2277 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			2277 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									AddOperation,
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									AnimationClip,
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									Bone,
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									BufferGeometry,
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									Color,
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									CustomBlending,
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									TangentSpaceNormalMap,
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									DoubleSide,
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									DstAlphaFactor,
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									Euler,
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									FileLoader,
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									Float32BufferAttribute,
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									FrontSide,
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									Interpolant,
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									Loader,
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									LoaderUtils,
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									UniformsUtils,
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									ShaderMaterial,
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									MultiplyOperation,
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									NearestFilter,
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									NumberKeyframeTrack,
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									OneMinusSrcAlphaFactor,
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									Quaternion,
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									QuaternionKeyframeTrack,
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									RepeatWrapping,
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									Skeleton,
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									SkinnedMesh,
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									SrcAlphaFactor,
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									SRGBColorSpace,
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									TextureLoader,
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									Uint16BufferAttribute,
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									Vector3,
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									VectorKeyframeTrack,
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									RGB_S3TC_DXT1_Format,
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									RGB_PVRTC_4BPPV1_Format,
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									RGB_PVRTC_2BPPV1_Format,
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									RGB_ETC1_Format,
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									RGB_ETC2_Format
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								} from 'three';
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								import { MMDToonShader } from '../shaders/MMDToonShader.js';
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								import { TGALoader } from '../loaders/TGALoader.js';
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								import { MMDParser } from '../libs/mmdparser.module.js';
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								/**
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								 * Dependencies
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								 *  - mmd-parser https://github.com/takahirox/mmd-parser
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								 *  - TGALoader
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								 *  - OutlineEffect
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								 *
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								 * MMDLoader creates Three.js Objects from MMD resources as
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								 * PMD, PMX, VMD, and VPD files.
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								 *
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								 * PMD/PMX is a model data format, VMD is a motion data format
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								 * VPD is a posing data format used in MMD(Miku Miku Dance).
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								 *
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								 * MMD official site
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								 *  - https://sites.google.com/view/evpvp/
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								 *
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								 * PMD, VMD format (in Japanese)
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								 *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
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								 *
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								 * PMX format
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								 *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
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								 *
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								 * TODO
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								 *  - light motion in vmd support.
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								 *  - SDEF support.
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								 *  - uv/material/bone morphing support.
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								 *  - more precise grant skinning support.
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								 *  - shadow support.
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								 */
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								/**
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								 * @param {THREE.LoadingManager} manager
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								 */
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								class MMDLoader extends Loader {
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									constructor( manager ) {
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										super( manager );
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										this.loader = new FileLoader( this.manager );
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										this.parser = null; // lazy generation
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										this.meshBuilder = new MeshBuilder( this.manager );
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										this.animationBuilder = new AnimationBuilder();
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									}
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									/**
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									 * @param {string} animationPath
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									 * @return {MMDLoader}
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									 */
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									setAnimationPath( animationPath ) {
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										this.animationPath = animationPath;
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										return this;
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									}
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									// Load MMD assets as Three.js Object
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									/**
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									 * Loads Model file (.pmd or .pmx) as a SkinnedMesh.
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									 *
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									 * @param {string} url - url to Model(.pmd or .pmx) file
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									 * @param {function} onLoad
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									 * @param {function} onProgress
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									 * @param {function} onError
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									 */
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									load( url, onLoad, onProgress, onError ) {
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										const builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );
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										// resource path
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										let resourcePath;
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										if ( this.resourcePath !== '' ) {
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											resourcePath = this.resourcePath;
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										} else if ( this.path !== '' ) {
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											resourcePath = this.path;
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										} else {
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											resourcePath = LoaderUtils.extractUrlBase( url );
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										}
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										const modelExtension = this._extractExtension( url ).toLowerCase();
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										// Should I detect by seeing header?
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										if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
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											if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
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											return;
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										}
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										this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
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											onLoad(	builder.build( data, resourcePath, onProgress, onError )	);
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										}, onProgress, onError );
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									}
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									/**
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									 * Loads Motion file(s) (.vmd) as a AnimationClip.
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									 * If two or more files are specified, they'll be merged.
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									 *
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									 * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
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									 * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
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									 * @param {function} onLoad
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									 * @param {function} onProgress
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									 * @param {function} onError
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									 */
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									loadAnimation( url, object, onLoad, onProgress, onError ) {
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										const builder = this.animationBuilder;
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										this.loadVMD( url, function ( vmd ) {
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											onLoad( object.isCamera
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												? builder.buildCameraAnimation( vmd )
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												: builder.build( vmd, object ) );
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										}, onProgress, onError );
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									}
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									/**
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									 * Loads mode file and motion file(s) as an object containing
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									 * a SkinnedMesh and a AnimationClip.
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									 * Tracks of AnimationClip are fitting to the model.
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									 *
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									 * @param {string} modelUrl - url to Model(.pmd or .pmx) file
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									 * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
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									 * @param {function} onLoad
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									 * @param {function} onProgress
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									 * @param {function} onError
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									 */
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									loadWithAnimation( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
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										const scope = this;
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										this.load( modelUrl, function ( mesh ) {
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											scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
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												onLoad( {
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													mesh: mesh,
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													animation: animation
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												} );
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											}, onProgress, onError );
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										}, onProgress, onError );
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									}
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								 | 
							
								
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									// Load MMD assets as Object data parsed by MMDParser
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									/**
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									 * Loads .pmd file as an Object.
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									 *
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									 * @param {string} url - url to .pmd file
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									 * @param {function} onLoad
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									 * @param {function} onProgress
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									 * @param {function} onError
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									 */
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									loadPMD( url, onLoad, onProgress, onError ) {
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										const parser = this._getParser();
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										this.loader
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											.setMimeType( undefined )
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											.setPath( this.path )
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											.setResponseType( 'arraybuffer' )
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											.setRequestHeader( this.requestHeader )
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											.setWithCredentials( this.withCredentials )
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											.load( url, function ( buffer ) {
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												try {
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													onLoad( parser.parsePmd( buffer, true ) );
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								 | 
							
								
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												} catch ( e ) {
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								 | 
							
								
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													if ( onError ) onError( e );
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												}
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								 | 
							
								
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											}, onProgress, onError );
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								 | 
							
								
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									}
							 | 
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| 
								 | 
							
								
							 | 
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| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Loads .pmx file as an Object.
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
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								 | 
							
									 * @param {string} url - url to .pmx file
							 | 
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								 | 
							
									 * @param {function} onLoad
							 | 
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								 | 
							
									 * @param {function} onProgress
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								 | 
							
									 * @param {function} onError
							 | 
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								 | 
							
									 */
							 | 
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								 | 
							
									loadPMX( url, onLoad, onProgress, onError ) {
							 | 
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								 | 
							
								
							 | 
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										const parser = this._getParser();
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								 | 
							
								
							 | 
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								 | 
							
										this.loader
							 | 
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											.setMimeType( undefined )
							 | 
						||
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											.setPath( this.path )
							 | 
						||
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								 | 
							
											.setResponseType( 'arraybuffer' )
							 | 
						||
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											.setRequestHeader( this.requestHeader )
							 | 
						||
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								 | 
							
											.setWithCredentials( this.withCredentials )
							 | 
						||
| 
								 | 
							
											.load( url, function ( buffer ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												try {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													onLoad( parser.parsePmx( buffer, true ) );
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
												} catch ( e ) {
							 | 
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								 | 
							
								
							 | 
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| 
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													if ( onError ) onError( e );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
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| 
								 | 
							
								
							 | 
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| 
								 | 
							
											}, onProgress, onError );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Loads .vmd file as an Object. If two or more files are specified
							 | 
						||
| 
								 | 
							
									 * they'll be merged.
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
| 
								 | 
							
									 * @param {string|Array<string>} url - url(s) to .vmd file(s)
							 | 
						||
| 
								 | 
							
									 * @param {function} onLoad
							 | 
						||
| 
								 | 
							
									 * @param {function} onProgress
							 | 
						||
| 
								 | 
							
									 * @param {function} onError
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									loadVMD( url, onLoad, onProgress, onError ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const urls = Array.isArray( url ) ? url : [ url ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vmds = [];
							 | 
						||
| 
								 | 
							
										const vmdNum = urls.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const parser = this._getParser();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.loader
							 | 
						||
| 
								 | 
							
											.setMimeType( undefined )
							 | 
						||
| 
								 | 
							
											.setPath( this.animationPath )
							 | 
						||
| 
								 | 
							
											.setResponseType( 'arraybuffer' )
							 | 
						||
| 
								 | 
							
											.setRequestHeader( this.requestHeader )
							 | 
						||
| 
								 | 
							
											.setWithCredentials( this.withCredentials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = urls.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.loader.load( urls[ i ], function ( buffer ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												try {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													vmds.push( parser.parseVmd( buffer, true ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} catch ( e ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( onError ) onError( e );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}, onProgress, onError );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Loads .vpd file as an Object.
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
| 
								 | 
							
									 * @param {string} url - url to .vpd file
							 | 
						||
| 
								 | 
							
									 * @param {boolean} isUnicode
							 | 
						||
| 
								 | 
							
									 * @param {function} onLoad
							 | 
						||
| 
								 | 
							
									 * @param {function} onProgress
							 | 
						||
| 
								 | 
							
									 * @param {function} onError
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									loadVPD( url, isUnicode, onLoad, onProgress, onError ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const parser = this._getParser();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.loader
							 | 
						||
| 
								 | 
							
											.setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )
							 | 
						||
| 
								 | 
							
											.setPath( this.animationPath )
							 | 
						||
| 
								 | 
							
											.setResponseType( 'text' )
							 | 
						||
| 
								 | 
							
											.setRequestHeader( this.requestHeader )
							 | 
						||
| 
								 | 
							
											.setWithCredentials( this.withCredentials )
							 | 
						||
| 
								 | 
							
											.load( url, function ( text ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												try {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													onLoad( parser.parseVpd( text, true ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} catch ( e ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( onError ) onError( e );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}, onProgress, onError );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// private methods
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_extractExtension( url ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const index = url.lastIndexOf( '.' );
							 | 
						||
| 
								 | 
							
										return index < 0 ? '' : url.slice( index + 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_getParser() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.parser === null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.parser = new MMDParser.Parser();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return this.parser;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Utilities
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/*
							 | 
						||
| 
								 | 
							
									 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
							 | 
						||
| 
								 | 
							
									 * We don't need to request external toon image files.
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
								const DEFAULT_TOON_TEXTURES = [
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',
							 | 
						||
| 
								 | 
							
									'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII='
							 | 
						||
| 
								 | 
							
								];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								const NON_ALPHA_CHANNEL_FORMATS = [
							 | 
						||
| 
								 | 
							
									RGB_S3TC_DXT1_Format,
							 | 
						||
| 
								 | 
							
									RGB_PVRTC_4BPPV1_Format,
							 | 
						||
| 
								 | 
							
									RGB_PVRTC_2BPPV1_Format,
							 | 
						||
| 
								 | 
							
									RGB_ETC1_Format,
							 | 
						||
| 
								 | 
							
									RGB_ETC2_Format
							 | 
						||
| 
								 | 
							
								];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Builders. They build Three.js object from Object data parsed by MMDParser.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/**
							 | 
						||
| 
								 | 
							
								 * @param {THREE.LoadingManager} manager
							 | 
						||
| 
								 | 
							
								 */
							 | 
						||
| 
								 | 
							
								class MeshBuilder {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( manager ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.crossOrigin = 'anonymous';
							 | 
						||
| 
								 | 
							
										this.geometryBuilder = new GeometryBuilder();
							 | 
						||
| 
								 | 
							
										this.materialBuilder = new MaterialBuilder( manager );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {string} crossOrigin
							 | 
						||
| 
								 | 
							
									 * @return {MeshBuilder}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									setCrossOrigin( crossOrigin ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.crossOrigin = crossOrigin;
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} data - parsed PMD/PMX data
							 | 
						||
| 
								 | 
							
									 * @param {string} resourcePath
							 | 
						||
| 
								 | 
							
									 * @param {function} onProgress
							 | 
						||
| 
								 | 
							
									 * @param {function} onError
							 | 
						||
| 
								 | 
							
									 * @return {SkinnedMesh}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									build( data, resourcePath, onProgress, onError ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const geometry = this.geometryBuilder.build( data );
							 | 
						||
| 
								 | 
							
										const material = this.materialBuilder
							 | 
						||
| 
								 | 
							
											.setCrossOrigin( this.crossOrigin )
							 | 
						||
| 
								 | 
							
											.setResourcePath( resourcePath )
							 | 
						||
| 
								 | 
							
											.build( data, geometry, onProgress, onError );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const mesh = new SkinnedMesh( geometry, material );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const skeleton = new Skeleton( initBones( mesh ) );
							 | 
						||
| 
								 | 
							
										mesh.bind( skeleton );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// console.log( mesh ); // for console debug
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return mesh;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// TODO: Try to remove this function
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function initBones( mesh ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									const geometry = mesh.geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									const bones = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( geometry && geometry.bones !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// first, create array of 'Bone' objects from geometry data
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const gbone = geometry.bones[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// create new 'Bone' object
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const bone = new Bone();
							 | 
						||
| 
								 | 
							
											bones.push( bone );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// apply values
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											bone.name = gbone.name;
							 | 
						||
| 
								 | 
							
											bone.position.fromArray( gbone.pos );
							 | 
						||
| 
								 | 
							
											bone.quaternion.fromArray( gbone.rotq );
							 | 
						||
| 
								 | 
							
											if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// second, create bone hierarchy
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const gbone = geometry.bones[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// subsequent bones in the hierarchy
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												bones[ gbone.parent ].add( bones[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// topmost bone, immediate child of the skinned mesh
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh.add( bones[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// now the bones are part of the scene graph and children of the skinned mesh.
							 | 
						||
| 
								 | 
							
									// let's update the corresponding matrices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									mesh.updateMatrixWorld( true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									return bones;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class GeometryBuilder {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} data - parsed PMD/PMX data
							 | 
						||
| 
								 | 
							
									 * @return {BufferGeometry}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									build( data ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// for geometry
							 | 
						||
| 
								 | 
							
										const positions = [];
							 | 
						||
| 
								 | 
							
										const uvs = [];
							 | 
						||
| 
								 | 
							
										const normals = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const indices = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const groups = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const bones = [];
							 | 
						||
| 
								 | 
							
										const skinIndices = [];
							 | 
						||
| 
								 | 
							
										const skinWeights = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const morphTargets = [];
							 | 
						||
| 
								 | 
							
										const morphPositions = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const iks = [];
							 | 
						||
| 
								 | 
							
										const grants = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const rigidBodies = [];
							 | 
						||
| 
								 | 
							
										const constraints = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// for work
							 | 
						||
| 
								 | 
							
										let offset = 0;
							 | 
						||
| 
								 | 
							
										const boneTypeTable = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// positions, normals, uvs, skinIndices, skinWeights
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.vertexCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const v = data.vertices[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0, jl = v.position.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												positions.push( v.position[ j ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0, jl = v.normal.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												normals.push( v.normal[ j ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0, jl = v.uv.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uvs.push( v.uv[ j ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0; j < 4; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0; j < 4; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// indices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.faceCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const face = data.faces[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0, jl = face.indices.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												indices.push( face.indices[ j ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// groups
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.materialCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const material = data.materials[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											groups.push( {
							 | 
						||
| 
								 | 
							
												offset: offset * 3,
							 | 
						||
| 
								 | 
							
												count: material.faceCount * 3
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											offset += material.faceCount;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// bones
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const body = data.rigidBodies[ i ];
							 | 
						||
| 
								 | 
							
											let value = boneTypeTable[ body.boneIndex ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// keeps greater number if already value is set without any special reasons
							 | 
						||
| 
								 | 
							
											value = value === undefined ? body.type : Math.max( body.type, value );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											boneTypeTable[ body.boneIndex ] = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.boneCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const boneData = data.bones[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const bone = {
							 | 
						||
| 
								 | 
							
												index: i,
							 | 
						||
| 
								 | 
							
												transformationClass: boneData.transformationClass,
							 | 
						||
| 
								 | 
							
												parent: boneData.parentIndex,
							 | 
						||
| 
								 | 
							
												name: boneData.name,
							 | 
						||
| 
								 | 
							
												pos: boneData.position.slice( 0, 3 ),
							 | 
						||
| 
								 | 
							
												rotq: [ 0, 0, 0, 1 ],
							 | 
						||
| 
								 | 
							
												scl: [ 1, 1, 1 ],
							 | 
						||
| 
								 | 
							
												rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
							 | 
						||
| 
								 | 
							
											};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( bone.parent !== - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
							 | 
						||
| 
								 | 
							
												bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
							 | 
						||
| 
								 | 
							
												bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											bones.push( bone );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// iks
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// TODO: remove duplicated codes between PMD and PMX
							 | 
						||
| 
								 | 
							
										if ( data.metadata.format === 'pmd' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < data.metadata.ikCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const ik = data.iks[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const param = {
							 | 
						||
| 
								 | 
							
													target: ik.target,
							 | 
						||
| 
								 | 
							
													effector: ik.effector,
							 | 
						||
| 
								 | 
							
													iteration: ik.iteration,
							 | 
						||
| 
								 | 
							
													maxAngle: ik.maxAngle * 4,
							 | 
						||
| 
								 | 
							
													links: []
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const link = {};
							 | 
						||
| 
								 | 
							
													link.index = ik.links[ j ].index;
							 | 
						||
| 
								 | 
							
													link.enabled = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														link.limitation = new Vector3( 1.0, 0.0, 0.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													param.links.push( link );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												iks.push( param );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < data.metadata.boneCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const ik = data.bones[ i ].ik;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( ik === undefined ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const param = {
							 | 
						||
| 
								 | 
							
													target: i,
							 | 
						||
| 
								 | 
							
													effector: ik.effector,
							 | 
						||
| 
								 | 
							
													iteration: ik.iteration,
							 | 
						||
| 
								 | 
							
													maxAngle: ik.maxAngle,
							 | 
						||
| 
								 | 
							
													links: []
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const link = {};
							 | 
						||
| 
								 | 
							
													link.index = ik.links[ j ].index;
							 | 
						||
| 
								 | 
							
													link.enabled = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( ik.links[ j ].angleLimitation === 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// Revert if rotationMin/Max doesn't work well
							 | 
						||
| 
								 | 
							
														// link.limitation = new Vector3( 1.0, 0.0, 0.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const rotationMin = ik.links[ j ].lowerLimitationAngle;
							 | 
						||
| 
								 | 
							
														const rotationMax = ik.links[ j ].upperLimitationAngle;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// Convert Left to Right coordinate by myself because
							 | 
						||
| 
								 | 
							
														// MMDParser doesn't convert. It's a MMDParser's bug
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const tmp1 = - rotationMax[ 0 ];
							 | 
						||
| 
								 | 
							
														const tmp2 = - rotationMax[ 1 ];
							 | 
						||
| 
								 | 
							
														rotationMax[ 0 ] = - rotationMin[ 0 ];
							 | 
						||
| 
								 | 
							
														rotationMax[ 1 ] = - rotationMin[ 1 ];
							 | 
						||
| 
								 | 
							
														rotationMin[ 0 ] = tmp1;
							 | 
						||
| 
								 | 
							
														rotationMin[ 1 ] = tmp2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														link.rotationMin = new Vector3().fromArray( rotationMin );
							 | 
						||
| 
								 | 
							
														link.rotationMax = new Vector3().fromArray( rotationMax );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													param.links.push( link );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												iks.push( param );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Save the reference even from bone data for efficiently
							 | 
						||
| 
								 | 
							
												// simulating PMX animation system
							 | 
						||
| 
								 | 
							
												bones[ i ].ik = param;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// grants
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( data.metadata.format === 'pmx' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// bone index -> grant entry map
							 | 
						||
| 
								 | 
							
											const grantEntryMap = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < data.metadata.boneCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const boneData = data.bones[ i ];
							 | 
						||
| 
								 | 
							
												const grant = boneData.grant;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( grant === undefined ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const param = {
							 | 
						||
| 
								 | 
							
													index: i,
							 | 
						||
| 
								 | 
							
													parentIndex: grant.parentIndex,
							 | 
						||
| 
								 | 
							
													ratio: grant.ratio,
							 | 
						||
| 
								 | 
							
													isLocal: grant.isLocal,
							 | 
						||
| 
								 | 
							
													affectRotation: grant.affectRotation,
							 | 
						||
| 
								 | 
							
													affectPosition: grant.affectPosition,
							 | 
						||
| 
								 | 
							
													transformationClass: boneData.transformationClass
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												grantEntryMap[ i ] = { parent: null, children: [], param: param, visited: false };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const rootEntry = { parent: null, children: [], param: null, visited: false };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Build a tree representing grant hierarchy
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( const boneIndex in grantEntryMap ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const grantEntry = grantEntryMap[ boneIndex ];
							 | 
						||
| 
								 | 
							
												const parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												grantEntry.parent = parentGrantEntry;
							 | 
						||
| 
								 | 
							
												parentGrantEntry.children.push( grantEntry );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Sort grant parameters from parents to children because
							 | 
						||
| 
								 | 
							
											// grant uses parent's transform that parent's grant is already applied
							 | 
						||
| 
								 | 
							
											// so grant should be applied in order from parents to children
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function traverse( entry ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( entry.param ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													grants.push( entry.param );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Save the reference even from bone data for efficiently
							 | 
						||
| 
								 | 
							
													// simulating PMX animation system
							 | 
						||
| 
								 | 
							
													bones[ entry.param.index ].grant = entry.param;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												entry.visited = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0, il = entry.children.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const child = entry.children[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Cut off a loop if exists. (Is a grant loop invalid?)
							 | 
						||
| 
								 | 
							
													if ( ! child.visited ) traverse( child );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											traverse( rootEntry );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// morph
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function updateAttributes( attribute, morph, ratio ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < morph.elementCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const element = morph.elements[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let index;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( data.metadata.format === 'pmd' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													index = data.morphs[ 0 ].elements[ element.index ].index;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													index = element.index;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
							 | 
						||
| 
								 | 
							
												attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
							 | 
						||
| 
								 | 
							
												attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.morphCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const morph = data.morphs[ i ];
							 | 
						||
| 
								 | 
							
											const params = { name: morph.name };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
							 | 
						||
| 
								 | 
							
											attribute.name = morph.name;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												attribute.array[ j ] = positions[ j ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data.metadata.format === 'pmd' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( i !== 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													updateAttributes( attribute, morph, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( morph.type === 0 ) { // group
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let j = 0; j < morph.elementCount; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const morph2 = data.morphs[ morph.elements[ j ].index ];
							 | 
						||
| 
								 | 
							
														const ratio = morph.elements[ j ].ratio;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( morph2.type === 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															updateAttributes( attribute, morph2, ratio );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 1 ) { // vertex
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													updateAttributes( attribute, morph, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 2 ) { // bone
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 3 ) { // uv
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 4 ) { // additional uv1
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 5 ) { // additional uv2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 6 ) { // additional uv3
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 7 ) { // additional uv4
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 8 ) { // material
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// TODO: implement
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											morphTargets.push( params );
							 | 
						||
| 
								 | 
							
											morphPositions.push( attribute );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// rigid bodies from rigidBodies field.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const rigidBody = data.rigidBodies[ i ];
							 | 
						||
| 
								 | 
							
											const params = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( const key in rigidBody ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params[ key ] = rigidBody[ key ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											/*
							 | 
						||
| 
								 | 
							
												 * RigidBody position parameter in PMX seems global position
							 | 
						||
| 
								 | 
							
												 * while the one in PMD seems offset from corresponding bone.
							 | 
						||
| 
								 | 
							
												 * So unify being offset.
							 | 
						||
| 
								 | 
							
												 */
							 | 
						||
| 
								 | 
							
											if ( data.metadata.format === 'pmx' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( params.boneIndex !== - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const bone = data.bones[ params.boneIndex ];
							 | 
						||
| 
								 | 
							
													params.position[ 0 ] -= bone.position[ 0 ];
							 | 
						||
| 
								 | 
							
													params.position[ 1 ] -= bone.position[ 1 ];
							 | 
						||
| 
								 | 
							
													params.position[ 2 ] -= bone.position[ 2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											rigidBodies.push( params );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// constraints from constraints field.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.constraintCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const constraint = data.constraints[ i ];
							 | 
						||
| 
								 | 
							
											const params = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( const key in constraint ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params[ key ] = constraint[ key ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const bodyA = rigidBodies[ params.rigidBodyIndex1 ];
							 | 
						||
| 
								 | 
							
											const bodyB = rigidBodies[ params.rigidBodyIndex2 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Refer to http://www20.atpages.jp/katwat/wp/?p=4135
							 | 
						||
| 
								 | 
							
											if ( bodyA.type !== 0 && bodyB.type === 2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
							 | 
						||
| 
								 | 
							
													     data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													bodyB.type = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											constraints.push( params );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// build BufferGeometry.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const geometry = new BufferGeometry();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
							 | 
						||
| 
								 | 
							
										geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
							 | 
						||
| 
								 | 
							
										geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
							 | 
						||
| 
								 | 
							
										geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
							 | 
						||
| 
								 | 
							
										geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
							 | 
						||
| 
								 | 
							
										geometry.setIndex( indices );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = groups.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										geometry.bones = bones;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										geometry.morphTargets = morphTargets;
							 | 
						||
| 
								 | 
							
										geometry.morphAttributes.position = morphPositions;
							 | 
						||
| 
								 | 
							
										geometry.morphTargetsRelative = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										geometry.userData.MMD = {
							 | 
						||
| 
								 | 
							
											bones: bones,
							 | 
						||
| 
								 | 
							
											iks: iks,
							 | 
						||
| 
								 | 
							
											grants: grants,
							 | 
						||
| 
								 | 
							
											rigidBodies: rigidBodies,
							 | 
						||
| 
								 | 
							
											constraints: constraints,
							 | 
						||
| 
								 | 
							
											format: data.metadata.format
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										geometry.computeBoundingSphere();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/**
							 | 
						||
| 
								 | 
							
								 * @param {THREE.LoadingManager} manager
							 | 
						||
| 
								 | 
							
								 */
							 | 
						||
| 
								 | 
							
								class MaterialBuilder {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( manager ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.manager = manager;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.textureLoader = new TextureLoader( this.manager );
							 | 
						||
| 
								 | 
							
										this.tgaLoader = null; // lazy generation
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.crossOrigin = 'anonymous';
							 | 
						||
| 
								 | 
							
										this.resourcePath = undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {string} crossOrigin
							 | 
						||
| 
								 | 
							
									 * @return {MaterialBuilder}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									setCrossOrigin( crossOrigin ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.crossOrigin = crossOrigin;
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {string} resourcePath
							 | 
						||
| 
								 | 
							
									 * @return {MaterialBuilder}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									setResourcePath( resourcePath ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.resourcePath = resourcePath;
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} data - parsed PMD/PMX data
							 | 
						||
| 
								 | 
							
									 * @param {BufferGeometry} geometry - some properties are dependend on geometry
							 | 
						||
| 
								 | 
							
									 * @param {function} onProgress
							 | 
						||
| 
								 | 
							
									 * @param {function} onError
							 | 
						||
| 
								 | 
							
									 * @return {Array<MMDToonMaterial>}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									build( data, geometry /*, onProgress, onError */ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const materials = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const textures = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.textureLoader.setCrossOrigin( this.crossOrigin );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// materials
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < data.metadata.materialCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const material = data.materials[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const params = { userData: { MMD: {} } };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( material.name !== undefined ) params.name = material.name;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											/*
							 | 
						||
| 
								 | 
							
												 * Color
							 | 
						||
| 
								 | 
							
												 *
							 | 
						||
| 
								 | 
							
												 * MMD         MMDToonMaterial
							 | 
						||
| 
								 | 
							
												 * ambient  -  emissive * a
							 | 
						||
| 
								 | 
							
												 *               (a = 1.0 without map texture or 0.2 with map texture)
							 | 
						||
| 
								 | 
							
												 *
							 | 
						||
| 
								 | 
							
												 * MMDToonMaterial doesn't have ambient. Set it to emissive instead.
							 | 
						||
| 
								 | 
							
												 * It'll be too bright if material has map texture so using coef 0.2.
							 | 
						||
| 
								 | 
							
												 */
							 | 
						||
| 
								 | 
							
											params.diffuse = new Color().setRGB(
							 | 
						||
| 
								 | 
							
												material.diffuse[ 0 ],
							 | 
						||
| 
								 | 
							
												material.diffuse[ 1 ],
							 | 
						||
| 
								 | 
							
												material.diffuse[ 2 ],
							 | 
						||
| 
								 | 
							
												SRGBColorSpace
							 | 
						||
| 
								 | 
							
											);
							 | 
						||
| 
								 | 
							
											params.opacity = material.diffuse[ 3 ];
							 | 
						||
| 
								 | 
							
											params.specular = new Color().setRGB( ...material.specular, SRGBColorSpace );
							 | 
						||
| 
								 | 
							
											params.shininess = material.shininess;
							 | 
						||
| 
								 | 
							
											params.emissive = new Color().setRGB( ...material.ambient, SRGBColorSpace );
							 | 
						||
| 
								 | 
							
											params.transparent = params.opacity !== 1.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											params.fog = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// blend
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											params.blending = CustomBlending;
							 | 
						||
| 
								 | 
							
											params.blendSrc = SrcAlphaFactor;
							 | 
						||
| 
								 | 
							
											params.blendDst = OneMinusSrcAlphaFactor;
							 | 
						||
| 
								 | 
							
											params.blendSrcAlpha = SrcAlphaFactor;
							 | 
						||
| 
								 | 
							
											params.blendDstAlpha = DstAlphaFactor;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// side
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params.side = DoubleSide;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( data.metadata.format === 'pmd' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// map, matcap
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( material.fileName ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const fileName = material.fileName;
							 | 
						||
| 
								 | 
							
													const fileNames = fileName.split( '*' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// fileNames[ 0 ]: mapFileName
							 | 
						||
| 
								 | 
							
													// fileNames[ 1 ]: matcapFileName( optional )
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													params.map = this._loadTexture( fileNames[ 0 ], textures );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( fileNames.length > 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														params.matcap = this._loadTexture(
							 | 
						||
| 
								 | 
							
															fileNames[ 1 ],
							 | 
						||
| 
								 | 
							
															textures
							 | 
						||
| 
								 | 
							
														);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														params.matcapCombine = extension === '.sph'
							 | 
						||
| 
								 | 
							
															? MultiplyOperation
							 | 
						||
| 
								 | 
							
															: AddOperation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// gradientMap
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const toonFileName = ( material.toonIndex === - 1 )
							 | 
						||
| 
								 | 
							
													? 'toon00.bmp'
							 | 
						||
| 
								 | 
							
													: data.toonTextures[ material.toonIndex ].fileName;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params.gradientMap = this._loadTexture(
							 | 
						||
| 
								 | 
							
													toonFileName,
							 | 
						||
| 
								 | 
							
													textures,
							 | 
						||
| 
								 | 
							
													{
							 | 
						||
| 
								 | 
							
														isToonTexture: true,
							 | 
						||
| 
								 | 
							
														isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
												);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// parameters for OutlineEffect
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params.userData.outlineParameters = {
							 | 
						||
| 
								 | 
							
													thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
							 | 
						||
| 
								 | 
							
													color: [ 0, 0, 0 ],
							 | 
						||
| 
								 | 
							
													alpha: 1.0,
							 | 
						||
| 
								 | 
							
													visible: material.edgeFlag === 1
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// map
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( material.textureIndex !== - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Since PMX spec don't have standard to list map files except color map and env map,
							 | 
						||
| 
								 | 
							
													// we need to save file name for further mapping, like matching normal map file names after model loaded.
							 | 
						||
| 
								 | 
							
													// ref: https://gist.github.com/felixjones/f8a06bd48f9da9a4539f#texture
							 | 
						||
| 
								 | 
							
													params.userData.MMD.mapFileName = data.textures[ material.textureIndex ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// matcap TODO: support m.envFlag === 3
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													params.matcap = this._loadTexture(
							 | 
						||
| 
								 | 
							
														data.textures[ material.envTextureIndex ],
							 | 
						||
| 
								 | 
							
														textures
							 | 
						||
| 
								 | 
							
													);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Same as color map above, keep file name in userData for further usage.
							 | 
						||
| 
								 | 
							
													params.userData.MMD.matcapFileName = data.textures[ material.envTextureIndex ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													params.matcapCombine = material.envFlag === 1
							 | 
						||
| 
								 | 
							
														? MultiplyOperation
							 | 
						||
| 
								 | 
							
														: AddOperation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// gradientMap
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let toonFileName, isDefaultToon;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
							 | 
						||
| 
								 | 
							
													isDefaultToon = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													toonFileName = data.textures[ material.toonIndex ];
							 | 
						||
| 
								 | 
							
													isDefaultToon = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params.gradientMap = this._loadTexture(
							 | 
						||
| 
								 | 
							
													toonFileName,
							 | 
						||
| 
								 | 
							
													textures,
							 | 
						||
| 
								 | 
							
													{
							 | 
						||
| 
								 | 
							
														isToonTexture: true,
							 | 
						||
| 
								 | 
							
														isDefaultToonTexture: isDefaultToon
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
												);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// parameters for OutlineEffect
							 | 
						||
| 
								 | 
							
												params.userData.outlineParameters = {
							 | 
						||
| 
								 | 
							
													thickness: material.edgeSize / 300, // TODO: better calculation?
							 | 
						||
| 
								 | 
							
													color: material.edgeColor.slice( 0, 3 ),
							 | 
						||
| 
								 | 
							
													alpha: material.edgeColor[ 3 ],
							 | 
						||
| 
								 | 
							
													visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( params.map !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( ! params.transparent ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this._checkImageTransparency( params.map, geometry, i );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												params.emissive.multiplyScalar( 0.2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											materials.push( new MMDToonMaterial( params ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( data.metadata.format === 'pmx' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// set transparent true if alpha morph is defined.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function checkAlphaMorph( elements, materials ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0, il = elements.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const element = elements[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( element.index === - 1 ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const material = materials[ element.index ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( material.opacity !== element.diffuse[ 3 ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.transparent = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, il = data.morphs.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const morph = data.morphs[ i ];
							 | 
						||
| 
								 | 
							
												const elements = morph.elements;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( morph.type === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let j = 0, jl = elements.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const morph2 = data.morphs[ elements[ j ].index ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( morph2.type !== 8 ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														checkAlphaMorph( morph2.elements, materials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( morph.type === 8 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													checkAlphaMorph( elements, materials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return materials;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// private methods
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_getTGALoader() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.tgaLoader === null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( TGALoader === undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												throw new Error( 'THREE.MMDLoader: Import TGALoader' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.tgaLoader = new TGALoader( this.manager );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return this.tgaLoader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_isDefaultToonTexture( name ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( name.length !== 10 ) return false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return /toon(10|0[0-9])\.bmp/.test( name );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_loadTexture( filePath, textures, params, onProgress, onError ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										params = params || {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const scope = this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										let fullPath;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( params.isDefaultToonTexture === true ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let index;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											try {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} catch ( e ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
							 | 
						||
| 
								 | 
							
														+ 'not right default texture path. Using toon00.bmp instead.' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												index = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fullPath = DEFAULT_TOON_TEXTURES[ index ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fullPath = this.resourcePath + filePath;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										let loader = this.manager.getHandler( fullPath );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( loader === null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
							 | 
						||
| 
								 | 
							
												? this._getTGALoader()
							 | 
						||
| 
								 | 
							
												: this.textureLoader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const texture = loader.load( fullPath, function ( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// MMD toon texture is Axis-Y oriented
							 | 
						||
| 
								 | 
							
											// but Three.js gradient map is Axis-X oriented.
							 | 
						||
| 
								 | 
							
											// So here replaces the toon texture image with the rotated one.
							 | 
						||
| 
								 | 
							
											if ( params.isToonTexture === true ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												t.image = scope._getRotatedImage( t.image );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												t.magFilter = NearestFilter;
							 | 
						||
| 
								 | 
							
												t.minFilter = NearestFilter;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											t.flipY = false;
							 | 
						||
| 
								 | 
							
											t.wrapS = RepeatWrapping;
							 | 
						||
| 
								 | 
							
											t.wrapT = RepeatWrapping;
							 | 
						||
| 
								 | 
							
											t.colorSpace = SRGBColorSpace;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < texture.readyCallbacks.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												texture.readyCallbacks[ i ]( texture );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											delete texture.readyCallbacks;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}, onProgress, onError );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										texture.readyCallbacks = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										textures[ fullPath ] = texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_getRotatedImage( image ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const canvas = document.createElement( 'canvas' );
							 | 
						||
| 
								 | 
							
										const context = canvas.getContext( '2d' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const width = image.width;
							 | 
						||
| 
								 | 
							
										const height = image.height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										canvas.width = width;
							 | 
						||
| 
								 | 
							
										canvas.height = height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										context.clearRect( 0, 0, width, height );
							 | 
						||
| 
								 | 
							
										context.translate( width / 2.0, height / 2.0 );
							 | 
						||
| 
								 | 
							
										context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
							 | 
						||
| 
								 | 
							
										context.translate( - width / 2.0, - height / 2.0 );
							 | 
						||
| 
								 | 
							
										context.drawImage( image, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return context.getImageData( 0, 0, width, height );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// Check if the partial image area used by the texture is transparent.
							 | 
						||
| 
								 | 
							
									_checkImageTransparency( map, geometry, groupIndex ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										map.readyCallbacks.push( function ( texture ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Is there any efficient ways?
							 | 
						||
| 
								 | 
							
											function createImageData( image ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const canvas = document.createElement( 'canvas' );
							 | 
						||
| 
								 | 
							
												canvas.width = image.width;
							 | 
						||
| 
								 | 
							
												canvas.height = image.height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const context = canvas.getContext( '2d' );
							 | 
						||
| 
								 | 
							
												context.drawImage( image, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return context.getImageData( 0, 0, canvas.width, canvas.height );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function detectImageTransparency( image, uvs, indices ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const width = image.width;
							 | 
						||
| 
								 | 
							
												const height = image.height;
							 | 
						||
| 
								 | 
							
												const data = image.data;
							 | 
						||
| 
								 | 
							
												const threshold = 253;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( data.length / ( width * height ) !== 4 ) return false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < indices.length; i += 3 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const centerUV = { x: 0.0, y: 0.0 };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let j = 0; j < 3; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const index = indices[ i * 3 + j ];
							 | 
						||
| 
								 | 
							
														const uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( getAlphaByUv( image, uv ) < threshold ) return true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														centerUV.x += uv.x;
							 | 
						||
| 
								 | 
							
														centerUV.y += uv.y;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													centerUV.x /= 3;
							 | 
						||
| 
								 | 
							
													centerUV.y /= 3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											/*
							 | 
						||
| 
								 | 
							
												 * This method expects
							 | 
						||
| 
								 | 
							
												 *   texture.flipY = false
							 | 
						||
| 
								 | 
							
												 *   texture.wrapS = RepeatWrapping
							 | 
						||
| 
								 | 
							
												 *   texture.wrapT = RepeatWrapping
							 | 
						||
| 
								 | 
							
												 * TODO: more precise
							 | 
						||
| 
								 | 
							
												 */
							 | 
						||
| 
								 | 
							
											function getAlphaByUv( image, uv ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const width = image.width;
							 | 
						||
| 
								 | 
							
												const height = image.height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let x = Math.round( uv.x * width ) % width;
							 | 
						||
| 
								 | 
							
												let y = Math.round( uv.y * height ) % height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( x < 0 ) x += width;
							 | 
						||
| 
								 | 
							
												if ( y < 0 ) y += height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const index = y * width + x;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return image.data[ index * 4 + 3 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( texture.isCompressedTexture === true ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( NON_ALPHA_CHANNEL_FORMATS.includes( texture.format ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													map.transparent = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// any other way to check transparency of CompressedTexture?
							 | 
						||
| 
								 | 
							
													map.transparent = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const imageData = texture.image.data !== undefined
							 | 
						||
| 
								 | 
							
												? texture.image
							 | 
						||
| 
								 | 
							
												: createImageData( texture.image );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const group = geometry.groups[ groupIndex ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( detectImageTransparency(
							 | 
						||
| 
								 | 
							
												imageData,
							 | 
						||
| 
								 | 
							
												geometry.attributes.uv.array,
							 | 
						||
| 
								 | 
							
												geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												map.transparent = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class AnimationBuilder {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} vmd - parsed VMD data
							 | 
						||
| 
								 | 
							
									 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
							 | 
						||
| 
								 | 
							
									 * @return {AnimationClip}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									build( vmd, mesh ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// combine skeletal and morph animations
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
							 | 
						||
| 
								 | 
							
										const tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = tracks2.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											tracks.push( tracks2[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new AnimationClip( '', - 1, tracks );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} vmd - parsed VMD data
							 | 
						||
| 
								 | 
							
									 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
							 | 
						||
| 
								 | 
							
									 * @return {AnimationClip}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									buildSkeletalAnimation( vmd, mesh ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function pushInterpolation( array, interpolation, index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index + 0 ] / 127 ); // x1
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index + 8 ] / 127 ); // x2
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index + 4 ] / 127 ); // y1
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index + 12 ] / 127 ); // y2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tracks = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const motions = {};
							 | 
						||
| 
								 | 
							
										const bones = mesh.skeleton.bones;
							 | 
						||
| 
								 | 
							
										const boneNameDictionary = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = bones.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											boneNameDictionary[ bones[ i ].name ] = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < vmd.metadata.motionCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const motion = vmd.motions[ i ];
							 | 
						||
| 
								 | 
							
											const boneName = motion.boneName;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( boneNameDictionary[ boneName ] === undefined ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											motions[ boneName ] = motions[ boneName ] || [];
							 | 
						||
| 
								 | 
							
											motions[ boneName ].push( motion );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( const key in motions ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = motions[ key ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											array.sort( function ( a, b ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return a.frameNum - b.frameNum;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const times = [];
							 | 
						||
| 
								 | 
							
											const positions = [];
							 | 
						||
| 
								 | 
							
											const rotations = [];
							 | 
						||
| 
								 | 
							
											const pInterpolations = [];
							 | 
						||
| 
								 | 
							
											const rInterpolations = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, il = array.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const time = array[ i ].frameNum / 30;
							 | 
						||
| 
								 | 
							
												const position = array[ i ].position;
							 | 
						||
| 
								 | 
							
												const rotation = array[ i ].rotation;
							 | 
						||
| 
								 | 
							
												const interpolation = array[ i ].interpolation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												times.push( time );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
							 | 
						||
| 
								 | 
							
												for ( let j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
							 | 
						||
| 
								 | 
							
												for ( let j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												pushInterpolation( rInterpolations, interpolation, 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const targetName = '.bones[' + key + ']';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
							 | 
						||
| 
								 | 
							
											tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new AnimationClip( '', - 1, tracks );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} vmd - parsed VMD data
							 | 
						||
| 
								 | 
							
									 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
							 | 
						||
| 
								 | 
							
									 * @return {AnimationClip}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									buildMorphAnimation( vmd, mesh ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tracks = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const morphs = {};
							 | 
						||
| 
								 | 
							
										const morphTargetDictionary = mesh.morphTargetDictionary;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < vmd.metadata.morphCount; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const morph = vmd.morphs[ i ];
							 | 
						||
| 
								 | 
							
											const morphName = morph.morphName;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( morphTargetDictionary[ morphName ] === undefined ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											morphs[ morphName ] = morphs[ morphName ] || [];
							 | 
						||
| 
								 | 
							
											morphs[ morphName ].push( morph );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( const key in morphs ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const array = morphs[ key ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											array.sort( function ( a, b ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return a.frameNum - b.frameNum;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const times = [];
							 | 
						||
| 
								 | 
							
											const values = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, il = array.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												times.push( array[ i ].frameNum / 30 );
							 | 
						||
| 
								 | 
							
												values.push( array[ i ].weight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new AnimationClip( '', - 1, tracks );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {Object} vmd - parsed VMD data
							 | 
						||
| 
								 | 
							
									 * @return {AnimationClip}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									buildCameraAnimation( vmd ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function pushVector3( array, vec ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											array.push( vec.x );
							 | 
						||
| 
								 | 
							
											array.push( vec.y );
							 | 
						||
| 
								 | 
							
											array.push( vec.z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function pushQuaternion( array, q ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											array.push( q.x );
							 | 
						||
| 
								 | 
							
											array.push( q.y );
							 | 
						||
| 
								 | 
							
											array.push( q.z );
							 | 
						||
| 
								 | 
							
											array.push( q.w );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function pushInterpolation( array, interpolation, index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
							 | 
						||
| 
								 | 
							
											array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										cameras.sort( function ( a, b ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return a.frameNum - b.frameNum;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const times = [];
							 | 
						||
| 
								 | 
							
										const centers = [];
							 | 
						||
| 
								 | 
							
										const quaternions = [];
							 | 
						||
| 
								 | 
							
										const positions = [];
							 | 
						||
| 
								 | 
							
										const fovs = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const cInterpolations = [];
							 | 
						||
| 
								 | 
							
										const qInterpolations = [];
							 | 
						||
| 
								 | 
							
										const pInterpolations = [];
							 | 
						||
| 
								 | 
							
										const fInterpolations = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const quaternion = new Quaternion();
							 | 
						||
| 
								 | 
							
										const euler = new Euler();
							 | 
						||
| 
								 | 
							
										const position = new Vector3();
							 | 
						||
| 
								 | 
							
										const center = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = cameras.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const motion = cameras[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const time = motion.frameNum / 30;
							 | 
						||
| 
								 | 
							
											const pos = motion.position;
							 | 
						||
| 
								 | 
							
											const rot = motion.rotation;
							 | 
						||
| 
								 | 
							
											const distance = motion.distance;
							 | 
						||
| 
								 | 
							
											const fov = motion.fov;
							 | 
						||
| 
								 | 
							
											const interpolation = motion.interpolation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											times.push( time );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											position.set( 0, 0, - distance );
							 | 
						||
| 
								 | 
							
											center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
							 | 
						||
| 
								 | 
							
											quaternion.setFromEuler( euler );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											position.add( center );
							 | 
						||
| 
								 | 
							
											position.applyQuaternion( quaternion );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											pushVector3( centers, center );
							 | 
						||
| 
								 | 
							
											pushQuaternion( quaternions, quaternion );
							 | 
						||
| 
								 | 
							
											pushVector3( positions, position );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fovs.push( fov );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let j = 0; j < 3; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												pushInterpolation( cInterpolations, interpolation, j );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											pushInterpolation( qInterpolations, interpolation, 3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// use the same parameter for x, y, z axis.
							 | 
						||
| 
								 | 
							
											for ( let j = 0; j < 3; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												pushInterpolation( pInterpolations, interpolation, 4 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											pushInterpolation( fInterpolations, interpolation, 5 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tracks = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// I expect an object whose name 'target' exists under THREE.Camera
							 | 
						||
| 
								 | 
							
										tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
							 | 
						||
| 
								 | 
							
										tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
							 | 
						||
| 
								 | 
							
										tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new AnimationClip( '', - 1, tracks );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// private method
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_createTrack( node, typedKeyframeTrack, times, values, interpolations ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										/*
							 | 
						||
| 
								 | 
							
											 * optimizes here not to let KeyframeTrackPrototype optimize
							 | 
						||
| 
								 | 
							
											 * because KeyframeTrackPrototype optimizes times and values but
							 | 
						||
| 
								 | 
							
											 * doesn't optimize interpolations.
							 | 
						||
| 
								 | 
							
											 */
							 | 
						||
| 
								 | 
							
										if ( times.length > 2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											times = times.slice();
							 | 
						||
| 
								 | 
							
											values = values.slice();
							 | 
						||
| 
								 | 
							
											interpolations = interpolations.slice();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const stride = values.length / times.length;
							 | 
						||
| 
								 | 
							
											const interpolateStride = interpolations.length / times.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let index = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < stride; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
							 | 
						||
| 
								 | 
							
															values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														index ++;
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( aheadIndex > index ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													times[ index ] = times[ aheadIndex ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let i = 0; i < stride; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														values[ index * stride + i ] = values[ aheadIndex * stride + i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let i = 0; i < interpolateStride; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											times.length = index + 1;
							 | 
						||
| 
								 | 
							
											values.length = ( index + 1 ) * stride;
							 | 
						||
| 
								 | 
							
											interpolations.length = ( index + 1 ) * interpolateStride;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const track = new typedKeyframeTrack( node, times, values );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return track;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// interpolation
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class CubicBezierInterpolation extends Interpolant {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super( parameterPositions, sampleValues, sampleSize, resultBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.interpolationParams = params;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									interpolate_( i1, t0, t, t1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const result = this.resultBuffer;
							 | 
						||
| 
								 | 
							
										const values = this.sampleValues;
							 | 
						||
| 
								 | 
							
										const stride = this.valueSize;
							 | 
						||
| 
								 | 
							
										const params = this.interpolationParams;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const offset1 = i1 * stride;
							 | 
						||
| 
								 | 
							
										const offset0 = offset1 - stride;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// No interpolation if next key frame is in one frame in 30fps.
							 | 
						||
| 
								 | 
							
										// This is from MMD animation spec.
							 | 
						||
| 
								 | 
							
										// '1.5' is for precision loss. times are Float32 in Three.js Animation system.
							 | 
						||
| 
								 | 
							
										const weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( stride === 4 ) { // Quaternion
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const x1 = params[ i1 * 4 + 0 ];
							 | 
						||
| 
								 | 
							
											const x2 = params[ i1 * 4 + 1 ];
							 | 
						||
| 
								 | 
							
											const y1 = params[ i1 * 4 + 2 ];
							 | 
						||
| 
								 | 
							
											const y2 = params[ i1 * 4 + 3 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const ratio = this._calculate( x1, x2, y1, y2, weight1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else if ( stride === 3 ) { // Vector3
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i !== stride; ++ i ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const x1 = params[ i1 * 12 + i * 4 + 0 ];
							 | 
						||
| 
								 | 
							
												const x2 = params[ i1 * 12 + i * 4 + 1 ];
							 | 
						||
| 
								 | 
							
												const y1 = params[ i1 * 12 + i * 4 + 2 ];
							 | 
						||
| 
								 | 
							
												const y2 = params[ i1 * 12 + i * 4 + 3 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const ratio = this._calculate( x1, x2, y1, y2, weight1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else { // Number
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const x1 = params[ i1 * 4 + 0 ];
							 | 
						||
| 
								 | 
							
											const x2 = params[ i1 * 4 + 1 ];
							 | 
						||
| 
								 | 
							
											const y1 = params[ i1 * 4 + 2 ];
							 | 
						||
| 
								 | 
							
											const y2 = params[ i1 * 4 + 3 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const ratio = this._calculate( x1, x2, y1, y2, weight1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return result;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_calculate( x1, x2, y1, y2, x ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										/*
							 | 
						||
| 
								 | 
							
											 * Cubic Bezier curves
							 | 
						||
| 
								 | 
							
											 *   https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
							 | 
						||
| 
								 | 
							
											 *
							 | 
						||
| 
								 | 
							
											 * B(t) = ( 1 - t ) ^ 3 * P0
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) ^ 2 * t * P1
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) * t^2 * P2
							 | 
						||
| 
								 | 
							
											 *      + t ^ 3 * P3
							 | 
						||
| 
								 | 
							
											 *      ( 0 <= t <= 1 )
							 | 
						||
| 
								 | 
							
											 *
							 | 
						||
| 
								 | 
							
											 * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
							 | 
						||
| 
								 | 
							
											 *   http://d.hatena.ne.jp/edvakf/20111016/1318716097
							 | 
						||
| 
								 | 
							
											 *
							 | 
						||
| 
								 | 
							
											 *    x = ( 1 - t ) ^ 3 * x0
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) ^ 2 * t * x1
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) * t^2 * x2
							 | 
						||
| 
								 | 
							
											 *      + t ^ 3 * x3
							 | 
						||
| 
								 | 
							
											 *    y = ( 1 - t ) ^ 3 * y0
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) ^ 2 * t * y1
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) * t^2 * y2
							 | 
						||
| 
								 | 
							
											 *      + t ^ 3 * y3
							 | 
						||
| 
								 | 
							
											 *      ( x0 = 0, y0 = 0 )
							 | 
						||
| 
								 | 
							
											 *      ( x3 = 1, y3 = 1 )
							 | 
						||
| 
								 | 
							
											 *      ( 0 <= t, x1, x2, y1, y2 <= 1 )
							 | 
						||
| 
								 | 
							
											 *
							 | 
						||
| 
								 | 
							
											 * Here solves this equation with Bisection method,
							 | 
						||
| 
								 | 
							
											 *   https://en.wikipedia.org/wiki/Bisection_method
							 | 
						||
| 
								 | 
							
											 * gets t, and then calculate y.
							 | 
						||
| 
								 | 
							
											 *
							 | 
						||
| 
								 | 
							
											 * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
							 | 
						||
| 
								 | 
							
											 *      + 3 * ( 1 - t ) * t^2 * x2
							 | 
						||
| 
								 | 
							
											 *      + t ^ 3 - x = 0
							 | 
						||
| 
								 | 
							
											 *
							 | 
						||
| 
								 | 
							
											 * (Another option: Newton's method
							 | 
						||
| 
								 | 
							
											 *    https://en.wikipedia.org/wiki/Newton%27s_method)
							 | 
						||
| 
								 | 
							
											 */
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										let c = 0.5;
							 | 
						||
| 
								 | 
							
										let t = c;
							 | 
						||
| 
								 | 
							
										let s = 1.0 - t;
							 | 
						||
| 
								 | 
							
										const loop = 15;
							 | 
						||
| 
								 | 
							
										const eps = 1e-5;
							 | 
						||
| 
								 | 
							
										const math = Math;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										let sst3, stt3, ttt;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < loop; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											sst3 = 3.0 * s * s * t;
							 | 
						||
| 
								 | 
							
											stt3 = 3.0 * s * t * t;
							 | 
						||
| 
								 | 
							
											ttt = t * t * t;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( math.abs( ft ) < eps ) break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											c /= 2.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											t += ( ft < 0 ) ? c : - c;
							 | 
						||
| 
								 | 
							
											s = 1.0 - t;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class MMDToonMaterial extends ShaderMaterial {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( parameters ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.isMMDToonMaterial = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.type = 'MMDToonMaterial';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this._matcapCombine = AddOperation;
							 | 
						||
| 
								 | 
							
										this.emissiveIntensity = 1.0;
							 | 
						||
| 
								 | 
							
										this.normalMapType = TangentSpaceNormalMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.combine = MultiplyOperation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.wireframeLinecap = 'round';
							 | 
						||
| 
								 | 
							
										this.wireframeLinejoin = 'round';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.flatShading = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.lights = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.vertexShader = MMDToonShader.vertexShader;
							 | 
						||
| 
								 | 
							
										this.fragmentShader = MMDToonShader.fragmentShader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.defines = Object.assign( {}, MMDToonShader.defines );
							 | 
						||
| 
								 | 
							
										Object.defineProperty( this, 'matcapCombine', {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											get: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return this._matcapCombine;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											set: function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this._matcapCombine = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												switch ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case MultiplyOperation:
							 | 
						||
| 
								 | 
							
														this.defines.MATCAP_BLENDING_MULTIPLY = true;
							 | 
						||
| 
								 | 
							
														delete this.defines.MATCAP_BLENDING_ADD;
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													default:
							 | 
						||
| 
								 | 
							
													case AddOperation:
							 | 
						||
| 
								 | 
							
														this.defines.MATCAP_BLENDING_ADD = true;
							 | 
						||
| 
								 | 
							
														delete this.defines.MATCAP_BLENDING_MULTIPLY;
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.uniforms = UniformsUtils.clone( MMDToonShader.uniforms );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// merged from MeshToon/Phong/MatcapMaterial
							 | 
						||
| 
								 | 
							
										const exposePropertyNames = [
							 | 
						||
| 
								 | 
							
											'specular',
							 | 
						||
| 
								 | 
							
											'opacity',
							 | 
						||
| 
								 | 
							
											'diffuse',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'map',
							 | 
						||
| 
								 | 
							
											'matcap',
							 | 
						||
| 
								 | 
							
											'gradientMap',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'lightMap',
							 | 
						||
| 
								 | 
							
											'lightMapIntensity',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'aoMap',
							 | 
						||
| 
								 | 
							
											'aoMapIntensity',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'emissive',
							 | 
						||
| 
								 | 
							
											'emissiveMap',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'bumpMap',
							 | 
						||
| 
								 | 
							
											'bumpScale',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'normalMap',
							 | 
						||
| 
								 | 
							
											'normalScale',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'displacemantBias',
							 | 
						||
| 
								 | 
							
											'displacemantMap',
							 | 
						||
| 
								 | 
							
											'displacemantScale',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'specularMap',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'alphaMap',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											'reflectivity',
							 | 
						||
| 
								 | 
							
											'refractionRatio',
							 | 
						||
| 
								 | 
							
										];
							 | 
						||
| 
								 | 
							
										for ( const propertyName of exposePropertyNames ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											Object.defineProperty( this, propertyName, {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												get: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return this.uniforms[ propertyName ].value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												set: function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.uniforms[ propertyName ].value = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// Special path for shininess to handle zero shininess properly
							 | 
						||
| 
								 | 
							
										this._shininess = 30;
							 | 
						||
| 
								 | 
							
										Object.defineProperty( this, 'shininess', {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											get: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return this._shininess;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											set: function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this._shininess = value;
							 | 
						||
| 
								 | 
							
												this.uniforms.shininess.value = Math.max( this._shininess, 1e-4 ); // To prevent pow( 0.0, 0.0 )
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										Object.defineProperty(
							 | 
						||
| 
								 | 
							
											this,
							 | 
						||
| 
								 | 
							
											'color',
							 | 
						||
| 
								 | 
							
											Object.getOwnPropertyDescriptor( this, 'diffuse' )
							 | 
						||
| 
								 | 
							
										);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.setValues( parameters );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									copy( source ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super.copy( source );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.matcapCombine = source.matcapCombine;
							 | 
						||
| 
								 | 
							
										this.emissiveIntensity = source.emissiveIntensity;
							 | 
						||
| 
								 | 
							
										this.normalMapType = source.normalMapType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.combine = source.combine;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.wireframeLinecap = source.wireframeLinecap;
							 | 
						||
| 
								 | 
							
										this.wireframeLinejoin = source.wireframeLinejoin;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.flatShading = source.flatShading;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { MMDLoader };
							 |