MMDLoader.js 47 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - mmd-parser https://github.com/takahirox/mmd-parser
  6. * - TGALoader
  7. * - OutlineEffect
  8. *
  9. * MMDLoader creates Three.js Objects from MMD resources as
  10. * PMD, PMX, VMD, and VPD files.
  11. *
  12. * PMD/PMX is a model data format, VMD is a motion data format
  13. * VPD is a posing data format used in MMD(Miku Miku Dance).
  14. *
  15. * MMD official site
  16. * - http://www.geocities.jp/higuchuu4/index_e.htm
  17. *
  18. * PMD, VMD format (in Japanese)
  19. * - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  20. *
  21. * PMX format
  22. * - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
  23. *
  24. * TODO
  25. * - light motion in vmd support.
  26. * - SDEF support.
  27. * - uv/material/bone morphing support.
  28. * - more precise grant skinning support.
  29. * - shadow support.
  30. */
  31. import {
  32. AddOperation,
  33. AnimationClip,
  34. Bone,
  35. BufferGeometry,
  36. Color,
  37. CustomBlending,
  38. DefaultLoadingManager,
  39. DoubleSide,
  40. DstAlphaFactor,
  41. Euler,
  42. FileLoader,
  43. Float32BufferAttribute,
  44. FrontSide,
  45. Interpolant,
  46. Loader,
  47. LoaderUtils,
  48. MeshToonMaterial,
  49. MultiplyOperation,
  50. NearestFilter,
  51. NumberKeyframeTrack,
  52. OneMinusSrcAlphaFactor,
  53. Quaternion,
  54. QuaternionKeyframeTrack,
  55. RepeatWrapping,
  56. Skeleton,
  57. SkinnedMesh,
  58. SphericalReflectionMapping,
  59. SrcAlphaFactor,
  60. TextureLoader,
  61. Uint16BufferAttribute,
  62. Vector3,
  63. VectorKeyframeTrack
  64. } from "../../../build/three.module.js";
  65. import { TGALoader } from "../loaders/TGALoader.js";
  66. import { MMDParser } from "../libs/mmdparser.module.js";
  67. var MMDLoader = ( function () {
  68. /**
  69. * @param {THREE.LoadingManager} manager
  70. */
  71. function MMDLoader( manager ) {
  72. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  73. this.loader = new FileLoader( this.manager );
  74. this.parser = null; // lazy generation
  75. this.meshBuilder = new MeshBuilder( this.manager );
  76. this.animationBuilder = new AnimationBuilder();
  77. }
  78. MMDLoader.prototype = {
  79. constructor: MMDLoader,
  80. crossOrigin: 'anonymous',
  81. /**
  82. * @param {string} crossOrigin
  83. * @return {MMDLoader}
  84. */
  85. setCrossOrigin: function ( crossOrigin ) {
  86. this.crossOrigin = crossOrigin;
  87. return this;
  88. },
  89. /**
  90. * @param {string} animationPath
  91. * @return {MMDLoader}
  92. */
  93. setAnimationPath: function ( animationPath ) {
  94. this.animationPath = animationPath;
  95. return this;
  96. },
  97. /**
  98. * @param {string} path
  99. * @return {MMDLoader}
  100. */
  101. setPath: function ( path ) {
  102. this.path = path;
  103. return this;
  104. },
  105. /**
  106. * @param {string} resourcePath
  107. * @return {MMDLoader}
  108. */
  109. setResoucePath: function ( resourcePath ) {
  110. this.resourcePath = resourcePath;
  111. return this;
  112. },
  113. // Load MMD assets as Three.js Object
  114. /**
  115. * Loads Model file (.pmd or .pmx) as a SkinnedMesh.
  116. *
  117. * @param {string} url - url to Model(.pmd or .pmx) file
  118. * @param {function} onLoad
  119. * @param {function} onProgress
  120. * @param {function} onError
  121. */
  122. load: function ( url, onLoad, onProgress, onError ) {
  123. var builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );
  124. // resource path
  125. var resourcePath;
  126. if ( this.resourcePath !== undefined ) {
  127. resourcePath = this.resourcePath;
  128. } else if ( this.path !== undefined ) {
  129. resourcePath = this.path;
  130. } else {
  131. resourcePath = LoaderUtils.extractUrlBase( url );
  132. }
  133. var modelExtension = this._extractExtension( url ).toLowerCase();
  134. // Should I detect by seeing header?
  135. if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
  136. if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
  137. return;
  138. }
  139. this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
  140. onLoad( builder.build( data, resourcePath, onProgress, onError ) );
  141. }, onProgress, onError );
  142. },
  143. /**
  144. * Loads Motion file(s) (.vmd) as a AnimationClip.
  145. * If two or more files are specified, they'll be merged.
  146. *
  147. * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
  148. * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
  149. * @param {function} onLoad
  150. * @param {function} onProgress
  151. * @param {function} onError
  152. */
  153. loadAnimation: function ( url, object, onLoad, onProgress, onError ) {
  154. var builder = this.animationBuilder;
  155. this.loadVMD( url, function ( vmd ) {
  156. onLoad( object.isCamera
  157. ? builder.buildCameraAnimation( vmd )
  158. : builder.build( vmd, object ) );
  159. }, onProgress, onError );
  160. },
  161. /**
  162. * Loads mode file and motion file(s) as an object containing
  163. * a SkinnedMesh and a AnimationClip.
  164. * Tracks of AnimationClip are fitting to the model.
  165. *
  166. * @param {string} modelUrl - url to Model(.pmd or .pmx) file
  167. * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
  168. * @param {function} onLoad
  169. * @param {function} onProgress
  170. * @param {function} onError
  171. */
  172. loadWithAnimation: function ( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
  173. var scope = this;
  174. this.load( modelUrl, function ( mesh ) {
  175. scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
  176. onLoad( {
  177. mesh: mesh,
  178. animation: animation
  179. } );
  180. }, onProgress, onError );
  181. }, onProgress, onError );
  182. },
  183. // Load MMD assets as Object data parsed by MMDParser
  184. /**
  185. * Loads .pmd file as an Object.
  186. *
  187. * @param {string} url - url to .pmd file
  188. * @param {function} onLoad
  189. * @param {function} onProgress
  190. * @param {function} onError
  191. */
  192. loadPMD: function ( url, onLoad, onProgress, onError ) {
  193. var parser = this._getParser();
  194. this.loader
  195. .setMimeType( undefined )
  196. .setPath( this.path )
  197. .setResponseType( 'arraybuffer' )
  198. .load( url, function ( buffer ) {
  199. onLoad( parser.parsePmd( buffer, true ) );
  200. }, onProgress, onError );
  201. },
  202. /**
  203. * Loads .pmx file as an Object.
  204. *
  205. * @param {string} url - url to .pmx file
  206. * @param {function} onLoad
  207. * @param {function} onProgress
  208. * @param {function} onError
  209. */
  210. loadPMX: function ( url, onLoad, onProgress, onError ) {
  211. var parser = this._getParser();
  212. this.loader
  213. .setMimeType( undefined )
  214. .setPath( this.path )
  215. .setResponseType( 'arraybuffer' )
  216. .load( url, function ( buffer ) {
  217. onLoad( parser.parsePmx( buffer, true ) );
  218. }, onProgress, onError );
  219. },
  220. /**
  221. * Loads .vmd file as an Object. If two or more files are specified
  222. * they'll be merged.
  223. *
  224. * @param {string|Array<string>} url - url(s) to .vmd file(s)
  225. * @param {function} onLoad
  226. * @param {function} onProgress
  227. * @param {function} onError
  228. */
  229. loadVMD: function ( url, onLoad, onProgress, onError ) {
  230. var urls = Array.isArray( url ) ? url : [ url ];
  231. var vmds = [];
  232. var vmdNum = urls.length;
  233. var parser = this._getParser();
  234. this.loader
  235. .setMimeType( undefined )
  236. .setPath( this.animationPath )
  237. .setResponseType( 'arraybuffer' );
  238. for ( var i = 0, il = urls.length; i < il; i ++ ) {
  239. this.loader.load( urls[ i ], function ( buffer ) {
  240. vmds.push( parser.parseVmd( buffer, true ) );
  241. if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
  242. }, onProgress, onError );
  243. }
  244. },
  245. /**
  246. * Loads .vpd file as an Object.
  247. *
  248. * @param {string} url - url to .vpd file
  249. * @param {boolean} isUnicode
  250. * @param {function} onLoad
  251. * @param {function} onProgress
  252. * @param {function} onError
  253. */
  254. loadVPD: function ( url, isUnicode, onLoad, onProgress, onError ) {
  255. var parser = this._getParser();
  256. this.loader
  257. .setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )
  258. .setPath( this.animationPath )
  259. .setResponseType( 'text' )
  260. .load( url, function ( text ) {
  261. onLoad( parser.parseVpd( text, true ) );
  262. }, onProgress, onError );
  263. },
  264. // private methods
  265. _extractExtension: function ( url ) {
  266. var index = url.lastIndexOf( '.' );
  267. return index < 0 ? '' : url.slice( index + 1 );
  268. },
  269. _getParser: function () {
  270. if ( this.parser === null ) {
  271. if ( typeof MMDParser === 'undefined' ) {
  272. throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
  273. }
  274. this.parser = new MMDParser.Parser();
  275. }
  276. return this.parser;
  277. }
  278. };
  279. // Utilities
  280. /*
  281. * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
  282. * We don't need to request external toon image files.
  283. * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  284. */
  285. var DEFAULT_TOON_TEXTURES = [
  286. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  287. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
  288. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
  289. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
  290. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
  291. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
  292. '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=',
  293. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  294. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  295. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
  296. 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
  297. ];
  298. // Builders. They build Three.js object from Object data parsed by MMDParser.
  299. /**
  300. * @param {THREE.LoadingManager} manager
  301. */
  302. function MeshBuilder( manager ) {
  303. this.geometryBuilder = new GeometryBuilder();
  304. this.materialBuilder = new MaterialBuilder( manager );
  305. }
  306. MeshBuilder.prototype = {
  307. constructor: MeshBuilder,
  308. crossOrigin: 'anonymous',
  309. /**
  310. * @param {string} crossOrigin
  311. * @return {MeshBuilder}
  312. */
  313. setCrossOrigin: function ( crossOrigin ) {
  314. this.crossOrigin = crossOrigin;
  315. return this;
  316. },
  317. /**
  318. * @param {Object} data - parsed PMD/PMX data
  319. * @param {string} resourcePath
  320. * @param {function} onProgress
  321. * @param {function} onError
  322. * @return {SkinnedMesh}
  323. */
  324. build: function ( data, resourcePath, onProgress, onError ) {
  325. var geometry = this.geometryBuilder.build( data );
  326. var material = this.materialBuilder
  327. .setCrossOrigin( this.crossOrigin )
  328. .setResourcePath( resourcePath )
  329. .build( data, geometry, onProgress, onError );
  330. var mesh = new SkinnedMesh( geometry, material );
  331. var skeleton = new Skeleton( initBones( mesh ) );
  332. mesh.bind( skeleton );
  333. // console.log( mesh ); // for console debug
  334. return mesh;
  335. }
  336. };
  337. // TODO: Try to remove this function
  338. function initBones( mesh ) {
  339. var geometry = mesh.geometry;
  340. var bones = [], bone, gbone;
  341. var i, il;
  342. if ( geometry && geometry.bones !== undefined ) {
  343. // first, create array of 'Bone' objects from geometry data
  344. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  345. gbone = geometry.bones[ i ];
  346. // create new 'Bone' object
  347. bone = new Bone();
  348. bones.push( bone );
  349. // apply values
  350. bone.name = gbone.name;
  351. bone.position.fromArray( gbone.pos );
  352. bone.quaternion.fromArray( gbone.rotq );
  353. if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  354. }
  355. // second, create bone hierarchy
  356. for ( i = 0, il = geometry.bones.length; i < il; i ++ ) {
  357. gbone = geometry.bones[ i ];
  358. if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
  359. // subsequent bones in the hierarchy
  360. bones[ gbone.parent ].add( bones[ i ] );
  361. } else {
  362. // topmost bone, immediate child of the skinned mesh
  363. mesh.add( bones[ i ] );
  364. }
  365. }
  366. }
  367. // now the bones are part of the scene graph and children of the skinned mesh.
  368. // let's update the corresponding matrices
  369. mesh.updateMatrixWorld( true );
  370. return bones;
  371. }
  372. //
  373. function GeometryBuilder() {
  374. }
  375. GeometryBuilder.prototype = {
  376. constructor: GeometryBuilder,
  377. /**
  378. * @param {Object} data - parsed PMD/PMX data
  379. * @return {BufferGeometry}
  380. */
  381. build: function ( data ) {
  382. // for geometry
  383. var positions = [];
  384. var uvs = [];
  385. var normals = [];
  386. var indices = [];
  387. var groups = [];
  388. var bones = [];
  389. var skinIndices = [];
  390. var skinWeights = [];
  391. var morphTargets = [];
  392. var morphPositions = [];
  393. var iks = [];
  394. var grants = [];
  395. var rigidBodies = [];
  396. var constraints = [];
  397. // for work
  398. var offset = 0;
  399. var boneTypeTable = {};
  400. // positions, normals, uvs, skinIndices, skinWeights
  401. for ( var i = 0; i < data.metadata.vertexCount; i ++ ) {
  402. var v = data.vertices[ i ];
  403. for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
  404. positions.push( v.position[ j ] );
  405. }
  406. for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
  407. normals.push( v.normal[ j ] );
  408. }
  409. for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
  410. uvs.push( v.uv[ j ] );
  411. }
  412. for ( var j = 0; j < 4; j ++ ) {
  413. skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
  414. }
  415. for ( var j = 0; j < 4; j ++ ) {
  416. skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
  417. }
  418. }
  419. // indices
  420. for ( var i = 0; i < data.metadata.faceCount; i ++ ) {
  421. var face = data.faces[ i ];
  422. for ( var j = 0, jl = face.indices.length; j < jl; j ++ ) {
  423. indices.push( face.indices[ j ] );
  424. }
  425. }
  426. // groups
  427. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  428. var material = data.materials[ i ];
  429. groups.push( {
  430. offset: offset * 3,
  431. count: material.faceCount * 3
  432. } );
  433. offset += material.faceCount;
  434. }
  435. // bones
  436. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  437. var body = data.rigidBodies[ i ];
  438. var value = boneTypeTable[ body.boneIndex ];
  439. // keeps greater number if already value is set without any special reasons
  440. value = value === undefined ? body.type : Math.max( body.type, value );
  441. boneTypeTable[ body.boneIndex ] = value;
  442. }
  443. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  444. var boneData = data.bones[ i ];
  445. var bone = {
  446. parent: boneData.parentIndex,
  447. name: boneData.name,
  448. pos: boneData.position.slice( 0, 3 ),
  449. rotq: [ 0, 0, 0, 1 ],
  450. scl: [ 1, 1, 1 ],
  451. rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
  452. };
  453. if ( bone.parent !== - 1 ) {
  454. bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
  455. bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
  456. bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
  457. }
  458. bones.push( bone );
  459. }
  460. // iks
  461. // TODO: remove duplicated codes between PMD and PMX
  462. if ( data.metadata.format === 'pmd' ) {
  463. for ( var i = 0; i < data.metadata.ikCount; i ++ ) {
  464. var ik = data.iks[ i ];
  465. var param = {
  466. target: ik.target,
  467. effector: ik.effector,
  468. iteration: ik.iteration,
  469. maxAngle: ik.maxAngle * 4,
  470. links: []
  471. };
  472. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  473. var link = {};
  474. link.index = ik.links[ j ].index;
  475. link.enabled = true;
  476. if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  477. link.limitation = new Vector3( 1.0, 0.0, 0.0 );
  478. }
  479. param.links.push( link );
  480. }
  481. iks.push( param );
  482. }
  483. } else {
  484. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  485. var ik = data.bones[ i ].ik;
  486. if ( ik === undefined ) continue;
  487. var param = {
  488. target: i,
  489. effector: ik.effector,
  490. iteration: ik.iteration,
  491. maxAngle: ik.maxAngle,
  492. links: []
  493. };
  494. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  495. var link = {};
  496. link.index = ik.links[ j ].index;
  497. link.enabled = true;
  498. if ( ik.links[ j ].angleLimitation === 1 ) {
  499. // Revert if rotationMin/Max doesn't work well
  500. // link.limitation = new Vector3( 1.0, 0.0, 0.0 );
  501. var rotationMin = ik.links[ j ].lowerLimitationAngle;
  502. var rotationMax = ik.links[ j ].upperLimitationAngle;
  503. // Convert Left to Right coordinate by myself because
  504. // MMDParser doesn't convert. It's a MMDParser's bug
  505. var tmp1 = - rotationMax[ 0 ];
  506. var tmp2 = - rotationMax[ 1 ];
  507. rotationMax[ 0 ] = - rotationMin[ 0 ];
  508. rotationMax[ 1 ] = - rotationMin[ 1 ];
  509. rotationMin[ 0 ] = tmp1;
  510. rotationMin[ 1 ] = tmp2;
  511. link.rotationMin = new Vector3().fromArray( rotationMin );
  512. link.rotationMax = new Vector3().fromArray( rotationMax );
  513. }
  514. param.links.push( link );
  515. }
  516. iks.push( param );
  517. }
  518. }
  519. // grants
  520. if ( data.metadata.format === 'pmx' ) {
  521. for ( var i = 0; i < data.metadata.boneCount; i ++ ) {
  522. var boneData = data.bones[ i ];
  523. var grant = boneData.grant;
  524. if ( grant === undefined ) continue;
  525. var param = {
  526. index: i,
  527. parentIndex: grant.parentIndex,
  528. ratio: grant.ratio,
  529. isLocal: grant.isLocal,
  530. affectRotation: grant.affectRotation,
  531. affectPosition: grant.affectPosition,
  532. transformationClass: boneData.transformationClass
  533. };
  534. grants.push( param );
  535. }
  536. grants.sort( function ( a, b ) {
  537. return a.transformationClass - b.transformationClass;
  538. } );
  539. }
  540. // morph
  541. function updateAttributes( attribute, morph, ratio ) {
  542. for ( var i = 0; i < morph.elementCount; i ++ ) {
  543. var element = morph.elements[ i ];
  544. var index;
  545. if ( data.metadata.format === 'pmd' ) {
  546. index = data.morphs[ 0 ].elements[ element.index ].index;
  547. } else {
  548. index = element.index;
  549. }
  550. attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
  551. attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
  552. attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
  553. }
  554. }
  555. for ( var i = 0; i < data.metadata.morphCount; i ++ ) {
  556. var morph = data.morphs[ i ];
  557. var params = { name: morph.name };
  558. var attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
  559. attribute.name = morph.name;
  560. for ( var j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
  561. attribute.array[ j ] = positions[ j ];
  562. }
  563. if ( data.metadata.format === 'pmd' ) {
  564. if ( i !== 0 ) {
  565. updateAttributes( attribute, morph, 1.0 );
  566. }
  567. } else {
  568. if ( morph.type === 0 ) { // group
  569. for ( var j = 0; j < morph.elementCount; j ++ ) {
  570. var morph2 = data.morphs[ morph.elements[ j ].index ];
  571. var ratio = morph.elements[ j ].ratio;
  572. if ( morph2.type === 1 ) {
  573. updateAttributes( attribute, morph2, ratio );
  574. } else {
  575. // TODO: implement
  576. }
  577. }
  578. } else if ( morph.type === 1 ) { // vertex
  579. updateAttributes( attribute, morph, 1.0 );
  580. } else if ( morph.type === 2 ) { // bone
  581. // TODO: implement
  582. } else if ( morph.type === 3 ) { // uv
  583. // TODO: implement
  584. } else if ( morph.type === 4 ) { // additional uv1
  585. // TODO: implement
  586. } else if ( morph.type === 5 ) { // additional uv2
  587. // TODO: implement
  588. } else if ( morph.type === 6 ) { // additional uv3
  589. // TODO: implement
  590. } else if ( morph.type === 7 ) { // additional uv4
  591. // TODO: implement
  592. } else if ( morph.type === 8 ) { // material
  593. // TODO: implement
  594. }
  595. }
  596. morphTargets.push( params );
  597. morphPositions.push( attribute );
  598. }
  599. // rigid bodies from rigidBodies field.
  600. for ( var i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
  601. var rigidBody = data.rigidBodies[ i ];
  602. var params = {};
  603. for ( var key in rigidBody ) {
  604. params[ key ] = rigidBody[ key ];
  605. }
  606. /*
  607. * RigidBody position parameter in PMX seems global position
  608. * while the one in PMD seems offset from corresponding bone.
  609. * So unify being offset.
  610. */
  611. if ( data.metadata.format === 'pmx' ) {
  612. if ( params.boneIndex !== - 1 ) {
  613. var bone = data.bones[ params.boneIndex ];
  614. params.position[ 0 ] -= bone.position[ 0 ];
  615. params.position[ 1 ] -= bone.position[ 1 ];
  616. params.position[ 2 ] -= bone.position[ 2 ];
  617. }
  618. }
  619. rigidBodies.push( params );
  620. }
  621. // constraints from constraints field.
  622. for ( var i = 0; i < data.metadata.constraintCount; i ++ ) {
  623. var constraint = data.constraints[ i ];
  624. var params = {};
  625. for ( var key in constraint ) {
  626. params[ key ] = constraint[ key ];
  627. }
  628. var bodyA = rigidBodies[ params.rigidBodyIndex1 ];
  629. var bodyB = rigidBodies[ params.rigidBodyIndex2 ];
  630. // Refer to http://www20.atpages.jp/katwat/wp/?p=4135
  631. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  632. if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
  633. data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  634. bodyB.type = 1;
  635. }
  636. }
  637. constraints.push( params );
  638. }
  639. // build BufferGeometry.
  640. var geometry = new BufferGeometry();
  641. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  642. geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  643. geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  644. geometry.addAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  645. geometry.addAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  646. geometry.setIndex( indices );
  647. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  648. geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
  649. }
  650. geometry.bones = bones;
  651. geometry.morphTargets = morphTargets;
  652. geometry.morphAttributes.position = morphPositions;
  653. geometry.userData.MMD = {
  654. bones: bones,
  655. iks: iks,
  656. grants: grants,
  657. rigidBodies: rigidBodies,
  658. constraints: constraints,
  659. format: data.metadata.format
  660. };
  661. geometry.computeBoundingSphere();
  662. return geometry;
  663. }
  664. };
  665. //
  666. /**
  667. * @param {THREE.LoadingManager} manager
  668. */
  669. function MaterialBuilder( manager ) {
  670. this.manager = manager;
  671. this.textureLoader = new TextureLoader( this.manager );
  672. this.tgaLoader = null; // lazy generation
  673. }
  674. MaterialBuilder.prototype = {
  675. constructor: MaterialBuilder,
  676. crossOrigin: 'anonymous',
  677. resourcePath: undefined,
  678. /**
  679. * @param {string} crossOrigin
  680. * @return {MaterialBuilder}
  681. */
  682. setCrossOrigin: function ( crossOrigin ) {
  683. this.crossOrigin = crossOrigin;
  684. return this;
  685. },
  686. /**
  687. * @param {string} resourcePath
  688. * @return {MaterialBuilder}
  689. */
  690. setResourcePath: function ( resourcePath ) {
  691. this.resourcePath = resourcePath;
  692. return this;
  693. },
  694. /**
  695. * @param {Object} data - parsed PMD/PMX data
  696. * @param {BufferGeometry} geometry - some properties are dependend on geometry
  697. * @param {function} onProgress
  698. * @param {function} onError
  699. * @return {Array<MeshToonMaterial>}
  700. */
  701. build: function ( data, geometry /*, onProgress, onError */ ) {
  702. var materials = [];
  703. var textures = {};
  704. this.textureLoader.setCrossOrigin( this.crossOrigin );
  705. // materials
  706. for ( var i = 0; i < data.metadata.materialCount; i ++ ) {
  707. var material = data.materials[ i ];
  708. var params = { userData: {} };
  709. if ( material.name !== undefined ) params.name = material.name;
  710. /*
  711. * Color
  712. *
  713. * MMD MeshToonMaterial
  714. * diffuse - color
  715. * specular - specular
  716. * ambient - emissive * a
  717. * (a = 1.0 without map texture or 0.2 with map texture)
  718. *
  719. * MeshToonMaterial doesn't have ambient. Set it to emissive instead.
  720. * It'll be too bright if material has map texture so using coef 0.2.
  721. */
  722. params.color = new Color().fromArray( material.diffuse );
  723. params.opacity = material.diffuse[ 3 ];
  724. params.specular = new Color().fromArray( material.specular );
  725. params.emissive = new Color().fromArray( material.ambient );
  726. params.shininess = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  727. params.transparent = params.opacity !== 1.0;
  728. //
  729. params.skinning = geometry.bones.length > 0 ? true : false;
  730. params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  731. params.lights = true;
  732. params.fog = true;
  733. // blend
  734. params.blending = CustomBlending;
  735. params.blendSrc = SrcAlphaFactor;
  736. params.blendDst = OneMinusSrcAlphaFactor;
  737. params.blendSrcAlpha = SrcAlphaFactor;
  738. params.blendDstAlpha = DstAlphaFactor;
  739. // side
  740. if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
  741. params.side = DoubleSide;
  742. } else {
  743. params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;
  744. }
  745. if ( data.metadata.format === 'pmd' ) {
  746. // map, envMap
  747. if ( material.fileName ) {
  748. var fileName = material.fileName;
  749. var fileNames = fileName.split( '*' );
  750. // fileNames[ 0 ]: mapFileName
  751. // fileNames[ 1 ]: envMapFileName( optional )
  752. params.map = this._loadTexture( fileNames[ 0 ], textures );
  753. if ( fileNames.length > 1 ) {
  754. var extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
  755. params.envMap = this._loadTexture(
  756. fileNames[ 1 ],
  757. textures,
  758. { sphericalReflectionMapping: true }
  759. );
  760. params.combine = extension === '.sph'
  761. ? MultiplyOperation
  762. : AddOperation;
  763. }
  764. }
  765. // gradientMap
  766. var toonFileName = ( material.toonIndex === - 1 )
  767. ? 'toon00.bmp'
  768. : data.toonTextures[ material.toonIndex ].fileName;
  769. params.gradientMap = this._loadTexture(
  770. toonFileName,
  771. textures,
  772. {
  773. isToonTexture: true,
  774. isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
  775. }
  776. );
  777. // parameters for OutlineEffect
  778. params.userData.outlineParameters = {
  779. thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
  780. color: [ 0, 0, 0 ],
  781. alpha: 1.0,
  782. visible: material.edgeFlag === 1
  783. };
  784. } else {
  785. // map
  786. if ( material.textureIndex !== - 1 ) {
  787. params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
  788. }
  789. // envMap TODO: support m.envFlag === 3
  790. if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
  791. params.envMap = this._loadTexture(
  792. data.textures[ material.envTextureIndex ],
  793. textures, { sphericalReflectionMapping: true }
  794. );
  795. params.combine = material.envFlag === 1
  796. ? MultiplyOperation
  797. : AddOperation;
  798. }
  799. // gradientMap
  800. var toonFileName, isDefaultToon;
  801. if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
  802. toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
  803. isDefaultToon = true;
  804. } else {
  805. toonFileName = data.textures[ material.toonIndex ];
  806. isDefaultToon = false;
  807. }
  808. params.gradientMap = this._loadTexture(
  809. toonFileName,
  810. textures,
  811. {
  812. isToonTexture: true,
  813. isDefaultToonTexture: isDefaultToon
  814. }
  815. );
  816. // parameters for OutlineEffect
  817. params.userData.outlineParameters = {
  818. thickness: material.edgeSize / 300, // TODO: better calculation?
  819. color: material.edgeColor.slice( 0, 3 ),
  820. alpha: material.edgeColor[ 3 ],
  821. visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
  822. };
  823. }
  824. if ( params.map !== undefined ) {
  825. if ( ! params.transparent ) {
  826. this._checkImageTransparency( params.map, geometry, i );
  827. }
  828. params.emissive.multiplyScalar( 0.2 );
  829. }
  830. materials.push( new MeshToonMaterial( params ) );
  831. }
  832. if ( data.metadata.format === 'pmx' ) {
  833. // set transparent true if alpha morph is defined.
  834. function checkAlphaMorph( elements, materials ) {
  835. for ( var i = 0, il = elements.length; i < il; i ++ ) {
  836. var element = elements[ i ];
  837. if ( element.index === - 1 ) continue;
  838. var material = materials[ element.index ];
  839. if ( material.opacity !== element.diffuse[ 3 ] ) {
  840. material.transparent = true;
  841. }
  842. }
  843. }
  844. for ( var i = 0, il = data.morphs.length; i < il; i ++ ) {
  845. var morph = data.morphs[ i ];
  846. var elements = morph.elements;
  847. if ( morph.type === 0 ) {
  848. for ( var j = 0, jl = elements.length; j < jl; j ++ ) {
  849. var morph2 = data.morphs[ elements[ j ].index ];
  850. if ( morph2.type !== 8 ) continue;
  851. checkAlphaMorph( morph2.elements, materials );
  852. }
  853. } else if ( morph.type === 8 ) {
  854. checkAlphaMorph( elements, materials );
  855. }
  856. }
  857. }
  858. return materials;
  859. },
  860. // private methods
  861. _getTGALoader: function () {
  862. if ( this.tgaLoader === null ) {
  863. if ( TGALoader === undefined ) {
  864. throw new Error( 'THREE.MMDLoader: Import TGALoader' );
  865. }
  866. this.tgaLoader = new TGALoader( this.manager );
  867. }
  868. return this.tgaLoader;
  869. },
  870. _isDefaultToonTexture: function ( name ) {
  871. if ( name.length !== 10 ) return false;
  872. return /toon(10|0[0-9])\.bmp/.test( name );
  873. },
  874. _loadTexture: function ( filePath, textures, params, onProgress, onError ) {
  875. params = params || {};
  876. var scope = this;
  877. var fullPath;
  878. if ( params.isDefaultToonTexture === true ) {
  879. var index;
  880. try {
  881. index = parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] );
  882. } catch ( e ) {
  883. console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
  884. + 'not right default texture path. Using toon00.bmp instead.' );
  885. index = 0;
  886. }
  887. fullPath = DEFAULT_TOON_TEXTURES[ index ];
  888. } else {
  889. fullPath = this.resourcePath + filePath;
  890. }
  891. if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
  892. var loader = Loader.Handlers.get( fullPath );
  893. if ( loader === null ) {
  894. loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
  895. ? this._getTGALoader()
  896. : this.textureLoader;
  897. }
  898. var texture = loader.load( fullPath, function ( t ) {
  899. // MMD toon texture is Axis-Y oriented
  900. // but Three.js gradient map is Axis-X oriented.
  901. // So here replaces the toon texture image with the rotated one.
  902. if ( params.isToonTexture === true ) {
  903. t.image = scope._getRotatedImage( t.image );
  904. t.magFilter = NearestFilter;
  905. t.minFilter = NearestFilter;
  906. }
  907. t.flipY = false;
  908. t.wrapS = RepeatWrapping;
  909. t.wrapT = RepeatWrapping;
  910. for ( var i = 0; i < texture.readyCallbacks.length; i ++ ) {
  911. texture.readyCallbacks[ i ]( texture );
  912. }
  913. delete texture.readyCallbacks;
  914. }, onProgress, onError );
  915. if ( params.sphericalReflectionMapping === true ) {
  916. texture.mapping = SphericalReflectionMapping;
  917. }
  918. texture.readyCallbacks = [];
  919. textures[ fullPath ] = texture;
  920. return texture;
  921. },
  922. _getRotatedImage: function ( image ) {
  923. var canvas = document.createElement( 'canvas' );
  924. var context = canvas.getContext( '2d' );
  925. var width = image.width;
  926. var height = image.height;
  927. canvas.width = width;
  928. canvas.height = height;
  929. context.clearRect( 0, 0, width, height );
  930. context.translate( width / 2.0, height / 2.0 );
  931. context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
  932. context.translate( - width / 2.0, - height / 2.0 );
  933. context.drawImage( image, 0, 0 );
  934. return context.getImageData( 0, 0, width, height );
  935. },
  936. // Check if the partial image area used by the texture is transparent.
  937. _checkImageTransparency: function ( map, geometry, groupIndex ) {
  938. map.readyCallbacks.push( function ( texture ) {
  939. // Is there any efficient ways?
  940. function createImageData( image ) {
  941. var canvas = document.createElement( 'canvas' );
  942. canvas.width = image.width;
  943. canvas.height = image.height;
  944. var context = canvas.getContext( '2d' );
  945. context.drawImage( image, 0, 0 );
  946. return context.getImageData( 0, 0, canvas.width, canvas.height );
  947. }
  948. function detectImageTransparency( image, uvs, indices ) {
  949. var width = image.width;
  950. var height = image.height;
  951. var data = image.data;
  952. var threshold = 253;
  953. if ( data.length / ( width * height ) !== 4 ) return false;
  954. for ( var i = 0; i < indices.length; i += 3 ) {
  955. var centerUV = { x: 0.0, y: 0.0 };
  956. for ( var j = 0; j < 3; j ++ ) {
  957. var index = indices[ i * 3 + j ];
  958. var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
  959. if ( getAlphaByUv( image, uv ) < threshold ) return true;
  960. centerUV.x += uv.x;
  961. centerUV.y += uv.y;
  962. }
  963. centerUV.x /= 3;
  964. centerUV.y /= 3;
  965. if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
  966. }
  967. return false;
  968. }
  969. /*
  970. * This method expects
  971. * texture.flipY = false
  972. * texture.wrapS = RepeatWrapping
  973. * texture.wrapT = RepeatWrapping
  974. * TODO: more precise
  975. */
  976. function getAlphaByUv( image, uv ) {
  977. var width = image.width;
  978. var height = image.height;
  979. var x = Math.round( uv.x * width ) % width;
  980. var y = Math.round( uv.y * height ) % height;
  981. if ( x < 0 ) x += width;
  982. if ( y < 0 ) y += height;
  983. var index = y * width + x;
  984. return image.data[ index * 4 + 3 ];
  985. }
  986. var imageData = texture.image.data !== undefined
  987. ? texture.image
  988. : createImageData( texture.image );
  989. var group = geometry.groups[ groupIndex ];
  990. if ( detectImageTransparency(
  991. imageData,
  992. geometry.attributes.uv.array,
  993. geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
  994. map.transparent = true;
  995. }
  996. } );
  997. }
  998. };
  999. //
  1000. function AnimationBuilder() {
  1001. }
  1002. AnimationBuilder.prototype = {
  1003. constructor: AnimationBuilder,
  1004. /**
  1005. * @param {Object} vmd - parsed VMD data
  1006. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  1007. * @return {AnimationClip}
  1008. */
  1009. build: function ( vmd, mesh ) {
  1010. // combine skeletal and morph animations
  1011. var tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
  1012. var tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
  1013. for ( var i = 0, il = tracks2.length; i < il; i ++ ) {
  1014. tracks.push( tracks2[ i ] );
  1015. }
  1016. return new AnimationClip( '', - 1, tracks );
  1017. },
  1018. /**
  1019. * @param {Object} vmd - parsed VMD data
  1020. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  1021. * @return {AnimationClip}
  1022. */
  1023. buildSkeletalAnimation: function ( vmd, mesh ) {
  1024. function pushInterpolation( array, interpolation, index ) {
  1025. array.push( interpolation[ index + 0 ] / 127 ); // x1
  1026. array.push( interpolation[ index + 8 ] / 127 ); // x2
  1027. array.push( interpolation[ index + 4 ] / 127 ); // y1
  1028. array.push( interpolation[ index + 12 ] / 127 ); // y2
  1029. }
  1030. var tracks = [];
  1031. var motions = {};
  1032. var bones = mesh.skeleton.bones;
  1033. var boneNameDictionary = {};
  1034. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  1035. boneNameDictionary[ bones[ i ].name ] = true;
  1036. }
  1037. for ( var i = 0; i < vmd.metadata.motionCount; i ++ ) {
  1038. var motion = vmd.motions[ i ];
  1039. var boneName = motion.boneName;
  1040. if ( boneNameDictionary[ boneName ] === undefined ) continue;
  1041. motions[ boneName ] = motions[ boneName ] || [];
  1042. motions[ boneName ].push( motion );
  1043. }
  1044. for ( var key in motions ) {
  1045. var array = motions[ key ];
  1046. array.sort( function ( a, b ) {
  1047. return a.frameNum - b.frameNum;
  1048. } );
  1049. var times = [];
  1050. var positions = [];
  1051. var rotations = [];
  1052. var pInterpolations = [];
  1053. var rInterpolations = [];
  1054. var basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
  1055. for ( var i = 0, il = array.length; i < il; i ++ ) {
  1056. var time = array[ i ].frameNum / 30;
  1057. var position = array[ i ].position;
  1058. var rotation = array[ i ].rotation;
  1059. var interpolation = array[ i ].interpolation;
  1060. times.push( time );
  1061. for ( var j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
  1062. for ( var j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
  1063. for ( var j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
  1064. pushInterpolation( rInterpolations, interpolation, 3 );
  1065. }
  1066. var targetName = '.bones[' + key + ']';
  1067. tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
  1068. tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
  1069. }
  1070. return new AnimationClip( '', - 1, tracks );
  1071. },
  1072. /**
  1073. * @param {Object} vmd - parsed VMD data
  1074. * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
  1075. * @return {AnimationClip}
  1076. */
  1077. buildMorphAnimation: function ( vmd, mesh ) {
  1078. var tracks = [];
  1079. var morphs = {};
  1080. var morphTargetDictionary = mesh.morphTargetDictionary;
  1081. for ( var i = 0; i < vmd.metadata.morphCount; i ++ ) {
  1082. var morph = vmd.morphs[ i ];
  1083. var morphName = morph.morphName;
  1084. if ( morphTargetDictionary[ morphName ] === undefined ) continue;
  1085. morphs[ morphName ] = morphs[ morphName ] || [];
  1086. morphs[ morphName ].push( morph );
  1087. }
  1088. for ( var key in morphs ) {
  1089. var array = morphs[ key ];
  1090. array.sort( function ( a, b ) {
  1091. return a.frameNum - b.frameNum;
  1092. } );
  1093. var times = [];
  1094. var values = [];
  1095. for ( var i = 0, il = array.length; i < il; i ++ ) {
  1096. times.push( array[ i ].frameNum / 30 );
  1097. values.push( array[ i ].weight );
  1098. }
  1099. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
  1100. }
  1101. return new AnimationClip( '', - 1, tracks );
  1102. },
  1103. /**
  1104. * @param {Object} vmd - parsed VMD data
  1105. * @return {AnimationClip}
  1106. */
  1107. buildCameraAnimation: function ( vmd ) {
  1108. function pushVector3( array, vec ) {
  1109. array.push( vec.x );
  1110. array.push( vec.y );
  1111. array.push( vec.z );
  1112. }
  1113. function pushQuaternion( array, q ) {
  1114. array.push( q.x );
  1115. array.push( q.y );
  1116. array.push( q.z );
  1117. array.push( q.w );
  1118. }
  1119. function pushInterpolation( array, interpolation, index ) {
  1120. array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
  1121. array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
  1122. array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
  1123. array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
  1124. }
  1125. var tracks = [];
  1126. var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
  1127. cameras.sort( function ( a, b ) {
  1128. return a.frameNum - b.frameNum;
  1129. } );
  1130. var times = [];
  1131. var centers = [];
  1132. var quaternions = [];
  1133. var positions = [];
  1134. var fovs = [];
  1135. var cInterpolations = [];
  1136. var qInterpolations = [];
  1137. var pInterpolations = [];
  1138. var fInterpolations = [];
  1139. var quaternion = new Quaternion();
  1140. var euler = new Euler();
  1141. var position = new Vector3();
  1142. var center = new Vector3();
  1143. for ( var i = 0, il = cameras.length; i < il; i ++ ) {
  1144. var motion = cameras[ i ];
  1145. var time = motion.frameNum / 30;
  1146. var pos = motion.position;
  1147. var rot = motion.rotation;
  1148. var distance = motion.distance;
  1149. var fov = motion.fov;
  1150. var interpolation = motion.interpolation;
  1151. times.push( time );
  1152. position.set( 0, 0, - distance );
  1153. center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1154. euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
  1155. quaternion.setFromEuler( euler );
  1156. position.add( center );
  1157. position.applyQuaternion( quaternion );
  1158. pushVector3( centers, center );
  1159. pushQuaternion( quaternions, quaternion );
  1160. pushVector3( positions, position );
  1161. fovs.push( fov );
  1162. for ( var j = 0; j < 3; j ++ ) {
  1163. pushInterpolation( cInterpolations, interpolation, j );
  1164. }
  1165. pushInterpolation( qInterpolations, interpolation, 3 );
  1166. // use the same parameter for x, y, z axis.
  1167. for ( var j = 0; j < 3; j ++ ) {
  1168. pushInterpolation( pInterpolations, interpolation, 4 );
  1169. }
  1170. pushInterpolation( fInterpolations, interpolation, 5 );
  1171. }
  1172. var tracks = [];
  1173. // I expect an object whose name 'target' exists under THREE.Camera
  1174. tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );
  1175. tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
  1176. tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
  1177. tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );
  1178. return new AnimationClip( '', - 1, tracks );
  1179. },
  1180. // private method
  1181. _createTrack: function ( node, typedKeyframeTrack, times, values, interpolations ) {
  1182. /*
  1183. * optimizes here not to let KeyframeTrackPrototype optimize
  1184. * because KeyframeTrackPrototype optimizes times and values but
  1185. * doesn't optimize interpolations.
  1186. */
  1187. if ( times.length > 2 ) {
  1188. times = times.slice();
  1189. values = values.slice();
  1190. interpolations = interpolations.slice();
  1191. var stride = values.length / times.length;
  1192. var interpolateStride = interpolations.length / times.length;
  1193. var index = 1;
  1194. for ( var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
  1195. for ( var i = 0; i < stride; i ++ ) {
  1196. if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
  1197. values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
  1198. index ++;
  1199. break;
  1200. }
  1201. }
  1202. if ( aheadIndex > index ) {
  1203. times[ index ] = times[ aheadIndex ];
  1204. for ( var i = 0; i < stride; i ++ ) {
  1205. values[ index * stride + i ] = values[ aheadIndex * stride + i ];
  1206. }
  1207. for ( var i = 0; i < interpolateStride; i ++ ) {
  1208. interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
  1209. }
  1210. }
  1211. }
  1212. times.length = index + 1;
  1213. values.length = ( index + 1 ) * stride;
  1214. interpolations.length = ( index + 1 ) * interpolateStride;
  1215. }
  1216. var track = new typedKeyframeTrack( node, times, values );
  1217. track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
  1218. return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
  1219. };
  1220. return track;
  1221. }
  1222. };
  1223. // interpolation
  1224. function CubicBezierInterpolation( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
  1225. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  1226. this.interpolationParams = params;
  1227. }
  1228. CubicBezierInterpolation.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  1229. constructor: CubicBezierInterpolation,
  1230. interpolate_: function ( i1, t0, t, t1 ) {
  1231. var result = this.resultBuffer;
  1232. var values = this.sampleValues;
  1233. var stride = this.valueSize;
  1234. var params = this.interpolationParams;
  1235. var offset1 = i1 * stride;
  1236. var offset0 = offset1 - stride;
  1237. // No interpolation if next key frame is in one frame in 30fps.
  1238. // This is from MMD animation spec.
  1239. // '1.5' is for precision loss. times are Float32 in Three.js Animation system.
  1240. var weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
  1241. if ( stride === 4 ) { // Quaternion
  1242. var x1 = params[ i1 * 4 + 0 ];
  1243. var x2 = params[ i1 * 4 + 1 ];
  1244. var y1 = params[ i1 * 4 + 2 ];
  1245. var y2 = params[ i1 * 4 + 3 ];
  1246. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1247. Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
  1248. } else if ( stride === 3 ) { // Vector3
  1249. for ( var i = 0; i !== stride; ++ i ) {
  1250. var x1 = params[ i1 * 12 + i * 4 + 0 ];
  1251. var x2 = params[ i1 * 12 + i * 4 + 1 ];
  1252. var y1 = params[ i1 * 12 + i * 4 + 2 ];
  1253. var y2 = params[ i1 * 12 + i * 4 + 3 ];
  1254. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1255. result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
  1256. }
  1257. } else { // Number
  1258. var x1 = params[ i1 * 4 + 0 ];
  1259. var x2 = params[ i1 * 4 + 1 ];
  1260. var y1 = params[ i1 * 4 + 2 ];
  1261. var y2 = params[ i1 * 4 + 3 ];
  1262. var ratio = this._calculate( x1, x2, y1, y2, weight1 );
  1263. result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
  1264. }
  1265. return result;
  1266. },
  1267. _calculate: function ( x1, x2, y1, y2, x ) {
  1268. /*
  1269. * Cubic Bezier curves
  1270. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
  1271. *
  1272. * B(t) = ( 1 - t ) ^ 3 * P0
  1273. * + 3 * ( 1 - t ) ^ 2 * t * P1
  1274. * + 3 * ( 1 - t ) * t^2 * P2
  1275. * + t ^ 3 * P3
  1276. * ( 0 <= t <= 1 )
  1277. *
  1278. * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
  1279. * http://d.hatena.ne.jp/edvakf/20111016/1318716097
  1280. *
  1281. * x = ( 1 - t ) ^ 3 * x0
  1282. * + 3 * ( 1 - t ) ^ 2 * t * x1
  1283. * + 3 * ( 1 - t ) * t^2 * x2
  1284. * + t ^ 3 * x3
  1285. * y = ( 1 - t ) ^ 3 * y0
  1286. * + 3 * ( 1 - t ) ^ 2 * t * y1
  1287. * + 3 * ( 1 - t ) * t^2 * y2
  1288. * + t ^ 3 * y3
  1289. * ( x0 = 0, y0 = 0 )
  1290. * ( x3 = 1, y3 = 1 )
  1291. * ( 0 <= t, x1, x2, y1, y2 <= 1 )
  1292. *
  1293. * Here solves this equation with Bisection method,
  1294. * https://en.wikipedia.org/wiki/Bisection_method
  1295. * gets t, and then calculate y.
  1296. *
  1297. * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
  1298. * + 3 * ( 1 - t ) * t^2 * x2
  1299. * + t ^ 3 - x = 0
  1300. *
  1301. * (Another option: Newton's method
  1302. * https://en.wikipedia.org/wiki/Newton%27s_method)
  1303. */
  1304. var c = 0.5;
  1305. var t = c;
  1306. var s = 1.0 - t;
  1307. var loop = 15;
  1308. var eps = 1e-5;
  1309. var math = Math;
  1310. var sst3, stt3, ttt;
  1311. for ( var i = 0; i < loop; i ++ ) {
  1312. sst3 = 3.0 * s * s * t;
  1313. stt3 = 3.0 * s * t * t;
  1314. ttt = t * t * t;
  1315. var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
  1316. if ( math.abs( ft ) < eps ) break;
  1317. c /= 2.0;
  1318. t += ( ft < 0 ) ? c : - c;
  1319. s = 1.0 - t;
  1320. }
  1321. return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
  1322. }
  1323. } );
  1324. return MMDLoader;
  1325. } )();
  1326. export { MMDLoader };