1208 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			1208 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	AnimationMixer, | ||
|  | 	Object3D, | ||
|  | 	Quaternion, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | import { CCDIKSolver } from '../animation/CCDIKSolver.js'; | ||
|  | import { MMDPhysics } from '../animation/MMDPhysics.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader | ||
|  |  * with MMD special features as IK, Grant, and Physics. | ||
|  |  * | ||
|  |  * Dependencies | ||
|  |  *  - ammo.js https://github.com/kripken/ammo.js
 | ||
|  |  *  - MMDPhysics | ||
|  |  *  - CCDIKSolver | ||
|  |  * | ||
|  |  * TODO | ||
|  |  *  - more precise grant skinning support. | ||
|  |  */ | ||
|  | class MMDAnimationHelper { | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Object} params - (optional) | ||
|  | 	 * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true. | ||
|  | 	 * @param {Number} params.afterglow - Default is 0.0. | ||
|  | 	 * @param {boolean} params.resetPhysicsOnLoop - Default is true. | ||
|  | 	 */ | ||
|  | 	constructor( params = {} ) { | ||
|  | 
 | ||
|  | 		this.meshes = []; | ||
|  | 
 | ||
|  | 		this.camera = null; | ||
|  | 		this.cameraTarget = new Object3D(); | ||
|  | 		this.cameraTarget.name = 'target'; | ||
|  | 
 | ||
|  | 		this.audio = null; | ||
|  | 		this.audioManager = null; | ||
|  | 
 | ||
|  | 		this.objects = new WeakMap(); | ||
|  | 
 | ||
|  | 		this.configuration = { | ||
|  | 			sync: params.sync !== undefined ? params.sync : true, | ||
|  | 			afterglow: params.afterglow !== undefined ? params.afterglow : 0.0, | ||
|  | 			resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true, | ||
|  | 			pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		this.enabled = { | ||
|  | 			animation: true, | ||
|  | 			ik: true, | ||
|  | 			grant: true, | ||
|  | 			physics: true, | ||
|  | 			cameraAnimation: true | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		this.onBeforePhysics = function ( /* mesh */ ) {}; | ||
|  | 
 | ||
|  | 		// experimental
 | ||
|  | 		this.sharedPhysics = false; | ||
|  | 		this.masterPhysics = null; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Adds an Three.js Object to helper and setups animation. | ||
|  | 	 * The anmation durations of added objects are synched | ||
|  | 	 * if this.configuration.sync is true. | ||
|  | 	 * | ||
|  | 	 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object | ||
|  | 	 * @param {Object} params - (optional) | ||
|  | 	 * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined. | ||
|  | 	 * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true. | ||
|  | 	 * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60. | ||
|  | 	 * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65. | ||
|  | 	 * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3. | ||
|  | 	 * @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ). | ||
|  | 	 * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0. | ||
|  | 	 * @return {MMDAnimationHelper} | ||
|  | 	 */ | ||
|  | 	add( object, params = {} ) { | ||
|  | 
 | ||
|  | 		if ( object.isSkinnedMesh ) { | ||
|  | 
 | ||
|  | 			this._addMesh( object, params ); | ||
|  | 
 | ||
|  | 		} else if ( object.isCamera ) { | ||
|  | 
 | ||
|  | 			this._setupCamera( object, params ); | ||
|  | 
 | ||
|  | 		} else if ( object.type === 'Audio' ) { | ||
|  | 
 | ||
|  | 			this._setupAudio( object, params ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper.add: ' | ||
|  | 				+ 'accepts only ' | ||
|  | 				+ 'THREE.SkinnedMesh or ' | ||
|  | 				+ 'THREE.Camera or ' | ||
|  | 				+ 'THREE.Audio instance.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.configuration.sync ) this._syncDuration(); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Removes an Three.js Object from helper. | ||
|  | 	 * | ||
|  | 	 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object | ||
|  | 	 * @return {MMDAnimationHelper} | ||
|  | 	 */ | ||
|  | 	remove( object ) { | ||
|  | 
 | ||
|  | 		if ( object.isSkinnedMesh ) { | ||
|  | 
 | ||
|  | 			this._removeMesh( object ); | ||
|  | 
 | ||
|  | 		} else if ( object.isCamera ) { | ||
|  | 
 | ||
|  | 			this._clearCamera( object ); | ||
|  | 
 | ||
|  | 		} else if ( object.type === 'Audio' ) { | ||
|  | 
 | ||
|  | 			this._clearAudio( object ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper.remove: ' | ||
|  | 				+ 'accepts only ' | ||
|  | 				+ 'THREE.SkinnedMesh or ' | ||
|  | 				+ 'THREE.Camera or ' | ||
|  | 				+ 'THREE.Audio instance.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.configuration.sync ) this._syncDuration(); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Updates the animation. | ||
|  | 	 * | ||
|  | 	 * @param {Number} delta | ||
|  | 	 * @return {MMDAnimationHelper} | ||
|  | 	 */ | ||
|  | 	update( delta ) { | ||
|  | 
 | ||
|  | 		if ( this.audioManager !== null ) this.audioManager.control( delta ); | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.meshes.length; i ++ ) { | ||
|  | 
 | ||
|  | 			this._animateMesh( this.meshes[ i ], delta ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.sharedPhysics ) this._updateSharedPhysics( delta ); | ||
|  | 
 | ||
|  | 		if ( this.camera !== null ) this._animateCamera( this.camera, delta ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Changes the pose of SkinnedMesh as VPD specifies. | ||
|  | 	 * | ||
|  | 	 * @param {THREE.SkinnedMesh} mesh | ||
|  | 	 * @param {Object} vpd - VPD content parsed MMDParser | ||
|  | 	 * @param {Object} params - (optional) | ||
|  | 	 * @param {boolean} params.resetPose - Default is true. | ||
|  | 	 * @param {boolean} params.ik - Default is true. | ||
|  | 	 * @param {boolean} params.grant - Default is true. | ||
|  | 	 * @return {MMDAnimationHelper} | ||
|  | 	 */ | ||
|  | 	pose( mesh, vpd, params = {} ) { | ||
|  | 
 | ||
|  | 		if ( params.resetPose !== false ) mesh.pose(); | ||
|  | 
 | ||
|  | 		const bones = mesh.skeleton.bones; | ||
|  | 		const boneParams = vpd.bones; | ||
|  | 
 | ||
|  | 		const boneNameDictionary = {}; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = bones.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			boneNameDictionary[ bones[ i ].name ] = i; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const vector = new Vector3(); | ||
|  | 		const quaternion = new Quaternion(); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = boneParams.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const boneParam = boneParams[ i ]; | ||
|  | 			const boneIndex = boneNameDictionary[ boneParam.name ]; | ||
|  | 
 | ||
|  | 			if ( boneIndex === undefined ) continue; | ||
|  | 
 | ||
|  | 			const bone = bones[ boneIndex ]; | ||
|  | 			bone.position.add( vector.fromArray( boneParam.translation ) ); | ||
|  | 			bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.updateMatrixWorld( true ); | ||
|  | 
 | ||
|  | 		// PMX animation system special path
 | ||
|  | 		if ( this.configuration.pmxAnimation && | ||
|  | 			mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) { | ||
|  | 
 | ||
|  | 			const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() ); | ||
|  | 			const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null; | ||
|  | 			const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null; | ||
|  | 			this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			if ( params.ik !== false ) { | ||
|  | 
 | ||
|  | 				this._createCCDIKSolver( mesh ).update(); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( params.grant !== false ) { | ||
|  | 
 | ||
|  | 				this.createGrantSolver( mesh ).update(); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Enabes/Disables an animation feature. | ||
|  | 	 * | ||
|  | 	 * @param {string} key | ||
|  | 	 * @param {boolean} enabled | ||
|  | 	 * @return {MMDAnimationHelper} | ||
|  | 	 */ | ||
|  | 	enable( key, enabled ) { | ||
|  | 
 | ||
|  | 		if ( this.enabled[ key ] === undefined ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper.enable: ' | ||
|  | 				+ 'unknown key ' + key ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.enabled[ key ] = enabled; | ||
|  | 
 | ||
|  | 		if ( key === 'physics' ) { | ||
|  | 
 | ||
|  | 			for ( let i = 0, il = this.meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 				this._optimizeIK( this.meshes[ i ], enabled ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Creates an GrantSolver instance. | ||
|  | 	 * | ||
|  | 	 * @param {THREE.SkinnedMesh} mesh | ||
|  | 	 * @return {GrantSolver} | ||
|  | 	 */ | ||
|  | 	createGrantSolver( mesh ) { | ||
|  | 
 | ||
|  | 		return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// private methods
 | ||
|  | 
 | ||
|  | 	_addMesh( mesh, params ) { | ||
|  | 
 | ||
|  | 		if ( this.meshes.indexOf( mesh ) >= 0 ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper._addMesh: ' | ||
|  | 				+ 'SkinnedMesh \'' + mesh.name + '\' has already been added.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.meshes.push( mesh ); | ||
|  | 		this.objects.set( mesh, { looped: false } ); | ||
|  | 
 | ||
|  | 		this._setupMeshAnimation( mesh, params.animation ); | ||
|  | 
 | ||
|  | 		if ( params.physics !== false ) { | ||
|  | 
 | ||
|  | 			this._setupMeshPhysics( mesh, params ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_setupCamera( camera, params ) { | ||
|  | 
 | ||
|  | 		if ( this.camera === camera ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper._setupCamera: ' | ||
|  | 				+ 'Camera \'' + camera.name + '\' has already been set.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.camera ) this.clearCamera( this.camera ); | ||
|  | 
 | ||
|  | 		this.camera = camera; | ||
|  | 
 | ||
|  | 		camera.add( this.cameraTarget ); | ||
|  | 
 | ||
|  | 		this.objects.set( camera, {} ); | ||
|  | 
 | ||
|  | 		if ( params.animation !== undefined ) { | ||
|  | 
 | ||
|  | 			this._setupCameraAnimation( camera, params.animation ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_setupAudio( audio, params ) { | ||
|  | 
 | ||
|  | 		if ( this.audio === audio ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper._setupAudio: ' | ||
|  | 				+ 'Audio \'' + audio.name + '\' has already been set.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.audio ) this.clearAudio( this.audio ); | ||
|  | 
 | ||
|  | 		this.audio = audio; | ||
|  | 		this.audioManager = new AudioManager( audio, params ); | ||
|  | 
 | ||
|  | 		this.objects.set( this.audioManager, { | ||
|  | 			duration: this.audioManager.duration | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_removeMesh( mesh ) { | ||
|  | 
 | ||
|  | 		let found = false; | ||
|  | 		let writeIndex = 0; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			if ( this.meshes[ i ] === mesh ) { | ||
|  | 
 | ||
|  | 				this.objects.delete( mesh ); | ||
|  | 				found = true; | ||
|  | 
 | ||
|  | 				continue; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			this.meshes[ writeIndex ++ ] = this.meshes[ i ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( ! found ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper._removeMesh: ' | ||
|  | 				+ 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.meshes.length = writeIndex; | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_clearCamera( camera ) { | ||
|  | 
 | ||
|  | 		if ( camera !== this.camera ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper._clearCamera: ' | ||
|  | 				+ 'Camera \'' + camera.name + '\' has not been set yet.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.camera.remove( this.cameraTarget ); | ||
|  | 
 | ||
|  | 		this.objects.delete( this.camera ); | ||
|  | 		this.camera = null; | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_clearAudio( audio ) { | ||
|  | 
 | ||
|  | 		if ( audio !== this.audio ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper._clearAudio: ' | ||
|  | 				+ 'Audio \'' + audio.name + '\' has not been set yet.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.objects.delete( this.audioManager ); | ||
|  | 
 | ||
|  | 		this.audio = null; | ||
|  | 		this.audioManager = null; | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_setupMeshAnimation( mesh, animation ) { | ||
|  | 
 | ||
|  | 		const objects = this.objects.get( mesh ); | ||
|  | 
 | ||
|  | 		if ( animation !== undefined ) { | ||
|  | 
 | ||
|  | 			const animations = Array.isArray( animation ) | ||
|  | 				? animation : [ animation ]; | ||
|  | 
 | ||
|  | 			objects.mixer = new AnimationMixer( mesh ); | ||
|  | 
 | ||
|  | 			for ( let i = 0, il = animations.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 				objects.mixer.clipAction( animations[ i ] ).play(); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// TODO: find a workaround not to access ._clip looking like a private property
 | ||
|  | 			objects.mixer.addEventListener( 'loop', function ( event ) { | ||
|  | 
 | ||
|  | 				const tracks = event.action._clip.tracks; | ||
|  | 
 | ||
|  | 				if ( tracks.length > 0 && tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return; | ||
|  | 
 | ||
|  | 				objects.looped = true; | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		objects.ikSolver = this._createCCDIKSolver( mesh ); | ||
|  | 		objects.grantSolver = this.createGrantSolver( mesh ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_setupCameraAnimation( camera, animation ) { | ||
|  | 
 | ||
|  | 		const animations = Array.isArray( animation ) | ||
|  | 			? animation : [ animation ]; | ||
|  | 
 | ||
|  | 		const objects = this.objects.get( camera ); | ||
|  | 
 | ||
|  | 		objects.mixer = new AnimationMixer( camera ); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = animations.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			objects.mixer.clipAction( animations[ i ] ).play(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_setupMeshPhysics( mesh, params ) { | ||
|  | 
 | ||
|  | 		const objects = this.objects.get( mesh ); | ||
|  | 
 | ||
|  | 		// shared physics is experimental
 | ||
|  | 
 | ||
|  | 		if ( params.world === undefined && this.sharedPhysics ) { | ||
|  | 
 | ||
|  | 			const masterPhysics = this._getMasterPhysics(); | ||
|  | 
 | ||
|  | 			if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
 | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		objects.physics = this._createMMDPhysics( mesh, params ); | ||
|  | 
 | ||
|  | 		if ( objects.mixer && params.animationWarmup !== false ) { | ||
|  | 
 | ||
|  | 			this._animateMesh( mesh, 0 ); | ||
|  | 			objects.physics.reset(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 ); | ||
|  | 
 | ||
|  | 		this._optimizeIK( mesh, true ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_animateMesh( mesh, delta ) { | ||
|  | 
 | ||
|  | 		const objects = this.objects.get( mesh ); | ||
|  | 
 | ||
|  | 		const mixer = objects.mixer; | ||
|  | 		const ikSolver = objects.ikSolver; | ||
|  | 		const grantSolver = objects.grantSolver; | ||
|  | 		const physics = objects.physics; | ||
|  | 		const looped = objects.looped; | ||
|  | 
 | ||
|  | 		if ( mixer && this.enabled.animation ) { | ||
|  | 
 | ||
|  | 			// alternate solution to save/restore bones but less performant?
 | ||
|  | 			//mesh.pose();
 | ||
|  | 			//this._updatePropertyMixersBuffer( mesh );
 | ||
|  | 
 | ||
|  | 			this._restoreBones( mesh ); | ||
|  | 
 | ||
|  | 			mixer.update( delta ); | ||
|  | 
 | ||
|  | 			this._saveBones( mesh ); | ||
|  | 
 | ||
|  | 			// PMX animation system special path
 | ||
|  | 			if ( this.configuration.pmxAnimation && | ||
|  | 				mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) { | ||
|  | 
 | ||
|  | 				if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() ); | ||
|  | 
 | ||
|  | 				this._animatePMXMesh( | ||
|  | 					mesh, | ||
|  | 					objects.sortedBonesData, | ||
|  | 					ikSolver && this.enabled.ik ? ikSolver : null, | ||
|  | 					grantSolver && this.enabled.grant ? grantSolver : null | ||
|  | 				); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				if ( ikSolver && this.enabled.ik ) { | ||
|  | 
 | ||
|  | 					mesh.updateMatrixWorld( true ); | ||
|  | 					ikSolver.update(); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( grantSolver && this.enabled.grant ) { | ||
|  | 
 | ||
|  | 					grantSolver.update(); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( looped === true && this.enabled.physics ) { | ||
|  | 
 | ||
|  | 			if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset(); | ||
|  | 
 | ||
|  | 			objects.looped = false; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( physics && this.enabled.physics && ! this.sharedPhysics ) { | ||
|  | 
 | ||
|  | 			this.onBeforePhysics( mesh ); | ||
|  | 			physics.update( delta ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Sort bones in order by 1. transformationClass and 2. bone index.
 | ||
|  | 	// In PMX animation system, bone transformations should be processed
 | ||
|  | 	// in this order.
 | ||
|  | 	_sortBoneDataArray( boneDataArray ) { | ||
|  | 
 | ||
|  | 		return boneDataArray.sort( function ( a, b ) { | ||
|  | 
 | ||
|  | 			if ( a.transformationClass !== b.transformationClass ) { | ||
|  | 
 | ||
|  | 				return a.transformationClass - b.transformationClass; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				return a.index - b.index; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// PMX Animation system is a bit too complex and doesn't great match to
 | ||
|  | 	// Three.js Animation system. This method attempts to simulate it as much as
 | ||
|  | 	// possible but doesn't perfectly simulate.
 | ||
|  | 	// This method is more costly than the regular one so
 | ||
|  | 	// you are recommended to set constructor parameter "pmxAnimation: true"
 | ||
|  | 	// only if your PMX model animation doesn't work well.
 | ||
|  | 	// If you need better method you would be required to write your own.
 | ||
|  | 	_animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ) { | ||
|  | 
 | ||
|  | 		_quaternionIndex = 0; | ||
|  | 		_grantResultMap.clear(); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = sortedBonesData.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.updateMatrixWorld( true ); | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_animateCamera( camera, delta ) { | ||
|  | 
 | ||
|  | 		const mixer = this.objects.get( camera ).mixer; | ||
|  | 
 | ||
|  | 		if ( mixer && this.enabled.cameraAnimation ) { | ||
|  | 
 | ||
|  | 			mixer.update( delta ); | ||
|  | 
 | ||
|  | 			camera.updateProjectionMatrix(); | ||
|  | 
 | ||
|  | 			camera.up.set( 0, 1, 0 ); | ||
|  | 			camera.up.applyQuaternion( camera.quaternion ); | ||
|  | 			camera.lookAt( this.cameraTarget.position ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_optimizeIK( mesh, physicsEnabled ) { | ||
|  | 
 | ||
|  | 		const iks = mesh.geometry.userData.MMD.iks; | ||
|  | 		const bones = mesh.geometry.userData.MMD.bones; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = iks.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const ik = iks[ i ]; | ||
|  | 			const links = ik.links; | ||
|  | 
 | ||
|  | 			for ( let j = 0, jl = links.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 				const link = links[ j ]; | ||
|  | 
 | ||
|  | 				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; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_createCCDIKSolver( mesh ) { | ||
|  | 
 | ||
|  | 		if ( CCDIKSolver === undefined ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDAnimationHelper: Import CCDIKSolver.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return new CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_createMMDPhysics( mesh, params ) { | ||
|  | 
 | ||
|  | 		if ( MMDPhysics === undefined ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDPhysics: Import MMDPhysics.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return new MMDPhysics( | ||
|  | 			mesh, | ||
|  | 			mesh.geometry.userData.MMD.rigidBodies, | ||
|  | 			mesh.geometry.userData.MMD.constraints, | ||
|  | 			params ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/* | ||
|  | 	 * Detects the longest duration and then sets it to them to sync. | ||
|  | 	 * TODO: Not to access private properties ( ._actions and ._clip ) | ||
|  | 	 */ | ||
|  | 	_syncDuration() { | ||
|  | 
 | ||
|  | 		let max = 0.0; | ||
|  | 
 | ||
|  | 		const objects = this.objects; | ||
|  | 		const meshes = this.meshes; | ||
|  | 		const camera = this.camera; | ||
|  | 		const audioManager = this.audioManager; | ||
|  | 
 | ||
|  | 		// get the longest duration
 | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const mixer = this.objects.get( meshes[ i ] ).mixer; | ||
|  | 
 | ||
|  | 			if ( mixer === undefined ) continue; | ||
|  | 
 | ||
|  | 			for ( let j = 0; j < mixer._actions.length; j ++ ) { | ||
|  | 
 | ||
|  | 				const clip = mixer._actions[ j ]._clip; | ||
|  | 
 | ||
|  | 				if ( ! objects.has( clip ) ) { | ||
|  | 
 | ||
|  | 					objects.set( clip, { | ||
|  | 						duration: clip.duration | ||
|  | 					} ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				max = Math.max( max, objects.get( clip ).duration ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( camera !== null ) { | ||
|  | 
 | ||
|  | 			const mixer = this.objects.get( camera ).mixer; | ||
|  | 
 | ||
|  | 			if ( mixer !== undefined ) { | ||
|  | 
 | ||
|  | 				for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 					const clip = mixer._actions[ i ]._clip; | ||
|  | 
 | ||
|  | 					if ( ! objects.has( clip ) ) { | ||
|  | 
 | ||
|  | 						objects.set( clip, { | ||
|  | 							duration: clip.duration | ||
|  | 						} ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					max = Math.max( max, objects.get( clip ).duration ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( audioManager !== null ) { | ||
|  | 
 | ||
|  | 			max = Math.max( max, objects.get( audioManager ).duration ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		max += this.configuration.afterglow; | ||
|  | 
 | ||
|  | 		// update the duration
 | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const mixer = this.objects.get( this.meshes[ i ] ).mixer; | ||
|  | 
 | ||
|  | 			if ( mixer === undefined ) continue; | ||
|  | 
 | ||
|  | 			for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 				mixer._actions[ j ]._clip.duration = max; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( camera !== null ) { | ||
|  | 
 | ||
|  | 			const mixer = this.objects.get( camera ).mixer; | ||
|  | 
 | ||
|  | 			if ( mixer !== undefined ) { | ||
|  | 
 | ||
|  | 				for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 					mixer._actions[ i ]._clip.duration = max; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( audioManager !== null ) { | ||
|  | 
 | ||
|  | 			audioManager.duration = max; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// workaround
 | ||
|  | 
 | ||
|  | 	_updatePropertyMixersBuffer( mesh ) { | ||
|  | 
 | ||
|  | 		const mixer = this.objects.get( mesh ).mixer; | ||
|  | 
 | ||
|  | 		const propertyMixers = mixer._bindings; | ||
|  | 		const accuIndex = mixer._accuIndex; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const propertyMixer = propertyMixers[ i ]; | ||
|  | 			const buffer = propertyMixer.buffer; | ||
|  | 			const stride = propertyMixer.valueSize; | ||
|  | 			const offset = ( accuIndex + 1 ) * stride; | ||
|  | 
 | ||
|  | 			propertyMixer.binding.getValue( buffer, offset ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/* | ||
|  | 	 * Avoiding these two issues by restore/save bones before/after mixer animation. | ||
|  | 	 * | ||
|  | 	 * 1. PropertyMixer used by AnimationMixer holds cache value in .buffer. | ||
|  | 	 *    Calculating IK, Grant, and Physics after mixer animation can break | ||
|  | 	 *    the cache coherency. | ||
|  | 	 * | ||
|  | 	 * 2. Applying Grant two or more times without reset the posing breaks model. | ||
|  | 	 */ | ||
|  | 	_saveBones( mesh ) { | ||
|  | 
 | ||
|  | 		const objects = this.objects.get( mesh ); | ||
|  | 
 | ||
|  | 		const bones = mesh.skeleton.bones; | ||
|  | 
 | ||
|  | 		let backupBones = objects.backupBones; | ||
|  | 
 | ||
|  | 		if ( backupBones === undefined ) { | ||
|  | 
 | ||
|  | 			backupBones = new Float32Array( bones.length * 7 ); | ||
|  | 			objects.backupBones = backupBones; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = bones.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const bone = bones[ i ]; | ||
|  | 			bone.position.toArray( backupBones, i * 7 ); | ||
|  | 			bone.quaternion.toArray( backupBones, i * 7 + 3 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_restoreBones( mesh ) { | ||
|  | 
 | ||
|  | 		const objects = this.objects.get( mesh ); | ||
|  | 
 | ||
|  | 		const backupBones = objects.backupBones; | ||
|  | 
 | ||
|  | 		if ( backupBones === undefined ) return; | ||
|  | 
 | ||
|  | 		const bones = mesh.skeleton.bones; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = bones.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const bone = bones[ i ]; | ||
|  | 			bone.position.fromArray( backupBones, i * 7 ); | ||
|  | 			bone.quaternion.fromArray( backupBones, i * 7 + 3 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// experimental
 | ||
|  | 
 | ||
|  | 	_getMasterPhysics() { | ||
|  | 
 | ||
|  | 		if ( this.masterPhysics !== null ) return this.masterPhysics; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const physics = this.meshes[ i ].physics; | ||
|  | 
 | ||
|  | 			if ( physics !== undefined && physics !== null ) { | ||
|  | 
 | ||
|  | 				this.masterPhysics = physics; | ||
|  | 				return this.masterPhysics; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return null; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_updateSharedPhysics( delta ) { | ||
|  | 
 | ||
|  | 		if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return; | ||
|  | 
 | ||
|  | 		const physics = this._getMasterPhysics(); | ||
|  | 
 | ||
|  | 		if ( physics === null ) return; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const p = this.meshes[ i ].physics; | ||
|  | 
 | ||
|  | 			if ( p !== null && p !== undefined ) { | ||
|  | 
 | ||
|  | 				p.updateRigidBodies(); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		physics.stepSimulation( delta ); | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const p = this.meshes[ i ].physics; | ||
|  | 
 | ||
|  | 			if ( p !== null && p !== undefined ) { | ||
|  | 
 | ||
|  | 				p.updateBones(); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // Keep working quaternions for less GC
 | ||
|  | const _quaternions = []; | ||
|  | let _quaternionIndex = 0; | ||
|  | 
 | ||
|  | function getQuaternion() { | ||
|  | 
 | ||
|  | 	if ( _quaternionIndex >= _quaternions.length ) { | ||
|  | 
 | ||
|  | 		_quaternions.push( new Quaternion() ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return _quaternions[ _quaternionIndex ++ ]; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // Save rotation whose grant and IK are already applied
 | ||
|  | // used by grant children
 | ||
|  | const _grantResultMap = new Map(); | ||
|  | 
 | ||
|  | function updateOne( mesh, boneIndex, ikSolver, grantSolver ) { | ||
|  | 
 | ||
|  | 	const bones = mesh.skeleton.bones; | ||
|  | 	const bonesData = mesh.geometry.userData.MMD.bones; | ||
|  | 	const boneData = bonesData[ boneIndex ]; | ||
|  | 	const bone = bones[ boneIndex ]; | ||
|  | 
 | ||
|  | 	// Return if already updated by being referred as a grant parent.
 | ||
|  | 	if ( _grantResultMap.has( boneIndex ) ) return; | ||
|  | 
 | ||
|  | 	const quaternion = getQuaternion(); | ||
|  | 
 | ||
|  | 	// Initialize grant result here to prevent infinite loop.
 | ||
|  | 	// If it's referred before updating with actual result later
 | ||
|  | 	// result without applyting IK or grant is gotten
 | ||
|  | 	// but better than composing of infinite loop.
 | ||
|  | 	_grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) ); | ||
|  | 
 | ||
|  | 	// @TODO: Support global grant and grant position
 | ||
|  | 	if ( grantSolver && boneData.grant && | ||
|  | 		! boneData.grant.isLocal && boneData.grant.affectRotation ) { | ||
|  | 
 | ||
|  | 		const parentIndex = boneData.grant.parentIndex; | ||
|  | 		const ratio = boneData.grant.ratio; | ||
|  | 
 | ||
|  | 		if ( ! _grantResultMap.has( parentIndex ) ) { | ||
|  | 
 | ||
|  | 			updateOne( mesh, parentIndex, ikSolver, grantSolver ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( ikSolver && boneData.ik ) { | ||
|  | 
 | ||
|  | 		// @TODO: Updating world matrices every time solving an IK bone is
 | ||
|  | 		// costly. Optimize if possible.
 | ||
|  | 		mesh.updateMatrixWorld( true ); | ||
|  | 		ikSolver.updateOne( boneData.ik ); | ||
|  | 
 | ||
|  | 		// No confident, but it seems the grant results with ik links should be updated?
 | ||
|  | 		const links = boneData.ik.links; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = links.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const link = links[ i ]; | ||
|  | 
 | ||
|  | 			if ( link.enabled === false ) continue; | ||
|  | 
 | ||
|  | 			const linkIndex = link.index; | ||
|  | 
 | ||
|  | 			if ( _grantResultMap.has( linkIndex ) ) { | ||
|  | 
 | ||
|  | 				_grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Update with the actual result here
 | ||
|  | 	quaternion.copy( bone.quaternion ); | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class AudioManager { | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {THREE.Audio} audio | ||
|  | 	 * @param {Object} params - (optional) | ||
|  | 	 * @param {Nuumber} params.delayTime | ||
|  | 	 */ | ||
|  | 	constructor( audio, params = {} ) { | ||
|  | 
 | ||
|  | 		this.audio = audio; | ||
|  | 
 | ||
|  | 		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; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {Number} delta | ||
|  | 	 * @return {AudioManager} | ||
|  | 	 */ | ||
|  | 	control( delta ) { | ||
|  | 
 | ||
|  | 		this.elapsed += delta; | ||
|  | 		this.currentTime += delta; | ||
|  | 
 | ||
|  | 		if ( this._shouldStopAudio() ) this.audio.stop(); | ||
|  | 		if ( this._shouldStartAudio() ) this.audio.play(); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// private methods
 | ||
|  | 
 | ||
|  | 	_shouldStartAudio() { | ||
|  | 
 | ||
|  | 		if ( this.audio.isPlaying ) return false; | ||
|  | 
 | ||
|  | 		while ( this.currentTime >= this.duration ) { | ||
|  | 
 | ||
|  | 			this.currentTime -= this.duration; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.currentTime < this.delayTime ) return false; | ||
|  | 
 | ||
|  | 		// 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
 | ||
|  | 		if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false; | ||
|  | 
 | ||
|  | 		return true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_shouldStopAudio() { | ||
|  | 
 | ||
|  | 		return this.audio.isPlaying && | ||
|  | 			this.currentTime >= this.duration; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | const _q = new Quaternion(); | ||
|  | 
 | ||
|  | /** | ||
|  |  * Solver for Grant (Fuyo in Japanese. I just google translated because | ||
|  |  * Fuyo may be MMD specific term and may not be common word in 3D CG terms.) | ||
|  |  * Grant propagates a bone's transform to other bones transforms even if | ||
|  |  * they are not children. | ||
|  |  * @param {THREE.SkinnedMesh} mesh | ||
|  |  * @param {Array<Object>} grants | ||
|  |  */ | ||
|  | class GrantSolver { | ||
|  | 
 | ||
|  | 	constructor( mesh, grants = [] ) { | ||
|  | 
 | ||
|  | 		this.mesh = mesh; | ||
|  | 		this.grants = grants; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Solve all the grant bones | ||
|  | 	 * @return {GrantSolver} | ||
|  | 	 */ | ||
|  | 	update() { | ||
|  | 
 | ||
|  | 		const grants = this.grants; | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = grants.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			this.updateOne( grants[ i ] ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Solve a grant bone | ||
|  | 	 * @param {Object} grant - grant parameter | ||
|  | 	 * @return {GrantSolver} | ||
|  | 	 */ | ||
|  | 	updateOne( grant ) { | ||
|  | 
 | ||
|  | 		const bones = this.mesh.skeleton.bones; | ||
|  | 		const bone = bones[ grant.index ]; | ||
|  | 		const parentBone = bones[ grant.parentIndex ]; | ||
|  | 
 | ||
|  | 		if ( grant.isLocal ) { | ||
|  | 
 | ||
|  | 			// TODO: implement
 | ||
|  | 			if ( grant.affectPosition ) { | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// TODO: implement
 | ||
|  | 			if ( grant.affectRotation ) { | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			// TODO: implement
 | ||
|  | 			if ( grant.affectPosition ) { | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( grant.affectRotation ) { | ||
|  | 
 | ||
|  | 				this.addGrantRotation( bone, parentBone.quaternion, grant.ratio ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	addGrantRotation( bone, q, ratio ) { | ||
|  | 
 | ||
|  | 		_q.set( 0, 0, 0, 1 ); | ||
|  | 		_q.slerp( q, ratio ); | ||
|  | 		bone.quaternion.multiply( _q ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { MMDAnimationHelper }; |