webgl_loader_mmd.html 6.2 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - loaders - MMD loader</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #fff;
				color: #000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				color: #000;
				position: absolute;
				top: 10px;
				width: 100%;
				text-align: center;
				z-index: 100;
				display:block;
			}
			#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
		</style>
	</head>

	<body>
		<div id="info">
		<a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br />
		Copyright
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		<a href="http://www.geocities.jp/higuchuu4/index_e.htm" target="_blank">Model Data</a>
		<a href="http://www.nicovideo.jp/watch/sm13147122" target="_blank">Dance Data</a>
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		</div>

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		<script src="../build/three.js"></script>
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		<script src="js/libs/mmdparser.min.js"></script>
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		<script src="js/libs/ammo.js"></script>
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		<script src="js/loaders/TGALoader.js"></script>
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		<script src="js/loaders/MMDLoader.js"></script>
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		<script src="js/effects/OutlineEffect.js"></script>
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		<script src="js/animation/CCDIKSolver.js"></script>
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		<script src="js/animation/MMDPhysics.js"></script>
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		<script src="js/controls/OrbitControls.js"></script>

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		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>
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		<script src="js/libs/dat.gui.min.js"></script>
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		<script>

			var container, stats;

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			var mesh, camera, scene, renderer;
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			var helper, ikHelper, physicsHelper;
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			var mouseX = 0, mouseY = 0;
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			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var clock = new THREE.Clock();

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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				camera.position.z = 30;
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				// scene

				scene = new THREE.Scene();

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				var gridHelper = new THREE.GridHelper( 100, 100 );
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				gridHelper.position.y = -10;
				scene.add( gridHelper );

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				var ambient = new THREE.AmbientLight( 0x666666 );
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				scene.add( ambient );

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				var directionalLight = new THREE.DirectionalLight( 0x887766 );
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				directionalLight.position.set( -1, 1, 1 ).normalize();
				scene.add( directionalLight );

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				//

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				renderer = new THREE.WebGLRenderer( { antialias: true } );
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				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setClearColor( new THREE.Color( 0xffffff ) );
				container.appendChild( renderer.domElement );

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				// STATS

				stats = new Stats();
				container.appendChild( stats.dom );

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				// model

				var onProgress = function ( xhr ) {
					if ( xhr.lengthComputable ) {
						var percentComplete = xhr.loaded / xhr.total * 100;
						console.log( Math.round(percentComplete, 2) + '% downloaded' );
					}
				};

				var onError = function ( xhr ) {
				};

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				var modelFile = 'models/mmd/miku/miku_v2.pmd';
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				var vmdFiles = [ 'models/mmd/vmds/wavefile_v2.vmd' ];
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				helper = new THREE.MMDHelper( renderer );

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				var loader = new THREE.MMDLoader();
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				loader.load( modelFile, vmdFiles, function ( object ) {
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					mesh = object;
					mesh.position.y = -10;
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					scene.add( mesh );
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					helper.add( mesh );
					helper.setAnimation( mesh );
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					/*
					 * Note: create CCDIKHelper after calling helper.setAnimation()
					 */
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					ikHelper = new THREE.CCDIKHelper( mesh );
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					ikHelper.visible = false;
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					scene.add( ikHelper );

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					/*
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					 * Note: You're recommended to call helper.setPhysics()
					 *       after calling helper.setAnimation().
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			 		 */
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					helper.setPhysics( mesh );
					physicsHelper = new THREE.MMDPhysicsHelper( mesh );
					physicsHelper.visible = false;
					scene.add( physicsHelper );
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					helper.unifyAnimationDuration( { afterglow: 2.0 } );
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					initGui();
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				}, onProgress, onError );
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				var controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.update();
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				window.addEventListener( 'resize', onWindowResize, false );

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				function initGui () {

					var api = {
						'animation': true,
						'gradient mapping': true,
						'ik': true,
						'outline': true,
						'physics': true,
						'show IK bones': false,
						'show rigid bodies': false
					};

					var gui = new dat.GUI();

					gui.add( api, 'animation' ).onChange( function () {
						helper.doAnimation = api[ 'animation' ];
					} );

					gui.add( api, 'gradient mapping' ).onChange( function () {

						for ( var i = 0, il = mesh.material.materials.length; i < il; i ++ ) {

							var material = mesh.material.materials[ i ].uniforms.celShading.value = api[ 'gradient mapping' ] ? 1 : 0;

						}

					} );

					gui.add( api, 'ik' ).onChange( function () {
						helper.doIk = api[ 'ik' ];
					} );

					gui.add( api, 'outline' ).onChange( function () {
						helper.doOutlineDrawing = api[ 'outline' ];
					} );

					gui.add( api, 'physics' ).onChange( function () {
						helper.enablePhysics( api[ 'physics' ] );
					} );

					gui.add( api, 'show IK bones' ).onChange( function () {
						ikHelper.visible = api[ 'show IK bones' ];
					} );

					gui.add( api, 'show rigid bodies' ).onChange( function () {
						if ( physicsHelper !== undefined ) physicsHelper.visible = api[ 'show rigid bodies' ];
					} );

				}

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			}

			function onWindowResize() {

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

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				helper.setSize( window.innerWidth, window.innerHeight );
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			}

			//

			function animate() {

				requestAnimationFrame( animate );
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				stats.begin();
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				render();
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				stats.end();
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			}

			function render() {

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				if ( mesh ) {

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					helper.animate( clock.getDelta() );
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					if ( physicsHelper.visible ) physicsHelper.update();
					if ( ikHelper.visible ) ikHelper.update();
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					helper.render( scene, camera );
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				} else {
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					renderer.render( scene, camera );
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				}

			}

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		</script>

	</body>
</html>