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