2277 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			2277 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	AddOperation, | ||
|  | 	AnimationClip, | ||
|  | 	Bone, | ||
|  | 	BufferGeometry, | ||
|  | 	Color, | ||
|  | 	CustomBlending, | ||
|  | 	TangentSpaceNormalMap, | ||
|  | 	DoubleSide, | ||
|  | 	DstAlphaFactor, | ||
|  | 	Euler, | ||
|  | 	FileLoader, | ||
|  | 	Float32BufferAttribute, | ||
|  | 	FrontSide, | ||
|  | 	Interpolant, | ||
|  | 	Loader, | ||
|  | 	LoaderUtils, | ||
|  | 	UniformsUtils, | ||
|  | 	ShaderMaterial, | ||
|  | 	MultiplyOperation, | ||
|  | 	NearestFilter, | ||
|  | 	NumberKeyframeTrack, | ||
|  | 	OneMinusSrcAlphaFactor, | ||
|  | 	Quaternion, | ||
|  | 	QuaternionKeyframeTrack, | ||
|  | 	RepeatWrapping, | ||
|  | 	Skeleton, | ||
|  | 	SkinnedMesh, | ||
|  | 	SrcAlphaFactor, | ||
|  | 	SRGBColorSpace, | ||
|  | 	TextureLoader, | ||
|  | 	Uint16BufferAttribute, | ||
|  | 	Vector3, | ||
|  | 	VectorKeyframeTrack, | ||
|  | 	RGB_S3TC_DXT1_Format, | ||
|  | 	RGB_PVRTC_4BPPV1_Format, | ||
|  | 	RGB_PVRTC_2BPPV1_Format, | ||
|  | 	RGB_ETC1_Format, | ||
|  | 	RGB_ETC2_Format | ||
|  | } from 'three'; | ||
|  | import { MMDToonShader } from '../shaders/MMDToonShader.js'; | ||
|  | import { TGALoader } from '../loaders/TGALoader.js'; | ||
|  | import { MMDParser } from '../libs/mmdparser.module.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * Dependencies | ||
|  |  *  - mmd-parser https://github.com/takahirox/mmd-parser
 | ||
|  |  *  - TGALoader | ||
|  |  *  - OutlineEffect | ||
|  |  * | ||
|  |  * MMDLoader creates Three.js Objects from MMD resources as | ||
|  |  * PMD, PMX, VMD, and VPD files. | ||
|  |  * | ||
|  |  * PMD/PMX is a model data format, VMD is a motion data format | ||
|  |  * VPD is a posing data format used in MMD(Miku Miku Dance). | ||
|  |  * | ||
|  |  * MMD official site | ||
|  |  *  - https://sites.google.com/view/evpvp/
 | ||
|  |  * | ||
|  |  * PMD, VMD format (in Japanese) | ||
|  |  *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
 | ||
|  |  * | ||
|  |  * PMX format | ||
|  |  *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
 | ||
|  |  * | ||
|  |  * TODO | ||
|  |  *  - light motion in vmd support. | ||
|  |  *  - SDEF support. | ||
|  |  *  - uv/material/bone morphing support. | ||
|  |  *  - more precise grant skinning support. | ||
|  |  *  - shadow support. | ||
|  |  */ | ||
|  | 
 | ||
|  | /** | ||
|  |  * @param {THREE.LoadingManager} manager | ||
|  |  */ | ||
|  | class MMDLoader extends Loader { | ||
|  | 
 | ||
|  | 	constructor( manager ) { | ||
|  | 
 | ||
|  | 		super( manager ); | ||
|  | 
 | ||
|  | 		this.loader = new FileLoader( this.manager ); | ||
|  | 
 | ||
|  | 		this.parser = null; // lazy generation
 | ||
|  | 		this.meshBuilder = new MeshBuilder( this.manager ); | ||
|  | 		this.animationBuilder = new AnimationBuilder(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {string} animationPath | ||
|  | 	 * @return {MMDLoader} | ||
|  | 	 */ | ||
|  | 	setAnimationPath( animationPath ) { | ||
|  | 
 | ||
|  | 		this.animationPath = animationPath; | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Load MMD assets as Three.js Object
 | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads Model file (.pmd or .pmx) as a SkinnedMesh. | ||
|  | 	 * | ||
|  | 	 * @param {string} url - url to Model(.pmd or .pmx) file | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	load( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const builder = this.meshBuilder.setCrossOrigin( this.crossOrigin ); | ||
|  | 
 | ||
|  | 		// resource path
 | ||
|  | 
 | ||
|  | 		let resourcePath; | ||
|  | 
 | ||
|  | 		if ( this.resourcePath !== '' ) { | ||
|  | 
 | ||
|  | 			resourcePath = this.resourcePath; | ||
|  | 
 | ||
|  | 		} else if ( this.path !== '' ) { | ||
|  | 
 | ||
|  | 			resourcePath = this.path; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			resourcePath = LoaderUtils.extractUrlBase( url ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const modelExtension = this._extractExtension( url ).toLowerCase(); | ||
|  | 
 | ||
|  | 		// Should I detect by seeing header?
 | ||
|  | 		if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) { | ||
|  | 
 | ||
|  | 			if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) ); | ||
|  | 
 | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) { | ||
|  | 
 | ||
|  | 			onLoad(	builder.build( data, resourcePath, onProgress, onError )	); | ||
|  | 
 | ||
|  | 		}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads Motion file(s) (.vmd) as a AnimationClip. | ||
|  | 	 * If two or more files are specified, they'll be merged. | ||
|  | 	 * | ||
|  | 	 * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s) | ||
|  | 	 * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	loadAnimation( url, object, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const builder = this.animationBuilder; | ||
|  | 
 | ||
|  | 		this.loadVMD( url, function ( vmd ) { | ||
|  | 
 | ||
|  | 			onLoad( object.isCamera | ||
|  | 				? builder.buildCameraAnimation( vmd ) | ||
|  | 				: builder.build( vmd, object ) ); | ||
|  | 
 | ||
|  | 		}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads mode file and motion file(s) as an object containing | ||
|  | 	 * a SkinnedMesh and a AnimationClip. | ||
|  | 	 * Tracks of AnimationClip are fitting to the model. | ||
|  | 	 * | ||
|  | 	 * @param {string} modelUrl - url to Model(.pmd or .pmx) file | ||
|  | 	 * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	loadWithAnimation( modelUrl, vmdUrl, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		this.load( modelUrl, function ( mesh ) { | ||
|  | 
 | ||
|  | 			scope.loadAnimation( vmdUrl, mesh, function ( animation ) { | ||
|  | 
 | ||
|  | 				onLoad( { | ||
|  | 					mesh: mesh, | ||
|  | 					animation: animation | ||
|  | 				} ); | ||
|  | 
 | ||
|  | 			}, onProgress, onError ); | ||
|  | 
 | ||
|  | 		}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Load MMD assets as Object data parsed by MMDParser
 | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads .pmd file as an Object. | ||
|  | 	 * | ||
|  | 	 * @param {string} url - url to .pmd file | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	loadPMD( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const parser = this._getParser(); | ||
|  | 
 | ||
|  | 		this.loader | ||
|  | 			.setMimeType( undefined ) | ||
|  | 			.setPath( this.path ) | ||
|  | 			.setResponseType( 'arraybuffer' ) | ||
|  | 			.setRequestHeader( this.requestHeader ) | ||
|  | 			.setWithCredentials( this.withCredentials ) | ||
|  | 			.load( url, function ( buffer ) { | ||
|  | 
 | ||
|  | 				try { | ||
|  | 
 | ||
|  | 					onLoad( parser.parsePmd( buffer, true ) ); | ||
|  | 
 | ||
|  | 				} catch ( e ) { | ||
|  | 
 | ||
|  | 					if ( onError ) onError( e ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads .pmx file as an Object. | ||
|  | 	 * | ||
|  | 	 * @param {string} url - url to .pmx file | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	loadPMX( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const parser = this._getParser(); | ||
|  | 
 | ||
|  | 		this.loader | ||
|  | 			.setMimeType( undefined ) | ||
|  | 			.setPath( this.path ) | ||
|  | 			.setResponseType( 'arraybuffer' ) | ||
|  | 			.setRequestHeader( this.requestHeader ) | ||
|  | 			.setWithCredentials( this.withCredentials ) | ||
|  | 			.load( url, function ( buffer ) { | ||
|  | 
 | ||
|  | 				try { | ||
|  | 
 | ||
|  | 					onLoad( parser.parsePmx( buffer, true ) ); | ||
|  | 
 | ||
|  | 				} catch ( e ) { | ||
|  | 
 | ||
|  | 					if ( onError ) onError( e ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads .vmd file as an Object. If two or more files are specified | ||
|  | 	 * they'll be merged. | ||
|  | 	 * | ||
|  | 	 * @param {string|Array<string>} url - url(s) to .vmd file(s) | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	loadVMD( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const urls = Array.isArray( url ) ? url : [ url ]; | ||
|  | 
 | ||
|  | 		const vmds = []; | ||
|  | 		const vmdNum = urls.length; | ||
|  | 
 | ||
|  | 		const parser = this._getParser(); | ||
|  | 
 | ||
|  | 		this.loader | ||
|  | 			.setMimeType( undefined ) | ||
|  | 			.setPath( this.animationPath ) | ||
|  | 			.setResponseType( 'arraybuffer' ) | ||
|  | 			.setRequestHeader( this.requestHeader ) | ||
|  | 			.setWithCredentials( this.withCredentials ); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = urls.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			this.loader.load( urls[ i ], function ( buffer ) { | ||
|  | 
 | ||
|  | 				try { | ||
|  | 
 | ||
|  | 					vmds.push( parser.parseVmd( buffer, true ) ); | ||
|  | 
 | ||
|  | 					if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) ); | ||
|  | 
 | ||
|  | 				} catch ( e ) { | ||
|  | 
 | ||
|  | 					if ( onError ) onError( e ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			}, onProgress, onError ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Loads .vpd file as an Object. | ||
|  | 	 * | ||
|  | 	 * @param {string} url - url to .vpd file | ||
|  | 	 * @param {boolean} isUnicode | ||
|  | 	 * @param {function} onLoad | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 */ | ||
|  | 	loadVPD( url, isUnicode, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const parser = this._getParser(); | ||
|  | 
 | ||
|  | 		this.loader | ||
|  | 			.setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' ) | ||
|  | 			.setPath( this.animationPath ) | ||
|  | 			.setResponseType( 'text' ) | ||
|  | 			.setRequestHeader( this.requestHeader ) | ||
|  | 			.setWithCredentials( this.withCredentials ) | ||
|  | 			.load( url, function ( text ) { | ||
|  | 
 | ||
|  | 				try { | ||
|  | 
 | ||
|  | 					onLoad( parser.parseVpd( text, true ) ); | ||
|  | 
 | ||
|  | 				} catch ( e ) { | ||
|  | 
 | ||
|  | 					if ( onError ) onError( e ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// private methods
 | ||
|  | 
 | ||
|  | 	_extractExtension( url ) { | ||
|  | 
 | ||
|  | 		const index = url.lastIndexOf( '.' ); | ||
|  | 		return index < 0 ? '' : url.slice( index + 1 ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getParser() { | ||
|  | 
 | ||
|  | 		if ( this.parser === null ) { | ||
|  | 
 | ||
|  | 			this.parser = new MMDParser.Parser(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this.parser; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // Utilities
 | ||
|  | 
 | ||
|  | /* | ||
|  | 	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp. | ||
|  | 	 * We don't need to request external toon image files. | ||
|  | 	 */ | ||
|  | const DEFAULT_TOON_TEXTURES = [ | ||
|  | 	'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=' | ||
|  | ]; | ||
|  | 
 | ||
|  | const NON_ALPHA_CHANNEL_FORMATS = [ | ||
|  | 	RGB_S3TC_DXT1_Format, | ||
|  | 	RGB_PVRTC_4BPPV1_Format, | ||
|  | 	RGB_PVRTC_2BPPV1_Format, | ||
|  | 	RGB_ETC1_Format, | ||
|  | 	RGB_ETC2_Format | ||
|  | ]; | ||
|  | 
 | ||
|  | // Builders. They build Three.js object from Object data parsed by MMDParser.
 | ||
|  | 
 | ||
|  | /** | ||
|  |  * @param {THREE.LoadingManager} manager | ||
|  |  */ | ||
|  | class MeshBuilder { | ||
|  | 
 | ||
|  | 	constructor( manager ) { | ||
|  | 
 | ||
|  | 		this.crossOrigin = 'anonymous'; | ||
|  | 		this.geometryBuilder = new GeometryBuilder(); | ||
|  | 		this.materialBuilder = new MaterialBuilder( manager ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {string} crossOrigin | ||
|  | 	 * @return {MeshBuilder} | ||
|  | 	 */ | ||
|  | 	setCrossOrigin( crossOrigin ) { | ||
|  | 
 | ||
|  | 		this.crossOrigin = crossOrigin; | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} data - parsed PMD/PMX data | ||
|  | 	 * @param {string} resourcePath | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 * @return {SkinnedMesh} | ||
|  | 	 */ | ||
|  | 	build( data, resourcePath, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const geometry = this.geometryBuilder.build( data ); | ||
|  | 		const material = this.materialBuilder | ||
|  | 			.setCrossOrigin( this.crossOrigin ) | ||
|  | 			.setResourcePath( resourcePath ) | ||
|  | 			.build( data, geometry, onProgress, onError ); | ||
|  | 
 | ||
|  | 		const mesh = new SkinnedMesh( geometry, material ); | ||
|  | 
 | ||
|  | 		const skeleton = new Skeleton( initBones( mesh ) ); | ||
|  | 		mesh.bind( skeleton ); | ||
|  | 
 | ||
|  | 		// console.log( mesh ); // for console debug
 | ||
|  | 
 | ||
|  | 		return mesh; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // TODO: Try to remove this function
 | ||
|  | 
 | ||
|  | function initBones( mesh ) { | ||
|  | 
 | ||
|  | 	const geometry = mesh.geometry; | ||
|  | 
 | ||
|  | 	const bones = []; | ||
|  | 
 | ||
|  | 	if ( geometry && geometry.bones !== undefined ) { | ||
|  | 
 | ||
|  | 		// first, create array of 'Bone' objects from geometry data
 | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const gbone = geometry.bones[ i ]; | ||
|  | 
 | ||
|  | 			// create new 'Bone' object
 | ||
|  | 
 | ||
|  | 			const bone = new Bone(); | ||
|  | 			bones.push( bone ); | ||
|  | 
 | ||
|  | 			// apply values
 | ||
|  | 
 | ||
|  | 			bone.name = gbone.name; | ||
|  | 			bone.position.fromArray( gbone.pos ); | ||
|  | 			bone.quaternion.fromArray( gbone.rotq ); | ||
|  | 			if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// second, create bone hierarchy
 | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const gbone = geometry.bones[ i ]; | ||
|  | 
 | ||
|  | 			if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { | ||
|  | 
 | ||
|  | 				// subsequent bones in the hierarchy
 | ||
|  | 
 | ||
|  | 				bones[ gbone.parent ].add( bones[ i ] ); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				// topmost bone, immediate child of the skinned mesh
 | ||
|  | 
 | ||
|  | 				mesh.add( bones[ i ] ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// now the bones are part of the scene graph and children of the skinned mesh.
 | ||
|  | 	// let's update the corresponding matrices
 | ||
|  | 
 | ||
|  | 	mesh.updateMatrixWorld( true ); | ||
|  | 
 | ||
|  | 	return bones; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class GeometryBuilder { | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} data - parsed PMD/PMX data | ||
|  | 	 * @return {BufferGeometry} | ||
|  | 	 */ | ||
|  | 	build( data ) { | ||
|  | 
 | ||
|  | 		// for geometry
 | ||
|  | 		const positions = []; | ||
|  | 		const uvs = []; | ||
|  | 		const normals = []; | ||
|  | 
 | ||
|  | 		const indices = []; | ||
|  | 
 | ||
|  | 		const groups = []; | ||
|  | 
 | ||
|  | 		const bones = []; | ||
|  | 		const skinIndices = []; | ||
|  | 		const skinWeights = []; | ||
|  | 
 | ||
|  | 		const morphTargets = []; | ||
|  | 		const morphPositions = []; | ||
|  | 
 | ||
|  | 		const iks = []; | ||
|  | 		const grants = []; | ||
|  | 
 | ||
|  | 		const rigidBodies = []; | ||
|  | 		const constraints = []; | ||
|  | 
 | ||
|  | 		// for work
 | ||
|  | 		let offset = 0; | ||
|  | 		const boneTypeTable = {}; | ||
|  | 
 | ||
|  | 		// positions, normals, uvs, skinIndices, skinWeights
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.vertexCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const v = data.vertices[ i ]; | ||
|  | 
 | ||
|  | 			for ( let j = 0, jl = v.position.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 				positions.push( v.position[ j ] ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			for ( let j = 0, jl = v.normal.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 				normals.push( v.normal[ j ] ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			for ( let j = 0, jl = v.uv.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 				uvs.push( v.uv[ j ] ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			for ( let j = 0; j < 4; j ++ ) { | ||
|  | 
 | ||
|  | 				skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			for ( let j = 0; j < 4; j ++ ) { | ||
|  | 
 | ||
|  | 				skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// indices
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.faceCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const face = data.faces[ i ]; | ||
|  | 
 | ||
|  | 			for ( let j = 0, jl = face.indices.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 				indices.push( face.indices[ j ] ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// groups
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.materialCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const material = data.materials[ i ]; | ||
|  | 
 | ||
|  | 			groups.push( { | ||
|  | 				offset: offset * 3, | ||
|  | 				count: material.faceCount * 3 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			offset += material.faceCount; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// bones
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const body = data.rigidBodies[ i ]; | ||
|  | 			let value = boneTypeTable[ body.boneIndex ]; | ||
|  | 
 | ||
|  | 			// keeps greater number if already value is set without any special reasons
 | ||
|  | 			value = value === undefined ? body.type : Math.max( body.type, value ); | ||
|  | 
 | ||
|  | 			boneTypeTable[ body.boneIndex ] = value; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.boneCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const boneData = data.bones[ i ]; | ||
|  | 
 | ||
|  | 			const bone = { | ||
|  | 				index: i, | ||
|  | 				transformationClass: boneData.transformationClass, | ||
|  | 				parent: boneData.parentIndex, | ||
|  | 				name: boneData.name, | ||
|  | 				pos: boneData.position.slice( 0, 3 ), | ||
|  | 				rotq: [ 0, 0, 0, 1 ], | ||
|  | 				scl: [ 1, 1, 1 ], | ||
|  | 				rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1 | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			if ( bone.parent !== - 1 ) { | ||
|  | 
 | ||
|  | 				bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ]; | ||
|  | 				bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ]; | ||
|  | 				bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ]; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			bones.push( bone ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// iks
 | ||
|  | 
 | ||
|  | 		// TODO: remove duplicated codes between PMD and PMX
 | ||
|  | 		if ( data.metadata.format === 'pmd' ) { | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < data.metadata.ikCount; i ++ ) { | ||
|  | 
 | ||
|  | 				const ik = data.iks[ i ]; | ||
|  | 
 | ||
|  | 				const param = { | ||
|  | 					target: ik.target, | ||
|  | 					effector: ik.effector, | ||
|  | 					iteration: ik.iteration, | ||
|  | 					maxAngle: ik.maxAngle * 4, | ||
|  | 					links: [] | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 					const link = {}; | ||
|  | 					link.index = ik.links[ j ].index; | ||
|  | 					link.enabled = true; | ||
|  | 
 | ||
|  | 					if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) { | ||
|  | 
 | ||
|  | 						link.limitation = new Vector3( 1.0, 0.0, 0.0 ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					param.links.push( link ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				iks.push( param ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < data.metadata.boneCount; i ++ ) { | ||
|  | 
 | ||
|  | 				const ik = data.bones[ i ].ik; | ||
|  | 
 | ||
|  | 				if ( ik === undefined ) continue; | ||
|  | 
 | ||
|  | 				const param = { | ||
|  | 					target: i, | ||
|  | 					effector: ik.effector, | ||
|  | 					iteration: ik.iteration, | ||
|  | 					maxAngle: ik.maxAngle, | ||
|  | 					links: [] | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 					const link = {}; | ||
|  | 					link.index = ik.links[ j ].index; | ||
|  | 					link.enabled = true; | ||
|  | 
 | ||
|  | 					if ( ik.links[ j ].angleLimitation === 1 ) { | ||
|  | 
 | ||
|  | 						// Revert if rotationMin/Max doesn't work well
 | ||
|  | 						// link.limitation = new Vector3( 1.0, 0.0, 0.0 );
 | ||
|  | 
 | ||
|  | 						const rotationMin = ik.links[ j ].lowerLimitationAngle; | ||
|  | 						const rotationMax = ik.links[ j ].upperLimitationAngle; | ||
|  | 
 | ||
|  | 						// Convert Left to Right coordinate by myself because
 | ||
|  | 						// MMDParser doesn't convert. It's a MMDParser's bug
 | ||
|  | 
 | ||
|  | 						const tmp1 = - rotationMax[ 0 ]; | ||
|  | 						const tmp2 = - rotationMax[ 1 ]; | ||
|  | 						rotationMax[ 0 ] = - rotationMin[ 0 ]; | ||
|  | 						rotationMax[ 1 ] = - rotationMin[ 1 ]; | ||
|  | 						rotationMin[ 0 ] = tmp1; | ||
|  | 						rotationMin[ 1 ] = tmp2; | ||
|  | 
 | ||
|  | 						link.rotationMin = new Vector3().fromArray( rotationMin ); | ||
|  | 						link.rotationMax = new Vector3().fromArray( rotationMax ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					param.links.push( link ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				iks.push( param ); | ||
|  | 
 | ||
|  | 				// Save the reference even from bone data for efficiently
 | ||
|  | 				// simulating PMX animation system
 | ||
|  | 				bones[ i ].ik = param; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// grants
 | ||
|  | 
 | ||
|  | 		if ( data.metadata.format === 'pmx' ) { | ||
|  | 
 | ||
|  | 			// bone index -> grant entry map
 | ||
|  | 			const grantEntryMap = {}; | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < data.metadata.boneCount; i ++ ) { | ||
|  | 
 | ||
|  | 				const boneData = data.bones[ i ]; | ||
|  | 				const grant = boneData.grant; | ||
|  | 
 | ||
|  | 				if ( grant === undefined ) continue; | ||
|  | 
 | ||
|  | 				const param = { | ||
|  | 					index: i, | ||
|  | 					parentIndex: grant.parentIndex, | ||
|  | 					ratio: grant.ratio, | ||
|  | 					isLocal: grant.isLocal, | ||
|  | 					affectRotation: grant.affectRotation, | ||
|  | 					affectPosition: grant.affectPosition, | ||
|  | 					transformationClass: boneData.transformationClass | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				grantEntryMap[ i ] = { parent: null, children: [], param: param, visited: false }; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const rootEntry = { parent: null, children: [], param: null, visited: false }; | ||
|  | 
 | ||
|  | 			// Build a tree representing grant hierarchy
 | ||
|  | 
 | ||
|  | 			for ( const boneIndex in grantEntryMap ) { | ||
|  | 
 | ||
|  | 				const grantEntry = grantEntryMap[ boneIndex ]; | ||
|  | 				const parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry; | ||
|  | 
 | ||
|  | 				grantEntry.parent = parentGrantEntry; | ||
|  | 				parentGrantEntry.children.push( grantEntry ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// Sort grant parameters from parents to children because
 | ||
|  | 			// grant uses parent's transform that parent's grant is already applied
 | ||
|  | 			// so grant should be applied in order from parents to children
 | ||
|  | 
 | ||
|  | 			function traverse( entry ) { | ||
|  | 
 | ||
|  | 				if ( entry.param ) { | ||
|  | 
 | ||
|  | 					grants.push( entry.param ); | ||
|  | 
 | ||
|  | 					// Save the reference even from bone data for efficiently
 | ||
|  | 					// simulating PMX animation system
 | ||
|  | 					bones[ entry.param.index ].grant = entry.param; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				entry.visited = true; | ||
|  | 
 | ||
|  | 				for ( let i = 0, il = entry.children.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 					const child = entry.children[ i ]; | ||
|  | 
 | ||
|  | 					// Cut off a loop if exists. (Is a grant loop invalid?)
 | ||
|  | 					if ( ! child.visited ) traverse( child ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			traverse( rootEntry ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// morph
 | ||
|  | 
 | ||
|  | 		function updateAttributes( attribute, morph, ratio ) { | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < morph.elementCount; i ++ ) { | ||
|  | 
 | ||
|  | 				const element = morph.elements[ i ]; | ||
|  | 
 | ||
|  | 				let index; | ||
|  | 
 | ||
|  | 				if ( data.metadata.format === 'pmd' ) { | ||
|  | 
 | ||
|  | 					index = data.morphs[ 0 ].elements[ element.index ].index; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					index = element.index; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio; | ||
|  | 				attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio; | ||
|  | 				attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.morphCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const morph = data.morphs[ i ]; | ||
|  | 			const params = { name: morph.name }; | ||
|  | 
 | ||
|  | 			const attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 ); | ||
|  | 			attribute.name = morph.name; | ||
|  | 
 | ||
|  | 			for ( let j = 0; j < data.metadata.vertexCount * 3; j ++ ) { | ||
|  | 
 | ||
|  | 				attribute.array[ j ] = positions[ j ]; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( data.metadata.format === 'pmd' ) { | ||
|  | 
 | ||
|  | 				if ( i !== 0 ) { | ||
|  | 
 | ||
|  | 					updateAttributes( attribute, morph, 1.0 ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				if ( morph.type === 0 ) { // group
 | ||
|  | 
 | ||
|  | 					for ( let j = 0; j < morph.elementCount; j ++ ) { | ||
|  | 
 | ||
|  | 						const morph2 = data.morphs[ morph.elements[ j ].index ]; | ||
|  | 						const ratio = morph.elements[ j ].ratio; | ||
|  | 
 | ||
|  | 						if ( morph2.type === 1 ) { | ||
|  | 
 | ||
|  | 							updateAttributes( attribute, morph2, ratio ); | ||
|  | 
 | ||
|  | 						} else { | ||
|  | 
 | ||
|  | 							// TODO: implement
 | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 1 ) { // vertex
 | ||
|  | 
 | ||
|  | 					updateAttributes( attribute, morph, 1.0 ); | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 2 ) { // bone
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 3 ) { // uv
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 4 ) { // additional uv1
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 5 ) { // additional uv2
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 6 ) { // additional uv3
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 7 ) { // additional uv4
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 8 ) { // material
 | ||
|  | 
 | ||
|  | 					// TODO: implement
 | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			morphTargets.push( params ); | ||
|  | 			morphPositions.push( attribute ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// rigid bodies from rigidBodies field.
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const rigidBody = data.rigidBodies[ i ]; | ||
|  | 			const params = {}; | ||
|  | 
 | ||
|  | 			for ( const key in rigidBody ) { | ||
|  | 
 | ||
|  | 				params[ key ] = rigidBody[ key ]; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			/* | ||
|  | 				 * RigidBody position parameter in PMX seems global position | ||
|  | 				 * while the one in PMD seems offset from corresponding bone. | ||
|  | 				 * So unify being offset. | ||
|  | 				 */ | ||
|  | 			if ( data.metadata.format === 'pmx' ) { | ||
|  | 
 | ||
|  | 				if ( params.boneIndex !== - 1 ) { | ||
|  | 
 | ||
|  | 					const bone = data.bones[ params.boneIndex ]; | ||
|  | 					params.position[ 0 ] -= bone.position[ 0 ]; | ||
|  | 					params.position[ 1 ] -= bone.position[ 1 ]; | ||
|  | 					params.position[ 2 ] -= bone.position[ 2 ]; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			rigidBodies.push( params ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// constraints from constraints field.
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.constraintCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const constraint = data.constraints[ i ]; | ||
|  | 			const params = {}; | ||
|  | 
 | ||
|  | 			for ( const key in constraint ) { | ||
|  | 
 | ||
|  | 				params[ key ] = constraint[ key ]; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const bodyA = rigidBodies[ params.rigidBodyIndex1 ]; | ||
|  | 			const bodyB = rigidBodies[ params.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 && | ||
|  | 					     data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) { | ||
|  | 
 | ||
|  | 					bodyB.type = 1; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			constraints.push( params ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// build BufferGeometry.
 | ||
|  | 
 | ||
|  | 		const geometry = new BufferGeometry(); | ||
|  | 
 | ||
|  | 		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); | ||
|  | 		geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | ||
|  | 		geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | ||
|  | 		geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) ); | ||
|  | 		geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) ); | ||
|  | 		geometry.setIndex( indices ); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = groups.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			geometry.addGroup( groups[ i ].offset, groups[ i ].count, i ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		geometry.bones = bones; | ||
|  | 
 | ||
|  | 		geometry.morphTargets = morphTargets; | ||
|  | 		geometry.morphAttributes.position = morphPositions; | ||
|  | 		geometry.morphTargetsRelative = false; | ||
|  | 
 | ||
|  | 		geometry.userData.MMD = { | ||
|  | 			bones: bones, | ||
|  | 			iks: iks, | ||
|  | 			grants: grants, | ||
|  | 			rigidBodies: rigidBodies, | ||
|  | 			constraints: constraints, | ||
|  | 			format: data.metadata.format | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		geometry.computeBoundingSphere(); | ||
|  | 
 | ||
|  | 		return geometry; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | /** | ||
|  |  * @param {THREE.LoadingManager} manager | ||
|  |  */ | ||
|  | class MaterialBuilder { | ||
|  | 
 | ||
|  | 	constructor( manager ) { | ||
|  | 
 | ||
|  | 		this.manager = manager; | ||
|  | 
 | ||
|  | 		this.textureLoader = new TextureLoader( this.manager ); | ||
|  | 		this.tgaLoader = null; // lazy generation
 | ||
|  | 
 | ||
|  | 		this.crossOrigin = 'anonymous'; | ||
|  | 		this.resourcePath = undefined; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {string} crossOrigin | ||
|  | 	 * @return {MaterialBuilder} | ||
|  | 	 */ | ||
|  | 	setCrossOrigin( crossOrigin ) { | ||
|  | 
 | ||
|  | 		this.crossOrigin = crossOrigin; | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {string} resourcePath | ||
|  | 	 * @return {MaterialBuilder} | ||
|  | 	 */ | ||
|  | 	setResourcePath( resourcePath ) { | ||
|  | 
 | ||
|  | 		this.resourcePath = resourcePath; | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} data - parsed PMD/PMX data | ||
|  | 	 * @param {BufferGeometry} geometry - some properties are dependend on geometry | ||
|  | 	 * @param {function} onProgress | ||
|  | 	 * @param {function} onError | ||
|  | 	 * @return {Array<MMDToonMaterial>} | ||
|  | 	 */ | ||
|  | 	build( data, geometry /*, onProgress, onError */ ) { | ||
|  | 
 | ||
|  | 		const materials = []; | ||
|  | 
 | ||
|  | 		const textures = {}; | ||
|  | 
 | ||
|  | 		this.textureLoader.setCrossOrigin( this.crossOrigin ); | ||
|  | 
 | ||
|  | 		// materials
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < data.metadata.materialCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const material = data.materials[ i ]; | ||
|  | 
 | ||
|  | 			const params = { userData: { MMD: {} } }; | ||
|  | 
 | ||
|  | 			if ( material.name !== undefined ) params.name = material.name; | ||
|  | 
 | ||
|  | 			/* | ||
|  | 				 * Color | ||
|  | 				 * | ||
|  | 				 * MMD         MMDToonMaterial | ||
|  | 				 * ambient  -  emissive * a | ||
|  | 				 *               (a = 1.0 without map texture or 0.2 with map texture) | ||
|  | 				 * | ||
|  | 				 * MMDToonMaterial 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.diffuse = new Color().setRGB( | ||
|  | 				material.diffuse[ 0 ], | ||
|  | 				material.diffuse[ 1 ], | ||
|  | 				material.diffuse[ 2 ], | ||
|  | 				SRGBColorSpace | ||
|  | 			); | ||
|  | 			params.opacity = material.diffuse[ 3 ]; | ||
|  | 			params.specular = new Color().setRGB( ...material.specular, SRGBColorSpace ); | ||
|  | 			params.shininess = material.shininess; | ||
|  | 			params.emissive = new Color().setRGB( ...material.ambient, SRGBColorSpace ); | ||
|  | 			params.transparent = params.opacity !== 1.0; | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			params.fog = true; | ||
|  | 
 | ||
|  | 			// blend
 | ||
|  | 
 | ||
|  | 			params.blending = CustomBlending; | ||
|  | 			params.blendSrc = SrcAlphaFactor; | ||
|  | 			params.blendDst = OneMinusSrcAlphaFactor; | ||
|  | 			params.blendSrcAlpha = SrcAlphaFactor; | ||
|  | 			params.blendDstAlpha = DstAlphaFactor; | ||
|  | 
 | ||
|  | 			// side
 | ||
|  | 
 | ||
|  | 			if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) { | ||
|  | 
 | ||
|  | 				params.side = DoubleSide; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				params.side = params.opacity === 1.0 ? FrontSide : DoubleSide; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( data.metadata.format === 'pmd' ) { | ||
|  | 
 | ||
|  | 				// map, matcap
 | ||
|  | 
 | ||
|  | 				if ( material.fileName ) { | ||
|  | 
 | ||
|  | 					const fileName = material.fileName; | ||
|  | 					const fileNames = fileName.split( '*' ); | ||
|  | 
 | ||
|  | 					// fileNames[ 0 ]: mapFileName
 | ||
|  | 					// fileNames[ 1 ]: matcapFileName( optional )
 | ||
|  | 
 | ||
|  | 					params.map = this._loadTexture( fileNames[ 0 ], textures ); | ||
|  | 
 | ||
|  | 					if ( fileNames.length > 1 ) { | ||
|  | 
 | ||
|  | 						const extension = fileNames[ 1 ].slice( - 4 ).toLowerCase(); | ||
|  | 
 | ||
|  | 						params.matcap = this._loadTexture( | ||
|  | 							fileNames[ 1 ], | ||
|  | 							textures | ||
|  | 						); | ||
|  | 
 | ||
|  | 						params.matcapCombine = extension === '.sph' | ||
|  | 							? MultiplyOperation | ||
|  | 							: AddOperation; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// gradientMap
 | ||
|  | 
 | ||
|  | 				const toonFileName = ( material.toonIndex === - 1 ) | ||
|  | 					? 'toon00.bmp' | ||
|  | 					: data.toonTextures[ material.toonIndex ].fileName; | ||
|  | 
 | ||
|  | 				params.gradientMap = this._loadTexture( | ||
|  | 					toonFileName, | ||
|  | 					textures, | ||
|  | 					{ | ||
|  | 						isToonTexture: true, | ||
|  | 						isDefaultToonTexture: this._isDefaultToonTexture( toonFileName ) | ||
|  | 					} | ||
|  | 				); | ||
|  | 
 | ||
|  | 				// parameters for OutlineEffect
 | ||
|  | 
 | ||
|  | 				params.userData.outlineParameters = { | ||
|  | 					thickness: material.edgeFlag === 1 ? 0.003 : 0.0, | ||
|  | 					color: [ 0, 0, 0 ], | ||
|  | 					alpha: 1.0, | ||
|  | 					visible: material.edgeFlag === 1 | ||
|  | 				}; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				// map
 | ||
|  | 
 | ||
|  | 				if ( material.textureIndex !== - 1 ) { | ||
|  | 
 | ||
|  | 					params.map = this._loadTexture( data.textures[ material.textureIndex ], textures ); | ||
|  | 
 | ||
|  | 					// Since PMX spec don't have standard to list map files except color map and env map,
 | ||
|  | 					// we need to save file name for further mapping, like matching normal map file names after model loaded.
 | ||
|  | 					// ref: https://gist.github.com/felixjones/f8a06bd48f9da9a4539f#texture
 | ||
|  | 					params.userData.MMD.mapFileName = data.textures[ material.textureIndex ]; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// matcap TODO: support m.envFlag === 3
 | ||
|  | 
 | ||
|  | 				if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) { | ||
|  | 
 | ||
|  | 					params.matcap = this._loadTexture( | ||
|  | 						data.textures[ material.envTextureIndex ], | ||
|  | 						textures | ||
|  | 					); | ||
|  | 
 | ||
|  | 					// Same as color map above, keep file name in userData for further usage.
 | ||
|  | 					params.userData.MMD.matcapFileName = data.textures[ material.envTextureIndex ]; | ||
|  | 
 | ||
|  | 					params.matcapCombine = material.envFlag === 1 | ||
|  | 						? MultiplyOperation | ||
|  | 						: AddOperation; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// gradientMap
 | ||
|  | 
 | ||
|  | 				let toonFileName, isDefaultToon; | ||
|  | 
 | ||
|  | 				if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) { | ||
|  | 
 | ||
|  | 					toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp'; | ||
|  | 					isDefaultToon = true; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					toonFileName = data.textures[ material.toonIndex ]; | ||
|  | 					isDefaultToon = false; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				params.gradientMap = this._loadTexture( | ||
|  | 					toonFileName, | ||
|  | 					textures, | ||
|  | 					{ | ||
|  | 						isToonTexture: true, | ||
|  | 						isDefaultToonTexture: isDefaultToon | ||
|  | 					} | ||
|  | 				); | ||
|  | 
 | ||
|  | 				// parameters for OutlineEffect
 | ||
|  | 				params.userData.outlineParameters = { | ||
|  | 					thickness: material.edgeSize / 300, // TODO: better calculation?
 | ||
|  | 					color: material.edgeColor.slice( 0, 3 ), | ||
|  | 					alpha: material.edgeColor[ 3 ], | ||
|  | 					visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0 | ||
|  | 				}; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( params.map !== undefined ) { | ||
|  | 
 | ||
|  | 				if ( ! params.transparent ) { | ||
|  | 
 | ||
|  | 					this._checkImageTransparency( params.map, geometry, i ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				params.emissive.multiplyScalar( 0.2 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			materials.push( new MMDToonMaterial( params ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( data.metadata.format === 'pmx' ) { | ||
|  | 
 | ||
|  | 			// set transparent true if alpha morph is defined.
 | ||
|  | 
 | ||
|  | 			function checkAlphaMorph( elements, materials ) { | ||
|  | 
 | ||
|  | 				for ( let i = 0, il = elements.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 					const element = elements[ i ]; | ||
|  | 
 | ||
|  | 					if ( element.index === - 1 ) continue; | ||
|  | 
 | ||
|  | 					const material = materials[ element.index ]; | ||
|  | 
 | ||
|  | 					if ( material.opacity !== element.diffuse[ 3 ] ) { | ||
|  | 
 | ||
|  | 						material.transparent = true; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			for ( let i = 0, il = data.morphs.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 				const morph = data.morphs[ i ]; | ||
|  | 				const elements = morph.elements; | ||
|  | 
 | ||
|  | 				if ( morph.type === 0 ) { | ||
|  | 
 | ||
|  | 					for ( let j = 0, jl = elements.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 						const morph2 = data.morphs[ elements[ j ].index ]; | ||
|  | 
 | ||
|  | 						if ( morph2.type !== 8 ) continue; | ||
|  | 
 | ||
|  | 						checkAlphaMorph( morph2.elements, materials ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} else if ( morph.type === 8 ) { | ||
|  | 
 | ||
|  | 					checkAlphaMorph( elements, materials ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return materials; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// private methods
 | ||
|  | 
 | ||
|  | 	_getTGALoader() { | ||
|  | 
 | ||
|  | 		if ( this.tgaLoader === null ) { | ||
|  | 
 | ||
|  | 			if ( TGALoader === undefined ) { | ||
|  | 
 | ||
|  | 				throw new Error( 'THREE.MMDLoader: Import TGALoader' ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			this.tgaLoader = new TGALoader( this.manager ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this.tgaLoader; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_isDefaultToonTexture( name ) { | ||
|  | 
 | ||
|  | 		if ( name.length !== 10 ) return false; | ||
|  | 
 | ||
|  | 		return /toon(10|0[0-9])\.bmp/.test( name ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_loadTexture( filePath, textures, params, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		params = params || {}; | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		let fullPath; | ||
|  | 
 | ||
|  | 		if ( params.isDefaultToonTexture === true ) { | ||
|  | 
 | ||
|  | 			let index; | ||
|  | 
 | ||
|  | 			try { | ||
|  | 
 | ||
|  | 				index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] ); | ||
|  | 
 | ||
|  | 			} catch ( e ) { | ||
|  | 
 | ||
|  | 				console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a ' | ||
|  | 						+ 'not right default texture path. Using toon00.bmp instead.' ); | ||
|  | 
 | ||
|  | 				index = 0; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			fullPath = DEFAULT_TOON_TEXTURES[ index ]; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			fullPath = this.resourcePath + filePath; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ]; | ||
|  | 
 | ||
|  | 		let loader = this.manager.getHandler( fullPath ); | ||
|  | 
 | ||
|  | 		if ( loader === null ) { | ||
|  | 
 | ||
|  | 			loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' ) | ||
|  | 				? this._getTGALoader() | ||
|  | 				: this.textureLoader; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const 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 ) { | ||
|  | 
 | ||
|  | 				t.image = scope._getRotatedImage( t.image ); | ||
|  | 
 | ||
|  | 				t.magFilter = NearestFilter; | ||
|  | 				t.minFilter = NearestFilter; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			t.flipY = false; | ||
|  | 			t.wrapS = RepeatWrapping; | ||
|  | 			t.wrapT = RepeatWrapping; | ||
|  | 			t.colorSpace = SRGBColorSpace; | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < texture.readyCallbacks.length; i ++ ) { | ||
|  | 
 | ||
|  | 				texture.readyCallbacks[ i ]( texture ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			delete texture.readyCallbacks; | ||
|  | 
 | ||
|  | 		}, onProgress, onError ); | ||
|  | 
 | ||
|  | 		texture.readyCallbacks = []; | ||
|  | 
 | ||
|  | 		textures[ fullPath ] = texture; | ||
|  | 
 | ||
|  | 		return texture; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getRotatedImage( image ) { | ||
|  | 
 | ||
|  | 		const canvas = document.createElement( 'canvas' ); | ||
|  | 		const context = canvas.getContext( '2d' ); | ||
|  | 
 | ||
|  | 		const width = image.width; | ||
|  | 		const 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 ); | ||
|  | 
 | ||
|  | 		return context.getImageData( 0, 0, width, height ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Check if the partial image area used by the texture is transparent.
 | ||
|  | 	_checkImageTransparency( map, geometry, groupIndex ) { | ||
|  | 
 | ||
|  | 		map.readyCallbacks.push( function ( texture ) { | ||
|  | 
 | ||
|  | 			// Is there any efficient ways?
 | ||
|  | 			function createImageData( image ) { | ||
|  | 
 | ||
|  | 				const canvas = document.createElement( 'canvas' ); | ||
|  | 				canvas.width = image.width; | ||
|  | 				canvas.height = image.height; | ||
|  | 
 | ||
|  | 				const context = canvas.getContext( '2d' ); | ||
|  | 				context.drawImage( image, 0, 0 ); | ||
|  | 
 | ||
|  | 				return context.getImageData( 0, 0, canvas.width, canvas.height ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function detectImageTransparency( image, uvs, indices ) { | ||
|  | 
 | ||
|  | 				const width = image.width; | ||
|  | 				const height = image.height; | ||
|  | 				const data = image.data; | ||
|  | 				const threshold = 253; | ||
|  | 
 | ||
|  | 				if ( data.length / ( width * height ) !== 4 ) return false; | ||
|  | 
 | ||
|  | 				for ( let i = 0; i < indices.length; i += 3 ) { | ||
|  | 
 | ||
|  | 					const centerUV = { x: 0.0, y: 0.0 }; | ||
|  | 
 | ||
|  | 					for ( let j = 0; j < 3; j ++ ) { | ||
|  | 
 | ||
|  | 						const index = indices[ i * 3 + j ]; | ||
|  | 						const 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 | ||
|  | 				 *   texture.flipY = false | ||
|  | 				 *   texture.wrapS = RepeatWrapping | ||
|  | 				 *   texture.wrapT = RepeatWrapping | ||
|  | 				 * TODO: more precise | ||
|  | 				 */ | ||
|  | 			function getAlphaByUv( image, uv ) { | ||
|  | 
 | ||
|  | 				const width = image.width; | ||
|  | 				const height = image.height; | ||
|  | 
 | ||
|  | 				let x = Math.round( uv.x * width ) % width; | ||
|  | 				let y = Math.round( uv.y * height ) % height; | ||
|  | 
 | ||
|  | 				if ( x < 0 ) x += width; | ||
|  | 				if ( y < 0 ) y += height; | ||
|  | 
 | ||
|  | 				const index = y * width + x; | ||
|  | 
 | ||
|  | 				return image.data[ index * 4 + 3 ]; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( texture.isCompressedTexture === true ) { | ||
|  | 
 | ||
|  | 				if ( NON_ALPHA_CHANNEL_FORMATS.includes( texture.format ) ) { | ||
|  | 
 | ||
|  | 					map.transparent = false; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					// any other way to check transparency of CompressedTexture?
 | ||
|  | 					map.transparent = true; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				return; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const imageData = texture.image.data !== undefined | ||
|  | 				? texture.image | ||
|  | 				: createImageData( texture.image ); | ||
|  | 
 | ||
|  | 			const group = geometry.groups[ groupIndex ]; | ||
|  | 
 | ||
|  | 			if ( detectImageTransparency( | ||
|  | 				imageData, | ||
|  | 				geometry.attributes.uv.array, | ||
|  | 				geometry.index.array.slice( group.start, group.start + group.count ) ) ) { | ||
|  | 
 | ||
|  | 				map.transparent = true; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class AnimationBuilder { | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} vmd - parsed VMD data | ||
|  | 	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh | ||
|  | 	 * @return {AnimationClip} | ||
|  | 	 */ | ||
|  | 	build( vmd, mesh ) { | ||
|  | 
 | ||
|  | 		// combine skeletal and morph animations
 | ||
|  | 
 | ||
|  | 		const tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks; | ||
|  | 		const tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = tracks2.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			tracks.push( tracks2[ i ] ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return new AnimationClip( '', - 1, tracks ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} vmd - parsed VMD data | ||
|  | 	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh | ||
|  | 	 * @return {AnimationClip} | ||
|  | 	 */ | ||
|  | 	buildSkeletalAnimation( vmd, mesh ) { | ||
|  | 
 | ||
|  | 		function pushInterpolation( 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
 | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const tracks = []; | ||
|  | 
 | ||
|  | 		const motions = {}; | ||
|  | 		const bones = mesh.skeleton.bones; | ||
|  | 		const boneNameDictionary = {}; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = bones.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			boneNameDictionary[ bones[ i ].name ] = true; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < vmd.metadata.motionCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const motion = vmd.motions[ i ]; | ||
|  | 			const boneName = motion.boneName; | ||
|  | 
 | ||
|  | 			if ( boneNameDictionary[ boneName ] === undefined ) continue; | ||
|  | 
 | ||
|  | 			motions[ boneName ] = motions[ boneName ] || []; | ||
|  | 			motions[ boneName ].push( motion ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( const key in motions ) { | ||
|  | 
 | ||
|  | 			const array = motions[ key ]; | ||
|  | 
 | ||
|  | 			array.sort( function ( a, b ) { | ||
|  | 
 | ||
|  | 				return a.frameNum - b.frameNum; | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const times = []; | ||
|  | 			const positions = []; | ||
|  | 			const rotations = []; | ||
|  | 			const pInterpolations = []; | ||
|  | 			const rInterpolations = []; | ||
|  | 
 | ||
|  | 			const basePosition = mesh.skeleton.getBoneByName( key ).position.toArray(); | ||
|  | 
 | ||
|  | 			for ( let i = 0, il = array.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 				const time = array[ i ].frameNum / 30; | ||
|  | 				const position = array[ i ].position; | ||
|  | 				const rotation = array[ i ].rotation; | ||
|  | 				const interpolation = array[ i ].interpolation; | ||
|  | 
 | ||
|  | 				times.push( time ); | ||
|  | 
 | ||
|  | 				for ( let j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] ); | ||
|  | 				for ( let j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] ); | ||
|  | 				for ( let j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j ); | ||
|  | 
 | ||
|  | 				pushInterpolation( rInterpolations, interpolation, 3 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const targetName = '.bones[' + key + ']'; | ||
|  | 
 | ||
|  | 			tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) ); | ||
|  | 			tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return new AnimationClip( '', - 1, tracks ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} vmd - parsed VMD data | ||
|  | 	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh | ||
|  | 	 * @return {AnimationClip} | ||
|  | 	 */ | ||
|  | 	buildMorphAnimation( vmd, mesh ) { | ||
|  | 
 | ||
|  | 		const tracks = []; | ||
|  | 
 | ||
|  | 		const morphs = {}; | ||
|  | 		const morphTargetDictionary = mesh.morphTargetDictionary; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < vmd.metadata.morphCount; i ++ ) { | ||
|  | 
 | ||
|  | 			const morph = vmd.morphs[ i ]; | ||
|  | 			const morphName = morph.morphName; | ||
|  | 
 | ||
|  | 			if ( morphTargetDictionary[ morphName ] === undefined ) continue; | ||
|  | 
 | ||
|  | 			morphs[ morphName ] = morphs[ morphName ] || []; | ||
|  | 			morphs[ morphName ].push( morph ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( const key in morphs ) { | ||
|  | 
 | ||
|  | 			const array = morphs[ key ]; | ||
|  | 
 | ||
|  | 			array.sort( function ( a, b ) { | ||
|  | 
 | ||
|  | 				return a.frameNum - b.frameNum; | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const times = []; | ||
|  | 			const values = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, il = array.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 				times.push( array[ i ].frameNum / 30 ); | ||
|  | 				values.push( array[ i ].weight ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return new AnimationClip( '', - 1, tracks ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} vmd - parsed VMD data | ||
|  | 	 * @return {AnimationClip} | ||
|  | 	 */ | ||
|  | 	buildCameraAnimation( vmd ) { | ||
|  | 
 | ||
|  | 		function pushVector3( array, vec ) { | ||
|  | 
 | ||
|  | 			array.push( vec.x ); | ||
|  | 			array.push( vec.y ); | ||
|  | 			array.push( vec.z ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function pushQuaternion( array, q ) { | ||
|  | 
 | ||
|  | 			array.push( q.x ); | ||
|  | 			array.push( q.y ); | ||
|  | 			array.push( q.z ); | ||
|  | 			array.push( q.w ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function pushInterpolation( 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
 | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice(); | ||
|  | 
 | ||
|  | 		cameras.sort( function ( a, b ) { | ||
|  | 
 | ||
|  | 			return a.frameNum - b.frameNum; | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		const times = []; | ||
|  | 		const centers = []; | ||
|  | 		const quaternions = []; | ||
|  | 		const positions = []; | ||
|  | 		const fovs = []; | ||
|  | 
 | ||
|  | 		const cInterpolations = []; | ||
|  | 		const qInterpolations = []; | ||
|  | 		const pInterpolations = []; | ||
|  | 		const fInterpolations = []; | ||
|  | 
 | ||
|  | 		const quaternion = new Quaternion(); | ||
|  | 		const euler = new Euler(); | ||
|  | 		const position = new Vector3(); | ||
|  | 		const center = new Vector3(); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = cameras.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const motion = cameras[ i ]; | ||
|  | 
 | ||
|  | 			const time = motion.frameNum / 30; | ||
|  | 			const pos = motion.position; | ||
|  | 			const rot = motion.rotation; | ||
|  | 			const distance = motion.distance; | ||
|  | 			const fov = motion.fov; | ||
|  | 			const interpolation = motion.interpolation; | ||
|  | 
 | ||
|  | 			times.push( time ); | ||
|  | 
 | ||
|  | 			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 ); | ||
|  | 
 | ||
|  | 			pushVector3( centers, center ); | ||
|  | 			pushQuaternion( quaternions, quaternion ); | ||
|  | 			pushVector3( positions, position ); | ||
|  | 
 | ||
|  | 			fovs.push( fov ); | ||
|  | 
 | ||
|  | 			for ( let j = 0; j < 3; j ++ ) { | ||
|  | 
 | ||
|  | 				pushInterpolation( cInterpolations, interpolation, j ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			pushInterpolation( qInterpolations, interpolation, 3 ); | ||
|  | 
 | ||
|  | 			// use the same parameter for x, y, z axis.
 | ||
|  | 			for ( let j = 0; j < 3; j ++ ) { | ||
|  | 
 | ||
|  | 				pushInterpolation( pInterpolations, interpolation, 4 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			pushInterpolation( fInterpolations, interpolation, 5 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const tracks = []; | ||
|  | 
 | ||
|  | 		// I expect an object whose name 'target' exists under THREE.Camera
 | ||
|  | 		tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) ); | ||
|  | 
 | ||
|  | 		tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) ); | ||
|  | 		tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) ); | ||
|  | 		tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) ); | ||
|  | 
 | ||
|  | 		return new AnimationClip( '', - 1, tracks ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// private method
 | ||
|  | 
 | ||
|  | 	_createTrack( node, typedKeyframeTrack, 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(); | ||
|  | 
 | ||
|  | 			const stride = values.length / times.length; | ||
|  | 			const interpolateStride = interpolations.length / times.length; | ||
|  | 
 | ||
|  | 			let index = 1; | ||
|  | 
 | ||
|  | 			for ( let aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) { | ||
|  | 
 | ||
|  | 				for ( let 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 ( let i = 0; i < stride; i ++ ) { | ||
|  | 
 | ||
|  | 						values[ index * stride + i ] = values[ aheadIndex * stride + i ]; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					for ( let 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; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const track = new typedKeyframeTrack( node, times, values ); | ||
|  | 
 | ||
|  | 		track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) { | ||
|  | 
 | ||
|  | 			return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) ); | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		return track; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // interpolation
 | ||
|  | 
 | ||
|  | class CubicBezierInterpolation extends Interpolant { | ||
|  | 
 | ||
|  | 	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) { | ||
|  | 
 | ||
|  | 		super( parameterPositions, sampleValues, sampleSize, resultBuffer ); | ||
|  | 
 | ||
|  | 		this.interpolationParams = params; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	interpolate_( i1, t0, t, t1 ) { | ||
|  | 
 | ||
|  | 		const result = this.resultBuffer; | ||
|  | 		const values = this.sampleValues; | ||
|  | 		const stride = this.valueSize; | ||
|  | 		const params = this.interpolationParams; | ||
|  | 
 | ||
|  | 		const offset1 = i1 * stride; | ||
|  | 		const offset0 = offset1 - stride; | ||
|  | 
 | ||
|  | 		// No interpolation if next key frame is in one frame in 30fps.
 | ||
|  | 		// This is from MMD animation spec.
 | ||
|  | 		// '1.5' is for precision loss. times are Float32 in Three.js Animation system.
 | ||
|  | 		const weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 ); | ||
|  | 
 | ||
|  | 		if ( stride === 4 ) { // Quaternion
 | ||
|  | 
 | ||
|  | 			const x1 = params[ i1 * 4 + 0 ]; | ||
|  | 			const x2 = params[ i1 * 4 + 1 ]; | ||
|  | 			const y1 = params[ i1 * 4 + 2 ]; | ||
|  | 			const y2 = params[ i1 * 4 + 3 ]; | ||
|  | 
 | ||
|  | 			const ratio = this._calculate( x1, x2, y1, y2, weight1 ); | ||
|  | 
 | ||
|  | 			Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio ); | ||
|  | 
 | ||
|  | 		} else if ( stride === 3 ) { // Vector3
 | ||
|  | 
 | ||
|  | 			for ( let i = 0; i !== stride; ++ i ) { | ||
|  | 
 | ||
|  | 				const x1 = params[ i1 * 12 + i * 4 + 0 ]; | ||
|  | 				const x2 = params[ i1 * 12 + i * 4 + 1 ]; | ||
|  | 				const y1 = params[ i1 * 12 + i * 4 + 2 ]; | ||
|  | 				const y2 = params[ i1 * 12 + i * 4 + 3 ]; | ||
|  | 
 | ||
|  | 				const ratio = this._calculate( x1, x2, y1, y2, weight1 ); | ||
|  | 
 | ||
|  | 				result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} else { // Number
 | ||
|  | 
 | ||
|  | 			const x1 = params[ i1 * 4 + 0 ]; | ||
|  | 			const x2 = params[ i1 * 4 + 1 ]; | ||
|  | 			const y1 = params[ i1 * 4 + 2 ]; | ||
|  | 			const y2 = params[ i1 * 4 + 3 ]; | ||
|  | 
 | ||
|  | 			const ratio = this._calculate( x1, x2, y1, y2, weight1 ); | ||
|  | 
 | ||
|  | 			result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return result; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_calculate( 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)
 | ||
|  | 			 */ | ||
|  | 
 | ||
|  | 		let c = 0.5; | ||
|  | 		let t = c; | ||
|  | 		let s = 1.0 - t; | ||
|  | 		const loop = 15; | ||
|  | 		const eps = 1e-5; | ||
|  | 		const math = Math; | ||
|  | 
 | ||
|  | 		let sst3, stt3, ttt; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < loop; i ++ ) { | ||
|  | 
 | ||
|  | 			sst3 = 3.0 * s * s * t; | ||
|  | 			stt3 = 3.0 * s * t * t; | ||
|  | 			ttt = t * t * t; | ||
|  | 
 | ||
|  | 			const 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; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class MMDToonMaterial extends ShaderMaterial { | ||
|  | 
 | ||
|  | 	constructor( parameters ) { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		this.isMMDToonMaterial = true; | ||
|  | 
 | ||
|  | 		this.type = 'MMDToonMaterial'; | ||
|  | 
 | ||
|  | 		this._matcapCombine = AddOperation; | ||
|  | 		this.emissiveIntensity = 1.0; | ||
|  | 		this.normalMapType = TangentSpaceNormalMap; | ||
|  | 
 | ||
|  | 		this.combine = MultiplyOperation; | ||
|  | 
 | ||
|  | 		this.wireframeLinecap = 'round'; | ||
|  | 		this.wireframeLinejoin = 'round'; | ||
|  | 
 | ||
|  | 		this.flatShading = false; | ||
|  | 
 | ||
|  | 		this.lights = true; | ||
|  | 
 | ||
|  | 		this.vertexShader = MMDToonShader.vertexShader; | ||
|  | 		this.fragmentShader = MMDToonShader.fragmentShader; | ||
|  | 
 | ||
|  | 		this.defines = Object.assign( {}, MMDToonShader.defines ); | ||
|  | 		Object.defineProperty( this, 'matcapCombine', { | ||
|  | 
 | ||
|  | 			get: function () { | ||
|  | 
 | ||
|  | 				return this._matcapCombine; | ||
|  | 
 | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			set: function ( value ) { | ||
|  | 
 | ||
|  | 				this._matcapCombine = value; | ||
|  | 
 | ||
|  | 				switch ( value ) { | ||
|  | 
 | ||
|  | 					case MultiplyOperation: | ||
|  | 						this.defines.MATCAP_BLENDING_MULTIPLY = true; | ||
|  | 						delete this.defines.MATCAP_BLENDING_ADD; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 					case AddOperation: | ||
|  | 						this.defines.MATCAP_BLENDING_ADD = true; | ||
|  | 						delete this.defines.MATCAP_BLENDING_MULTIPLY; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			}, | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		this.uniforms = UniformsUtils.clone( MMDToonShader.uniforms ); | ||
|  | 
 | ||
|  | 		// merged from MeshToon/Phong/MatcapMaterial
 | ||
|  | 		const exposePropertyNames = [ | ||
|  | 			'specular', | ||
|  | 			'opacity', | ||
|  | 			'diffuse', | ||
|  | 
 | ||
|  | 			'map', | ||
|  | 			'matcap', | ||
|  | 			'gradientMap', | ||
|  | 
 | ||
|  | 			'lightMap', | ||
|  | 			'lightMapIntensity', | ||
|  | 
 | ||
|  | 			'aoMap', | ||
|  | 			'aoMapIntensity', | ||
|  | 
 | ||
|  | 			'emissive', | ||
|  | 			'emissiveMap', | ||
|  | 
 | ||
|  | 			'bumpMap', | ||
|  | 			'bumpScale', | ||
|  | 
 | ||
|  | 			'normalMap', | ||
|  | 			'normalScale', | ||
|  | 
 | ||
|  | 			'displacemantBias', | ||
|  | 			'displacemantMap', | ||
|  | 			'displacemantScale', | ||
|  | 
 | ||
|  | 			'specularMap', | ||
|  | 
 | ||
|  | 			'alphaMap', | ||
|  | 
 | ||
|  | 			'reflectivity', | ||
|  | 			'refractionRatio', | ||
|  | 		]; | ||
|  | 		for ( const propertyName of exposePropertyNames ) { | ||
|  | 
 | ||
|  | 			Object.defineProperty( this, propertyName, { | ||
|  | 
 | ||
|  | 				get: function () { | ||
|  | 
 | ||
|  | 					return this.uniforms[ propertyName ].value; | ||
|  | 
 | ||
|  | 				}, | ||
|  | 
 | ||
|  | 				set: function ( value ) { | ||
|  | 
 | ||
|  | 					this.uniforms[ propertyName ].value = value; | ||
|  | 
 | ||
|  | 				}, | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Special path for shininess to handle zero shininess properly
 | ||
|  | 		this._shininess = 30; | ||
|  | 		Object.defineProperty( this, 'shininess', { | ||
|  | 
 | ||
|  | 			get: function () { | ||
|  | 
 | ||
|  | 				return this._shininess; | ||
|  | 
 | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			set: function ( value ) { | ||
|  | 
 | ||
|  | 				this._shininess = value; | ||
|  | 				this.uniforms.shininess.value = Math.max( this._shininess, 1e-4 ); // To prevent pow( 0.0, 0.0 )
 | ||
|  | 
 | ||
|  | 			}, | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		Object.defineProperty( | ||
|  | 			this, | ||
|  | 			'color', | ||
|  | 			Object.getOwnPropertyDescriptor( this, 'diffuse' ) | ||
|  | 		); | ||
|  | 
 | ||
|  | 		this.setValues( parameters ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	copy( source ) { | ||
|  | 
 | ||
|  | 		super.copy( source ); | ||
|  | 
 | ||
|  | 		this.matcapCombine = source.matcapCombine; | ||
|  | 		this.emissiveIntensity = source.emissiveIntensity; | ||
|  | 		this.normalMapType = source.normalMapType; | ||
|  | 
 | ||
|  | 		this.combine = source.combine; | ||
|  | 
 | ||
|  | 		this.wireframeLinecap = source.wireframeLinecap; | ||
|  | 		this.wireframeLinejoin = source.wireframeLinejoin; | ||
|  | 
 | ||
|  | 		this.flatShading = source.flatShading; | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { MMDLoader }; |