1208 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			1208 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									AnimationMixer,
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									Object3D,
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									Quaternion,
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									Vector3
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								} from 'three';
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								import { CCDIKSolver } from '../animation/CCDIKSolver.js';
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								import { MMDPhysics } from '../animation/MMDPhysics.js';
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								/**
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								 * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
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								 * with MMD special features as IK, Grant, and Physics.
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								 *
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								 * Dependencies
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								 *  - ammo.js https://github.com/kripken/ammo.js
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								 *  - MMDPhysics
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								 *  - CCDIKSolver
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								 *
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								 * TODO
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								 *  - more precise grant skinning support.
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								 */
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								class MMDAnimationHelper {
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									/**
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									 * @param {Object} params - (optional)
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									 * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
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									 * @param {Number} params.afterglow - Default is 0.0.
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									 * @param {boolean} params.resetPhysicsOnLoop - Default is true.
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									 */
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									constructor( params = {} ) {
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										this.meshes = [];
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										this.camera = null;
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										this.cameraTarget = new Object3D();
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										this.cameraTarget.name = 'target';
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										this.audio = null;
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										this.audioManager = null;
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										this.objects = new WeakMap();
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										this.configuration = {
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											sync: params.sync !== undefined ? params.sync : true,
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											afterglow: params.afterglow !== undefined ? params.afterglow : 0.0,
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											resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true,
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											pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false
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										};
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										this.enabled = {
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											animation: true,
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											ik: true,
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											grant: true,
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											physics: true,
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											cameraAnimation: true
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										};
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										this.onBeforePhysics = function ( /* mesh */ ) {};
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										// experimental
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										this.sharedPhysics = false;
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										this.masterPhysics = null;
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									}
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									/**
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									 * Adds an Three.js Object to helper and setups animation.
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									 * The anmation durations of added objects are synched
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									 * if this.configuration.sync is true.
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									 *
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									 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
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									 * @param {Object} params - (optional)
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									 * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
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									 * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
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									 * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
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									 * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
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									 * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
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									 * @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
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									 * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
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									 * @return {MMDAnimationHelper}
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									 */
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									add( object, params = {} ) {
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										if ( object.isSkinnedMesh ) {
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											this._addMesh( object, params );
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										} else if ( object.isCamera ) {
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											this._setupCamera( object, params );
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										} else if ( object.type === 'Audio' ) {
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											this._setupAudio( object, params );
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										} else {
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											throw new Error( 'THREE.MMDAnimationHelper.add: '
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												+ 'accepts only '
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												+ 'THREE.SkinnedMesh or '
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												+ 'THREE.Camera or '
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												+ 'THREE.Audio instance.' );
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										}
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										if ( this.configuration.sync ) this._syncDuration();
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										return this;
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									}
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									/**
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									 * Removes an Three.js Object from helper.
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									 *
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									 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
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									 * @return {MMDAnimationHelper}
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									 */
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									remove( object ) {
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										if ( object.isSkinnedMesh ) {
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											this._removeMesh( object );
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										} else if ( object.isCamera ) {
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											this._clearCamera( object );
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										} else if ( object.type === 'Audio' ) {
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											this._clearAudio( object );
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										} else {
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											throw new Error( 'THREE.MMDAnimationHelper.remove: '
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												+ 'accepts only '
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												+ 'THREE.SkinnedMesh or '
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												+ 'THREE.Camera or '
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												+ 'THREE.Audio instance.' );
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										}
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										if ( this.configuration.sync ) this._syncDuration();
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										return this;
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									}
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									/**
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									 * Updates the animation.
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									 *
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									 * @param {Number} delta
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									 * @return {MMDAnimationHelper}
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									 */
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									update( delta ) {
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										if ( this.audioManager !== null ) this.audioManager.control( delta );
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										for ( let i = 0; i < this.meshes.length; i ++ ) {
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											this._animateMesh( this.meshes[ i ], delta );
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										}
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										if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
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										if ( this.camera !== null ) this._animateCamera( this.camera, delta );
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										return this;
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									}
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									/**
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									 * Changes the pose of SkinnedMesh as VPD specifies.
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									 *
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									 * @param {THREE.SkinnedMesh} mesh
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									 * @param {Object} vpd - VPD content parsed MMDParser
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									 * @param {Object} params - (optional)
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									 * @param {boolean} params.resetPose - Default is true.
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									 * @param {boolean} params.ik - Default is true.
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									 * @param {boolean} params.grant - Default is true.
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									 * @return {MMDAnimationHelper}
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									 */
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									pose( mesh, vpd, params = {} ) {
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										if ( params.resetPose !== false ) mesh.pose();
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										const bones = mesh.skeleton.bones;
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										const boneParams = vpd.bones;
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										const boneNameDictionary = {};
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										for ( let i = 0, il = bones.length; i < il; i ++ ) {
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											boneNameDictionary[ bones[ i ].name ] = i;
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										}
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										const vector = new Vector3();
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										const quaternion = new Quaternion();
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										for ( let i = 0, il = boneParams.length; i < il; i ++ ) {
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											const boneParam = boneParams[ i ];
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											const boneIndex = boneNameDictionary[ boneParam.name ];
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											if ( boneIndex === undefined ) continue;
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											const bone = bones[ boneIndex ];
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											bone.position.add( vector.fromArray( boneParam.translation ) );
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											bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
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										}
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										mesh.updateMatrixWorld( true );
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										// PMX animation system special path
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										if ( this.configuration.pmxAnimation &&
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											mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
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											const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
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											const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;
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											const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;
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											this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );
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										} else {
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											if ( params.ik !== false ) {
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												this._createCCDIKSolver( mesh ).update();
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											}
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											if ( params.grant !== false ) {
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												this.createGrantSolver( mesh ).update();
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											}
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										}
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										return this;
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									}
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								 | 
							
									/**
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									 * Enabes/Disables an animation feature.
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						||
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									 *
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						||
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								 | 
							
									 * @param {string} key
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						||
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									 * @param {boolean} enabled
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						||
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									 * @return {MMDAnimationHelper}
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									 */
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									enable( key, enabled ) {
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								 | 
							
								
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										if ( this.enabled[ key ] === undefined ) {
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								 | 
							
								
							 | 
						||
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											throw new Error( 'THREE.MMDAnimationHelper.enable: '
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						||
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												+ 'unknown key ' + key );
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										}
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										this.enabled[ key ] = enabled;
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								 | 
							
								
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										if ( key === 'physics' ) {
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								 | 
							
								
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											for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
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						||
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								 | 
							
								
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												this._optimizeIK( this.meshes[ i ], enabled );
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						||
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								 | 
							
								
							 | 
						||
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								 | 
							
											}
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						||
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								 | 
							
								
							 | 
						||
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								 | 
							
										}
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						||
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								 | 
							
								
							 | 
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								 | 
							
										return this;
							 | 
						||
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								 | 
							
								
							 | 
						||
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								 | 
							
									}
							 | 
						||
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								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
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								 | 
							
									 * Creates an GrantSolver instance.
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						||
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								 | 
							
									 *
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						||
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								 | 
							
									 * @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 };
							 |