MMDLoader.js 47 KB

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