MMDLoader.js 89 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - charset-encoder-js https://github.com/takahirox/charset-encoder-js
  6. * - THREE.TGALoader
  7. *
  8. *
  9. * This loader loads and parses PMD/PMX and VMD binary files
  10. * then creates mesh for Three.js.
  11. *
  12. * PMD/PMX is a model data format and VMD is a motion data format
  13. * used in MMD(Miku Miku Dance).
  14. *
  15. * MMD is a 3D CG animation tool which is popular in Japan.
  16. *
  17. *
  18. * MMD official site
  19. * http://www.geocities.jp/higuchuu4/index_e.htm
  20. *
  21. * PMD, VMD format
  22. * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
  23. *
  24. * PMX format
  25. * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  26. *
  27. *
  28. * TODO
  29. * - light motion in vmd support.
  30. * - SDEF support.
  31. * - uv/material/bone morphing support.
  32. * - more precise grant skinning support.
  33. * - shadow support.
  34. */
  35. THREE.MMDLoader = function ( manager ) {
  36. THREE.Loader.call( this );
  37. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  38. this.defaultTexturePath = './models/default/';
  39. };
  40. THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
  41. THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
  42. THREE.MMDLoader.prototype.setDefaultTexturePath = function ( path ) {
  43. this.defaultTexturePath = path;
  44. };
  45. THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
  46. var scope = this;
  47. this.loadModel( modelUrl, function ( mesh ) {
  48. scope.loadVmds( vmdUrls, function ( vmd ) {
  49. scope.pourVmdIntoModel( mesh, vmd );
  50. callback( mesh );
  51. }, onProgress, onError );
  52. }, onProgress, onError );
  53. };
  54. THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
  55. var scope = this;
  56. var texturePath = this.extractUrlBase( url );
  57. var modelExtension = this.extractExtension( url );
  58. this.loadFileAsBuffer( url, function ( buffer ) {
  59. callback( scope.createModel( buffer, modelExtension, texturePath ) );
  60. }, onProgress, onError );
  61. };
  62. THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath ) {
  63. return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath );
  64. };
  65. THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
  66. var scope = this;
  67. this.loadFileAsBuffer( url, function ( buffer ) {
  68. callback( scope.parseVmd( buffer ) );
  69. }, onProgress, onError );
  70. };
  71. THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
  72. var scope = this;
  73. var vmds = [];
  74. function run () {
  75. var url = urls.shift();
  76. scope.loadVmd( url, function ( vmd ) {
  77. vmds.push( vmd );
  78. if ( urls.length > 0 ) {
  79. run();
  80. } else {
  81. callback( scope.mergeVmds( vmds ) );
  82. }
  83. }, onProgress, onError );
  84. };
  85. run();
  86. };
  87. THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
  88. var listener = new THREE.AudioListener();
  89. var audio = new THREE.Audio( listener );
  90. var loader = new THREE.AudioLoader( this.manager );
  91. loader.load( url, function ( buffer ) {
  92. audio.setBuffer( buffer );
  93. callback( audio, listener );
  94. }, onProgress, onError );
  95. };
  96. THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
  97. var scope = this;
  98. var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
  99. func( url, function ( text ) {
  100. callback( scope.parseVpd( text ) );
  101. }, onProgress, onError );
  102. };
  103. THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
  104. var v = {};
  105. v.metadata = {};
  106. v.metadata.name = vmds[ 0 ].metadata.name;
  107. v.metadata.coordinateSystem = vmds[ 0 ].metadata.coordinateSystem;
  108. v.metadata.motionCount = 0;
  109. v.metadata.morphCount = 0;
  110. v.metadata.cameraCount = 0;
  111. v.motions = [];
  112. v.morphs = [];
  113. v.cameras = [];
  114. for ( var i = 0; i < vmds.length; i++ ) {
  115. var v2 = vmds[ i ];
  116. v.metadata.motionCount += v2.metadata.motionCount;
  117. v.metadata.morphCount += v2.metadata.morphCount;
  118. v.metadata.cameraCount += v2.metadata.cameraCount;
  119. for ( var j = 0; j < v2.metadata.motionCount; j++ ) {
  120. v.motions.push( v2.motions[ j ] );
  121. }
  122. for ( var j = 0; j < v2.metadata.morphCount; j++ ) {
  123. v.morphs.push( v2.morphs[ j ] );
  124. }
  125. for ( var j = 0; j < v2.metadata.cameraCount; j++ ) {
  126. v.cameras.push( v2.cameras[ j ] );
  127. }
  128. }
  129. return v;
  130. };
  131. THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
  132. this.createAnimation( mesh, vmd, name );
  133. };
  134. THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
  135. var helper = new THREE.MMDLoader.DataCreationHelper();
  136. var initAnimation = function () {
  137. var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
  138. var q = new THREE.Quaternion();
  139. var e = new THREE.Euler();
  140. var pkeys = [];
  141. var ckeys = [];
  142. var ukeys = [];
  143. var fkeys = [];
  144. for ( var i = 0; i < orderedMotions.length; i++ ) {
  145. var m = orderedMotions[ i ];
  146. var t = m.frameNum / 30;
  147. var p = m.position;
  148. var r = m.rotation;
  149. var d = m.distance;
  150. var f = m.fov;
  151. var position = new THREE.Vector3( 0, 0, -d );
  152. var center = new THREE.Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
  153. var up = new THREE.Vector3( 0, 1, 0 );
  154. e.set( -r[ 0 ], -r[ 1 ], -r[ 2 ] );
  155. q.setFromEuler( e );
  156. position.add( center );
  157. position.applyQuaternion( q );
  158. up.applyQuaternion( q );
  159. helper.pushAnimationKey( pkeys, t, position, true );
  160. helper.pushAnimationKey( ckeys, t, center, true );
  161. helper.pushAnimationKey( ukeys, t, up, true );
  162. helper.pushAnimationKey( fkeys, t, f, true );
  163. }
  164. helper.insertAnimationKeyAtTimeZero( pkeys, new THREE.Vector3( 0, 0, 0 ) );
  165. helper.insertAnimationKeyAtTimeZero( ckeys, new THREE.Vector3( 0, 0, 0 ) );
  166. helper.insertAnimationKeyAtTimeZero( ukeys, new THREE.Vector3( 0, 0, 0 ) );
  167. helper.insertAnimationKeyAtTimeZero( fkeys, 45 );
  168. helper.insertStartAnimationKey( pkeys );
  169. helper.insertStartAnimationKey( ckeys );
  170. helper.insertStartAnimationKey( ukeys );
  171. helper.insertStartAnimationKey( fkeys );
  172. var tracks = [];
  173. tracks.push( helper.generateTrackFromAnimationKeys( pkeys, 'VectorKeyframeTrackEx', '.position' ) );
  174. tracks.push( helper.generateTrackFromAnimationKeys( ckeys, 'VectorKeyframeTrackEx', '.center' ) );
  175. tracks.push( helper.generateTrackFromAnimationKeys( ukeys, 'VectorKeyframeTrackEx', '.up' ) );
  176. tracks.push( helper.generateTrackFromAnimationKeys( fkeys, 'NumberKeyframeTrackEx', '.fov' ) );
  177. camera.center = new THREE.Vector3( 0, 0, 0 );
  178. if ( camera.animations === undefined ) {
  179. camera.animations = [];
  180. }
  181. camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
  182. };
  183. this.leftToRightVmd( vmd );
  184. initAnimation();
  185. };
  186. THREE.MMDLoader.prototype.extractExtension = function ( url ) {
  187. var index = url.lastIndexOf( '.' );
  188. if ( index < 0 ) {
  189. return null;
  190. }
  191. return url.slice( index + 1 );
  192. };
  193. THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType ) {
  194. var loader = new THREE.XHRLoader( this.manager );
  195. loader.setResponseType( responseType );
  196. var request = loader.load( url, function ( result ) {
  197. onLoad( result );
  198. }, onProgress, onError );
  199. return request;
  200. };
  201. THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
  202. this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
  203. };
  204. THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
  205. this.loadFile( url, onLoad, onProgress, onError, 'text' );
  206. };
  207. THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
  208. var request = this.loadFile( url, onLoad, onProgress, onError, 'text' );
  209. /*
  210. * TODO: some browsers seem not support overrideMimeType
  211. * so some workarounds for them may be necessary.
  212. * Note: to set property of request after calling request.send(null)
  213. * (it's called in THREE.XHRLoader.load()) could be a bad manner.
  214. */
  215. request.overrideMimeType( 'text/plain; charset=shift_jis' );
  216. };
  217. THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
  218. // Should I judge from model data header?
  219. switch( modelExtension.toLowerCase() ) {
  220. case 'pmd':
  221. return this.parsePmd( buffer );
  222. case 'pmx':
  223. return this.parsePmx( buffer );
  224. default:
  225. throw 'extension ' + modelExtension + ' is not supported.';
  226. }
  227. };
  228. THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
  229. var scope = this;
  230. var pmd = {};
  231. var dv = new THREE.MMDLoader.DataView( buffer );
  232. var helper = new THREE.MMDLoader.DataCreationHelper();
  233. pmd.metadata = {};
  234. pmd.metadata.format = 'pmd';
  235. pmd.metadata.coordinateSystem = 'left';
  236. var parseHeader = function () {
  237. var metadata = pmd.metadata;
  238. metadata.magic = dv.getChars( 3 );
  239. if ( metadata.magic !== 'Pmd' ) {
  240. throw 'PMD file magic is not Pmd, but ' + metadata.magic;
  241. }
  242. metadata.version = dv.getFloat32();
  243. metadata.modelName = dv.getSjisStringsAsUnicode( 20 );
  244. metadata.comment = dv.getSjisStringsAsUnicode( 256 );
  245. };
  246. var parseVertices = function () {
  247. var parseVertex = function () {
  248. var p = {};
  249. p.position = dv.getFloat32Array( 3 );
  250. p.normal = dv.getFloat32Array( 3 );
  251. p.uv = dv.getFloat32Array( 2 );
  252. p.skinIndices = dv.getUint16Array( 2 );
  253. p.skinWeights = [ dv.getUint8() / 100 ];
  254. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  255. p.edgeFlag = dv.getUint8();
  256. return p;
  257. };
  258. var metadata = pmd.metadata;
  259. metadata.vertexCount = dv.getUint32();
  260. pmd.vertices = [];
  261. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  262. pmd.vertices.push( parseVertex() );
  263. }
  264. };
  265. var parseFaces = function () {
  266. var parseFace = function () {
  267. var p = {};
  268. p.indices = dv.getUint16Array( 3 );
  269. return p;
  270. };
  271. var metadata = pmd.metadata;
  272. metadata.faceCount = dv.getUint32() / 3;
  273. pmd.faces = [];
  274. for ( var i = 0; i < metadata.faceCount; i++ ) {
  275. pmd.faces.push( parseFace() );
  276. }
  277. };
  278. var parseMaterials = function () {
  279. var parseMaterial = function () {
  280. var p = {};
  281. p.diffuse = dv.getFloat32Array( 4 );
  282. p.shininess = dv.getFloat32();
  283. p.specular = dv.getFloat32Array( 3 );
  284. p.emissive = dv.getFloat32Array( 3 );
  285. p.toonIndex = dv.getInt8();
  286. p.edgeFlag = dv.getUint8();
  287. p.faceCount = dv.getUint32() / 3;
  288. p.fileName = dv.getSjisStringsAsUnicode( 20 );
  289. return p;
  290. };
  291. var metadata = pmd.metadata;
  292. metadata.materialCount = dv.getUint32();
  293. pmd.materials = [];
  294. for ( var i = 0; i < metadata.materialCount; i++ ) {
  295. pmd.materials.push( parseMaterial() );
  296. }
  297. };
  298. var parseBones = function () {
  299. var parseBone = function () {
  300. var p = {};
  301. p.name = dv.getSjisStringsAsUnicode( 20 );
  302. p.parentIndex = dv.getInt16();
  303. p.tailIndex = dv.getInt16();
  304. p.type = dv.getUint8();
  305. p.ikIndex = dv.getInt16();
  306. p.position = dv.getFloat32Array( 3 );
  307. return p;
  308. };
  309. var metadata = pmd.metadata;
  310. metadata.boneCount = dv.getUint16();
  311. pmd.bones = [];
  312. for ( var i = 0; i < metadata.boneCount; i++ ) {
  313. pmd.bones.push( parseBone() );
  314. }
  315. };
  316. var parseIks = function () {
  317. var parseIk = function () {
  318. var p = {};
  319. p.target = dv.getUint16();
  320. p.effector = dv.getUint16();
  321. p.linkCount = dv.getUint8();
  322. p.iteration = dv.getUint16();
  323. p.maxAngle = dv.getFloat32();
  324. p.links = [];
  325. for ( var i = 0; i < p.linkCount; i++ ) {
  326. var link = {}
  327. link.index = dv.getUint16();
  328. p.links.push( link );
  329. }
  330. return p;
  331. };
  332. var metadata = pmd.metadata;
  333. metadata.ikCount = dv.getUint16();
  334. pmd.iks = [];
  335. for ( var i = 0; i < metadata.ikCount; i++ ) {
  336. pmd.iks.push( parseIk() );
  337. }
  338. };
  339. var parseMorphs = function () {
  340. var parseMorph = function () {
  341. var p = {};
  342. p.name = dv.getSjisStringsAsUnicode( 20 );
  343. p.elementCount = dv.getUint32();
  344. p.type = dv.getUint8();
  345. p.elements = [];
  346. for ( var i = 0; i < p.elementCount; i++ ) {
  347. p.elements.push( {
  348. index: dv.getUint32(),
  349. position: dv.getFloat32Array( 3 )
  350. } ) ;
  351. }
  352. return p;
  353. };
  354. var metadata = pmd.metadata;
  355. metadata.morphCount = dv.getUint16();
  356. pmd.morphs = [];
  357. for ( var i = 0; i < metadata.morphCount; i++ ) {
  358. pmd.morphs.push( parseMorph() );
  359. }
  360. };
  361. var parseMorphFrames = function () {
  362. var parseMorphFrame = function () {
  363. var p = {};
  364. p.index = dv.getUint16();
  365. return p;
  366. };
  367. var metadata = pmd.metadata;
  368. metadata.morphFrameCount = dv.getUint8();
  369. pmd.morphFrames = [];
  370. for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
  371. pmd.morphFrames.push( parseMorphFrame() );
  372. }
  373. };
  374. var parseBoneFrameNames = function () {
  375. var parseBoneFrameName = function () {
  376. var p = {};
  377. p.name = dv.getSjisStringsAsUnicode( 50 );
  378. return p;
  379. };
  380. var metadata = pmd.metadata;
  381. metadata.boneFrameNameCount = dv.getUint8();
  382. pmd.boneFrameNames = [];
  383. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  384. pmd.boneFrameNames.push( parseBoneFrameName() );
  385. }
  386. };
  387. var parseBoneFrames = function () {
  388. var parseBoneFrame = function () {
  389. var p = {};
  390. p.boneIndex = dv.getInt16();
  391. p.frameIndex = dv.getUint8();
  392. return p;
  393. };
  394. var metadata = pmd.metadata;
  395. metadata.boneFrameCount = dv.getUint32();
  396. pmd.boneFrames = [];
  397. for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
  398. pmd.boneFrames.push( parseBoneFrame() );
  399. }
  400. };
  401. var parseEnglishHeader = function () {
  402. var metadata = pmd.metadata;
  403. metadata.englishCompatibility = dv.getUint8();
  404. if ( metadata.englishCompatibility > 0 ) {
  405. metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
  406. metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
  407. }
  408. };
  409. var parseEnglishBoneNames = function () {
  410. var parseEnglishBoneName = function () {
  411. var p = {};
  412. p.name = dv.getSjisStringsAsUnicode( 20 );
  413. return p;
  414. };
  415. var metadata = pmd.metadata;
  416. if ( metadata.englishCompatibility === 0 ) {
  417. return;
  418. }
  419. pmd.englishBoneNames = [];
  420. for ( var i = 0; i < metadata.boneCount; i++ ) {
  421. pmd.englishBoneNames.push( parseEnglishBoneName() );
  422. }
  423. };
  424. var parseEnglishMorphNames = function () {
  425. var parseEnglishMorphName = function () {
  426. var p = {};
  427. p.name = dv.getSjisStringsAsUnicode( 20 );
  428. return p;
  429. };
  430. var metadata = pmd.metadata;
  431. if ( metadata.englishCompatibility === 0 ) {
  432. return;
  433. }
  434. pmd.englishMorphNames = [];
  435. for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
  436. pmd.englishMorphNames.push( parseEnglishMorphName() );
  437. }
  438. };
  439. var parseEnglishBoneFrameNames = function () {
  440. var parseEnglishBoneFrameName = function () {
  441. var p = {};
  442. p.name = dv.getSjisStringsAsUnicode( 50 );
  443. return p;
  444. };
  445. var metadata = pmd.metadata;
  446. if ( metadata.englishCompatibility === 0 ) {
  447. return;
  448. }
  449. pmd.englishBoneFrameNames = [];
  450. for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
  451. pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
  452. }
  453. };
  454. var parseToonTextures = function () {
  455. var parseToonTexture = function () {
  456. var p = {};
  457. p.fileName = dv.getSjisStringsAsUnicode( 100 );
  458. return p;
  459. };
  460. pmd.toonTextures = [];
  461. for ( var i = 0; i < 10; i++ ) {
  462. pmd.toonTextures.push( parseToonTexture() );
  463. }
  464. };
  465. var parseRigidBodies = function () {
  466. var parseRigidBody = function () {
  467. var p = {};
  468. p.name = dv.getSjisStringsAsUnicode( 20 );
  469. p.boneIndex = dv.getInt16();
  470. p.groupIndex = dv.getUint8();
  471. p.groupTarget = dv.getUint16();
  472. p.shapeType = dv.getUint8();
  473. p.width = dv.getFloat32();
  474. p.height = dv.getFloat32();
  475. p.depth = dv.getFloat32();
  476. p.position = dv.getFloat32Array( 3 );
  477. p.rotation = dv.getFloat32Array( 3 );
  478. p.weight = dv.getFloat32();
  479. p.positionDamping = dv.getFloat32();
  480. p.rotationDamping = dv.getFloat32();
  481. p.restriction = dv.getFloat32();
  482. p.friction = dv.getFloat32();
  483. p.type = dv.getUint8();
  484. return p;
  485. };
  486. var metadata = pmd.metadata;
  487. metadata.rigidBodyCount = dv.getUint32();
  488. pmd.rigidBodies = [];
  489. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  490. pmd.rigidBodies.push( parseRigidBody() );
  491. }
  492. };
  493. var parseConstraints = function () {
  494. var parseConstraint = function () {
  495. var p = {};
  496. p.name = dv.getSjisStringsAsUnicode( 20 );
  497. p.rigidBodyIndex1 = dv.getUint32();
  498. p.rigidBodyIndex2 = dv.getUint32();
  499. p.position = dv.getFloat32Array( 3 );
  500. p.rotation = dv.getFloat32Array( 3 );
  501. p.translationLimitation1 = dv.getFloat32Array( 3 );
  502. p.translationLimitation2 = dv.getFloat32Array( 3 );
  503. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  504. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  505. p.springPosition = dv.getFloat32Array( 3 );
  506. p.springRotation = dv.getFloat32Array( 3 );
  507. return p;
  508. };
  509. var metadata = pmd.metadata;
  510. metadata.constraintCount = dv.getUint32();
  511. pmd.constraints = [];
  512. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  513. pmd.constraints.push( parseConstraint() );
  514. }
  515. };
  516. parseHeader();
  517. parseVertices();
  518. parseFaces();
  519. parseMaterials();
  520. parseBones();
  521. parseIks();
  522. parseMorphs();
  523. parseMorphFrames();
  524. parseBoneFrameNames();
  525. parseBoneFrames();
  526. parseEnglishHeader();
  527. parseEnglishBoneNames();
  528. parseEnglishMorphNames();
  529. parseEnglishBoneFrameNames();
  530. parseToonTextures();
  531. parseRigidBodies();
  532. parseConstraints();
  533. // console.log( pmd ); // for console debug
  534. return pmd;
  535. };
  536. THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
  537. var scope = this;
  538. var pmx = {};
  539. var dv = new THREE.MMDLoader.DataView( buffer );
  540. var helper = new THREE.MMDLoader.DataCreationHelper();
  541. pmx.metadata = {};
  542. pmx.metadata.format = 'pmx';
  543. pmx.metadata.coordinateSystem = 'left';
  544. var parseHeader = function () {
  545. var metadata = pmx.metadata;
  546. metadata.magic = dv.getChars( 4 );
  547. // Note: don't remove the last blank space.
  548. if ( metadata.magic !== 'PMX ' ) {
  549. throw 'PMX file magic is not PMX , but ' + metadata.magic;
  550. }
  551. metadata.version = dv.getFloat32();
  552. if ( metadata.version !== 2.0 && metadata.version !== 2.1 ) {
  553. throw 'PMX version ' + metadata.version + ' is not supported.';
  554. }
  555. metadata.headerSize = dv.getUint8();
  556. metadata.encoding = dv.getUint8();
  557. metadata.additionalUvNum = dv.getUint8();
  558. metadata.vertexIndexSize = dv.getUint8();
  559. metadata.textureIndexSize = dv.getUint8();
  560. metadata.materialIndexSize = dv.getUint8();
  561. metadata.boneIndexSize = dv.getUint8();
  562. metadata.morphIndexSize = dv.getUint8();
  563. metadata.rigidBodyIndexSize = dv.getUint8();
  564. metadata.modelName = dv.getTextBuffer();
  565. metadata.englishModelName = dv.getTextBuffer();
  566. metadata.comment = dv.getTextBuffer();
  567. metadata.englishComment = dv.getTextBuffer();
  568. };
  569. var parseVertices = function () {
  570. var parseVertex = function () {
  571. var p = {};
  572. p.position = dv.getFloat32Array( 3 );
  573. p.normal = dv.getFloat32Array( 3 );
  574. p.uv = dv.getFloat32Array( 2 );
  575. p.auvs = [];
  576. for ( var i = 0; i < pmx.metadata.additionalUvNum; i++ ) {
  577. p.auvs.push( dv.getFloat32Array( 4 ) );
  578. }
  579. p.type = dv.getUint8();
  580. var indexSize = metadata.boneIndexSize;
  581. if ( p.type === 0 ) { // BDEF1
  582. p.skinIndices = dv.getIndexArray( indexSize, 1 );
  583. p.skinWeights = [ 1.0 ];
  584. } else if ( p.type === 1 ) { // BDEF2
  585. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  586. p.skinWeights = dv.getFloat32Array( 1 );
  587. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  588. } else if ( p.type === 2 ) { // BDEF4
  589. p.skinIndices = dv.getIndexArray( indexSize, 4 );
  590. p.skinWeights = dv.getFloat32Array( 4 );
  591. } else if ( p.type === 3 ) { // SDEF
  592. p.skinIndices = dv.getIndexArray( indexSize, 2 );
  593. p.skinWeights = dv.getFloat32Array( 1 );
  594. p.skinWeights.push( 1.0 - p.skinWeights[ 0 ] );
  595. p.skinC = dv.getFloat32Array( 3 );
  596. p.skinR0 = dv.getFloat32Array( 3 );
  597. p.skinR1 = dv.getFloat32Array( 3 );
  598. // SDEF is not supported yet and is handled as BDEF2 so far.
  599. // TODO: SDEF support
  600. p.type = 1;
  601. } else {
  602. throw 'unsupport bone type ' + p.type + ' exception.';
  603. }
  604. p.edgeRatio = dv.getFloat32();
  605. return p;
  606. };
  607. var metadata = pmx.metadata;
  608. metadata.vertexCount = dv.getUint32();
  609. pmx.vertices = [];
  610. for ( var i = 0; i < metadata.vertexCount; i++ ) {
  611. pmx.vertices.push( parseVertex() );
  612. }
  613. };
  614. var parseFaces = function () {
  615. var parseFace = function () {
  616. var p = {};
  617. p.indices = dv.getIndexArray( metadata.vertexIndexSize, 3, true );
  618. return p;
  619. };
  620. var metadata = pmx.metadata;
  621. metadata.faceCount = dv.getUint32() / 3;
  622. pmx.faces = [];
  623. for ( var i = 0; i < metadata.faceCount; i++ ) {
  624. pmx.faces.push( parseFace() );
  625. }
  626. };
  627. var parseTextures = function () {
  628. var parseTexture = function () {
  629. return dv.getTextBuffer();
  630. };
  631. var metadata = pmx.metadata;
  632. metadata.textureCount = dv.getUint32();
  633. pmx.textures = [];
  634. for ( var i = 0; i < metadata.textureCount; i++ ) {
  635. pmx.textures.push( parseTexture() );
  636. }
  637. };
  638. var parseMaterials = function () {
  639. var parseMaterial = function () {
  640. var p = {};
  641. p.name = dv.getTextBuffer();
  642. p.englishName = dv.getTextBuffer();
  643. p.diffuse = dv.getFloat32Array( 4 );
  644. p.specular = dv.getFloat32Array( 3 );
  645. p.shininess = dv.getFloat32();
  646. p.emissive = dv.getFloat32Array( 3 );
  647. p.flag = dv.getUint8();
  648. p.edgeColor = dv.getFloat32Array( 4 );
  649. p.edgeSize = dv.getFloat32();
  650. p.textureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  651. p.envTextureIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  652. p.envFlag = dv.getUint8();
  653. p.toonFlag = dv.getUint8();
  654. if ( p.toonFlag === 0 ) {
  655. p.toonIndex = dv.getIndex( pmx.metadata.textureIndexSize );
  656. } else if ( p.toonFlag === 1 ) {
  657. p.toonIndex = dv.getInt8();
  658. } else {
  659. throw 'unknown toon flag ' + p.toonFlag + ' exception.';
  660. }
  661. p.comment = dv.getTextBuffer();
  662. p.faceCount = dv.getUint32() / 3;
  663. return p;
  664. };
  665. var metadata = pmx.metadata;
  666. metadata.materialCount = dv.getUint32();
  667. pmx.materials = [];
  668. for ( var i = 0; i < metadata.materialCount; i++ ) {
  669. pmx.materials.push( parseMaterial() );
  670. }
  671. };
  672. var parseBones = function () {
  673. var parseBone = function () {
  674. var p = {};
  675. p.name = dv.getTextBuffer();
  676. p.englishName = dv.getTextBuffer();
  677. p.position = dv.getFloat32Array( 3 );
  678. p.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  679. p.transformationClass = dv.getUint32();
  680. p.flag = dv.getUint16();
  681. if ( p.flag & 0x1 ) {
  682. p.connectIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  683. } else {
  684. p.offsetPosition = dv.getFloat32Array( 3 );
  685. }
  686. if ( p.flag & 0x100 || p.flag & 0x200 ) {
  687. // Note: I don't think Grant is an appropriate name
  688. // but I found that some English translated MMD tools use this term
  689. // so I've named it Grant so far.
  690. // I'd rename to more appropriate name from Grant later.
  691. var grant = {};
  692. grant.isLocal = ( p.flag & 0x80 ) !== 0 ? true : false;
  693. grant.affectRotation = ( p.flag & 0x100 ) !== 0 ? true : false;
  694. grant.affectPosition = ( p.flag & 0x200 ) !== 0 ? true : false;
  695. grant.parentIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  696. grant.ratio = dv.getFloat32();
  697. p.grant = grant;
  698. }
  699. if ( p.flag & 0x400 ) {
  700. p.fixAxis = dv.getFloat32Array( 3 );
  701. }
  702. if ( p.flag & 0x800 ) {
  703. p.localXVector = dv.getFloat32Array( 3 );
  704. p.localZVector = dv.getFloat32Array( 3 );
  705. }
  706. if ( p.flag & 0x2000 ) {
  707. p.key = dv.getUint32();
  708. }
  709. if ( p.flag & 0x20 ) {
  710. var ik = {};
  711. ik.effector = dv.getIndex( pmx.metadata.boneIndexSize );
  712. ik.target = null;
  713. ik.iteration = dv.getUint32();
  714. ik.maxAngle = dv.getFloat32();
  715. ik.linkCount = dv.getUint32();
  716. ik.links = [];
  717. for ( var i = 0; i < ik.linkCount; i++ ) {
  718. var link = {};
  719. link.index = dv.getIndex( pmx.metadata.boneIndexSize );
  720. link.angleLimitation = dv.getUint8();
  721. if ( link.angleLimitation === 1 ) {
  722. link.lowerLimitationAngle = dv.getFloat32Array( 3 );
  723. link.upperLimitationAngle = dv.getFloat32Array( 3 );
  724. }
  725. ik.links.push( link );
  726. }
  727. p.ik = ik;
  728. }
  729. return p;
  730. };
  731. var metadata = pmx.metadata;
  732. metadata.boneCount = dv.getUint32();
  733. pmx.bones = [];
  734. for ( var i = 0; i < metadata.boneCount; i++ ) {
  735. pmx.bones.push( parseBone() );
  736. }
  737. };
  738. var parseMorphs = function () {
  739. var parseMorph = function () {
  740. var p = {};
  741. p.name = dv.getTextBuffer();
  742. p.englishName = dv.getTextBuffer();
  743. p.panel = dv.getUint8();
  744. p.type = dv.getUint8();
  745. p.elementCount = dv.getUint32();
  746. p.elements = [];
  747. for ( var i = 0; i < p.elementCount; i++ ) {
  748. if ( p.type === 0 ) { // group morph
  749. var m = {};
  750. m.index = dv.getIndex( pmx.metadata.morphIndexSize );
  751. m.ratio = dv.getFloat32();
  752. p.elements.push( m );
  753. } else if ( p.type === 1 ) { // vertex morph
  754. var m = {};
  755. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  756. m.position = dv.getFloat32Array( 3 );
  757. p.elements.push( m );
  758. } else if ( p.type === 2 ) { // bone morph
  759. var m = {};
  760. m.index = dv.getIndex( pmx.metadata.boneIndexSize );
  761. m.position = dv.getFloat32Array( 3 );
  762. m.rotation = dv.getFloat32Array( 4 );
  763. p.elements.push( m );
  764. } else if ( p.type === 3 ) { // uv morph
  765. var m = {};
  766. m.index = dv.getIndex( pmx.metadata.vertexIndexSize, true );
  767. m.uv = dv.getFloat32Array( 4 );
  768. p.elements.push( m );
  769. } else if ( p.type === 8 ) { // material morph
  770. var m = {};
  771. m.index = dv.getIndex( pmx.metadata.materialIndexSize );
  772. m.type = dv.getUint8();
  773. m.diffuse = dv.getFloat32Array( 4 );
  774. m.specular = dv.getFloat32Array( 3 );
  775. m.shininess = dv.getFloat32();
  776. m.emissive = dv.getFloat32Array( 3 );
  777. m.edgeColor = dv.getFloat32Array( 4 );
  778. m.edgeSize = dv.getFloat32();
  779. m.textureColor = dv.getFloat32Array( 4 );
  780. m.sphereTextureColor = dv.getFloat32Array( 4 );
  781. m.toonColor = dv.getFloat32Array( 4 );
  782. p.elements.push( m );
  783. }
  784. }
  785. return p;
  786. };
  787. var metadata = pmx.metadata;
  788. metadata.morphCount = dv.getUint32();
  789. pmx.morphs = [];
  790. for ( var i = 0; i < metadata.morphCount; i++ ) {
  791. pmx.morphs.push( parseMorph() );
  792. }
  793. };
  794. var parseFrames = function () {
  795. var parseFrame = function () {
  796. var p = {};
  797. p.name = dv.getTextBuffer();
  798. p.englishName = dv.getTextBuffer();
  799. p.type = dv.getUint8();
  800. p.elementCount = dv.getUint32();
  801. p.elements = [];
  802. for ( var i = 0; i < p.elementCount; i++ ) {
  803. var e = {};
  804. e.target = dv.getUint8();
  805. e.index = ( e.target === 0 ) ? dv.getIndex( pmx.metadata.boneIndexSize ) : dv.getIndex( pmx.metadata.morphIndexSize );
  806. p.elements.push( e );
  807. }
  808. return p;
  809. };
  810. var metadata = pmx.metadata;
  811. metadata.frameCount = dv.getUint32();
  812. pmx.frames = [];
  813. for ( var i = 0; i < metadata.frameCount; i++ ) {
  814. pmx.frames.push( parseFrame() );
  815. }
  816. };
  817. var parseRigidBodies = function () {
  818. var parseRigidBody = function () {
  819. var p = {};
  820. p.name = dv.getTextBuffer();
  821. p.englishName = dv.getTextBuffer();
  822. p.boneIndex = dv.getIndex( pmx.metadata.boneIndexSize );
  823. p.groupIndex = dv.getUint8();
  824. p.groupTarget = dv.getUint16();
  825. p.shapeType = dv.getUint8();
  826. p.width = dv.getFloat32();
  827. p.height = dv.getFloat32();
  828. p.depth = dv.getFloat32();
  829. p.position = dv.getFloat32Array( 3 );
  830. p.rotation = dv.getFloat32Array( 3 );
  831. p.weight = dv.getFloat32();
  832. p.positionDamping = dv.getFloat32();
  833. p.rotationDamping = dv.getFloat32();
  834. p.restriction = dv.getFloat32();
  835. p.friction = dv.getFloat32();
  836. p.type = dv.getUint8();
  837. return p;
  838. };
  839. var metadata = pmx.metadata;
  840. metadata.rigidBodyCount = dv.getUint32();
  841. pmx.rigidBodies = [];
  842. for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
  843. pmx.rigidBodies.push( parseRigidBody() );
  844. }
  845. };
  846. var parseConstraints = function () {
  847. var parseConstraint = function () {
  848. var p = {};
  849. p.name = dv.getTextBuffer();
  850. p.englishName = dv.getTextBuffer();
  851. p.type = dv.getUint8();
  852. p.rigidBodyIndex1 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  853. p.rigidBodyIndex2 = dv.getIndex( pmx.metadata.rigidBodyIndexSize );
  854. p.position = dv.getFloat32Array( 3 );
  855. p.rotation = dv.getFloat32Array( 3 );
  856. p.translationLimitation1 = dv.getFloat32Array( 3 );
  857. p.translationLimitation2 = dv.getFloat32Array( 3 );
  858. p.rotationLimitation1 = dv.getFloat32Array( 3 );
  859. p.rotationLimitation2 = dv.getFloat32Array( 3 );
  860. p.springPosition = dv.getFloat32Array( 3 );
  861. p.springRotation = dv.getFloat32Array( 3 );
  862. return p;
  863. };
  864. var metadata = pmx.metadata;
  865. metadata.constraintCount = dv.getUint32();
  866. pmx.constraints = [];
  867. for ( var i = 0; i < metadata.constraintCount; i++ ) {
  868. pmx.constraints.push( parseConstraint() );
  869. }
  870. };
  871. parseHeader();
  872. parseVertices();
  873. parseFaces();
  874. parseTextures();
  875. parseMaterials();
  876. parseBones();
  877. parseMorphs();
  878. parseFrames();
  879. parseRigidBodies();
  880. parseConstraints();
  881. // console.log( pmx ); // for console debug
  882. return pmx;
  883. };
  884. THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
  885. var scope = this;
  886. var vmd = {};
  887. var dv = new THREE.MMDLoader.DataView( buffer );
  888. var helper = new THREE.MMDLoader.DataCreationHelper();
  889. vmd.metadata = {};
  890. vmd.metadata.coordinateSystem = 'left';
  891. var parseHeader = function () {
  892. var metadata = vmd.metadata;
  893. metadata.magic = dv.getChars( 30 );
  894. if ( metadata.magic !== 'Vocaloid Motion Data 0002' ) {
  895. throw 'VMD file magic is not Vocaloid Motion Data 0002, but ' + metadata.magic;
  896. }
  897. metadata.name = dv.getSjisStringsAsUnicode( 20 );
  898. };
  899. var parseMotions = function () {
  900. var parseMotion = function () {
  901. var p = {};
  902. p.boneName = dv.getSjisStringsAsUnicode( 15 );
  903. p.frameNum = dv.getUint32();
  904. p.position = dv.getFloat32Array( 3 );
  905. p.rotation = dv.getFloat32Array( 4 );
  906. p.interpolation = dv.getUint8Array( 64 );
  907. return p;
  908. };
  909. var metadata = vmd.metadata;
  910. metadata.motionCount = dv.getUint32();
  911. vmd.motions = [];
  912. for ( var i = 0; i < metadata.motionCount; i++ ) {
  913. vmd.motions.push( parseMotion() );
  914. }
  915. };
  916. var parseMorphs = function () {
  917. var parseMorph = function () {
  918. var p = {};
  919. p.morphName = dv.getSjisStringsAsUnicode( 15 );
  920. p.frameNum = dv.getUint32();
  921. p.weight = dv.getFloat32();
  922. return p;
  923. };
  924. var metadata = vmd.metadata;
  925. metadata.morphCount = dv.getUint32();
  926. vmd.morphs = [];
  927. for ( var i = 0; i < metadata.morphCount; i++ ) {
  928. vmd.morphs.push( parseMorph() );
  929. }
  930. };
  931. var parseCameras = function () {
  932. var parseCamera = function () {
  933. var p = {};
  934. p.frameNum = dv.getUint32();
  935. p.distance = dv.getFloat32();
  936. p.position = dv.getFloat32Array( 3 );
  937. p.rotation = dv.getFloat32Array( 3 );
  938. p.interpolation = dv.getUint8Array( 24 );
  939. p.fov = dv.getUint32();
  940. p.perspective = dv.getUint8();
  941. return p;
  942. };
  943. var metadata = vmd.metadata;
  944. metadata.cameraCount = dv.getUint32();
  945. vmd.cameras = [];
  946. for ( var i = 0; i < metadata.cameraCount; i++ ) {
  947. vmd.cameras.push( parseCamera() );
  948. }
  949. };
  950. parseHeader();
  951. parseMotions();
  952. parseMorphs();
  953. parseCameras();
  954. // console.log( vmd ); // for console debug
  955. return vmd;
  956. };
  957. THREE.MMDLoader.prototype.parseVpd = function ( text ) {
  958. var helper = new THREE.MMDLoader.DataCreationHelper();
  959. var vpd = {};
  960. vpd.metadata = {};
  961. vpd.metadata.coordinateSystem = 'left';
  962. vpd.bones = [];
  963. var commentPatternG = /\/\/\w*(\r|\n|\r\n)/g;
  964. var newlinePattern = /\r|\n|\r\n/;
  965. var lines = text.replace( commentPatternG, '' ).split( newlinePattern );
  966. function throwError () {
  967. throw 'the file seems not vpd file.';
  968. };
  969. function checkMagic () {
  970. if ( lines[ 0 ] !== 'Vocaloid Pose Data file' ) {
  971. throwError();
  972. }
  973. };
  974. function parseHeader () {
  975. if ( lines.length < 4 ) {
  976. throwError();
  977. }
  978. vpd.metadata.parentFile = lines[ 2 ];
  979. vpd.metadata.boneCount = parseInt( lines[ 3 ] );
  980. };
  981. function parseBones () {
  982. var boneHeaderPattern = /^\s*(Bone[0-9]+)\s*\{\s*(.*)$/;
  983. var boneVectorPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  984. var boneQuaternionPattern = /^\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*,\s*(-?[0-9]+\.[0-9]+)\s*;/;
  985. var boneFooterPattern = /^\s*}/;
  986. var bones = vpd.bones;
  987. var n = null;
  988. var v = null;
  989. var q = null;
  990. var encoder = new CharsetEncoder();
  991. for ( var i = 4; i < lines.length; i++ ) {
  992. var line = lines[ i ];
  993. var result;
  994. result = line.match( boneHeaderPattern );
  995. if ( result !== null ) {
  996. if ( n !== null ) {
  997. throwError();
  998. }
  999. n = result[ 2 ];
  1000. }
  1001. result = line.match( boneVectorPattern );
  1002. if ( result !== null ) {
  1003. if ( v !== null ) {
  1004. throwError();
  1005. }
  1006. v = [
  1007. parseFloat( result[ 1 ] ),
  1008. parseFloat( result[ 2 ] ),
  1009. parseFloat( result[ 3 ] )
  1010. ];
  1011. }
  1012. result = line.match( boneQuaternionPattern );
  1013. if ( result !== null ) {
  1014. if ( q !== null ) {
  1015. throwError();
  1016. }
  1017. q = [
  1018. parseFloat( result[ 1 ] ),
  1019. parseFloat( result[ 2 ] ),
  1020. parseFloat( result[ 3 ] ),
  1021. parseFloat( result[ 4 ] )
  1022. ];
  1023. }
  1024. result = line.match( boneFooterPattern );
  1025. if ( result !== null ) {
  1026. if ( n === null || v === null || q === null ) {
  1027. throwError();
  1028. }
  1029. bones.push( {
  1030. name: n,
  1031. translation: v,
  1032. quaternion: q
  1033. } );
  1034. n = null;
  1035. v = null;
  1036. q = null;
  1037. }
  1038. }
  1039. if ( n !== null || v !== null || q !== null ) {
  1040. throwError();
  1041. }
  1042. };
  1043. checkMagic();
  1044. parseHeader();
  1045. parseBones();
  1046. this.leftToRightVpd( vpd );
  1047. // console.log( vpd ); // for console debug
  1048. return vpd;
  1049. };
  1050. THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
  1051. var scope = this;
  1052. var geometry = new THREE.Geometry();
  1053. var material = new THREE.MultiMaterial();
  1054. var helper = new THREE.MMDLoader.DataCreationHelper();
  1055. var initVartices = function () {
  1056. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1057. var v = model.vertices[ i ];
  1058. geometry.vertices.push(
  1059. new THREE.Vector3(
  1060. v.position[ 0 ],
  1061. v.position[ 1 ],
  1062. v.position[ 2 ]
  1063. )
  1064. );
  1065. geometry.skinIndices.push(
  1066. new THREE.Vector4(
  1067. v.skinIndices.length >= 1 ? v.skinIndices[ 0 ] : 0.0,
  1068. v.skinIndices.length >= 2 ? v.skinIndices[ 1 ] : 0.0,
  1069. v.skinIndices.length >= 3 ? v.skinIndices[ 2 ] : 0.0,
  1070. v.skinIndices.length >= 4 ? v.skinIndices[ 3 ] : 0.0
  1071. )
  1072. );
  1073. geometry.skinWeights.push(
  1074. new THREE.Vector4(
  1075. v.skinWeights.length >= 1 ? v.skinWeights[ 0 ] : 0.0,
  1076. v.skinWeights.length >= 2 ? v.skinWeights[ 1 ] : 0.0,
  1077. v.skinWeights.length >= 3 ? v.skinWeights[ 2 ] : 0.0,
  1078. v.skinWeights.length >= 4 ? v.skinWeights[ 3 ] : 0.0
  1079. )
  1080. );
  1081. }
  1082. };
  1083. var initFaces = function () {
  1084. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1085. geometry.faces.push(
  1086. new THREE.Face3(
  1087. model.faces[ i ].indices[ 0 ],
  1088. model.faces[ i ].indices[ 1 ],
  1089. model.faces[ i ].indices[ 2 ]
  1090. )
  1091. );
  1092. for ( var j = 0; j < 3; j++ ) {
  1093. geometry.faces[ i ].vertexNormals[ j ] =
  1094. new THREE.Vector3(
  1095. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 0 ],
  1096. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 1 ],
  1097. model.vertices[ model.faces[ i ].indices[ j ] ].normal[ 2 ]
  1098. );
  1099. }
  1100. }
  1101. };
  1102. var initBones = function () {
  1103. var bones = [];
  1104. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1105. var bone = {};
  1106. var b = model.bones[ i ];
  1107. bone.parent = b.parentIndex;
  1108. bone.name = b.name;
  1109. bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
  1110. bone.rotq = [ 0, 0, 0, 1 ];
  1111. bone.scl = [ 1, 1, 1 ];
  1112. if ( bone.parent !== -1 ) {
  1113. bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
  1114. bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
  1115. bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
  1116. }
  1117. bones.push( bone );
  1118. }
  1119. geometry.bones = bones;
  1120. };
  1121. var initIKs = function () {
  1122. var iks = [];
  1123. // TODO: remove duplicated codes between PMD and PMX
  1124. if ( model.metadata.format === 'pmd' ) {
  1125. for ( var i = 0; i < model.metadata.ikCount; i++ ) {
  1126. var ik = model.iks[i];
  1127. var param = {};
  1128. param.target = ik.target;
  1129. param.effector = ik.effector;
  1130. param.iteration = ik.iteration;
  1131. param.maxAngle = ik.maxAngle * 4;
  1132. param.links = [];
  1133. for ( var j = 0; j < ik.links.length; j++ ) {
  1134. var link = {};
  1135. link.index = ik.links[ j ].index;
  1136. if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
  1137. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1138. }
  1139. param.links.push( link );
  1140. }
  1141. iks.push( param );
  1142. }
  1143. } else {
  1144. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1145. var b = model.bones[ i ];
  1146. var ik = b.ik;
  1147. if ( ik === undefined ) {
  1148. continue;
  1149. }
  1150. var param = {};
  1151. param.target = i;
  1152. param.effector = ik.effector;
  1153. param.iteration = ik.iteration;
  1154. param.maxAngle = ik.maxAngle;
  1155. param.links = [];
  1156. for ( var j = 0; j < ik.links.length; j++ ) {
  1157. var link = {};
  1158. link.index = ik.links[ j ].index;
  1159. if ( ik.links[ j ].angleLimitation === 1 ) {
  1160. link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
  1161. // TODO: use limitation angles
  1162. // link.lowerLimitationAngle;
  1163. // link.upperLimitationAngle;
  1164. }
  1165. param.links.push( link );
  1166. }
  1167. iks.push( param );
  1168. }
  1169. }
  1170. geometry.iks = iks;
  1171. };
  1172. var initGrants = function () {
  1173. if ( model.metadata.format === 'pmd' ) {
  1174. return;
  1175. }
  1176. var grants = [];
  1177. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1178. var b = model.bones[ i ];
  1179. var grant = b.grant;
  1180. if ( grant === undefined ) {
  1181. continue;
  1182. }
  1183. var param = {};
  1184. param.index = i;
  1185. param.parentIndex = grant.parentIndex;
  1186. param.ratio = grant.ratio;
  1187. param.isLocal = grant.isLocal;
  1188. param.affectRotation = grant.affectRotation;
  1189. param.affectPosition = grant.affectPosition;
  1190. grants.push( param );
  1191. }
  1192. geometry.grants = grants;
  1193. };
  1194. var initMorphs = function () {
  1195. function updateVertex ( params, index, v, ratio ) {
  1196. params.vertices[ index ].x += v.position[ 0 ] * ratio;
  1197. params.vertices[ index ].y += v.position[ 1 ] * ratio;
  1198. params.vertices[ index ].z += v.position[ 2 ] * ratio;
  1199. };
  1200. function updateVertices ( params, m, ratio ) {
  1201. for ( var i = 0; i < m.elementCount; i++ ) {
  1202. var v = m.elements[ i ];
  1203. var index;
  1204. if ( model.metadata.format === 'pmd' ) {
  1205. index = model.morphs[ 0 ].elements[ v.index ].index;
  1206. } else {
  1207. index = v.index;
  1208. }
  1209. updateVertex( params, index, v, ratio );
  1210. }
  1211. };
  1212. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1213. var m = model.morphs[ i ];
  1214. var params = {};
  1215. params.name = m.name;
  1216. params.vertices = [];
  1217. for ( var j = 0; j < model.metadata.vertexCount; j++ ) {
  1218. params.vertices[ j ] = new THREE.Vector3( 0, 0, 0 );
  1219. params.vertices[ j ].x = geometry.vertices[ j ].x;
  1220. params.vertices[ j ].y = geometry.vertices[ j ].y;
  1221. params.vertices[ j ].z = geometry.vertices[ j ].z;
  1222. }
  1223. if ( model.metadata.format === 'pmd' ) {
  1224. if ( i !== 0 ) {
  1225. updateVertices( params, m, 1.0 );
  1226. }
  1227. } else {
  1228. if ( m.type === 0 ) {
  1229. for ( var j = 0; j < m.elementCount; j++ ) {
  1230. var m2 = model.morphs[ m.elements[ j ].index ];
  1231. var ratio = m.elements[ j ].ratio;
  1232. if ( m2.type === 1 ) {
  1233. updateVertices( params, m2, ratio );
  1234. }
  1235. }
  1236. } else if ( m.type === 1 ) {
  1237. updateVertices( params, m, 1.0 );
  1238. }
  1239. }
  1240. // TODO: skip if this's non-vertex morphing of PMX to reduce CPU/Memory use
  1241. geometry.morphTargets.push( params );
  1242. }
  1243. };
  1244. var initMaterials = function () {
  1245. var textures = [];
  1246. var textureLoader = new THREE.TextureLoader( this.manager );
  1247. var tgaLoader = new THREE.TGALoader( this.manager );
  1248. var color = new THREE.Color();
  1249. var offset = 0;
  1250. var materialParams = [];
  1251. function loadTexture ( filePath, params ) {
  1252. if ( params === undefined ) {
  1253. params = {};
  1254. }
  1255. var directoryPath = ( params.defaultTexturePath === true ) ? scope.defaultTexturePath : texturePath;
  1256. var fullPath = directoryPath + filePath;
  1257. var loader = THREE.Loader.Handlers.get( fullPath );
  1258. if ( loader === null ) {
  1259. loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
  1260. }
  1261. var texture = loader.load( fullPath, function ( t ) {
  1262. t.flipY = false;
  1263. t.wrapS = THREE.RepeatWrapping;
  1264. t.wrapT = THREE.RepeatWrapping;
  1265. if ( params.sphericalReflectionMapping === true ) {
  1266. t.mapping = THREE.SphericalReflectionMapping;
  1267. }
  1268. for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
  1269. texture.readyCallbacks[ i ]( texture );
  1270. }
  1271. delete texture.readyCallbacks;
  1272. } );
  1273. texture.readyCallbacks = [];
  1274. var uuid = THREE.Math.generateUUID();
  1275. textures[ uuid ] = texture;
  1276. return uuid;
  1277. };
  1278. function getTexture( name, textures ) {
  1279. if ( textures[ name ] === undefined ) {
  1280. console.warn( 'THREE.MMDLoader: Undefined texture', name );
  1281. }
  1282. return textures[ name ];
  1283. };
  1284. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1285. geometry.faceVertexUvs.push( [] );
  1286. }
  1287. for ( var i = 0; i < model.metadata.materialCount; i++ ) {
  1288. var m = model.materials[ i ];
  1289. var params = {};
  1290. params.faceOffset = offset;
  1291. params.faceNum = m.faceCount;
  1292. for ( var j = 0; j < m.faceCount; j++ ) {
  1293. geometry.faces[ offset ].materialIndex = i;
  1294. var uvs = [];
  1295. for ( var k = 0; k < 3; k++ ) {
  1296. var v = model.vertices[ model.faces[ offset ].indices[ k ] ];
  1297. uvs.push( new THREE.Vector2( v.uv[ 0 ], v.uv[ 1 ] ) );
  1298. }
  1299. geometry.faceVertexUvs[ 0 ].push( uvs );
  1300. offset++;
  1301. }
  1302. params.name = m.name;
  1303. params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).clone();
  1304. params.opacity = m.diffuse[ 3 ];
  1305. params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).clone();
  1306. params.shininess = m.shininess;
  1307. if ( params.opacity === 1.0 ) {
  1308. params.side = THREE.FrontSide;
  1309. params.transparent = false;
  1310. } else {
  1311. params.side = THREE.DoubleSide;
  1312. params.transparent = true;
  1313. }
  1314. if ( model.metadata.format === 'pmd' ) {
  1315. if ( m.fileName ) {
  1316. var fileName = m.fileName;
  1317. var fileNames = [];
  1318. var index = fileName.lastIndexOf( '*' );
  1319. if ( index >= 0 ) {
  1320. fileNames.push( fileName.slice( 0, index ) );
  1321. fileNames.push( fileName.slice( index + 1 ) );
  1322. } else {
  1323. fileNames.push( fileName );
  1324. }
  1325. for ( var j = 0; j < fileNames.length; j++ ) {
  1326. var n = fileNames[ j ];
  1327. if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
  1328. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1329. if ( n.indexOf( '.sph' ) >= 0 ) {
  1330. params.envMapType = THREE.MultiplyOperation;
  1331. } else {
  1332. params.envMapType = THREE.AddOperation;
  1333. }
  1334. } else {
  1335. params.map = loadTexture( n );
  1336. }
  1337. }
  1338. }
  1339. } else {
  1340. if ( m.textureIndex !== -1 ) {
  1341. var n = model.textures[ m.textureIndex ];
  1342. params.map = loadTexture( n );
  1343. }
  1344. // TODO: support m.envFlag === 3
  1345. if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
  1346. var n = model.textures[ m.envTextureIndex ];
  1347. params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
  1348. if ( m.envFlag === 1 ) {
  1349. params.envMapType = THREE.MultiplyOperation;
  1350. } else {
  1351. params.envMapType = THREE.AddOperation;
  1352. }
  1353. }
  1354. }
  1355. // TODO: check if this logic is right
  1356. if ( params.map === undefined /* && params.envMap === undefined */ ) {
  1357. params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).clone();
  1358. }
  1359. materialParams.push( params );
  1360. }
  1361. var shader = THREE.ShaderLib[ 'mmd' ];
  1362. for ( var i = 0; i < materialParams.length; i++ ) {
  1363. var p = materialParams[ i ];
  1364. var p2 = model.materials[ i ];
  1365. var m = new THREE.ShaderMaterial( {
  1366. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1367. vertexShader: shader.vertexShader,
  1368. fragmentShader: shader.fragmentShader
  1369. } );
  1370. m.faceOffset = p.faceOffset;
  1371. m.faceNum = p.faceNum;
  1372. if ( p.name !== undefined ) m.name = p.name;
  1373. m.skinning = geometry.bones.length > 0 ? true : false;
  1374. m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
  1375. m.lights = true;
  1376. m.side = p.side;
  1377. m.transparent = p.transparent;
  1378. m.fog = true;
  1379. m.blending = THREE.CustomBlending;
  1380. m.blendSrc = THREE.SrcAlphaFactor;
  1381. m.blendDst = THREE.OneMinusSrcAlphaFactor;
  1382. m.blendSrcAlpha = THREE.SrcAlphaFactor;
  1383. m.blendDstAlpha = THREE.DstAlphaFactor;
  1384. if ( p.map !== undefined ) {
  1385. // Check if this part of the texture image the material uses requires transparency
  1386. function checkTextureTransparency ( m ) {
  1387. m.map.readyCallbacks.push( function ( t ) {
  1388. // Is there any efficient ways?
  1389. function createImageData ( image ) {
  1390. var c = document.createElement( 'canvas' );
  1391. c.width = image.width;
  1392. c.height = image.height;
  1393. var ctx = c.getContext( '2d' );
  1394. ctx.drawImage( image, 0, 0 );
  1395. return ctx.getImageData( 0, 0, c.width, c.height );
  1396. };
  1397. function detectTextureTransparency ( image, uvs ) {
  1398. var width = image.width;
  1399. var height = image.height;
  1400. var data = image.data;
  1401. var threshold = 253;
  1402. if ( data.length / ( width * height ) !== 4 ) {
  1403. return false;
  1404. }
  1405. for ( var i = 0; i < uvs.length; i++ ) {
  1406. var centerUV = { x: 0.0, y: 0.0 };
  1407. for ( var j = 0; j < 3; j++ ) {
  1408. var uv = uvs[ i ][ j ];
  1409. if ( getAlphaByUv( image, uv ) < threshold ) {
  1410. return true;
  1411. }
  1412. centerUV.x += uv.x;
  1413. centerUV.y += uv.y;
  1414. }
  1415. centerUV.x /= 3;
  1416. centerUV.y /= 3;
  1417. if ( getAlphaByUv( image, centerUV ) < threshold ) {
  1418. return true;
  1419. }
  1420. }
  1421. return false;
  1422. };
  1423. /*
  1424. * This method expects
  1425. * t.flipY = false
  1426. * t.wrapS = THREE.RepeatWrapping
  1427. * t.wrapT = THREE.RepeatWrapping
  1428. * TODO: more precise
  1429. */
  1430. function getAlphaByUv ( image, uv ) {
  1431. var width = image.width;
  1432. var height = image.height;
  1433. var x = Math.round( uv.x * width ) % width;
  1434. var y = Math.round( uv.y * height ) % height;
  1435. if ( x < 0 ) {
  1436. x += width;
  1437. }
  1438. if ( y < 0 ) {
  1439. y += height;
  1440. }
  1441. var index = y * width + x;
  1442. return image.data[ index * 4 + 3 ];
  1443. };
  1444. var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
  1445. var uvs = geometry.faceVertexUvs[ 0 ].slice( m.faceOffset, m.faceOffset + m.faceNum );
  1446. m.textureTransparency = detectTextureTransparency( imageData, uvs );
  1447. delete m.faceOffset;
  1448. delete m.faceNum;
  1449. } );
  1450. }
  1451. m.map = getTexture( p.map, textures );
  1452. m.uniforms.map.value = m.map;
  1453. checkTextureTransparency( m );
  1454. }
  1455. if ( p.envMap !== undefined ) {
  1456. m.envMap = getTexture( p.envMap, textures );
  1457. m.uniforms.envMap.value = m.envMap;
  1458. m.combine = p.envMapType;
  1459. // TODO: WebGLRenderer should automatically update?
  1460. m.envMap.readyCallbacks.push( function ( t ) {
  1461. m.needsUpdate = true;
  1462. } );
  1463. }
  1464. m.uniforms.opacity.value = p.opacity;
  1465. m.uniforms.diffuse.value.copy( p.color );
  1466. if ( p.emissive !== undefined ) {
  1467. m.uniforms.emissive.value.copy( p.emissive );
  1468. }
  1469. m.uniforms.specular.value.copy( p.specular );
  1470. m.uniforms.shininess.value = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1471. if ( model.metadata.format === 'pmd' ) {
  1472. function isDefaultToonTexture ( n ) {
  1473. if ( n.length !== 10 ) {
  1474. return false;
  1475. }
  1476. return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
  1477. };
  1478. m.uniforms.outlineThickness.value = p2.edgeFlag === 1 ? 0.003 : 0.0;
  1479. m.uniforms.outlineColor.value = new THREE.Color( 0.0, 0.0, 0.0 );
  1480. m.uniforms.outlineAlpha.value = 1.0;
  1481. m.uniforms.toonMap.value = textures[ p2.toonIndex ];
  1482. m.uniforms.celShading.value = 1;
  1483. if ( p2.toonIndex === -1 ) {
  1484. m.uniforms.hasToonTexture.value = 0;
  1485. } else {
  1486. var n = model.toonTextures[ p2.toonIndex ].fileName;
  1487. var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } );
  1488. m.uniforms.toonMap.value = textures[ uuid ];
  1489. m.uniforms.hasToonTexture.value = 1;
  1490. }
  1491. } else {
  1492. m.uniforms.outlineThickness.value = p2.edgeSize / 300;
  1493. m.uniforms.outlineColor.value = new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] );
  1494. m.uniforms.outlineAlpha.value = p2.edgeColor[ 3 ];
  1495. m.uniforms.celShading.value = 1;
  1496. if ( p2.toonIndex === -1 ) {
  1497. m.uniforms.hasToonTexture.value = 0;
  1498. } else {
  1499. if ( p2.toonFlag === 0 ) {
  1500. var n = model.textures[ p2.toonIndex ];
  1501. var uuid = loadTexture( n );
  1502. m.uniforms.toonMap.value = textures[ uuid ];
  1503. } else {
  1504. var num = p2.toonIndex + 1;
  1505. var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
  1506. var uuid = loadTexture( fileName, { defaultTexturePath: true } );
  1507. m.uniforms.toonMap.value = textures[ uuid ];
  1508. }
  1509. m.uniforms.hasToonTexture.value = 1;
  1510. }
  1511. }
  1512. material.materials.push( m );
  1513. }
  1514. if ( model.metadata.format === 'pmx' ) {
  1515. function checkAlphaMorph ( morph, elements ) {
  1516. if ( morph.type !== 8 ) {
  1517. return;
  1518. }
  1519. for ( var i = 0; i < elements.length; i++ ) {
  1520. var e = elements[ i ];
  1521. if ( e.index === -1 ) {
  1522. continue;
  1523. }
  1524. var m = material.materials[ e.index ];
  1525. if ( m.uniforms.opacity.value !== e.diffuse[ 3 ] ) {
  1526. m.morphTransparency = true;
  1527. }
  1528. }
  1529. }
  1530. for ( var i = 0; i < model.morphs.length; i++ ) {
  1531. var morph = model.morphs[ i ];
  1532. var elements = morph.elements;
  1533. if ( morph.type === 0 ) {
  1534. for ( var j = 0; j < elements.length; j++ ) {
  1535. var morph2 = model.morphs[ elements[ j ].index ];
  1536. var elements2 = morph2.elements;
  1537. checkAlphaMorph( morph2, elements2 );
  1538. }
  1539. } else {
  1540. checkAlphaMorph( morph, elements );
  1541. }
  1542. }
  1543. }
  1544. };
  1545. var initPhysics = function () {
  1546. var rigidBodies = [];
  1547. var constraints = [];
  1548. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1549. var b = model.rigidBodies[ i ];
  1550. var keys = Object.keys( b );
  1551. var p = {};
  1552. for ( var j = 0; j < keys.length; j++ ) {
  1553. var key = keys[ j ];
  1554. p[ key ] = b[ key ];
  1555. }
  1556. /*
  1557. * RigidBody position parameter in PMX seems global position
  1558. * while the one in PMD seems offset from corresponding bone.
  1559. * So unify being offset.
  1560. */
  1561. if ( model.metadata.format === 'pmx' ) {
  1562. if ( p.boneIndex !== -1 ) {
  1563. var bone = model.bones[ p.boneIndex ];
  1564. p.position[ 0 ] -= bone.position[ 0 ];
  1565. p.position[ 1 ] -= bone.position[ 1 ];
  1566. p.position[ 2 ] -= bone.position[ 2 ];
  1567. }
  1568. }
  1569. rigidBodies.push( p );
  1570. }
  1571. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1572. var c = model.constraints[ i ];
  1573. var keys = Object.keys( c );
  1574. var p = {};
  1575. for ( var j = 0; j < keys.length; j++ ) {
  1576. var key = keys[ j ];
  1577. p[ key ] = c[ key ];
  1578. }
  1579. var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
  1580. var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
  1581. /*
  1582. * Refer http://www20.atpages.jp/katwat/wp/?p=4135
  1583. * for what this is for
  1584. */
  1585. if ( bodyA.type !== 0 && bodyB.type === 2 ) {
  1586. if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
  1587. model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
  1588. bodyB.type = 1;
  1589. }
  1590. }
  1591. constraints.push( p );
  1592. }
  1593. geometry.rigidBodies = rigidBodies;
  1594. geometry.constraints = constraints;
  1595. };
  1596. this.leftToRightModel( model );
  1597. initVartices();
  1598. initFaces();
  1599. initBones();
  1600. initIKs();
  1601. initGrants();
  1602. initMorphs();
  1603. initMaterials();
  1604. initPhysics();
  1605. geometry.computeFaceNormals();
  1606. geometry.verticesNeedUpdate = true;
  1607. geometry.normalsNeedUpdate = true;
  1608. geometry.uvsNeedUpdate = true;
  1609. geometry.mmdFormat = model.metadata.format;
  1610. var mesh = new THREE.SkinnedMesh( geometry, material );
  1611. // console.log( mesh ); // for console debug
  1612. return mesh;
  1613. };
  1614. THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
  1615. var scope = this;
  1616. var helper = new THREE.MMDLoader.DataCreationHelper();
  1617. var initMotionAnimations = function () {
  1618. if ( vmd.metadata.motionCount === 0 ) {
  1619. return;
  1620. }
  1621. var bones = mesh.geometry.bones;
  1622. var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
  1623. var animation = {
  1624. name: name === undefined ? THREE.Math.generateUUID() : name,
  1625. fps: 30,
  1626. hierarchy: []
  1627. };
  1628. for ( var i = 0; i < orderedMotions.length; i++ ) {
  1629. animation.hierarchy.push(
  1630. {
  1631. parent: bones[ i ].parent,
  1632. keys: []
  1633. }
  1634. );
  1635. var array = orderedMotions[ i ];
  1636. var keys = animation.hierarchy[ i ].keys;
  1637. var bone = bones[ i ];
  1638. for ( var j = 0; j < array.length; j++ ) {
  1639. var t = array[ j ].frameNum / 30;
  1640. var p = array[ j ].position;
  1641. var r = array[ j ].rotation;
  1642. helper.pushBoneAnimationKey( keys, t, bone, p, r );
  1643. }
  1644. helper.insertBoneAnimationKeyAtTimeZero( keys, bone );
  1645. helper.insertStartBoneAnimationKey( keys );
  1646. }
  1647. var clip = THREE.AnimationClip.parseAnimation( animation, mesh.geometry.bones );
  1648. if ( clip !== null ) {
  1649. if ( mesh.geometry.animations === undefined ) {
  1650. mesh.geometry.animations = [];
  1651. }
  1652. mesh.geometry.animations.push( clip );
  1653. }
  1654. };
  1655. var initMorphAnimations = function () {
  1656. if ( vmd.metadata.morphCount === 0 ) {
  1657. return;
  1658. }
  1659. var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
  1660. var morphAnimation = {
  1661. fps: 30,
  1662. hierarchy: []
  1663. };
  1664. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1665. morphAnimation.hierarchy.push( { keys: [] } );
  1666. var array = orderedMorphs[ i ];
  1667. var keys = morphAnimation.hierarchy[ i ].keys;
  1668. for ( var j = 0; j < array.length; j++ ) {
  1669. var t = array[ j ].frameNum / 30;
  1670. var w = array[ j ].weight;
  1671. helper.pushAnimationKey( keys, t, w );
  1672. }
  1673. }
  1674. // TODO: should we use THREE.AnimationClip.CreateFromMorphTargetSequence() instead?
  1675. var tracks = [];
  1676. for ( var i = 0; i < orderedMorphs.length; i++ ) {
  1677. var keys = morphAnimation.hierarchy[ i ].keys;
  1678. if ( keys.length === 0 ) {
  1679. continue;
  1680. }
  1681. tracks.push( helper.generateTrackFromAnimationKeys( keys, 'NumberKeyframeTrackEx', '.morphTargetInfluences[' + i + ']' ) );
  1682. }
  1683. var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
  1684. if ( clip !== null ) {
  1685. if ( mesh.geometry.animations === undefined ) {
  1686. mesh.geometry.animations = [];
  1687. }
  1688. mesh.geometry.animations.push( clip );
  1689. }
  1690. };
  1691. this.leftToRightVmd( vmd );
  1692. initMotionAnimations();
  1693. initMorphAnimations();
  1694. };
  1695. THREE.MMDLoader.prototype.leftToRightModel = function ( model ) {
  1696. if ( model.metadata.coordinateSystem === 'right' ) {
  1697. return;
  1698. }
  1699. model.metadata.coordinateSystem = 'right';
  1700. var helper = new THREE.MMDLoader.DataCreationHelper();
  1701. for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
  1702. helper.leftToRightVector3( model.vertices[ i ].position );
  1703. helper.leftToRightVector3( model.vertices[ i ].normal );
  1704. }
  1705. for ( var i = 0; i < model.metadata.faceCount; i++ ) {
  1706. helper.leftToRightIndexOrder( model.faces[ i ].indices );
  1707. }
  1708. for ( var i = 0; i < model.metadata.boneCount; i++ ) {
  1709. helper.leftToRightVector3( model.bones[ i ].position );
  1710. }
  1711. // TODO: support other morph for PMX
  1712. for ( var i = 0; i < model.metadata.morphCount; i++ ) {
  1713. var m = model.morphs[ i ];
  1714. if ( model.metadata.format === 'pmx' ) {
  1715. if ( m.type === 1 ) {
  1716. m = m.elements;
  1717. } else {
  1718. continue;
  1719. }
  1720. }
  1721. for ( var j = 0; j < m.elementCount; j++ ) {
  1722. helper.leftToRightVector3( m.elements[ j ].position );
  1723. }
  1724. }
  1725. for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
  1726. helper.leftToRightVector3( model.rigidBodies[ i ].position );
  1727. helper.leftToRightEuler( model.rigidBodies[ i ].rotation );
  1728. }
  1729. for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
  1730. helper.leftToRightVector3( model.constraints[ i ].position );
  1731. helper.leftToRightEuler( model.constraints[ i ].rotation );
  1732. helper.leftToRightVector3Range( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
  1733. helper.leftToRightEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
  1734. }
  1735. };
  1736. THREE.MMDLoader.prototype.leftToRightVmd = function ( vmd ) {
  1737. if ( vmd.metadata.coordinateSystem === 'right' ) {
  1738. return;
  1739. }
  1740. vmd.metadata.coordinateSystem = 'right';
  1741. var helper = new THREE.MMDLoader.DataCreationHelper();
  1742. for ( var i = 0; i < vmd.metadata.motionCount; i++ ) {
  1743. helper.leftToRightVector3( vmd.motions[ i ].position );
  1744. helper.leftToRightQuaternion( vmd.motions[ i ].rotation );
  1745. }
  1746. for ( var i = 0; i < vmd.metadata.cameraCount; i++ ) {
  1747. helper.leftToRightEuler( vmd.cameras[ i ].rotation );
  1748. }
  1749. };
  1750. THREE.MMDLoader.prototype.leftToRightVpd = function ( vpd ) {
  1751. if ( vpd.metadata.coordinateSystem === 'right' ) {
  1752. return;
  1753. }
  1754. vpd.metadata.coordinateSystem = 'right';
  1755. var helper = new THREE.MMDLoader.DataCreationHelper();
  1756. for ( var i = 0; i < vpd.bones.length; i++ ) {
  1757. helper.leftToRightVector3( vpd.bones[ i ].translation );
  1758. helper.leftToRightQuaternion( vpd.bones[ i ].quaternion );
  1759. }
  1760. };
  1761. THREE.MMDLoader.DataCreationHelper = function () {
  1762. };
  1763. THREE.MMDLoader.DataCreationHelper.prototype = {
  1764. constructor: THREE.MMDLoader.Helper,
  1765. leftToRightVector3: function ( v ) {
  1766. v[ 2 ] = -v[ 2 ];
  1767. },
  1768. leftToRightQuaternion: function ( q ) {
  1769. q[ 0 ] = -q[ 0 ];
  1770. q[ 1 ] = -q[ 1 ];
  1771. },
  1772. leftToRightEuler: function ( r ) {
  1773. r[ 0 ] = -r[ 0 ];
  1774. r[ 1 ] = -r[ 1 ];
  1775. },
  1776. leftToRightIndexOrder: function ( p ) {
  1777. var tmp = p[ 2 ];
  1778. p[ 2 ] = p[ 0 ];
  1779. p[ 0 ] = tmp;
  1780. },
  1781. leftToRightVector3Range: function ( v1, v2 ) {
  1782. var tmp = -v2[ 2 ];
  1783. v2[ 2 ] = -v1[ 2 ];
  1784. v1[ 2 ] = tmp;
  1785. },
  1786. leftToRightEulerRange: function ( r1, r2 ) {
  1787. var tmp1 = -r2[ 0 ];
  1788. var tmp2 = -r2[ 1 ];
  1789. r2[ 0 ] = -r1[ 0 ];
  1790. r2[ 1 ] = -r1[ 1 ];
  1791. r1[ 0 ] = tmp1;
  1792. r1[ 1 ] = tmp2;
  1793. },
  1794. /*
  1795. * Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
  1796. * In such a case, use this method to convert it to Unicode hex charcode strings,
  1797. * like 'あいう' -> '0x30420x30440x3046'
  1798. */
  1799. toCharcodeStrings: function ( s ) {
  1800. var str = '';
  1801. for ( var i = 0; i < s.length; i++ ) {
  1802. str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
  1803. }
  1804. return str;
  1805. },
  1806. createDictionary: function ( array ) {
  1807. var dict = {};
  1808. for ( var i = 0; i < array.length; i++ ) {
  1809. dict[ array[ i ].name ] = i;
  1810. }
  1811. return dict;
  1812. },
  1813. initializeMotionArrays: function ( array ) {
  1814. var result = [];
  1815. for ( var i = 0; i < array.length; i++ ) {
  1816. result[ i ] = [];
  1817. }
  1818. return result;
  1819. },
  1820. sortMotionArray: function ( array ) {
  1821. array.sort( function ( a, b ) {
  1822. return a.frameNum - b.frameNum;
  1823. } ) ;
  1824. },
  1825. sortMotionArrays: function ( arrays ) {
  1826. for ( var i = 0; i < arrays.length; i++ ) {
  1827. this.sortMotionArray( arrays[ i ] );
  1828. }
  1829. },
  1830. createMotionArray: function ( array ) {
  1831. var result = [];
  1832. for ( var i = 0; i < array.length; i++ ) {
  1833. result.push( array[ i ] );
  1834. }
  1835. return result;
  1836. },
  1837. createMotionArrays: function ( array, result, dict, key ) {
  1838. for ( var i = 0; i < array.length; i++ ) {
  1839. var a = array[ i ];
  1840. var num = dict[ a[ key ] ];
  1841. if ( num === undefined ) {
  1842. continue;
  1843. }
  1844. result[ num ].push( a );
  1845. }
  1846. },
  1847. createOrderedMotionArray: function ( array ) {
  1848. var result = this.createMotionArray( array );
  1849. this.sortMotionArray( result );
  1850. return result;
  1851. },
  1852. createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
  1853. var dict = this.createDictionary( targetArray );
  1854. var result = this.initializeMotionArrays( targetArray );
  1855. this.createMotionArrays( motionArray, result, dict, key );
  1856. this.sortMotionArrays( result );
  1857. return result;
  1858. },
  1859. pushAnimationKey: function ( keys, time, value, preventInterpolation ) {
  1860. /*
  1861. * Note: This is a workaround not to make Animation system calculate lerp
  1862. * if the diff from the last frame is 1 frame (in 30fps).
  1863. */
  1864. if ( keys.length > 0 && preventInterpolation === true ) {
  1865. var k = keys[ keys.length - 1 ];
  1866. if ( time < k.time + ( 1 / 30 ) * 1.5 ) {
  1867. keys.push(
  1868. {
  1869. time: time - 1e-13,
  1870. value: k.value.clone === undefined ? k.value : k.value.clone()
  1871. }
  1872. );
  1873. }
  1874. }
  1875. keys.push(
  1876. {
  1877. time: time,
  1878. value: value
  1879. }
  1880. );
  1881. },
  1882. insertAnimationKeyAtTimeZero: function ( keys, value ) {
  1883. if ( keys.length === 0 ) {
  1884. keys.push(
  1885. {
  1886. time: 0.0,
  1887. value: value
  1888. }
  1889. );
  1890. }
  1891. },
  1892. insertStartAnimationKey: function ( keys ) {
  1893. var k = keys[ 0 ];
  1894. if ( k.time !== 0.0 ) {
  1895. keys.unshift(
  1896. {
  1897. time: 0.0,
  1898. value: k.value.clone === undefined ? k.value : k.value.clone()
  1899. }
  1900. );
  1901. }
  1902. },
  1903. pushBoneAnimationKey: function ( keys, time, bone, pos, rot ) {
  1904. keys.push(
  1905. {
  1906. time: time,
  1907. pos: [ bone.pos[ 0 ] + pos[ 0 ],
  1908. bone.pos[ 1 ] + pos[ 1 ],
  1909. bone.pos[ 2 ] + pos[ 2 ] ],
  1910. rot: [ rot[ 0 ], rot[ 1 ], rot[ 2 ], rot[ 3 ] ],
  1911. scl: [ 1, 1, 1 ]
  1912. }
  1913. );
  1914. },
  1915. insertBoneAnimationKeyAtTimeZero: function ( keys, bone ) {
  1916. if ( keys.length === 0 ) {
  1917. keys.push(
  1918. {
  1919. time: 0.0,
  1920. pos: [ bone.pos[ 0 ], bone.pos[ 1 ], bone.pos[ 2 ] ],
  1921. rot: [ 0, 0, 0, 1 ],
  1922. scl: [ 1, 1, 1 ]
  1923. }
  1924. );
  1925. }
  1926. },
  1927. insertStartBoneAnimationKey: function ( keys ) {
  1928. var k = keys[ 0 ];
  1929. if ( k.time !== 0.0 ) {
  1930. keys.unshift(
  1931. {
  1932. time: 0.0,
  1933. pos: [ k.pos[ 0 ], k.pos[ 1 ], k.pos[ 2 ] ],
  1934. rot: [ k.rot[ 0 ], k.rot[ 1 ], k.rot[ 2 ], k.rot[ 3 ] ],
  1935. scl: [ k.scl[ 0 ], k.scl[ 1 ], k.scl[ 2 ] ]
  1936. }
  1937. );
  1938. }
  1939. },
  1940. /*
  1941. * This method wraps r74 Animation key frame track API for r73 Animation.
  1942. */
  1943. generateTrackFromAnimationKeys: function ( keys, trackKey, name ) {
  1944. var times = [];
  1945. var values = [];
  1946. for ( var i = 0; i < keys.length; i++ ) {
  1947. var key = keys[ i ];
  1948. times.push( key.time );
  1949. if ( trackKey === 'VectorKeyframeTrackEx' ) {
  1950. values.push( key.value.x );
  1951. values.push( key.value.y );
  1952. values.push( key.value.z );
  1953. } else {
  1954. values.push( key.value );
  1955. }
  1956. }
  1957. return new THREE.MMDLoader[ trackKey ]( name, times, values );
  1958. }
  1959. };
  1960. /*
  1961. * These two classes are for high precision of times and values.
  1962. * TODO: Let Three.KeyframeTrack support type select on instance creation.
  1963. */
  1964. THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1965. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1966. };
  1967. THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
  1968. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
  1969. THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1970. THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolation ) {
  1971. THREE.VectorKeyframeTrack.call( this, name, times, values, interpolation );
  1972. };
  1973. THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
  1974. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
  1975. THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
  1976. THREE.MMDLoader.DataView = function ( buffer, littleEndian ) {
  1977. this.dv = new DataView( buffer );
  1978. this.offset = 0;
  1979. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1980. this.encoder = new CharsetEncoder();
  1981. };
  1982. THREE.MMDLoader.DataView.prototype = {
  1983. constructor: THREE.MMDLoader.DataView,
  1984. getInt8: function () {
  1985. var value = this.dv.getInt8( this.offset );
  1986. this.offset += 1;
  1987. return value;
  1988. },
  1989. getInt8Array: function ( size ) {
  1990. var a = [];
  1991. for ( var i = 0; i < size; i++ ) {
  1992. a.push( this.getInt8() );
  1993. }
  1994. return a;
  1995. },
  1996. getUint8: function () {
  1997. var value = this.dv.getUint8( this.offset );
  1998. this.offset += 1;
  1999. return value;
  2000. },
  2001. getUint8Array: function ( size ) {
  2002. var a = [];
  2003. for ( var i = 0; i < size; i++ ) {
  2004. a.push( this.getUint8() );
  2005. }
  2006. return a;
  2007. },
  2008. getInt16: function () {
  2009. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2010. this.offset += 2;
  2011. return value;
  2012. },
  2013. getInt16Array: function ( size ) {
  2014. var a = [];
  2015. for ( var i = 0; i < size; i++ ) {
  2016. a.push( this.getInt16() );
  2017. }
  2018. return a;
  2019. },
  2020. getUint16: function () {
  2021. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2022. this.offset += 2;
  2023. return value;
  2024. },
  2025. getUint16Array: function ( size ) {
  2026. var a = [];
  2027. for ( var i = 0; i < size; i++ ) {
  2028. a.push( this.getUint16() );
  2029. }
  2030. return a;
  2031. },
  2032. getInt32: function () {
  2033. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2034. this.offset += 4;
  2035. return value;
  2036. },
  2037. getInt32Array: function ( size ) {
  2038. var a = [];
  2039. for ( var i = 0; i < size; i++ ) {
  2040. a.push( this.getInt32() );
  2041. }
  2042. return a;
  2043. },
  2044. getUint32: function () {
  2045. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2046. this.offset += 4;
  2047. return value;
  2048. },
  2049. getUint32Array: function ( size ) {
  2050. var a = [];
  2051. for ( var i = 0; i < size; i++ ) {
  2052. a.push( this.getUint32() );
  2053. }
  2054. return a;
  2055. },
  2056. getFloat32: function () {
  2057. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2058. this.offset += 4;
  2059. return value;
  2060. },
  2061. getFloat32Array: function( size ) {
  2062. var a = [];
  2063. for ( var i = 0; i < size; i++ ) {
  2064. a.push( this.getFloat32() );
  2065. }
  2066. return a;
  2067. },
  2068. getFloat64: function () {
  2069. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2070. this.offset += 8;
  2071. return value;
  2072. },
  2073. getFloat64Array: function( size ) {
  2074. var a = [];
  2075. for ( var i = 0; i < size; i++ ) {
  2076. a.push( this.getFloat64() );
  2077. }
  2078. return a;
  2079. },
  2080. getIndex: function ( type, isUnsigned ) {
  2081. switch ( type ) {
  2082. case 1:
  2083. return ( isUnsigned === true ) ? this.getUint8() : this.getInt8();
  2084. case 2:
  2085. return ( isUnsigned === true ) ? this.getUint16() : this.getInt16();
  2086. case 4:
  2087. return this.getInt32(); // No Uint32
  2088. default:
  2089. throw 'unknown number type ' + type + ' exception.';
  2090. }
  2091. },
  2092. getIndexArray: function ( type, size, isUnsigned ) {
  2093. var a = [];
  2094. for ( var i = 0; i < size; i++ ) {
  2095. a.push( this.getIndex( type, isUnsigned ) );
  2096. }
  2097. return a;
  2098. },
  2099. getChars: function ( size ) {
  2100. var str = '';
  2101. while ( size > 0 ) {
  2102. var value = this.getUint8();
  2103. size--;
  2104. if ( value === 0 ) {
  2105. break;
  2106. }
  2107. str += String.fromCharCode( value );
  2108. }
  2109. while ( size > 0 ) {
  2110. this.getUint8();
  2111. size--;
  2112. }
  2113. return str;
  2114. },
  2115. getSjisStringsAsUnicode: function ( size ) {
  2116. var a = [];
  2117. while ( size > 0 ) {
  2118. var value = this.getUint8();
  2119. size--;
  2120. if ( value === 0 ) {
  2121. break;
  2122. }
  2123. a.push( value );
  2124. }
  2125. while ( size > 0 ) {
  2126. this.getUint8();
  2127. size--;
  2128. }
  2129. return this.encoder.s2u( new Uint8Array( a ) );
  2130. },
  2131. getUnicodeStrings: function ( size ) {
  2132. var str = '';
  2133. while ( size > 0 ) {
  2134. var value = this.getUint16();
  2135. size -= 2;
  2136. if ( value === 0 ) {
  2137. break;
  2138. }
  2139. str += String.fromCharCode( value );
  2140. }
  2141. while ( size > 0 ) {
  2142. this.getUint8();
  2143. size--;
  2144. }
  2145. return str;
  2146. },
  2147. getTextBuffer: function () {
  2148. var size = this.getUint32();
  2149. return this.getUnicodeStrings( size );
  2150. }
  2151. };
  2152. /*
  2153. * Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
  2154. * Keep shaders updated on MeshPhongMaterial.
  2155. */
  2156. THREE.ShaderLib[ 'mmd' ] = {
  2157. uniforms: THREE.UniformsUtils.merge( [
  2158. THREE.UniformsLib[ "common" ],
  2159. THREE.UniformsLib[ "aomap" ],
  2160. THREE.UniformsLib[ "lightmap" ],
  2161. THREE.UniformsLib[ "emissivemap" ],
  2162. THREE.UniformsLib[ "bumpmap" ],
  2163. THREE.UniformsLib[ "normalmap" ],
  2164. THREE.UniformsLib[ "displacementmap" ],
  2165. THREE.UniformsLib[ "fog" ],
  2166. THREE.UniformsLib[ "lights" ],
  2167. {
  2168. "emissive" : { value: new THREE.Color( 0x000000 ) },
  2169. "specular" : { value: new THREE.Color( 0x111111 ) },
  2170. "shininess": { value: 30 }
  2171. },
  2172. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2173. {
  2174. "outlineDrawing" : { value: 0 },
  2175. "outlineThickness": { value: 0.0 },
  2176. "outlineColor" : { value: new THREE.Color( 0x000000 ) },
  2177. "outlineAlpha" : { value: 1.0 },
  2178. "celShading" : { value: 0 },
  2179. "toonMap" : { value: null },
  2180. "hasToonTexture" : { value: 0 }
  2181. }
  2182. // ---- MMD specific for cel shading(outline drawing and toon mapping)
  2183. ] ),
  2184. vertexShader: [
  2185. "#define PHONG",
  2186. "varying vec3 vViewPosition;",
  2187. "#ifndef FLAT_SHADED",
  2188. " varying vec3 vNormal;",
  2189. "#endif",
  2190. THREE.ShaderChunk[ "common" ],
  2191. THREE.ShaderChunk[ "uv_pars_vertex" ],
  2192. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  2193. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  2194. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  2195. THREE.ShaderChunk[ "color_pars_vertex" ],
  2196. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  2197. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  2198. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  2199. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  2200. THREE.ShaderChunk[ "clipping_planes_pars_vertex" ],
  2201. // ---- MMD specific for outline drawing
  2202. " uniform bool outlineDrawing;",
  2203. " uniform float outlineThickness;",
  2204. // ---- MMD specific for outline drawing
  2205. "void main() {",
  2206. THREE.ShaderChunk[ "uv_vertex" ],
  2207. THREE.ShaderChunk[ "uv2_vertex" ],
  2208. THREE.ShaderChunk[ "color_vertex" ],
  2209. THREE.ShaderChunk[ "beginnormal_vertex" ],
  2210. THREE.ShaderChunk[ "morphnormal_vertex" ],
  2211. THREE.ShaderChunk[ "skinbase_vertex" ],
  2212. THREE.ShaderChunk[ "skinnormal_vertex" ],
  2213. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  2214. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  2215. " vNormal = normalize( transformedNormal );",
  2216. "#endif",
  2217. THREE.ShaderChunk[ "begin_vertex" ],
  2218. THREE.ShaderChunk[ "displacementmap_vertex" ],
  2219. THREE.ShaderChunk[ "morphtarget_vertex" ],
  2220. THREE.ShaderChunk[ "skinning_vertex" ],
  2221. THREE.ShaderChunk[ "project_vertex" ],
  2222. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  2223. THREE.ShaderChunk[ "clipping_planes_vertex" ],
  2224. " vViewPosition = - mvPosition.xyz;",
  2225. THREE.ShaderChunk[ "worldpos_vertex" ],
  2226. THREE.ShaderChunk[ "envmap_vertex" ],
  2227. THREE.ShaderChunk[ "shadowmap_vertex" ],
  2228. // ---- MMD specific for outline drawing
  2229. " if ( outlineDrawing ) {",
  2230. " float thickness = outlineThickness;",
  2231. " float ratio = 1.0;", // TODO: support outline size ratio for each vertex
  2232. " vec4 epos = projectionMatrix * modelViewMatrix * skinned;",
  2233. " vec4 epos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  2234. " vec4 enorm = normalize( epos2 - epos );",
  2235. " gl_Position = epos + enorm * thickness * epos.w * ratio;",
  2236. " }",
  2237. // ---- MMD specific for outline drawing
  2238. "}"
  2239. ].join( "\n" ),
  2240. fragmentShader: [
  2241. "#define PHONG",
  2242. "uniform vec3 diffuse;",
  2243. "uniform vec3 emissive;",
  2244. "uniform vec3 specular;",
  2245. "uniform float shininess;",
  2246. "uniform float opacity;",
  2247. THREE.ShaderChunk[ "common" ],
  2248. THREE.ShaderChunk[ "packing" ],
  2249. THREE.ShaderChunk[ "color_pars_fragment" ],
  2250. THREE.ShaderChunk[ "uv_pars_fragment" ],
  2251. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  2252. THREE.ShaderChunk[ "map_pars_fragment" ],
  2253. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  2254. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  2255. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  2256. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  2257. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  2258. THREE.ShaderChunk[ "fog_pars_fragment" ],
  2259. THREE.ShaderChunk[ "bsdfs" ],
  2260. THREE.ShaderChunk[ "lights_pars" ],
  2261. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  2262. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  2263. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  2264. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  2265. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  2266. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  2267. THREE.ShaderChunk[ "clipping_planes_pars_fragment" ],
  2268. // ---- MMD specific for cel shading
  2269. " uniform bool outlineDrawing;",
  2270. " uniform vec3 outlineColor;",
  2271. " uniform float outlineAlpha;",
  2272. " uniform bool celShading;",
  2273. " uniform sampler2D toonMap;",
  2274. " uniform bool hasToonTexture;",
  2275. " vec3 toon ( vec3 lightDirection, vec3 norm ) {",
  2276. " if ( ! hasToonTexture ) {",
  2277. " return vec3( 1.0 );",
  2278. " }",
  2279. " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );",
  2280. " return texture2D( toonMap, coord ).rgb;",
  2281. " }",
  2282. // redefine for MMD
  2283. "#undef RE_Direct",
  2284. "void RE_Direct_BlinnMMD( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {",
  2285. " float dotNL = saturate( dot( geometry.normal, directLight.direction ) );",
  2286. " vec3 irradiance = dotNL * directLight.color;",
  2287. " #ifndef PHYSICALLY_CORRECT_LIGHTS",
  2288. " irradiance *= PI; // punctual light",
  2289. " #endif",
  2290. // ---- MMD specific for toon mapping
  2291. " if ( celShading ) {",
  2292. " reflectedLight.directDiffuse += material.diffuseColor * directLight.color * toon( directLight.direction, geometry.normal );",
  2293. " } else {",
  2294. " reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );",
  2295. " }",
  2296. // ---- MMD specific for toon mapping
  2297. " reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;",
  2298. "}",
  2299. // ---- MMD specific for toon mapping
  2300. "#define RE_Direct RE_Direct_BlinnMMD",
  2301. // ---- MMD specific for toon mapping
  2302. "void main() {",
  2303. // ---- MMD specific for outline drawing
  2304. " if ( outlineDrawing ) {",
  2305. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  2306. " return;",
  2307. " }",
  2308. // ---- MMD specific for outline drawing
  2309. THREE.ShaderChunk[ "clipping_planes_fragment" ],
  2310. " vec4 diffuseColor = vec4( diffuse, opacity );",
  2311. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  2312. " vec3 totalEmissiveRadiance = emissive;",
  2313. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  2314. THREE.ShaderChunk[ "map_fragment" ],
  2315. THREE.ShaderChunk[ "color_fragment" ],
  2316. THREE.ShaderChunk[ "alphamap_fragment" ],
  2317. THREE.ShaderChunk[ "alphatest_fragment" ],
  2318. THREE.ShaderChunk[ "specularmap_fragment" ],
  2319. THREE.ShaderChunk[ "normal_flip" ],
  2320. THREE.ShaderChunk[ "normal_fragment" ],
  2321. THREE.ShaderChunk[ "emissivemap_fragment" ],
  2322. // accumulation
  2323. THREE.ShaderChunk[ "lights_phong_fragment" ],
  2324. THREE.ShaderChunk[ "lights_template" ],
  2325. // modulation
  2326. THREE.ShaderChunk[ "aomap_fragment" ],
  2327. "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",
  2328. THREE.ShaderChunk[ "envmap_fragment" ],
  2329. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  2330. THREE.ShaderChunk[ "premultiplied_alpha_fragment" ],
  2331. THREE.ShaderChunk[ "tonemapping_fragment" ],
  2332. THREE.ShaderChunk[ "encodings_fragment" ],
  2333. THREE.ShaderChunk[ "fog_fragment" ],
  2334. "}"
  2335. ].join( "\n" )
  2336. };
  2337. THREE.MMDAudioManager = function ( audio, listener, p ) {
  2338. var params = ( p === null || p === undefined ) ? {} : p;
  2339. this.audio = audio;
  2340. this.listener = listener;
  2341. this.elapsedTime = 0.0;
  2342. this.currentTime = 0.0;
  2343. this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
  2344. this.audioDuration = this.audio.source.buffer.duration;
  2345. this.duration = this.audioDuration + this.delayTime;
  2346. };
  2347. THREE.MMDAudioManager.prototype = {
  2348. constructor: THREE.MMDAudioManager,
  2349. control: function ( delta ) {
  2350. this.elapsed += delta;
  2351. this.currentTime += delta;
  2352. if ( this.checkIfStopAudio() ) {
  2353. this.audio.stop();
  2354. }
  2355. if ( this.checkIfStartAudio() ) {
  2356. this.audio.play();
  2357. }
  2358. },
  2359. checkIfStartAudio: function () {
  2360. if ( this.audio.isPlaying ) {
  2361. return false;
  2362. }
  2363. while ( this.currentTime >= this.duration ) {
  2364. this.currentTime -= this.duration;
  2365. }
  2366. if ( this.currentTime < this.delayTime ) {
  2367. return false;
  2368. }
  2369. this.audio.startTime = this.currentTime - this.delayTime;
  2370. return true;
  2371. },
  2372. checkIfStopAudio: function () {
  2373. if ( ! this.audio.isPlaying ) {
  2374. return false;
  2375. }
  2376. if ( this.currentTime >= this.duration ) {
  2377. return true;
  2378. }
  2379. return false;
  2380. }
  2381. };
  2382. THREE.MMDGrantSolver = function ( mesh ) {
  2383. this.mesh = mesh;
  2384. };
  2385. THREE.MMDGrantSolver.prototype = {
  2386. constructor: THREE.MMDGrantSolver,
  2387. update: function () {
  2388. var q = new THREE.Quaternion();
  2389. return function () {
  2390. for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
  2391. var g = this.mesh.geometry.grants[ i ];
  2392. var b = this.mesh.skeleton.bones[ g.index ];
  2393. var pb = this.mesh.skeleton.bones[ g.parentIndex ];
  2394. if ( g.isLocal ) {
  2395. // TODO: implement
  2396. if ( g.affectPosition ) {
  2397. }
  2398. // TODO: implement
  2399. if ( g.affectRotation ) {
  2400. }
  2401. } else {
  2402. // TODO: implement
  2403. if ( g.affectPosition ) {
  2404. }
  2405. if ( g.affectRotation ) {
  2406. q.set( 0, 0, 0, 1 );
  2407. q.slerp( pb.quaternion, g.ratio );
  2408. b.quaternion.multiply( q );
  2409. b.updateMatrixWorld( true );
  2410. }
  2411. }
  2412. }
  2413. };
  2414. }()
  2415. };
  2416. THREE.MMDHelper = function ( renderer ) {
  2417. this.renderer = renderer;
  2418. this.effect = null;
  2419. this.meshes = [];
  2420. this.doAnimation = true;
  2421. this.doIk = true;
  2422. this.doGrant = true;
  2423. this.doPhysics = true;
  2424. this.doOutlineDrawing = true;
  2425. this.doCameraAnimation = true;
  2426. this.audioManager = null;
  2427. this.camera = null;
  2428. this.init();
  2429. };
  2430. THREE.MMDHelper.prototype = {
  2431. constructor: THREE.MMDHelper,
  2432. init: function () {
  2433. this.initRender();
  2434. },
  2435. initRender: function () {
  2436. this.renderer.autoClear = false;
  2437. this.renderer.autoClearColor = false;
  2438. this.renderer.autoClearDepth = false;
  2439. },
  2440. add: function ( mesh ) {
  2441. if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
  2442. throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
  2443. }
  2444. mesh.mixer = null;
  2445. mesh.ikSolver = null;
  2446. mesh.grantSolver = null;
  2447. mesh.physics = null;
  2448. this.meshes.push( mesh );
  2449. // workaround until I make IK and Physics Animation plugin
  2450. this.initBackupBones( mesh );
  2451. },
  2452. /*
  2453. * Note: There may be a possibility that Outline wouldn't work well with Effect.
  2454. * In such a case, try to set doOutlineDrawing = false or
  2455. * manually comment out renderer.clear() in *Effect.render().
  2456. */
  2457. setEffect: function ( effect ) {
  2458. this.effect = effect;
  2459. },
  2460. setAudio: function ( audio, listener, params ) {
  2461. this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
  2462. },
  2463. setCamera: function ( camera ) {
  2464. camera.mixer = null;
  2465. this.camera = camera;
  2466. },
  2467. setPhysicses: function ( params ) {
  2468. for ( var i = 0; i < this.meshes.length; i++ ) {
  2469. this.setPhysics( this.meshes[ i ], params );
  2470. }
  2471. },
  2472. setPhysics: function ( mesh, params ) {
  2473. mesh.physics = new THREE.MMDPhysics( mesh, params );
  2474. mesh.physics.warmup( 10 );
  2475. },
  2476. setAnimations: function () {
  2477. for ( var i = 0; i < this.meshes.length; i++ ) {
  2478. this.setAnimation( this.meshes[ i ] );
  2479. }
  2480. },
  2481. setAnimation: function ( mesh ) {
  2482. if ( mesh.geometry.animations !== undefined ) {
  2483. mesh.mixer = new THREE.AnimationMixer( mesh );
  2484. var foundAnimation = false;
  2485. var foundMorphAnimation = false;
  2486. for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
  2487. var clip = mesh.geometry.animations[ i ];
  2488. var action = mesh.mixer.clipAction( clip );
  2489. if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
  2490. if ( ! foundMorphAnimation ) {
  2491. action.play();
  2492. foundMorphAnimation = true;
  2493. }
  2494. } else {
  2495. if ( ! foundAnimation ) {
  2496. action.play();
  2497. foundAnimation = true;
  2498. }
  2499. }
  2500. }
  2501. if ( foundAnimation ) {
  2502. mesh.ikSolver = new THREE.CCDIKSolver( mesh );
  2503. if ( mesh.geometry.grants !== undefined ) {
  2504. mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
  2505. }
  2506. }
  2507. }
  2508. },
  2509. setCameraAnimation: function ( camera ) {
  2510. if ( camera.animations !== undefined ) {
  2511. camera.mixer = new THREE.AnimationMixer( camera );
  2512. camera.mixer.clipAction( camera.animations[ 0 ] ).play();
  2513. }
  2514. },
  2515. /*
  2516. * detect the longest duration among model, camera, and audio animation and then
  2517. * set it to them to sync.
  2518. * TODO: touching private properties ( ._actions and ._clip ) so consider better way
  2519. * to access them for safe and modularity.
  2520. */
  2521. unifyAnimationDuration: function ( params ) {
  2522. params = params === undefined ? {} : params;
  2523. var max = 0.0;
  2524. var camera = this.camera;
  2525. var audioManager = this.audioManager;
  2526. // check the longest duration
  2527. for ( var i = 0; i < this.meshes.length; i++ ) {
  2528. var mesh = this.meshes[ i ];
  2529. var mixer = mesh.mixer;
  2530. if ( mixer === null ) {
  2531. continue;
  2532. }
  2533. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2534. var action = mixer._actions[ j ];
  2535. max = Math.max( max, action._clip.duration );
  2536. }
  2537. }
  2538. if ( camera !== null && camera.mixer !== null ) {
  2539. var mixer = camera.mixer;
  2540. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2541. var action = mixer._actions[ i ];
  2542. max = Math.max( max, action._clip.duration );
  2543. }
  2544. }
  2545. if ( audioManager !== null ) {
  2546. max = Math.max( max, audioManager.duration );
  2547. }
  2548. if ( params.afterglow !== undefined ) {
  2549. max += params.afterglow;
  2550. }
  2551. // set the duration
  2552. for ( var i = 0; i < this.meshes.length; i++ ) {
  2553. var mesh = this.meshes[ i ];
  2554. var mixer = mesh.mixer;
  2555. if ( mixer === null ) {
  2556. continue;
  2557. }
  2558. for ( var j = 0; j < mixer._actions.length; j++ ) {
  2559. var action = mixer._actions[ j ];
  2560. action._clip.duration = max;
  2561. }
  2562. }
  2563. if ( camera !== null && camera.mixer !== null ) {
  2564. var mixer = camera.mixer;
  2565. for ( var i = 0; i < mixer._actions.length; i++ ) {
  2566. var action = mixer._actions[ i ];
  2567. action._clip.duration = max;
  2568. }
  2569. }
  2570. if ( audioManager !== null ) {
  2571. audioManager.duration = max;
  2572. }
  2573. },
  2574. controlAudio: function ( delta ) {
  2575. if ( this.audioManager === null ) {
  2576. return;
  2577. }
  2578. this.audioManager.control( delta );
  2579. },
  2580. animate: function ( delta ) {
  2581. this.controlAudio( delta );
  2582. for ( var i = 0; i < this.meshes.length; i++ ) {
  2583. this.animateOneMesh( delta, this.meshes[ i ] );
  2584. }
  2585. this.animateCamera( delta );
  2586. },
  2587. animateOneMesh: function ( delta, mesh ) {
  2588. var mixer = mesh.mixer;
  2589. var ikSolver = mesh.ikSolver;
  2590. var grantSolver = mesh.grantSolver;
  2591. var physics = mesh.physics;
  2592. if ( mixer !== null && this.doAnimation === true ) {
  2593. mixer.update( delta );
  2594. // workaround until I make IK, Grant, and Physics Animation plugin
  2595. this.backupBones( mesh );
  2596. }
  2597. if ( ikSolver !== null && this.doIk === true ) {
  2598. ikSolver.update();
  2599. }
  2600. if ( grantSolver !== null && this.doGrant === true ) {
  2601. grantSolver.update();
  2602. }
  2603. if ( physics !== null && this.doPhysics === true ) {
  2604. physics.update( delta );
  2605. }
  2606. },
  2607. animateCamera: function ( delta ) {
  2608. if ( this.camera === null ) {
  2609. return;
  2610. }
  2611. var mixer = this.camera.mixer;
  2612. if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
  2613. mixer.update( delta );
  2614. // TODO: Let PerspectiveCamera automatically update?
  2615. this.camera.updateProjectionMatrix();
  2616. this.camera.lookAt( this.camera.center );
  2617. }
  2618. },
  2619. render: function ( scene, camera ) {
  2620. this.renderer.clearColor();
  2621. this.renderer.clearDepth();
  2622. this.renderer.clear( true, true );
  2623. this.renderMain( scene, camera );
  2624. if ( this.doOutlineDrawing ) {
  2625. this.renderOutline( scene, camera );
  2626. }
  2627. // workaround until I make IK and Physics Animation plugin
  2628. for ( var i = 0; i < this.meshes.length; i++ ) {
  2629. this.restoreBones( this.meshes[ i ] );
  2630. }
  2631. },
  2632. renderMain: function ( scene, camera ) {
  2633. this.setupMainRendering();
  2634. this.callRender( scene, camera );
  2635. },
  2636. renderOutline: function () {
  2637. var invisibledObjects = [];
  2638. var setInvisible;
  2639. var restoreVisible;
  2640. return function renderOutline( scene, camera ) {
  2641. var self = this;
  2642. if ( setInvisible === undefined ) {
  2643. setInvisible = function ( object ) {
  2644. if ( ! object.visible || ! object.layers.test( camera.layers ) ) return;
  2645. // any types else to skip?
  2646. if ( object instanceof THREE.Scene ||
  2647. object instanceof THREE.Bone ||
  2648. object instanceof THREE.Light ||
  2649. object instanceof THREE.Camera ||
  2650. object instanceof THREE.Audio ||
  2651. object instanceof THREE.AudioListener ) return;
  2652. if ( object instanceof THREE.SkinnedMesh ) {
  2653. for ( var i = 0, il = self.meshes.length; i < il; i ++ ) {
  2654. if ( self.meshes[ i ] === object ) return;
  2655. }
  2656. }
  2657. object.layers.mask &= ~ camera.layers.mask;
  2658. invisibledObjects.push( object );
  2659. };
  2660. }
  2661. if ( restoreVisible === undefined ) {
  2662. restoreVisible = function () {
  2663. for ( var i = 0, il = invisibledObjects.length; i < il; i ++ ) {
  2664. invisibledObjects[ i ].layers.mask |= camera.layers.mask;
  2665. }
  2666. invisibledObjects.length = 0;
  2667. };
  2668. }
  2669. scene.traverse( setInvisible );
  2670. var tmpEnabled = this.renderer.shadowMap.enabled;
  2671. this.renderer.shadowMap.enabled = false;
  2672. this.setupOutlineRendering();
  2673. this.callRender( scene, camera );
  2674. this.renderer.shadowMap.enabled = tmpEnabled;
  2675. restoreVisible();
  2676. };
  2677. }(),
  2678. callRender: function ( scene, camera ) {
  2679. if ( this.effect === null ) {
  2680. this.renderer.render( scene, camera );
  2681. } else {
  2682. this.effect.render( scene, camera );
  2683. }
  2684. },
  2685. setupMainRendering: function () {
  2686. for ( var i = 0; i < this.meshes.length; i++ ) {
  2687. this.setupMainRenderingOneMesh( this.meshes[ i ] );
  2688. }
  2689. },
  2690. setupMainRenderingOneMesh: function ( mesh ) {
  2691. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2692. var m = mesh.material.materials[ i ];
  2693. m.uniforms.outlineDrawing.value = 0;
  2694. m.visible = true;
  2695. if ( m.uniforms.opacity.value === 1.0 ) {
  2696. m.side = THREE.FrontSide;
  2697. m.transparent = false;
  2698. } else {
  2699. m.side = THREE.DoubleSide;
  2700. m.transparent = true;
  2701. }
  2702. if ( m.textureTransparency === true || m.morphTransparency === true ) {
  2703. m.transparent = true;
  2704. }
  2705. }
  2706. },
  2707. setupOutlineRendering: function () {
  2708. for ( var i = 0; i < this.meshes.length; i++ ) {
  2709. this.setupOutlineRenderingOneMesh( this.meshes[ i ] );
  2710. }
  2711. },
  2712. setupOutlineRenderingOneMesh: function ( mesh ) {
  2713. for ( var i = 0; i < mesh.material.materials.length; i++ ) {
  2714. var m = mesh.material.materials[ i ];
  2715. m.uniforms.outlineDrawing.value = 1;
  2716. m.side = THREE.BackSide;
  2717. if ( m.uniforms.outlineAlpha.value < 1.0 ) {
  2718. m.transparent = true;
  2719. }
  2720. if ( m.uniforms.outlineThickness.value === 0.0 ) {
  2721. m.visible = false;
  2722. }
  2723. }
  2724. },
  2725. poseAsVpd: function ( mesh, vpd, params ) {
  2726. if ( ! ( params && params.preventResetPose === true ) ) {
  2727. mesh.pose();
  2728. }
  2729. var bones = mesh.skeleton.bones;
  2730. var bones2 = vpd.bones;
  2731. var table = {};
  2732. for ( var i = 0; i < bones.length; i++ ) {
  2733. var b = bones[ i ];
  2734. table[ b.name ] = i;
  2735. }
  2736. var thV = new THREE.Vector3();
  2737. var thQ = new THREE.Quaternion();
  2738. for ( var i = 0; i < bones2.length; i++ ) {
  2739. var b = bones2[ i ];
  2740. var index = table[ b.name ];
  2741. if ( index === undefined ) {
  2742. continue;
  2743. }
  2744. var b2 = bones[ index ];
  2745. var t = b.translation;
  2746. var q = b.quaternion;
  2747. thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
  2748. thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  2749. b2.position.add( thV );
  2750. b2.quaternion.multiply( thQ );
  2751. b2.updateMatrixWorld( true );
  2752. }
  2753. if ( params === undefined || params.preventIk !== true ) {
  2754. var solver = new THREE.CCDIKSolver( mesh );
  2755. solver.update();
  2756. }
  2757. if ( params === undefined || params.preventGrant !== true ) {
  2758. if ( mesh.geometry.grants !== undefined ) {
  2759. var solver = new THREE.MMDGrantSolver( mesh );
  2760. solver.update();
  2761. }
  2762. }
  2763. },
  2764. /*
  2765. * Note: These following three functions are workaround for r74dev.
  2766. * THREE.PropertyMixer.apply() seems to save values into buffer cache
  2767. * when mixer.update() is called.
  2768. * ikSolver.update() and physics.update() change bone position/quaternion
  2769. * without mixer.update() then buffer cache will be inconsistent.
  2770. * So trying to avoid buffer cache inconsistency by doing
  2771. * backup bones position/quaternion right after mixer.update() call
  2772. * and then restore them after rendering.
  2773. */
  2774. initBackupBones: function ( mesh ) {
  2775. mesh.skeleton.backupBones = [];
  2776. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2777. mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
  2778. }
  2779. },
  2780. backupBones: function ( mesh ) {
  2781. mesh.skeleton.backupBoneIsSaved = true;
  2782. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2783. var b = mesh.skeleton.backupBones[ i ];
  2784. var b2 = mesh.skeleton.bones[ i ];
  2785. b.position.copy( b2.position );
  2786. b.quaternion.copy( b2.quaternion );
  2787. }
  2788. },
  2789. restoreBones: function ( mesh ) {
  2790. if ( mesh.skeleton.backupBoneIsSaved !== true ) {
  2791. return;
  2792. }
  2793. mesh.skeleton.backupBoneIsSaved = false;
  2794. for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
  2795. var b = mesh.skeleton.bones[ i ];
  2796. var b2 = mesh.skeleton.backupBones[ i ];
  2797. b.position.copy( b2.position );
  2798. b.quaternion.copy( b2.quaternion );
  2799. }
  2800. }
  2801. };