/** * @author takahiro / https://github.com/takahirox * * Dependencies * - mmd-parser https://github.com/takahirox/mmd-parser * - ammo.js https://github.com/kripken/ammo.js * - THREE.TGALoader * - THREE.MMDPhysics * - THREE.CCDIKSolver * - THREE.OutlineEffect * * * This loader loads and parses PMD/PMX and VMD binary files * then creates mesh for Three.js. * * PMD/PMX is a model data format and VMD is a motion data format * used in MMD(Miku Miku Dance). * * MMD is a 3D CG animation tool which is popular in Japan. * * * MMD official site * http://www.geocities.jp/higuchuu4/index_e.htm * * PMD, VMD format * http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4 * * PMX format * http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/ * * * TODO * - light motion in vmd support. * - SDEF support. * - uv/material/bone morphing support. * - more precise grant skinning support. * - shadow support. */ THREE.MMDLoader = function ( manager ) { THREE.Loader.call( this ); this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; this.parser = new MMDParser.Parser(); this.textureCrossOrigin = null; }; THREE.MMDLoader.prototype = Object.create( THREE.Loader.prototype ); THREE.MMDLoader.prototype.constructor = THREE.MMDLoader; /* * base64 encoded defalut toon textures toon00.bmp - toon10.bmp * Users don't need to prepare default texture files. * * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js */ THREE.MMDLoader.prototype.defaultToonTextures = [ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=', '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=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=' ]; /* * Set 'anonymous' for the the texture image file in other domain * even if server responds with "Access-Control-Allow-Origin: *" * because some image operation fails in MMDLoader. */ THREE.MMDLoader.prototype.setTextureCrossOrigin = function ( value ) { this.textureCrossOrigin = value; }; THREE.MMDLoader.prototype.load = function ( modelUrl, vmdUrls, callback, onProgress, onError ) { var scope = this; this.loadModel( modelUrl, function ( mesh ) { scope.loadVmds( vmdUrls, function ( vmd ) { scope.pourVmdIntoModel( mesh, vmd ); callback( mesh ); }, onProgress, onError ); }, onProgress, onError ); }; THREE.MMDLoader.prototype.loadModel = function ( url, callback, onProgress, onError ) { var scope = this; var texturePath = this.extractUrlBase( url ); var modelExtension = this.extractExtension( url ); this.loadFileAsBuffer( url, function ( buffer ) { callback( scope.createModel( buffer, modelExtension, texturePath, onProgress, onError ) ); }, onProgress, onError ); }; THREE.MMDLoader.prototype.createModel = function ( buffer, modelExtension, texturePath, onProgress, onError ) { return this.createMesh( this.parseModel( buffer, modelExtension ), texturePath, onProgress, onError ); }; THREE.MMDLoader.prototype.loadVmd = function ( url, callback, onProgress, onError ) { var scope = this; this.loadFileAsBuffer( url, function ( buffer ) { callback( scope.parseVmd( buffer ) ); }, onProgress, onError ); }; THREE.MMDLoader.prototype.loadVmds = function ( urls, callback, onProgress, onError ) { var scope = this; var vmds = []; urls = urls.slice(); function run () { var url = urls.shift(); scope.loadVmd( url, function ( vmd ) { vmds.push( vmd ); if ( urls.length > 0 ) { run(); } else { callback( scope.mergeVmds( vmds ) ); } }, onProgress, onError ); } run(); }; THREE.MMDLoader.prototype.loadAudio = function ( url, callback, onProgress, onError ) { var listener = new THREE.AudioListener(); var audio = new THREE.Audio( listener ); var loader = new THREE.AudioLoader( this.manager ); loader.load( url, function ( buffer ) { audio.setBuffer( buffer ); callback( audio, listener ); }, onProgress, onError ); }; THREE.MMDLoader.prototype.loadVpd = function ( url, callback, onProgress, onError, params ) { var scope = this; var func = ( ( params && params.charcode === 'unicode' ) ? this.loadFileAsText : this.loadFileAsShiftJISText ).bind( this ); func( url, function ( text ) { callback( scope.parseVpd( text ) ); }, onProgress, onError ); }; THREE.MMDLoader.prototype.parseModel = function ( buffer, modelExtension ) { // Should I judge from model data header? switch( modelExtension.toLowerCase() ) { case 'pmd': return this.parsePmd( buffer ); case 'pmx': return this.parsePmx( buffer ); default: throw 'extension ' + modelExtension + ' is not supported.'; } }; THREE.MMDLoader.prototype.parsePmd = function ( buffer ) { return this.parser.parsePmd( buffer, true ); }; THREE.MMDLoader.prototype.parsePmx = function ( buffer ) { return this.parser.parsePmx( buffer, true ); }; THREE.MMDLoader.prototype.parseVmd = function ( buffer ) { return this.parser.parseVmd( buffer, true ); }; THREE.MMDLoader.prototype.parseVpd = function ( text ) { return this.parser.parseVpd( text, true ); }; THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) { return this.parser.mergeVmds( vmds ); }; THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) { this.createAnimation( mesh, vmd, name ); }; THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) { var helper = new THREE.MMDLoader.DataCreationHelper(); var initAnimation = function () { var orderedMotions = helper.createOrderedMotionArray( vmd.cameras ); var times = []; var centers = []; var quaternions = []; var positions = []; var fovs = []; var cInterpolations = []; var qInterpolations = []; var pInterpolations = []; var fInterpolations = []; var quaternion = new THREE.Quaternion(); var euler = new THREE.Euler(); var position = new THREE.Vector3(); var center = new THREE.Vector3(); var pushVector3 = function ( array, vec ) { array.push( vec.x ); array.push( vec.y ); array.push( vec.z ); }; var pushQuaternion = function ( array, q ) { array.push( q.x ); array.push( q.y ); array.push( q.z ); array.push( q.w ); }; var pushInterpolation = function ( array, interpolation, index ) { array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1 array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2 array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1 array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2 }; var createTrack = function ( node, type, times, values, interpolations ) { /* * optimizes here not to let KeyframeTrackPrototype optimize * because KeyframeTrackPrototype optimizes times and values but * doesn't optimize interpolations. */ if ( times.length > 2 ) { times = times.slice(); values = values.slice(); interpolations = interpolations.slice(); var stride = values.length / times.length; var interpolateStride = ( stride === 3 ) ? 12 : 4; // 3: Vector3, others: Quaternion or Number var aheadIndex = 2; var index = 1; for ( aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) { for ( var i = 0; i < stride; i ++ ) { if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] || values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) { index ++; break; } } if ( aheadIndex > index ) { times[ index ] = times[ aheadIndex ]; for ( var i = 0; i < stride; i ++ ) { values[ index * stride + i ] = values[ aheadIndex * stride + i ]; } for ( var i = 0; i < interpolateStride; i ++ ) { interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ]; } } } times.length = index + 1; values.length = ( index + 1 ) * stride; interpolations.length = ( index + 1 ) * interpolateStride; } return new THREE.MMDLoader[ type ]( node, times, values, interpolations ); }; for ( var i = 0; i < orderedMotions.length; i++ ) { var m = orderedMotions[ i ]; var time = m.frameNum / 30; var pos = m.position; var rot = m.rotation; var distance = m.distance; var fov = m.fov; var interpolation = m.interpolation; position.set( 0, 0, -distance ); center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] ); euler.set( -rot[ 0 ], -rot[ 1 ], -rot[ 2 ] ); quaternion.setFromEuler( euler ); position.add( center ); position.applyQuaternion( quaternion ); /* * Note: This is a workaround not to make Animation system calculate lerp * if the diff from the last frame is 1 frame (in 30fps). */ if ( times.length > 0 && time < times[ times.length - 1 ] + ( 1 / 30 ) * 1.5 ) { times[ times.length - 1 ] = time - 1e-13; } times.push( time ); pushVector3( centers, center ); pushQuaternion( quaternions, quaternion ); pushVector3( positions, position ); fovs.push( fov ); for ( var j = 0; j < 3; j ++ ) { pushInterpolation( cInterpolations, interpolation, j ); } pushInterpolation( qInterpolations, interpolation, 3 ); // use same one parameter for x, y, z axis. for ( var j = 0; j < 3; j ++ ) { pushInterpolation( pInterpolations, interpolation, 4 ); } pushInterpolation( fInterpolations, interpolation, 5 ); } if ( times.length === 0 ) return; var tracks = []; tracks.push( createTrack( '.center', 'VectorKeyframeTrackEx', times, centers, cInterpolations ) ); tracks.push( createTrack( '.quaternion', 'QuaternionKeyframeTrackEx', times, quaternions, qInterpolations ) ); tracks.push( createTrack( '.position', 'VectorKeyframeTrackEx', times, positions, pInterpolations ) ); tracks.push( createTrack( '.fov', 'NumberKeyframeTrackEx', times, fovs, fInterpolations ) ); var clip = new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ); if ( clip !== null ) { if ( camera.center === undefined ) camera.center = new THREE.Vector3( 0, 0, 0 ); if ( camera.animations === undefined ) camera.animations = []; camera.animations.push( clip ); } }; initAnimation(); }; THREE.MMDLoader.prototype.extractExtension = function ( url ) { var index = url.lastIndexOf( '.' ); if ( index < 0 ) { return null; } return url.slice( index + 1 ); }; THREE.MMDLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType, mimeType ) { 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 ); } } };