mirror of
https://github.com/tengge1/ShadowEditor.git
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2738 lines
59 KiB
JavaScript
2738 lines
59 KiB
JavaScript
/**
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* @author takahiro / https://github.com/takahirox
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*
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* Dependencies
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* - mmd-parser https://github.com/takahirox/mmd-parser
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* - ammo.js https://github.com/kripken/ammo.js
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* - THREE.TGALoader
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* - THREE.MMDPhysics
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* - THREE.CCDIKSolver
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* - THREE.OutlineEffect
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*
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*
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* This loader loads and parses PMD/PMX and VMD binary files
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* then creates mesh for Three.js.
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*
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* PMD/PMX is a model data format and VMD is a motion data format
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* used in MMD(Miku Miku Dance).
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*
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* MMD is a 3D CG animation tool which is popular in Japan.
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*
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*
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* MMD official site
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* http://www.geocities.jp/higuchuu4/index_e.htm
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*
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* PMD, VMD format
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* http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
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*
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* PMX format
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* http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
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*
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*
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* TODO
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* - light motion in vmd support.
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* - SDEF support.
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* - uv/material/bone morphing support.
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* - more precise grant skinning support.
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* - shadow support.
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*/
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THREE.MMDLoader = function ( manager ) {
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THREE.Loader.call( this );
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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this.parser = new MMDParser.Parser();
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this.textureCrossOrigin = null;
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};
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THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype );
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THREE.MMDLoader.prototype.constructor = THREE.MMDLoader;
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/*
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* base64 encoded defalut toon textures toon00.bmp - toon10.bmp
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* Users don't need to prepare default texture files.
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*
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* This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
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*/
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THREE.MMDLoader.prototype.defaultToonTextures = [
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
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'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
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];
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/*
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* Set 'anonymous' for the the texture image file in other domain
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* even if server responds with "Access-Control-Allow-Origin: *"
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* because some image operation fails in MMDLoader.
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*/
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THREE.MMDLoader.prototype.setTextureCrossOrigin = function ( value ) {
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this.textureCrossOrigin = value;
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};
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THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) {
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var scope = this;
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this.loadModel( modelUrl, function ( mesh ) {
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scope.loadVmds( vmdUrls, function ( vmd ) {
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scope.pourVmdIntoModel( mesh, vmd );
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callback( mesh );
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}, onProgress, onError );
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}, onProgress, onError );
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};
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THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) {
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var scope = this;
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var texturePath = this.extractUrlBase( url );
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var modelExtension = this.extractExtension( url );
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this.loadFileAsBuffer( url, function ( buffer ) {
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callback( scope.createModel( buffer, modelExtension, texturePath, onProgress, onError ) );
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}, onProgress, onError );
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};
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THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath, onProgress, onError ) {
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return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath, onProgress, onError );
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};
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THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) {
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var scope = this;
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this.loadFileAsBuffer( url, function ( buffer ) {
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callback( scope.parseVmd( buffer ) );
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}, onProgress, onError );
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};
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THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) {
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var scope = this;
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var vmds = [];
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urls = urls.slice();
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function run () {
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var url = urls.shift();
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scope.loadVmd( url, function ( vmd ) {
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vmds.push( vmd );
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if ( urls.length > 0 ) {
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run();
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} else {
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callback( scope.mergeVmds( vmds ) );
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}
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}, onProgress, onError );
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}
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run();
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};
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THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) {
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var listener = new THREE.AudioListener();
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var audio = new THREE.Audio( listener );
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var loader = new THREE.AudioLoader( this.manager );
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loader.load( url, function ( buffer ) {
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audio.setBuffer( buffer );
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callback( audio, listener );
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}, onProgress, onError );
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};
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THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) {
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var scope = this;
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var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this );
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func( url, function ( text ) {
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callback( scope.parseVpd( text ) );
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}, onProgress, onError );
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};
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THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) {
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// Should I judge from model data header?
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switch( modelExtension.toLowerCase() ) {
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case 'pmd':
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return this.parsePmd( buffer );
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case 'pmx':
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return this.parsePmx( buffer );
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default:
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throw 'extension ' + modelExtension + ' is not supported.';
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}
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};
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THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
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return this.parser.parsePmd( buffer, true );
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};
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THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
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return this.parser.parsePmx( buffer, true );
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};
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THREE.MMDLoader.prototype.parseVmd = function ( buffer ) {
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return this.parser.parseVmd( buffer, true );
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};
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THREE.MMDLoader.prototype.parseVpd = function ( text ) {
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return this.parser.parseVpd( text, true );
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};
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THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
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return this.parser.mergeVmds( vmds );
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};
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THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
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this.createAnimation( mesh, vmd, name );
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};
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THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
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var helper = new THREE.MMDLoader.DataCreationHelper();
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var initAnimation = function () {
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var orderedMotions = helper.createOrderedMotionArray( vmd.cameras );
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var times = [];
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var centers = [];
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var quaternions = [];
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var positions = [];
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var fovs = [];
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var cInterpolations = [];
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var qInterpolations = [];
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var pInterpolations = [];
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var fInterpolations = [];
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var quaternion = new THREE.Quaternion();
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var euler = new THREE.Euler();
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var position = new THREE.Vector3();
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var center = new THREE.Vector3();
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var pushVector3 = function ( array, vec ) {
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array.push( vec.x );
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array.push( vec.y );
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array.push( vec.z );
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};
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var pushQuaternion = function ( array, q ) {
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array.push( q.x );
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array.push( q.y );
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array.push( q.z );
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array.push( q.w );
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};
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var pushInterpolation = function ( array, interpolation, index ) {
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array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
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array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
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array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
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array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
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};
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var createTrack = function ( node, type, times, values, interpolations ) {
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/*
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* optimizes here not to let KeyframeTrackPrototype optimize
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* because KeyframeTrackPrototype optimizes times and values but
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* doesn't optimize interpolations.
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*/
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if ( times.length > 2 ) {
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times = times.slice();
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values = values.slice();
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interpolations = interpolations.slice();
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var stride = values.length / times.length;
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var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number
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var aheadIndex = 2;
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var index = 1;
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for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
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for ( var i = 0; i < stride; i ++ ) {
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if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
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values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
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index ++;
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break;
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}
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}
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if ( aheadIndex > index ) {
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times[ index ] = times[ aheadIndex ];
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for ( var i = 0; i < stride; i ++ ) {
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values[ index * stride + i ] = values[ aheadIndex * stride + i ];
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}
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for ( var i = 0; i < interpolateStride; i ++ ) {
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interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
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}
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}
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}
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times.length = index + 1;
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values.length = ( index + 1 ) * stride;
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interpolations.length = ( index + 1 ) * interpolateStride;
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}
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return new THREE.MMDLoader[ type ]( node, times, values, interpolations );
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};
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for ( var i = 0; i < orderedMotions.length; i++ ) {
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var m = orderedMotions[ i ];
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var time = m.frameNum / 30;
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var pos = m.position;
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var rot = m.rotation;
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var distance = m.distance;
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var fov = m.fov;
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var interpolation = m.interpolation;
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position.set( 0, 0, -distance );
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center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
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euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] );
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quaternion.setFromEuler( euler );
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position.add( center );
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position.applyQuaternion( quaternion );
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/*
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* Note: This is a workaround not to make Animation system calculate lerp
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* if the diff from the last frame is 1 frame (in 30fps).
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*/
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if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) {
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times[ times.length - 1 ] = time - 1e-13;
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}
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times.push( time );
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pushVector3( centers, center );
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pushQuaternion( quaternions, quaternion );
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pushVector3( positions, position );
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fovs.push( fov );
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for ( var j = 0; j < 3; j ++ ) {
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pushInterpolation( cInterpolations, interpolation, j );
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}
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pushInterpolation( qInterpolations, interpolation, 3 );
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// use same one parameter for x, y, z axis.
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for ( var j = 0; j < 3; j ++ ) {
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pushInterpolation( pInterpolations, interpolation, 4 );
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}
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pushInterpolation( fInterpolations, interpolation, 5 );
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}
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if ( times.length === 0 ) return;
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var tracks = [];
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tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) );
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tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) );
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tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) );
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tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) );
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var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
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if ( clip !== null ) {
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if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 );
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if ( camera.animations === undefined ) camera.animations = [];
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camera.animations.push( clip );
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}
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};
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initAnimation();
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};
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THREE.MMDLoader.prototype.extractExtension = function ( url ) {
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var index = url.lastIndexOf( '.' );
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if ( index < 0 ) {
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return null;
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}
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return url.slice( index + 1 );
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};
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THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) {
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var loader = new THREE.FileLoader( this.manager );
|
|
|
|
if ( mimeType !== undefined ) loader.setMimeType( mimeType );
|
|
|
|
loader.setResponseType( responseType );
|
|
|
|
var request = loader.load( url, function ( result ) {
|
|
|
|
onLoad( result );
|
|
|
|
}, onProgress, onError );
|
|
|
|
return request;
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.prototype.loadFileAsBuffer = function ( url, onLoad, onProgress, onError ) {
|
|
|
|
this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
|
|
|
|
this.loadFile( url, onLoad, onProgress, onError, 'text' );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.prototype.loadFileAsShiftJISText = function ( url, onLoad, onProgress, onError ) {
|
|
|
|
this.loadFile( url, onLoad, onProgress, onError, 'text', 'text/plain; charset=shift_jis' );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
var geometry = new THREE.BufferGeometry();
|
|
var material = new THREE.MultiMaterial();
|
|
var helper = new THREE.MMDLoader.DataCreationHelper();
|
|
|
|
var buffer = {};
|
|
|
|
buffer.vertices = [];
|
|
buffer.uvs = [];
|
|
buffer.normals = [];
|
|
buffer.skinIndices = [];
|
|
buffer.skinWeights = [];
|
|
buffer.indices = [];
|
|
|
|
var initVartices = function () {
|
|
|
|
for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
|
|
|
|
var v = model.vertices[ i ];
|
|
|
|
for ( var j = 0, jl = v.position.length; j < jl; j ++ ) {
|
|
|
|
buffer.vertices.push( v.position[ j ] );
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = v.normal.length; j < jl; j ++ ) {
|
|
|
|
buffer.normals.push( v.normal[ j ] );
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = v.uv.length; j < jl; j ++ ) {
|
|
|
|
buffer.uvs.push( v.uv[ j ] );
|
|
|
|
}
|
|
|
|
for ( var j = 0; j < 4; j ++ ) {
|
|
|
|
buffer.skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
|
|
|
|
}
|
|
|
|
for ( var j = 0; j < 4; j ++ ) {
|
|
|
|
buffer.skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var initFaces = function () {
|
|
|
|
for ( var i = 0; i < model.metadata.faceCount; i++ ) {
|
|
|
|
var f = model.faces[ i ];
|
|
|
|
for ( var j = 0, jl = f.indices.length; j < jl; j ++ ) {
|
|
|
|
buffer.indices.push( f.indices[ j ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var initBones = function () {
|
|
|
|
var bones = [];
|
|
|
|
var rigidBodies = model.rigidBodies;
|
|
var dictionary = {};
|
|
|
|
for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
|
|
|
|
var body = rigidBodies[ i ];
|
|
var value = dictionary[ body.boneIndex ];
|
|
|
|
// keeps greater number if already value is set without any special reasons
|
|
value = value === undefined ? body.type : Math.max( body.type, value );
|
|
|
|
dictionary[ body.boneIndex ] = value;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < model.metadata.boneCount; i++ ) {
|
|
|
|
var bone = {};
|
|
var b = model.bones[ i ];
|
|
|
|
bone.parent = b.parentIndex;
|
|
bone.name = b.name;
|
|
bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
|
|
bone.rotq = [ 0, 0, 0, 1 ];
|
|
bone.scl = [ 1, 1, 1 ];
|
|
|
|
if ( bone.parent !== -1 ) {
|
|
|
|
bone.pos[ 0 ] -= model.bones[ bone.parent ].position[ 0 ];
|
|
bone.pos[ 1 ] -= model.bones[ bone.parent ].position[ 1 ];
|
|
bone.pos[ 2 ] -= model.bones[ bone.parent ].position[ 2 ];
|
|
|
|
}
|
|
|
|
bone.rigidBodyType = dictionary[ i ] !== undefined ? dictionary[ i ] : -1;
|
|
|
|
bones.push( bone );
|
|
|
|
}
|
|
|
|
geometry.bones = bones;
|
|
|
|
};
|
|
|
|
var initIKs = function () {
|
|
|
|
var iks = [];
|
|
|
|
// TODO: remove duplicated codes between PMD and PMX
|
|
if ( model.metadata.format === 'pmd' ) {
|
|
|
|
for ( var i = 0; i < model.metadata.ikCount; i++ ) {
|
|
|
|
var ik = model.iks[i];
|
|
var param = {};
|
|
|
|
param.target = ik.target;
|
|
param.effector = ik.effector;
|
|
param.iteration = ik.iteration;
|
|
param.maxAngle = ik.maxAngle * 4;
|
|
param.links = [];
|
|
|
|
for ( var j = 0; j < ik.links.length; j++ ) {
|
|
|
|
var link = {};
|
|
link.index = ik.links[ j ].index;
|
|
|
|
if ( model.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
|
|
|
|
link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
|
|
|
|
}
|
|
|
|
param.links.push( link );
|
|
|
|
}
|
|
|
|
iks.push( param );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i = 0; i < model.metadata.boneCount; i++ ) {
|
|
|
|
var b = model.bones[ i ];
|
|
var ik = b.ik;
|
|
|
|
if ( ik === undefined ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
var param = {};
|
|
|
|
param.target = i;
|
|
param.effector = ik.effector;
|
|
param.iteration = ik.iteration;
|
|
param.maxAngle = ik.maxAngle;
|
|
param.links = [];
|
|
|
|
for ( var j = 0; j < ik.links.length; j++ ) {
|
|
|
|
var link = {};
|
|
link.index = ik.links[ j ].index;
|
|
link.enabled = true;
|
|
|
|
if ( ik.links[ j ].angleLimitation === 1 ) {
|
|
|
|
link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
|
|
// TODO: use limitation angles
|
|
// link.lowerLimitationAngle;
|
|
// link.upperLimitationAngle;
|
|
|
|
}
|
|
|
|
param.links.push( link );
|
|
|
|
}
|
|
|
|
iks.push( param );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.iks = iks;
|
|
|
|
};
|
|
|
|
var initGrants = function () {
|
|
|
|
if ( model.metadata.format === 'pmd' ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var grants = [];
|
|
|
|
for ( var i = 0; i < model.metadata.boneCount; i++ ) {
|
|
|
|
var b = model.bones[ i ];
|
|
var grant = b.grant;
|
|
|
|
if ( grant === undefined ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
var param = {};
|
|
|
|
param.index = i;
|
|
param.parentIndex = grant.parentIndex;
|
|
param.ratio = grant.ratio;
|
|
param.isLocal = grant.isLocal;
|
|
param.affectRotation = grant.affectRotation;
|
|
param.affectPosition = grant.affectPosition;
|
|
param.transformationClass = b.transformationClass;
|
|
|
|
grants.push( param );
|
|
|
|
}
|
|
|
|
grants.sort( function ( a, b ) {
|
|
|
|
return a.transformationClass - b.transformationClass;
|
|
|
|
} );
|
|
|
|
geometry.grants = grants;
|
|
|
|
};
|
|
|
|
var initMorphs = function () {
|
|
|
|
function updateVertex( attribute, index, v, ratio ) {
|
|
|
|
attribute.array[ index * 3 + 0 ] += v.position[ 0 ] * ratio;
|
|
attribute.array[ index * 3 + 1 ] += v.position[ 1 ] * ratio;
|
|
attribute.array[ index * 3 + 2 ] += v.position[ 2 ] * ratio;
|
|
|
|
}
|
|
|
|
function updateVertices( attribute, m, ratio ) {
|
|
|
|
for ( var i = 0; i < m.elementCount; i++ ) {
|
|
|
|
var v = m.elements[ i ];
|
|
|
|
var index;
|
|
|
|
if ( model.metadata.format === 'pmd' ) {
|
|
|
|
index = model.morphs[ 0 ].elements[ v.index ].index;
|
|
|
|
} else {
|
|
|
|
index = v.index;
|
|
|
|
}
|
|
|
|
updateVertex( attribute, index, v, ratio );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var morphTargets = [];
|
|
var attributes = [];
|
|
|
|
for ( var i = 0; i < model.metadata.morphCount; i++ ) {
|
|
|
|
var m = model.morphs[ i ];
|
|
var params = { name: m.name };
|
|
|
|
var attribute = new THREE.Float32BufferAttribute( model.metadata.vertexCount * 3, 3 );
|
|
|
|
for ( var j = 0; j < model.metadata.vertexCount * 3; j++ ) {
|
|
|
|
attribute.array[ j ] = buffer.vertices[ j ];
|
|
|
|
}
|
|
|
|
if ( model.metadata.format === 'pmd' ) {
|
|
|
|
if ( i !== 0 ) {
|
|
|
|
updateVertices( attribute, m, 1.0 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( m.type === 0 ) { // group
|
|
|
|
for ( var j = 0; j < m.elementCount; j++ ) {
|
|
|
|
var m2 = model.morphs[ m.elements[ j ].index ];
|
|
var ratio = m.elements[ j ].ratio;
|
|
|
|
if ( m2.type === 1 ) {
|
|
|
|
updateVertices( attribute, m2, ratio );
|
|
|
|
} else {
|
|
|
|
// TODO: implement
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( m.type === 1 ) { // vertex
|
|
|
|
updateVertices( attribute, m, 1.0 );
|
|
|
|
} else if ( m.type === 2 ) { // bone
|
|
|
|
// TODO: implement
|
|
|
|
} else if ( m.type === 3 ) { // uv
|
|
|
|
// TODO: implement
|
|
|
|
} else if ( m.type === 4 ) { // additional uv1
|
|
|
|
// TODO: implement
|
|
|
|
} else if ( m.type === 5 ) { // additional uv2
|
|
|
|
// TODO: implement
|
|
|
|
} else if ( m.type === 6 ) { // additional uv3
|
|
|
|
// TODO: implement
|
|
|
|
} else if ( m.type === 7 ) { // additional uv4
|
|
|
|
// TODO: implement
|
|
|
|
} else if ( m.type === 8 ) { // material
|
|
|
|
// TODO: implement
|
|
|
|
}
|
|
|
|
}
|
|
|
|
morphTargets.push( params );
|
|
attributes.push( attribute );
|
|
|
|
}
|
|
|
|
geometry.morphTargets = morphTargets;
|
|
geometry.morphAttributes.position = attributes;
|
|
|
|
};
|
|
|
|
var initMaterials = function () {
|
|
|
|
var textures = {};
|
|
var textureLoader = new THREE.TextureLoader( scope.manager );
|
|
var tgaLoader = new THREE.TGALoader( scope.manager );
|
|
var canvas = document.createElement( 'canvas' );
|
|
var context = canvas.getContext( '2d' );
|
|
var offset = 0;
|
|
var materialParams = [];
|
|
|
|
if ( scope.textureCrossOrigin !== null ) textureLoader.setCrossOrigin( scope.textureCrossOrigin );
|
|
|
|
function loadTexture ( filePath, params ) {
|
|
|
|
if ( params === undefined ) {
|
|
|
|
params = {};
|
|
|
|
}
|
|
|
|
var fullPath;
|
|
|
|
if ( params.defaultTexturePath === true ) {
|
|
|
|
try {
|
|
|
|
fullPath = scope.defaultToonTextures[ parseInt( filePath.match( 'toon([0-9]{2})\.bmp$' )[ 1 ] ) ];
|
|
|
|
} catch ( e ) {
|
|
|
|
console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like not right default texture path. Using toon00.bmp instead.' );
|
|
fullPath = scope.defaultToonTextures[ 0 ];
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
fullPath = texturePath + filePath;
|
|
|
|
}
|
|
|
|
if ( textures[ fullPath ] !== undefined ) return fullPath;
|
|
|
|
var loader = THREE.Loader.Handlers.get( fullPath );
|
|
|
|
if ( loader === null ) {
|
|
|
|
loader = ( filePath.indexOf( '.tga' ) >= 0 ) ? tgaLoader : textureLoader;
|
|
|
|
}
|
|
|
|
var texture = loader.load( fullPath, function ( t ) {
|
|
|
|
// MMD toon texture is Axis-Y oriented
|
|
// but Three.js gradient map is Axis-X oriented.
|
|
// So here replaces the toon texture image with the rotated one.
|
|
if ( params.isToonTexture === true ) {
|
|
|
|
var image = t.image;
|
|
var width = image.width;
|
|
var height = image.height;
|
|
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
|
|
context.clearRect( 0, 0, width, height );
|
|
context.translate( width / 2.0, height / 2.0 );
|
|
context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
|
|
context.translate( -width / 2.0, -height / 2.0 );
|
|
context.drawImage( image, 0, 0 );
|
|
|
|
t.image = context.getImageData( 0, 0, width, height );
|
|
|
|
}
|
|
|
|
t.flipY = false;
|
|
t.wrapS = THREE.RepeatWrapping;
|
|
t.wrapT = THREE.RepeatWrapping;
|
|
|
|
for ( var i = 0; i < texture.readyCallbacks.length; i++ ) {
|
|
|
|
texture.readyCallbacks[ i ]( texture );
|
|
|
|
}
|
|
|
|
delete texture.readyCallbacks;
|
|
|
|
}, onProgress, onError );
|
|
|
|
if ( params.sphericalReflectionMapping === true ) {
|
|
|
|
texture.mapping = THREE.SphericalReflectionMapping;
|
|
|
|
}
|
|
|
|
texture.readyCallbacks = [];
|
|
|
|
textures[ fullPath ] = texture;
|
|
|
|
return fullPath;
|
|
|
|
}
|
|
|
|
function getTexture( name, textures ) {
|
|
|
|
if ( textures[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.MMDLoader: Undefined texture', name );
|
|
|
|
}
|
|
|
|
return textures[ name ];
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < model.metadata.materialCount; i++ ) {
|
|
|
|
var m = model.materials[ i ];
|
|
var params = {};
|
|
|
|
params.faceOffset = offset;
|
|
params.faceNum = m.faceCount;
|
|
|
|
offset += m.faceCount;
|
|
|
|
params.name = m.name;
|
|
|
|
/*
|
|
* Color
|
|
*
|
|
* MMD MeshToonMaterial
|
|
* diffuse - color
|
|
* specular - specular
|
|
* ambient - emissive * a
|
|
* (a = 1.0 without map texture or 0.2 with map texture)
|
|
*
|
|
* MeshToonMaterial doesn't have ambient. Set it to emissive instead.
|
|
* It'll be too bright if material has map texture so using coef 0.2.
|
|
*/
|
|
params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] );
|
|
params.opacity = m.diffuse[ 3 ];
|
|
params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] );
|
|
params.shininess = m.shininess;
|
|
|
|
if ( params.opacity === 1.0 ) {
|
|
|
|
params.side = THREE.FrontSide;
|
|
params.transparent = false;
|
|
|
|
} else {
|
|
|
|
params.side = THREE.DoubleSide;
|
|
params.transparent = true;
|
|
|
|
}
|
|
|
|
if ( model.metadata.format === 'pmd' ) {
|
|
|
|
if ( m.fileName ) {
|
|
|
|
var fileName = m.fileName;
|
|
var fileNames = [];
|
|
|
|
var index = fileName.lastIndexOf( '*' );
|
|
|
|
if ( index >= 0 ) {
|
|
|
|
fileNames.push( fileName.slice( 0, index ) );
|
|
fileNames.push( fileName.slice( index + 1 ) );
|
|
|
|
} else {
|
|
|
|
fileNames.push( fileName );
|
|
|
|
}
|
|
|
|
for ( var j = 0; j < fileNames.length; j++ ) {
|
|
|
|
var n = fileNames[ j ];
|
|
|
|
if ( n.indexOf( '.sph' ) >= 0 || n.indexOf( '.spa' ) >= 0 ) {
|
|
|
|
params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
|
|
|
|
if ( n.indexOf( '.sph' ) >= 0 ) {
|
|
|
|
params.envMapType = THREE.MultiplyOperation;
|
|
|
|
} else {
|
|
|
|
params.envMapType = THREE.AddOperation;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
params.map = loadTexture( n );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( m.textureIndex !== -1 ) {
|
|
|
|
var n = model.textures[ m.textureIndex ];
|
|
params.map = loadTexture( n );
|
|
|
|
}
|
|
|
|
// TODO: support m.envFlag === 3
|
|
if ( m.envTextureIndex !== -1 && ( m.envFlag === 1 || m.envFlag == 2 ) ) {
|
|
|
|
var n = model.textures[ m.envTextureIndex ];
|
|
params.envMap = loadTexture( n, { sphericalReflectionMapping: true } );
|
|
|
|
if ( m.envFlag === 1 ) {
|
|
|
|
params.envMapType = THREE.MultiplyOperation;
|
|
|
|
} else {
|
|
|
|
params.envMapType = THREE.AddOperation;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var coef = ( params.map === undefined ) ? 1.0 : 0.2;
|
|
params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef );
|
|
|
|
materialParams.push( params );
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < materialParams.length; i++ ) {
|
|
|
|
var p = materialParams[ i ];
|
|
var p2 = model.materials[ i ];
|
|
var m = new THREE.MeshToonMaterial();
|
|
|
|
geometry.addGroup( p.faceOffset * 3, p.faceNum * 3, i );
|
|
|
|
if ( p.name !== undefined ) m.name = p.name;
|
|
|
|
m.skinning = geometry.bones.length > 0 ? true : false;
|
|
m.morphTargets = geometry.morphTargets.length > 0 ? true : false;
|
|
m.lights = true;
|
|
m.side = ( model.metadata.format === 'pmx' && ( p2.flag & 0x1 ) === 1 ) ? THREE.DoubleSide : p.side;
|
|
m.transparent = p.transparent;
|
|
m.fog = true;
|
|
|
|
m.blending = THREE.CustomBlending;
|
|
m.blendSrc = THREE.SrcAlphaFactor;
|
|
m.blendDst = THREE.OneMinusSrcAlphaFactor;
|
|
m.blendSrcAlpha = THREE.SrcAlphaFactor;
|
|
m.blendDstAlpha = THREE.DstAlphaFactor;
|
|
|
|
if ( p.map !== undefined ) {
|
|
|
|
m.faceOffset = p.faceOffset;
|
|
m.faceNum = p.faceNum;
|
|
|
|
// Check if this part of the texture image the material uses requires transparency
|
|
function checkTextureTransparency ( m ) {
|
|
|
|
m.map.readyCallbacks.push( function ( t ) {
|
|
|
|
// Is there any efficient ways?
|
|
function createImageData ( image ) {
|
|
|
|
var c = document.createElement( 'canvas' );
|
|
c.width = image.width;
|
|
c.height = image.height;
|
|
|
|
var ctx = c.getContext( '2d' );
|
|
ctx.drawImage( image, 0, 0 );
|
|
|
|
return ctx.getImageData( 0, 0, c.width, c.height );
|
|
|
|
}
|
|
|
|
function detectTextureTransparency( image, uvs, indices ) {
|
|
|
|
var width = image.width;
|
|
var height = image.height;
|
|
var data = image.data;
|
|
var threshold = 253;
|
|
|
|
if ( data.length / ( width * height ) !== 4 ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < indices.length; i += 3 ) {
|
|
|
|
var centerUV = { x: 0.0, y: 0.0 };
|
|
|
|
for ( var j = 0; j < 3; j++ ) {
|
|
|
|
var index = indices[ i * 3 + j ];
|
|
var uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
|
|
|
|
if ( getAlphaByUv( image, uv ) < threshold ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
centerUV.x += uv.x;
|
|
centerUV.y += uv.y;
|
|
|
|
}
|
|
|
|
centerUV.x /= 3;
|
|
centerUV.y /= 3;
|
|
|
|
if ( getAlphaByUv( image, centerUV ) < threshold ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
/*
|
|
* This method expects
|
|
* t.flipY = false
|
|
* t.wrapS = THREE.RepeatWrapping
|
|
* t.wrapT = THREE.RepeatWrapping
|
|
* TODO: more precise
|
|
*/
|
|
function getAlphaByUv ( image, uv ) {
|
|
|
|
var width = image.width;
|
|
var height = image.height;
|
|
|
|
var x = Math.round( uv.x * width ) % width;
|
|
var y = Math.round( uv.y * height ) % height;
|
|
|
|
if ( x < 0 ) {
|
|
|
|
x += width;
|
|
|
|
}
|
|
|
|
if ( y < 0 ) {
|
|
|
|
y += height;
|
|
|
|
}
|
|
|
|
var index = y * width + x;
|
|
|
|
return image.data[ index * 4 + 3 ];
|
|
|
|
}
|
|
|
|
var imageData = t.image.data !== undefined ? t.image : createImageData( t.image );
|
|
var indices = geometry.index.array.slice( m.faceOffset * 3, m.faceOffset * 3 + m.faceNum * 3 );
|
|
|
|
if ( detectTextureTransparency( imageData, geometry.attributes.uv.array, indices ) ) m.transparent = true;
|
|
|
|
delete m.faceOffset;
|
|
delete m.faceNum;
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
m.map = getTexture( p.map, textures );
|
|
checkTextureTransparency( m );
|
|
|
|
}
|
|
|
|
if ( p.envMap !== undefined ) {
|
|
|
|
m.envMap = getTexture( p.envMap, textures );
|
|
m.combine = p.envMapType;
|
|
|
|
}
|
|
|
|
m.opacity = p.opacity;
|
|
m.color = p.color;
|
|
|
|
if ( p.emissive !== undefined ) {
|
|
|
|
m.emissive = p.emissive;
|
|
|
|
}
|
|
|
|
m.specular = p.specular;
|
|
m.shininess = Math.max( p.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
|
|
|
|
if ( model.metadata.format === 'pmd' ) {
|
|
|
|
function isDefaultToonTexture ( n ) {
|
|
|
|
if ( n.length !== 10 ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return n.match( /toon(10|0[0-9]).bmp/ ) === null ? false : true;
|
|
|
|
}
|
|
|
|
// parameters for OutlineEffect
|
|
m.outlineParameters = {
|
|
thickness: p2.edgeFlag === 1 ? 0.003 : 0.0,
|
|
color: new THREE.Color( 0.0, 0.0, 0.0 ),
|
|
alpha: 1.0
|
|
};
|
|
|
|
if ( m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
|
|
|
|
var toonFileName = ( p2.toonIndex === -1 ) ? 'toon00.bmp' : model.toonTextures[ p2.toonIndex ].fileName;
|
|
var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToonTexture( toonFileName ) } );
|
|
m.gradientMap = getTexture( uuid, textures );
|
|
|
|
} else {
|
|
|
|
// parameters for OutlineEffect
|
|
m.outlineParameters = {
|
|
thickness: p2.edgeSize / 300,
|
|
color: new THREE.Color( p2.edgeColor[ 0 ], p2.edgeColor[ 1 ], p2.edgeColor[ 2 ] ),
|
|
alpha: p2.edgeColor[ 3 ]
|
|
};
|
|
|
|
if ( ( p2.flag & 0x10 ) === 0 || m.outlineParameters.thickness === 0.0 ) m.outlineParameters.visible = false;
|
|
|
|
var toonFileName, isDefaultToon;
|
|
|
|
if ( p2.toonIndex === -1 || p2.toonFlag !== 0 ) {
|
|
|
|
var num = p2.toonIndex + 1;
|
|
toonFileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp';
|
|
isDefaultToon = true;
|
|
|
|
} else {
|
|
|
|
toonFileName = model.textures[ p2.toonIndex ];
|
|
isDefaultToon = false;
|
|
|
|
}
|
|
|
|
var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToon } );
|
|
m.gradientMap = getTexture( uuid, textures );
|
|
|
|
}
|
|
|
|
material.materials.push( m );
|
|
|
|
}
|
|
|
|
if ( model.metadata.format === 'pmx' ) {
|
|
|
|
function checkAlphaMorph ( morph, elements ) {
|
|
|
|
if ( morph.type !== 8 ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < elements.length; i++ ) {
|
|
|
|
var e = elements[ i ];
|
|
|
|
if ( e.index === -1 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
var m = material.materials[ e.index ];
|
|
|
|
if ( m.opacity !== e.diffuse[ 3 ] ) {
|
|
|
|
m.transparent = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < model.morphs.length; i++ ) {
|
|
|
|
var morph = model.morphs[ i ];
|
|
var elements = morph.elements;
|
|
|
|
if ( morph.type === 0 ) {
|
|
|
|
for ( var j = 0; j < elements.length; j++ ) {
|
|
|
|
var morph2 = model.morphs[ elements[ j ].index ];
|
|
var elements2 = morph2.elements;
|
|
|
|
checkAlphaMorph( morph2, elements2 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
checkAlphaMorph( morph, elements );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var initPhysics = function () {
|
|
|
|
var rigidBodies = [];
|
|
var constraints = [];
|
|
|
|
for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
|
|
|
|
var b = model.rigidBodies[ i ];
|
|
var keys = Object.keys( b );
|
|
|
|
var p = {};
|
|
|
|
for ( var j = 0; j < keys.length; j++ ) {
|
|
|
|
var key = keys[ j ];
|
|
p[ key ] = b[ key ];
|
|
|
|
}
|
|
|
|
/*
|
|
* RigidBody position parameter in PMX seems global position
|
|
* while the one in PMD seems offset from corresponding bone.
|
|
* So unify being offset.
|
|
*/
|
|
if ( model.metadata.format === 'pmx' ) {
|
|
|
|
if ( p.boneIndex !== -1 ) {
|
|
|
|
var bone = model.bones[ p.boneIndex ];
|
|
p.position[ 0 ] -= bone.position[ 0 ];
|
|
p.position[ 1 ] -= bone.position[ 1 ];
|
|
p.position[ 2 ] -= bone.position[ 2 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
rigidBodies.push( p );
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
|
|
|
|
var c = model.constraints[ i ];
|
|
var keys = Object.keys( c );
|
|
|
|
var p = {};
|
|
|
|
for ( var j = 0; j < keys.length; j++ ) {
|
|
|
|
var key = keys[ j ];
|
|
p[ key ] = c[ key ];
|
|
|
|
}
|
|
|
|
var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
|
|
var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
|
|
|
|
/*
|
|
* Refer to http://www20.atpages.jp/katwat/wp/?p=4135
|
|
*/
|
|
if ( bodyA.type !== 0 && bodyB.type === 2 ) {
|
|
|
|
if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
|
|
model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
|
|
|
|
bodyB.type = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
constraints.push( p );
|
|
|
|
}
|
|
|
|
geometry.rigidBodies = rigidBodies;
|
|
geometry.constraints = constraints;
|
|
|
|
};
|
|
|
|
var initGeometry = function () {
|
|
|
|
geometry.setIndex( buffer.indices );
|
|
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( buffer.vertices, 3 ) );
|
|
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( buffer.normals, 3 ) );
|
|
geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( buffer.uvs, 2 ) );
|
|
geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( buffer.skinIndices, 4 ) );
|
|
geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffer.skinWeights, 4 ) );
|
|
|
|
geometry.computeBoundingSphere();
|
|
geometry.mmdFormat = model.metadata.format;
|
|
|
|
};
|
|
|
|
initVartices();
|
|
initFaces();
|
|
initBones();
|
|
initIKs();
|
|
initGrants();
|
|
initMorphs();
|
|
initMaterials();
|
|
initPhysics();
|
|
initGeometry();
|
|
|
|
var mesh = new THREE.SkinnedMesh( geometry, material );
|
|
|
|
// console.log( mesh ); // for console debug
|
|
|
|
return mesh;
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
|
|
|
|
var helper = new THREE.MMDLoader.DataCreationHelper();
|
|
|
|
var initMotionAnimations = function () {
|
|
|
|
if ( vmd.metadata.motionCount === 0 ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var bones = mesh.geometry.bones;
|
|
var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
|
|
|
|
var tracks = [];
|
|
|
|
var pushInterpolation = function ( array, interpolation, index ) {
|
|
|
|
array.push( interpolation[ index + 0 ] / 127 ); // x1
|
|
array.push( interpolation[ index + 8 ] / 127 ); // x2
|
|
array.push( interpolation[ index + 4 ] / 127 ); // y1
|
|
array.push( interpolation[ index + 12 ] / 127 ); // y2
|
|
|
|
};
|
|
|
|
for ( var i = 0; i < orderedMotions.length; i++ ) {
|
|
|
|
var times = [];
|
|
var positions = [];
|
|
var rotations = [];
|
|
var pInterpolations = [];
|
|
var rInterpolations = [];
|
|
|
|
var bone = bones[ i ];
|
|
var array = orderedMotions[ i ];
|
|
|
|
for ( var j = 0; j < array.length; j++ ) {
|
|
|
|
var time = array[ j ].frameNum / 30;
|
|
var pos = array[ j ].position;
|
|
var rot = array[ j ].rotation;
|
|
var interpolation = array[ j ].interpolation;
|
|
|
|
times.push( time );
|
|
|
|
for ( var k = 0; k < 3; k ++ ) {
|
|
|
|
positions.push( bone.pos[ k ] + pos[ k ] );
|
|
|
|
}
|
|
|
|
for ( var k = 0; k < 4; k ++ ) {
|
|
|
|
rotations.push( rot[ k ] );
|
|
|
|
}
|
|
|
|
for ( var k = 0; k < 3; k ++ ) {
|
|
|
|
pushInterpolation( pInterpolations, interpolation, k );
|
|
|
|
}
|
|
|
|
pushInterpolation( rInterpolations, interpolation, 3 );
|
|
|
|
}
|
|
|
|
if ( times.length === 0 ) continue;
|
|
|
|
var boneName = '.bones[' + bone.name + ']';
|
|
|
|
tracks.push( new THREE.MMDLoader.VectorKeyframeTrackEx( boneName + '.position', times, positions, pInterpolations ) );
|
|
tracks.push( new THREE.MMDLoader.QuaternionKeyframeTrackEx( boneName + '.quaternion', times, rotations, rInterpolations ) );
|
|
|
|
}
|
|
|
|
var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks );
|
|
|
|
if ( clip !== null ) {
|
|
|
|
if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
|
|
mesh.geometry.animations.push( clip );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var initMorphAnimations = function () {
|
|
|
|
if ( vmd.metadata.morphCount === 0 ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var orderedMorphs = helper.createOrderedMotionArrays( mesh.geometry.morphTargets, vmd.morphs, 'morphName' );
|
|
|
|
var tracks = [];
|
|
|
|
for ( var i = 0; i < orderedMorphs.length; i++ ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
var array = orderedMorphs[ i ];
|
|
|
|
for ( var j = 0; j < array.length; j++ ) {
|
|
|
|
times.push( array[ j ].frameNum / 30 );
|
|
values.push( array[ j ].weight );
|
|
|
|
}
|
|
|
|
if ( times.length === 0 ) continue;
|
|
|
|
tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + i + ']', times, values ) );
|
|
|
|
}
|
|
|
|
var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks );
|
|
|
|
if ( clip !== null ) {
|
|
|
|
if ( mesh.geometry.animations === undefined ) mesh.geometry.animations = [];
|
|
mesh.geometry.animations.push( clip );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
initMotionAnimations();
|
|
initMorphAnimations();
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.DataCreationHelper = function () {
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.DataCreationHelper.prototype = {
|
|
|
|
constructor: THREE.MMDLoader.DataCreationHelper,
|
|
|
|
/*
|
|
* Note: Sometimes to use Japanese Unicode characters runs into problems in Three.js.
|
|
* In such a case, use this method to convert it to Unicode hex charcode strings,
|
|
* like 'あいう' -> '0x30420x30440x3046'
|
|
*/
|
|
toCharcodeStrings: function ( s ) {
|
|
|
|
var str = '';
|
|
|
|
for ( var i = 0; i < s.length; i++ ) {
|
|
|
|
str += '0x' + ( '0000' + s[ i ].charCodeAt().toString( 16 ) ).substr( -4 );
|
|
|
|
}
|
|
|
|
return str;
|
|
|
|
},
|
|
|
|
createDictionary: function ( array ) {
|
|
|
|
var dict = {};
|
|
|
|
for ( var i = 0; i < array.length; i++ ) {
|
|
|
|
dict[ array[ i ].name ] = i;
|
|
|
|
}
|
|
|
|
return dict;
|
|
|
|
},
|
|
|
|
initializeMotionArrays: function ( array ) {
|
|
|
|
var result = [];
|
|
|
|
for ( var i = 0; i < array.length; i++ ) {
|
|
|
|
result[ i ] = [];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
sortMotionArray: function ( array ) {
|
|
|
|
array.sort( function ( a, b ) {
|
|
|
|
return a.frameNum - b.frameNum;
|
|
|
|
} ) ;
|
|
|
|
},
|
|
|
|
sortMotionArrays: function ( arrays ) {
|
|
|
|
for ( var i = 0; i < arrays.length; i++ ) {
|
|
|
|
this.sortMotionArray( arrays[ i ] );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
createMotionArray: function ( array ) {
|
|
|
|
var result = [];
|
|
|
|
for ( var i = 0; i < array.length; i++ ) {
|
|
|
|
result.push( array[ i ] );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
createMotionArrays: function ( array, result, dict, key ) {
|
|
|
|
for ( var i = 0; i < array.length; i++ ) {
|
|
|
|
var a = array[ i ];
|
|
var num = dict[ a[ key ] ];
|
|
|
|
if ( num === undefined ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
result[ num ].push( a );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
createOrderedMotionArray: function ( array ) {
|
|
|
|
var result = this.createMotionArray( array );
|
|
this.sortMotionArray( result );
|
|
return result;
|
|
|
|
},
|
|
|
|
createOrderedMotionArrays: function ( targetArray, motionArray, key ) {
|
|
|
|
var dict = this.createDictionary( targetArray );
|
|
var result = this.initializeMotionArrays( targetArray );
|
|
this.createMotionArrays( motionArray, result, dict, key );
|
|
this.sortMotionArrays( result );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* extends existing KeyframeTrack for bone and camera animation.
|
|
* - use Float64Array for times
|
|
* - use Cubic Bezier curves interpolation
|
|
*/
|
|
THREE.MMDLoader.VectorKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
|
|
|
|
this.interpolationParameters = new Float32Array( interpolationParameterArray );
|
|
|
|
THREE.VectorKeyframeTrack.call( this, name, times, values );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.VectorKeyframeTrackEx.prototype = Object.create( THREE.VectorKeyframeTrack.prototype );
|
|
THREE.MMDLoader.VectorKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.VectorKeyframeTrackEx;
|
|
THREE.MMDLoader.VectorKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
|
|
|
|
THREE.MMDLoader.VectorKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
|
|
|
|
return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.VectorKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
|
|
|
|
this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.QuaternionKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
|
|
|
|
this.interpolationParameters = new Float32Array( interpolationParameterArray );
|
|
|
|
THREE.QuaternionKeyframeTrack.call( this, name, times, values );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype = Object.create( THREE.QuaternionKeyframeTrack.prototype );
|
|
THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.QuaternionKeyframeTrackEx;
|
|
THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
|
|
|
|
THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
|
|
|
|
return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.QuaternionKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
|
|
|
|
this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.NumberKeyframeTrackEx = function ( name, times, values, interpolationParameterArray ) {
|
|
|
|
this.interpolationParameters = new Float32Array( interpolationParameterArray );
|
|
|
|
THREE.NumberKeyframeTrack.call( this, name, times, values );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.NumberKeyframeTrackEx.prototype = Object.create( THREE.NumberKeyframeTrack.prototype );
|
|
THREE.MMDLoader.NumberKeyframeTrackEx.prototype.constructor = THREE.MMDLoader.NumberKeyframeTrackEx;
|
|
THREE.MMDLoader.NumberKeyframeTrackEx.prototype.TimeBufferType = Float64Array;
|
|
|
|
THREE.MMDLoader.NumberKeyframeTrackEx.prototype.InterpolantFactoryMethodCubicBezier = function( result ) {
|
|
|
|
return new THREE.MMDLoader.CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, this.interpolationParameters );
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.NumberKeyframeTrackEx.prototype.setInterpolation = function( interpolation ) {
|
|
|
|
this.createInterpolant = this.InterpolantFactoryMethodCubicBezier;
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.CubicBezierInterpolation = function ( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
|
|
|
|
THREE.Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
this.params = params;
|
|
|
|
}
|
|
|
|
THREE.MMDLoader.CubicBezierInterpolation.prototype = Object.create( THREE.LinearInterpolant.prototype );
|
|
THREE.MMDLoader.CubicBezierInterpolation.prototype.constructor = THREE.MMDLoader.CubicBezierInterpolation;
|
|
|
|
THREE.MMDLoader.CubicBezierInterpolation.prototype.interpolate_ = function( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer;
|
|
var values = this.sampleValues;
|
|
var stride = this.valueSize;
|
|
|
|
var offset1 = i1 * stride;
|
|
var offset0 = offset1 - stride;
|
|
|
|
var weight1 = ( t - t0 ) / ( t1 - t0 );
|
|
|
|
if ( stride === 4 ) { // Quaternion
|
|
|
|
var x1 = this.params[ i1 * 4 + 0 ];
|
|
var x2 = this.params[ i1 * 4 + 1 ];
|
|
var y1 = this.params[ i1 * 4 + 2 ];
|
|
var y2 = this.params[ i1 * 4 + 3 ];
|
|
|
|
var ratio = this._calculate( x1, x2, y1, y2, weight1 );
|
|
|
|
THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
|
|
|
|
} else if ( stride === 3 ) { // Vector3
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
var x1 = this.params[ i1 * 12 + i * 4 + 0 ];
|
|
var x2 = this.params[ i1 * 12 + i * 4 + 1 ];
|
|
var y1 = this.params[ i1 * 12 + i * 4 + 2 ];
|
|
var y2 = this.params[ i1 * 12 + i * 4 + 3 ];
|
|
|
|
var ratio = this._calculate( x1, x2, y1, y2, weight1 );
|
|
|
|
result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
|
|
|
|
}
|
|
|
|
} else { // Number
|
|
|
|
var x1 = this.params[ i1 * 4 + 0 ];
|
|
var x2 = this.params[ i1 * 4 + 1 ];
|
|
var y1 = this.params[ i1 * 4 + 2 ];
|
|
var y2 = this.params[ i1 * 4 + 3 ];
|
|
|
|
var ratio = this._calculate( x1, x2, y1, y2, weight1 );
|
|
|
|
result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
THREE.MMDLoader.CubicBezierInterpolation.prototype._calculate = function( x1, x2, y1, y2, x ) {
|
|
|
|
/*
|
|
* Cubic Bezier curves
|
|
* https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
|
|
*
|
|
* B(t) = ( 1 - t ) ^ 3 * P0
|
|
* + 3 * ( 1 - t ) ^ 2 * t * P1
|
|
* + 3 * ( 1 - t ) * t^2 * P2
|
|
* + t ^ 3 * P3
|
|
* ( 0 <= t <= 1 )
|
|
*
|
|
* MMD uses Cubic Bezier curves for bone and camera animation interpolation.
|
|
* http://d.hatena.ne.jp/edvakf/20111016/1318716097
|
|
*
|
|
* x = ( 1 - t ) ^ 3 * x0
|
|
* + 3 * ( 1 - t ) ^ 2 * t * x1
|
|
* + 3 * ( 1 - t ) * t^2 * x2
|
|
* + t ^ 3 * x3
|
|
* y = ( 1 - t ) ^ 3 * y0
|
|
* + 3 * ( 1 - t ) ^ 2 * t * y1
|
|
* + 3 * ( 1 - t ) * t^2 * y2
|
|
* + t ^ 3 * y3
|
|
* ( x0 = 0, y0 = 0 )
|
|
* ( x3 = 1, y3 = 1 )
|
|
* ( 0 <= t, x1, x2, y1, y2 <= 1 )
|
|
*
|
|
* Here solves this equation with Bisection method,
|
|
* https://en.wikipedia.org/wiki/Bisection_method
|
|
* gets t, and then calculate y.
|
|
*
|
|
* f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
|
|
* + 3 * ( 1 - t ) * t^2 * x2
|
|
* + t ^ 3 - x = 0
|
|
*
|
|
* (Another option: Newton's method
|
|
* https://en.wikipedia.org/wiki/Newton%27s_method)
|
|
*/
|
|
|
|
var c = 0.5;
|
|
var t = c;
|
|
var s = 1.0 - t;
|
|
var loop = 15;
|
|
var eps = 1e-5;
|
|
var math = Math;
|
|
|
|
var sst3, stt3, ttt;
|
|
|
|
for ( var i = 0; i < loop; i ++ ) {
|
|
|
|
sst3 = 3.0 * s * s * t;
|
|
stt3 = 3.0 * s * t * t;
|
|
ttt = t * t * t;
|
|
|
|
var ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
|
|
|
|
if ( math.abs( ft ) < eps ) break;
|
|
|
|
c /= 2.0;
|
|
|
|
t += ( ft < 0 ) ? c : -c;
|
|
s = 1.0 - t;
|
|
|
|
}
|
|
|
|
return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
|
|
|
|
};
|
|
|
|
THREE.MMDAudioManager = function ( audio, listener, p ) {
|
|
|
|
var params = ( p === null || p === undefined ) ? {} : p;
|
|
|
|
this.audio = audio;
|
|
this.listener = listener;
|
|
|
|
this.elapsedTime = 0.0;
|
|
this.currentTime = 0.0;
|
|
this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
|
|
|
|
this.audioDuration = this.audio.buffer.duration;
|
|
this.duration = this.audioDuration + this.delayTime;
|
|
|
|
};
|
|
|
|
THREE.MMDAudioManager.prototype = {
|
|
|
|
constructor: THREE.MMDAudioManager,
|
|
|
|
control: function ( delta ) {
|
|
|
|
this.elapsed += delta;
|
|
this.currentTime += delta;
|
|
|
|
if ( this.checkIfStopAudio() ) {
|
|
|
|
this.audio.stop();
|
|
|
|
}
|
|
|
|
if ( this.checkIfStartAudio() ) {
|
|
|
|
this.audio.play();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
checkIfStartAudio: function () {
|
|
|
|
if ( this.audio.isPlaying ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
while ( this.currentTime >= this.duration ) {
|
|
|
|
this.currentTime -= this.duration;
|
|
|
|
}
|
|
|
|
if ( this.currentTime < this.delayTime ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
this.audio.startTime = this.currentTime - this.delayTime;
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
checkIfStopAudio: function () {
|
|
|
|
if ( ! this.audio.isPlaying ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if ( this.currentTime >= this.duration ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
THREE.MMDGrantSolver = function ( mesh ) {
|
|
|
|
this.mesh = mesh;
|
|
|
|
};
|
|
|
|
THREE.MMDGrantSolver.prototype = {
|
|
|
|
constructor: THREE.MMDGrantSolver,
|
|
|
|
update: function () {
|
|
|
|
var q = new THREE.Quaternion();
|
|
|
|
return function () {
|
|
|
|
for ( var i = 0; i < this.mesh.geometry.grants.length; i ++ ) {
|
|
|
|
var g = this.mesh.geometry.grants[ i ];
|
|
var b = this.mesh.skeleton.bones[ g.index ];
|
|
var pb = this.mesh.skeleton.bones[ g.parentIndex ];
|
|
|
|
if ( g.isLocal ) {
|
|
|
|
// TODO: implement
|
|
if ( g.affectPosition ) {
|
|
|
|
}
|
|
|
|
// TODO: implement
|
|
if ( g.affectRotation ) {
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// TODO: implement
|
|
if ( g.affectPosition ) {
|
|
|
|
}
|
|
|
|
if ( g.affectRotation ) {
|
|
|
|
q.set( 0, 0, 0, 1 );
|
|
q.slerp( pb.quaternion, g.ratio );
|
|
b.quaternion.multiply( q );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}()
|
|
|
|
};
|
|
|
|
THREE.MMDHelper = function () {
|
|
|
|
this.meshes = [];
|
|
|
|
this.doAnimation = true;
|
|
this.doIk = true;
|
|
this.doGrant = true;
|
|
this.doPhysics = true;
|
|
this.doCameraAnimation = true;
|
|
|
|
this.sharedPhysics = false;
|
|
this.masterPhysics = null;
|
|
|
|
this.audioManager = null;
|
|
this.camera = null;
|
|
|
|
};
|
|
|
|
THREE.MMDHelper.prototype = {
|
|
|
|
constructor: THREE.MMDHelper,
|
|
|
|
add: function ( mesh ) {
|
|
|
|
if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) {
|
|
|
|
throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' );
|
|
|
|
}
|
|
|
|
if ( mesh.mixer === undefined ) mesh.mixer = null;
|
|
if ( mesh.ikSolver === undefined ) mesh.ikSolver = null;
|
|
if ( mesh.grantSolver === undefined ) mesh.grantSolver = null;
|
|
if ( mesh.physics === undefined ) mesh.physics = null;
|
|
if ( mesh.looped === undefined ) mesh.looped = false;
|
|
|
|
this.meshes.push( mesh );
|
|
|
|
// workaround until I make IK and Physics Animation plugin
|
|
this.initBackupBones( mesh );
|
|
|
|
},
|
|
|
|
setAudio: function ( audio, listener, params ) {
|
|
|
|
this.audioManager = new THREE.MMDAudioManager( audio, listener, params );
|
|
|
|
},
|
|
|
|
setCamera: function ( camera ) {
|
|
|
|
camera.mixer = null;
|
|
this.camera = camera;
|
|
|
|
},
|
|
|
|
setPhysicses: function ( params ) {
|
|
|
|
for ( var i = 0; i < this.meshes.length; i++ ) {
|
|
|
|
this.setPhysics( this.meshes[ i ], params );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setPhysics: function ( mesh, params ) {
|
|
|
|
params = ( params === undefined ) ? {} : Object.assign( {}, params );
|
|
|
|
if ( params.world === undefined && this.sharedPhysics ) {
|
|
|
|
var masterPhysics = this.getMasterPhysics();
|
|
|
|
if ( masterPhysics !== null ) params.world = masterPhysics.world;
|
|
|
|
}
|
|
|
|
var warmup = params.warmup !== undefined ? params.warmup : 60;
|
|
|
|
var physics = new THREE.MMDPhysics( mesh, params );
|
|
|
|
if ( mesh.mixer !== null && mesh.mixer !== undefined && params.preventAnimationWarmup !== true ) {
|
|
|
|
this.animateOneMesh( 0, mesh );
|
|
physics.reset();
|
|
|
|
}
|
|
|
|
physics.warmup( warmup );
|
|
|
|
this.updateIKParametersDependingOnPhysicsEnabled( mesh, true );
|
|
|
|
mesh.physics = physics;
|
|
|
|
},
|
|
|
|
getMasterPhysics: function () {
|
|
|
|
if ( this.masterPhysics !== null ) return this.masterPhysics;
|
|
|
|
for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
var physics = this.meshes[ i ].physics;
|
|
|
|
if ( physics !== undefined && physics !== null ) {
|
|
|
|
this.masterPhysics = physics;
|
|
return this.masterPhysics;
|
|
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
enablePhysics: function ( enabled ) {
|
|
|
|
if ( enabled === true ) {
|
|
|
|
this.doPhysics = true;
|
|
|
|
} else {
|
|
|
|
this.doPhysics = false;
|
|
|
|
}
|
|
|
|
for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
this.updateIKParametersDependingOnPhysicsEnabled( this.meshes[ i ], enabled );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateIKParametersDependingOnPhysicsEnabled: function ( mesh, physicsEnabled ) {
|
|
|
|
var iks = mesh.geometry.iks;
|
|
var bones = mesh.geometry.bones;
|
|
|
|
for ( var j = 0, jl = iks.length; j < jl; j ++ ) {
|
|
|
|
var ik = iks[ j ];
|
|
var links = ik.links;
|
|
|
|
for ( var k = 0, kl = links.length; k < kl; k ++ ) {
|
|
|
|
var link = links[ k ];
|
|
|
|
if ( physicsEnabled === true ) {
|
|
|
|
// disable IK of the bone the corresponding rigidBody type of which is 1 or 2
|
|
// because its rotation will be overriden by physics
|
|
link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
|
|
|
|
} else {
|
|
|
|
link.enabled = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setAnimations: function () {
|
|
|
|
for ( var i = 0; i < this.meshes.length; i++ ) {
|
|
|
|
this.setAnimation( this.meshes[ i ] );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setAnimation: function ( mesh ) {
|
|
|
|
if ( mesh.geometry.animations !== undefined ) {
|
|
|
|
mesh.mixer = new THREE.AnimationMixer( mesh );
|
|
|
|
// TODO: find a workaround not to access (seems like) private properties
|
|
// the name of them begins with "_".
|
|
mesh.mixer.addEventListener( 'loop', function ( e ) {
|
|
|
|
if ( e.action._clip.tracks[ 0 ].name.indexOf( '.bones' ) !== 0 ) return;
|
|
|
|
var mesh = e.target._root;
|
|
mesh.looped = true;
|
|
|
|
} );
|
|
|
|
var foundAnimation = false;
|
|
var foundMorphAnimation = false;
|
|
|
|
for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
|
|
|
|
var clip = mesh.geometry.animations[ i ];
|
|
|
|
var action = mesh.mixer.clipAction( clip );
|
|
|
|
if ( clip.tracks[ 0 ].name.indexOf( '.morphTargetInfluences' ) === 0 ) {
|
|
|
|
if ( ! foundMorphAnimation ) {
|
|
|
|
action.play();
|
|
foundMorphAnimation = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( ! foundAnimation ) {
|
|
|
|
action.play();
|
|
foundAnimation = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( foundAnimation ) {
|
|
|
|
mesh.ikSolver = new THREE.CCDIKSolver( mesh );
|
|
|
|
if ( mesh.geometry.grants !== undefined ) {
|
|
|
|
mesh.grantSolver = new THREE.MMDGrantSolver( mesh );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setCameraAnimation: function ( camera ) {
|
|
|
|
if ( camera.animations !== undefined ) {
|
|
|
|
camera.mixer = new THREE.AnimationMixer( camera );
|
|
camera.mixer.clipAction( camera.animations[ 0 ] ).play();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/*
|
|
* detect the longest duration among model, camera, and audio animations and then
|
|
* set it to them to sync.
|
|
* TODO: touching private properties ( ._actions and ._clip ) so consider better way
|
|
* to access them for safe and modularity.
|
|
*/
|
|
unifyAnimationDuration: function ( params ) {
|
|
|
|
params = params === undefined ? {} : params;
|
|
|
|
var max = 0.0;
|
|
|
|
var camera = this.camera;
|
|
var audioManager = this.audioManager;
|
|
|
|
// check the longest duration
|
|
for ( var i = 0; i < this.meshes.length; i++ ) {
|
|
|
|
var mesh = this.meshes[ i ];
|
|
var mixer = mesh.mixer;
|
|
|
|
if ( mixer === null ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
for ( var j = 0; j < mixer._actions.length; j++ ) {
|
|
|
|
var action = mixer._actions[ j ];
|
|
max = Math.max( max, action._clip.duration );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( camera !== null && camera.mixer !== null ) {
|
|
|
|
var mixer = camera.mixer;
|
|
|
|
for ( var i = 0; i < mixer._actions.length; i++ ) {
|
|
|
|
var action = mixer._actions[ i ];
|
|
max = Math.max( max, action._clip.duration );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( audioManager !== null ) {
|
|
|
|
max = Math.max( max, audioManager.duration );
|
|
|
|
}
|
|
|
|
if ( params.afterglow !== undefined ) {
|
|
|
|
max += params.afterglow;
|
|
|
|
}
|
|
|
|
// set the duration
|
|
for ( var i = 0; i < this.meshes.length; i++ ) {
|
|
|
|
var mesh = this.meshes[ i ];
|
|
var mixer = mesh.mixer;
|
|
|
|
if ( mixer === null ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
for ( var j = 0; j < mixer._actions.length; j++ ) {
|
|
|
|
var action = mixer._actions[ j ];
|
|
action._clip.duration = max;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( camera !== null && camera.mixer !== null ) {
|
|
|
|
var mixer = camera.mixer;
|
|
|
|
for ( var i = 0; i < mixer._actions.length; i++ ) {
|
|
|
|
var action = mixer._actions[ i ];
|
|
action._clip.duration = max;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( audioManager !== null ) {
|
|
|
|
audioManager.duration = max;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
controlAudio: function ( delta ) {
|
|
|
|
if ( this.audioManager === null ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
this.audioManager.control( delta );
|
|
|
|
},
|
|
|
|
animate: function ( delta ) {
|
|
|
|
this.controlAudio( delta );
|
|
|
|
for ( var i = 0; i < this.meshes.length; i++ ) {
|
|
|
|
this.animateOneMesh( delta, this.meshes[ i ] );
|
|
|
|
}
|
|
|
|
if ( this.sharedPhysics ) this.updateSharedPhysics( delta );
|
|
|
|
this.animateCamera( delta );
|
|
|
|
},
|
|
|
|
animateOneMesh: function ( delta, mesh ) {
|
|
|
|
var mixer = mesh.mixer;
|
|
var ikSolver = mesh.ikSolver;
|
|
var grantSolver = mesh.grantSolver;
|
|
var physics = mesh.physics;
|
|
|
|
if ( mixer !== null && this.doAnimation === true ) {
|
|
|
|
// restore/backupBones are workaround
|
|
// until I make IK, Grant, and Physics Animation plugin
|
|
this.restoreBones( mesh );
|
|
|
|
mixer.update( delta );
|
|
|
|
this.backupBones( mesh );
|
|
|
|
}
|
|
|
|
if ( ikSolver !== null && this.doIk === true ) {
|
|
|
|
ikSolver.update();
|
|
|
|
}
|
|
|
|
if ( grantSolver !== null && this.doGrant === true ) {
|
|
|
|
grantSolver.update();
|
|
|
|
}
|
|
|
|
if ( mesh.looped === true ) {
|
|
|
|
if ( physics !== null ) physics.reset();
|
|
|
|
mesh.looped = false;
|
|
|
|
}
|
|
|
|
if ( physics !== null && this.doPhysics && ! this.sharedPhysics ) {
|
|
|
|
physics.update( delta );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateSharedPhysics: function ( delta ) {
|
|
|
|
if ( this.meshes.length === 0 || ! this.doPhysics || ! this.sharedPhysics ) return;
|
|
|
|
var physics = this.getMasterPhysics();
|
|
|
|
if ( physics === null ) return;
|
|
|
|
for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
var p = this.meshes[ i ].physics;
|
|
|
|
if ( p !== null && p !== undefined ) {
|
|
|
|
p.updateRigidBodies();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
physics.stepSimulation( delta );
|
|
|
|
for ( var i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
var p = this.meshes[ i ].physics;
|
|
|
|
if ( p !== null && p !== undefined ) {
|
|
|
|
p.updateBones();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
animateCamera: function ( delta ) {
|
|
|
|
if ( this.camera === null ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var mixer = this.camera.mixer;
|
|
|
|
if ( mixer !== null && this.camera.center !== undefined && this.doCameraAnimation === true ) {
|
|
|
|
mixer.update( delta );
|
|
|
|
// TODO: Let PerspectiveCamera automatically update?
|
|
this.camera.updateProjectionMatrix();
|
|
|
|
this.camera.up.set( 0, 1, 0 );
|
|
this.camera.up.applyQuaternion( this.camera.quaternion );
|
|
this.camera.lookAt( this.camera.center );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
poseAsVpd: function ( mesh, vpd, params ) {
|
|
|
|
if ( params === undefined ) params = {};
|
|
|
|
if ( params.preventResetPose !== true ) mesh.pose();
|
|
|
|
var bones = mesh.skeleton.bones;
|
|
var bones2 = vpd.bones;
|
|
|
|
var table = {};
|
|
|
|
for ( var i = 0; i < bones.length; i++ ) {
|
|
|
|
table[ bones[ i ].name ] = i;
|
|
|
|
}
|
|
|
|
var thV = new THREE.Vector3();
|
|
var thQ = new THREE.Quaternion();
|
|
|
|
for ( var i = 0; i < bones2.length; i++ ) {
|
|
|
|
var b = bones2[ i ];
|
|
var index = table[ b.name ];
|
|
|
|
if ( index === undefined ) continue;
|
|
|
|
var b2 = bones[ index ];
|
|
var t = b.translation;
|
|
var q = b.quaternion;
|
|
|
|
thV.set( t[ 0 ], t[ 1 ], t[ 2 ] );
|
|
thQ.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
|
|
|
|
b2.position.add( thV );
|
|
b2.quaternion.multiply( thQ );
|
|
|
|
}
|
|
|
|
mesh.updateMatrixWorld( true );
|
|
|
|
if ( params.preventIk !== true ) {
|
|
|
|
var solver = new THREE.CCDIKSolver( mesh );
|
|
solver.update( params.saveOriginalBonesBeforeIK );
|
|
|
|
}
|
|
|
|
if ( params.preventGrant !== true && mesh.geometry.grants !== undefined ) {
|
|
|
|
var solver = new THREE.MMDGrantSolver( mesh );
|
|
solver.update();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/*
|
|
* Note: These following three functions are workaround for r74dev.
|
|
* THREE.PropertyMixer.apply() seems to save values into buffer cache
|
|
* when mixer.update() is called.
|
|
* ikSolver.update() and physics.update() change bone position/quaternion
|
|
* without mixer.update() then buffer cache will be inconsistent.
|
|
* So trying to avoid buffer cache inconsistency by doing
|
|
* backup bones position/quaternion right after mixer.update() call
|
|
* and then restore them after rendering.
|
|
*/
|
|
initBackupBones: function ( mesh ) {
|
|
|
|
mesh.skeleton.backupBones = [];
|
|
|
|
for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
|
|
|
|
mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
backupBones: function ( mesh ) {
|
|
|
|
mesh.skeleton.backupBoneIsSaved = true;
|
|
|
|
for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
|
|
|
|
var b = mesh.skeleton.backupBones[ i ];
|
|
var b2 = mesh.skeleton.bones[ i ];
|
|
b.position.copy( b2.position );
|
|
b.quaternion.copy( b2.quaternion );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
restoreBones: function ( mesh ) {
|
|
|
|
if ( mesh.skeleton.backupBoneIsSaved !== true ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
mesh.skeleton.backupBoneIsSaved = false;
|
|
|
|
for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
|
|
|
|
var b = mesh.skeleton.bones[ i ];
|
|
var b2 = mesh.skeleton.backupBones[ i ];
|
|
b.position.copy( b2.position );
|
|
b.quaternion.copy( b2.quaternion );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|