1315. stt3 = 3.0 * s * t * t;
  1316. ttt = t * t * t;
  1317. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1318. if ( math.abs( ft ) < eps ) break;
  1319. c /= 2.0;
  1320. t += ( ft < 0 ) ? c : - c;
  1321. s = 1.0 - t;
  1322. }
  1323. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1324. }
  1325. } );
  1326. return MMDLoader;
  1327. } )();
  1328. export { MMDLoader };