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1115 lines
25 KiB
1115 lines
25 KiB
( function () {
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/**
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* MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
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* with MMD special features as IK, Grant, and Physics.
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*
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* Dependencies
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* - ammo.js https://github.com/kripken/ammo.js
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* - THREE.MMDPhysics
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* - THREE.CCDIKSolver
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*
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* TODO
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* - more precise grant skinning support.
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*/
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class MMDAnimationHelper {
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/**
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* @param {Object} params - (optional)
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* @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
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* @param {Number} params.afterglow - Default is 0.0.
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* @param {boolean} params.resetPhysicsOnLoop - Default is true.
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*/
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constructor( params = {} ) {
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this.meshes = [];
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this.camera = null;
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this.cameraTarget = new THREE.Object3D();
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this.cameraTarget.name = 'target';
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this.audio = null;
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this.audioManager = null;
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this.objects = new WeakMap();
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this.configuration = {
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sync: params.sync !== undefined ? params.sync : true,
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afterglow: params.afterglow !== undefined ? params.afterglow : 0.0,
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resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true,
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pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false
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};
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this.enabled = {
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animation: true,
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ik: true,
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grant: true,
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physics: true,
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cameraAnimation: true
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};
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this.onBeforePhysics = function ( ) {}; // experimental
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this.sharedPhysics = false;
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this.masterPhysics = null;
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}
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/**
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* Adds an Three.js Object to helper and setups animation.
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* The anmation durations of added objects are synched
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* if this.configuration.sync is true.
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*
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* @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
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* @param {Object} params - (optional)
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* @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
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* @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
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* @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
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* @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
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* @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
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* @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
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* @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
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* @return {MMDAnimationHelper}
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*/
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add( object, params = {} ) {
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if ( object.isSkinnedMesh ) {
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this._addMesh( object, params );
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} else if ( object.isCamera ) {
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this._setupCamera( object, params );
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} else if ( object.type === 'Audio' ) {
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this._setupAudio( object, params );
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} else {
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throw new Error( 'THREE.MMDAnimationHelper.add: ' + 'accepts only ' + 'THREE.SkinnedMesh or ' + 'THREE.Camera or ' + 'THREE.Audio instance.' );
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}
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if ( this.configuration.sync ) this._syncDuration();
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return this;
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}
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/**
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* Removes an Three.js Object from helper.
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*
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* @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
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* @return {MMDAnimationHelper}
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*/
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remove( object ) {
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if ( object.isSkinnedMesh ) {
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this._removeMesh( object );
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} else if ( object.isCamera ) {
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this._clearCamera( object );
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} else if ( object.type === 'Audio' ) {
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this._clearAudio( object );
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} else {
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throw new Error( 'THREE.MMDAnimationHelper.remove: ' + 'accepts only ' + 'THREE.SkinnedMesh or ' + 'THREE.Camera or ' + 'THREE.Audio instance.' );
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}
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if ( this.configuration.sync ) this._syncDuration();
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return this;
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}
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/**
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* Updates the animation.
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*
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* @param {Number} delta
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* @return {MMDAnimationHelper}
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*/
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update( delta ) {
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if ( this.audioManager !== null ) this.audioManager.control( delta );
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for ( let i = 0; i < this.meshes.length; i ++ ) {
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this._animateMesh( this.meshes[ i ], delta );
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}
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if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
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if ( this.camera !== null ) this._animateCamera( this.camera, delta );
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return this;
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}
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/**
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* Changes the pose of SkinnedMesh as VPD specifies.
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*
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* @param {THREE.SkinnedMesh} mesh
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* @param {Object} vpd - VPD content parsed MMDParser
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* @param {Object} params - (optional)
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* @param {boolean} params.resetPose - Default is true.
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* @param {boolean} params.ik - Default is true.
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* @param {boolean} params.grant - Default is true.
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* @return {MMDAnimationHelper}
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*/
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pose( mesh, vpd, params = {} ) {
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if ( params.resetPose !== false ) mesh.pose();
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const bones = mesh.skeleton.bones;
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const boneParams = vpd.bones;
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const boneNameDictionary = {};
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for ( let i = 0, il = bones.length; i < il; i ++ ) {
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boneNameDictionary[ bones[ i ].name ] = i;
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}
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const vector = new THREE.Vector3();
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const quaternion = new THREE.Quaternion();
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for ( let i = 0, il = boneParams.length; i < il; i ++ ) {
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const boneParam = boneParams[ i ];
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const boneIndex = boneNameDictionary[ boneParam.name ];
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if ( boneIndex === undefined ) continue;
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const bone = bones[ boneIndex ];
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bone.position.add( vector.fromArray( boneParam.translation ) );
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bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
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}
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mesh.updateMatrixWorld( true ); // PMX animation system special path
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if ( this.configuration.pmxAnimation && mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
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const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
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const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;
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const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;
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this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );
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} else {
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if ( params.ik !== false ) {
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this._createCCDIKSolver( mesh ).update();
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}
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if ( params.grant !== false ) {
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this.createGrantSolver( mesh ).update();
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}
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}
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return this;
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}
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/**
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* Enabes/Disables an animation feature.
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*
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* @param {string} key
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* @param {boolean} enabled
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* @return {MMDAnimationHelper}
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*/
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enable( key, enabled ) {
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if ( this.enabled[ key ] === undefined ) {
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throw new Error( 'THREE.MMDAnimationHelper.enable: ' + 'unknown key ' + key );
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}
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this.enabled[ key ] = enabled;
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if ( key === 'physics' ) {
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for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
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this._optimizeIK( this.meshes[ i ], enabled );
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}
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}
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return this;
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}
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/**
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* Creates an GrantSolver instance.
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*
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* @param {THREE.SkinnedMesh} mesh
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* @return {GrantSolver}
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*/
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createGrantSolver( mesh ) {
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return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );
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} // private methods
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_addMesh( mesh, params ) {
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if ( this.meshes.indexOf( mesh ) >= 0 ) {
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throw new Error( 'THREE.MMDAnimationHelper._addMesh: ' + 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );
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}
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this.meshes.push( mesh );
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this.objects.set( mesh, {
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looped: false
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} );
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this._setupMeshAnimation( mesh, params.animation );
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if ( params.physics !== false ) {
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this._setupMeshPhysics( mesh, params );
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}
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return this;
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}
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_setupCamera( camera, params ) {
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if ( this.camera === camera ) {
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throw new Error( 'THREE.MMDAnimationHelper._setupCamera: ' + 'Camera \'' + camera.name + '\' has already been set.' );
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}
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if ( this.camera ) this.clearCamera( this.camera );
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this.camera = camera;
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camera.add( this.cameraTarget );
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this.objects.set( camera, {} );
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if ( params.animation !== undefined ) {
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this._setupCameraAnimation( camera, params.animation );
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}
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return this;
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}
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_setupAudio( audio, params ) {
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if ( this.audio === audio ) {
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throw new Error( 'THREE.MMDAnimationHelper._setupAudio: ' + 'Audio \'' + audio.name + '\' has already been set.' );
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}
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if ( this.audio ) this.clearAudio( this.audio );
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this.audio = audio;
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this.audioManager = new AudioManager( audio, params );
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this.objects.set( this.audioManager, {
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duration: this.audioManager.duration
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} );
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return this;
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}
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_removeMesh( mesh ) {
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let found = false;
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let writeIndex = 0;
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for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
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if ( this.meshes[ i ] === mesh ) {
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this.objects.delete( mesh );
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found = true;
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continue;
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}
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this.meshes[ writeIndex ++ ] = this.meshes[ i ];
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}
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if ( ! found ) {
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throw new Error( 'THREE.MMDAnimationHelper._removeMesh: ' + 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );
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}
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this.meshes.length = writeIndex;
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return this;
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}
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_clearCamera( camera ) {
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if ( camera !== this.camera ) {
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throw new Error( 'THREE.MMDAnimationHelper._clearCamera: ' + 'Camera \'' + camera.name + '\' has not been set yet.' );
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}
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this.camera.remove( this.cameraTarget );
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this.objects.delete( this.camera );
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this.camera = null;
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return this;
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}
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_clearAudio( audio ) {
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if ( audio !== this.audio ) {
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throw new Error( 'THREE.MMDAnimationHelper._clearAudio: ' + 'Audio \'' + audio.name + '\' has not been set yet.' );
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}
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this.objects.delete( this.audioManager );
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this.audio = null;
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this.audioManager = null;
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return this;
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}
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_setupMeshAnimation( mesh, animation ) {
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const objects = this.objects.get( mesh );
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if ( animation !== undefined ) {
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const animations = Array.isArray( animation ) ? animation : [ animation ];
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objects.mixer = new THREE.AnimationMixer( mesh );
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for ( let i = 0, il = animations.length; i < il; i ++ ) {
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objects.mixer.clipAction( animations[ i ] ).play();
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} // TODO: find a workaround not to access ._clip looking like a private property
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objects.mixer.addEventListener( 'loop', function ( event ) {
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const tracks = event.action._clip.tracks;
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if ( tracks.length > 0 && tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;
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objects.looped = true;
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} );
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}
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objects.ikSolver = this._createCCDIKSolver( mesh );
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objects.grantSolver = this.createGrantSolver( mesh );
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return this;
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}
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_setupCameraAnimation( camera, animation ) {
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const animations = Array.isArray( animation ) ? animation : [ animation ];
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const objects = this.objects.get( camera );
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objects.mixer = new THREE.AnimationMixer( camera );
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for ( let i = 0, il = animations.length; i < il; i ++ ) {
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objects.mixer.clipAction( animations[ i ] ).play();
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}
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}
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_setupMeshPhysics( mesh, params ) {
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const objects = this.objects.get( mesh ); // shared physics is experimental
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if ( params.world === undefined && this.sharedPhysics ) {
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const masterPhysics = this._getMasterPhysics();
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if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
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}
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objects.physics = this._createMMDPhysics( mesh, params );
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if ( objects.mixer && params.animationWarmup !== false ) {
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this._animateMesh( mesh, 0 );
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objects.physics.reset();
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}
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objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );
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this._optimizeIK( mesh, true );
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}
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_animateMesh( mesh, delta ) {
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const objects = this.objects.get( mesh );
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const mixer = objects.mixer;
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const ikSolver = objects.ikSolver;
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const grantSolver = objects.grantSolver;
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const physics = objects.physics;
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const looped = objects.looped;
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if ( mixer && this.enabled.animation ) {
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// alternate solution to save/restore bones but less performant?
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//mesh.pose();
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//this._updatePropertyMixersBuffer( mesh );
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this._restoreBones( mesh );
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mixer.update( delta );
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this._saveBones( mesh ); // PMX animation system special path
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if ( this.configuration.pmxAnimation && mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
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if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
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this._animatePMXMesh( mesh, objects.sortedBonesData, ikSolver && this.enabled.ik ? ikSolver : null, grantSolver && this.enabled.grant ? grantSolver : null );
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} else {
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if ( ikSolver && this.enabled.ik ) {
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mesh.updateMatrixWorld( true );
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ikSolver.update();
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}
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if ( grantSolver && this.enabled.grant ) {
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grantSolver.update();
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}
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}
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}
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if ( looped === true && this.enabled.physics ) {
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if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();
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objects.looped = false;
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}
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if ( physics && this.enabled.physics && ! this.sharedPhysics ) {
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this.onBeforePhysics( mesh );
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physics.update( delta );
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}
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} // Sort bones in order by 1. transformationClass and 2. bone index.
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// In PMX animation system, bone transformations should be processed
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// in this order.
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_sortBoneDataArray( boneDataArray ) {
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return boneDataArray.sort( function ( a, b ) {
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if ( a.transformationClass !== b.transformationClass ) {
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return a.transformationClass - b.transformationClass;
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} else {
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return a.index - b.index;
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}
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} );
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} // PMX Animation system is a bit too complex and doesn't great match to
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// Three.js Animation system. This method attempts to simulate it as much as
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// possible but doesn't perfectly simulate.
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// This method is more costly than the regular one so
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// you are recommended to set constructor parameter "pmxAnimation: true"
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// only if your PMX model animation doesn't work well.
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// If you need better method you would be required to write your own.
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_animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ) {
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_quaternionIndex = 0;
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_grantResultMap.clear();
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for ( let i = 0, il = sortedBonesData.length; i < il; i ++ ) {
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updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver );
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}
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mesh.updateMatrixWorld( true );
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return this;
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}
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_animateCamera( camera, delta ) {
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const mixer = this.objects.get( camera ).mixer;
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if ( mixer && this.enabled.cameraAnimation ) {
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mixer.update( delta );
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camera.updateProjectionMatrix();
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camera.up.set( 0, 1, 0 );
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camera.up.applyQuaternion( camera.quaternion );
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camera.lookAt( this.cameraTarget.position );
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}
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}
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_optimizeIK( mesh, physicsEnabled ) {
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const iks = mesh.geometry.userData.MMD.iks;
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const bones = mesh.geometry.userData.MMD.bones;
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for ( let i = 0, il = iks.length; i < il; i ++ ) {
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const ik = iks[ i ];
|
|
const links = ik.links;
|
|
|
|
for ( let j = 0, jl = links.length; j < jl; j ++ ) {
|
|
|
|
const link = links[ j ];
|
|
|
|
if ( physicsEnabled === true ) {
|
|
|
|
// disable IK of the bone the corresponding rigidBody type of which is 1 or 2
|
|
// because its rotation will be overriden by physics
|
|
link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
|
|
|
|
} else {
|
|
|
|
link.enabled = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_createCCDIKSolver( mesh ) {
|
|
|
|
if ( THREE.CCDIKSolver === undefined ) {
|
|
|
|
throw new Error( 'THREE.MMDAnimationHelper: Import THREE.CCDIKSolver.' );
|
|
|
|
}
|
|
|
|
return new THREE.CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
|
|
|
|
}
|
|
|
|
_createMMDPhysics( mesh, params ) {
|
|
|
|
if ( THREE.MMDPhysics === undefined ) {
|
|
|
|
throw new Error( 'THREE.MMDPhysics: Import THREE.MMDPhysics.' );
|
|
|
|
}
|
|
|
|
return new THREE.MMDPhysics( mesh, mesh.geometry.userData.MMD.rigidBodies, mesh.geometry.userData.MMD.constraints, params );
|
|
|
|
}
|
|
/*
|
|
* Detects the longest duration and then sets it to them to sync.
|
|
* TODO: Not to access private properties ( ._actions and ._clip )
|
|
*/
|
|
|
|
|
|
_syncDuration() {
|
|
|
|
let max = 0.0;
|
|
const objects = this.objects;
|
|
const meshes = this.meshes;
|
|
const camera = this.camera;
|
|
const audioManager = this.audioManager; // get the longest duration
|
|
|
|
for ( let i = 0, il = meshes.length; i < il; i ++ ) {
|
|
|
|
const mixer = this.objects.get( meshes[ i ] ).mixer;
|
|
if ( mixer === undefined ) continue;
|
|
|
|
for ( let j = 0; j < mixer._actions.length; j ++ ) {
|
|
|
|
const clip = mixer._actions[ j ]._clip;
|
|
|
|
if ( ! objects.has( clip ) ) {
|
|
|
|
objects.set( clip, {
|
|
duration: clip.duration
|
|
} );
|
|
|
|
}
|
|
|
|
max = Math.max( max, objects.get( clip ).duration );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( camera !== null ) {
|
|
|
|
const mixer = this.objects.get( camera ).mixer;
|
|
|
|
if ( mixer !== undefined ) {
|
|
|
|
for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
|
|
|
|
const clip = mixer._actions[ i ]._clip;
|
|
|
|
if ( ! objects.has( clip ) ) {
|
|
|
|
objects.set( clip, {
|
|
duration: clip.duration
|
|
} );
|
|
|
|
}
|
|
|
|
max = Math.max( max, objects.get( clip ).duration );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( audioManager !== null ) {
|
|
|
|
max = Math.max( max, objects.get( audioManager ).duration );
|
|
|
|
}
|
|
|
|
max += this.configuration.afterglow; // update the duration
|
|
|
|
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
const mixer = this.objects.get( this.meshes[ i ] ).mixer;
|
|
if ( mixer === undefined ) continue;
|
|
|
|
for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
|
|
|
|
mixer._actions[ j ]._clip.duration = max;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( camera !== null ) {
|
|
|
|
const mixer = this.objects.get( camera ).mixer;
|
|
|
|
if ( mixer !== undefined ) {
|
|
|
|
for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
|
|
|
|
mixer._actions[ i ]._clip.duration = max;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( audioManager !== null ) {
|
|
|
|
audioManager.duration = max;
|
|
|
|
}
|
|
|
|
} // workaround
|
|
|
|
|
|
_updatePropertyMixersBuffer( mesh ) {
|
|
|
|
const mixer = this.objects.get( mesh ).mixer;
|
|
const propertyMixers = mixer._bindings;
|
|
const accuIndex = mixer._accuIndex;
|
|
|
|
for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) {
|
|
|
|
const propertyMixer = propertyMixers[ i ];
|
|
const buffer = propertyMixer.buffer;
|
|
const stride = propertyMixer.valueSize;
|
|
const offset = ( accuIndex + 1 ) * stride;
|
|
propertyMixer.binding.getValue( buffer, offset );
|
|
|
|
}
|
|
|
|
}
|
|
/*
|
|
* Avoiding these two issues by restore/save bones before/after mixer animation.
|
|
*
|
|
* 1. PropertyMixer used by THREE.AnimationMixer holds cache value in .buffer.
|
|
* Calculating IK, Grant, and Physics after mixer animation can break
|
|
* the cache coherency.
|
|
*
|
|
* 2. Applying Grant two or more times without reset the posing breaks model.
|
|
*/
|
|
|
|
|
|
_saveBones( mesh ) {
|
|
|
|
const objects = this.objects.get( mesh );
|
|
const bones = mesh.skeleton.bones;
|
|
let backupBones = objects.backupBones;
|
|
|
|
if ( backupBones === undefined ) {
|
|
|
|
backupBones = new Float32Array( bones.length * 7 );
|
|
objects.backupBones = backupBones;
|
|
|
|
}
|
|
|
|
for ( let i = 0, il = bones.length; i < il; i ++ ) {
|
|
|
|
const bone = bones[ i ];
|
|
bone.position.toArray( backupBones, i * 7 );
|
|
bone.quaternion.toArray( backupBones, i * 7 + 3 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_restoreBones( mesh ) {
|
|
|
|
const objects = this.objects.get( mesh );
|
|
const backupBones = objects.backupBones;
|
|
if ( backupBones === undefined ) return;
|
|
const bones = mesh.skeleton.bones;
|
|
|
|
for ( let i = 0, il = bones.length; i < il; i ++ ) {
|
|
|
|
const bone = bones[ i ];
|
|
bone.position.fromArray( backupBones, i * 7 );
|
|
bone.quaternion.fromArray( backupBones, i * 7 + 3 );
|
|
|
|
}
|
|
|
|
} // experimental
|
|
|
|
|
|
_getMasterPhysics() {
|
|
|
|
if ( this.masterPhysics !== null ) return this.masterPhysics;
|
|
|
|
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
const physics = this.meshes[ i ].physics;
|
|
|
|
if ( physics !== undefined && physics !== null ) {
|
|
|
|
this.masterPhysics = physics;
|
|
return this.masterPhysics;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
_updateSharedPhysics( delta ) {
|
|
|
|
if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
|
|
|
|
const physics = this._getMasterPhysics();
|
|
|
|
if ( physics === null ) return;
|
|
|
|
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
const p = this.meshes[ i ].physics;
|
|
|
|
if ( p !== null && p !== undefined ) {
|
|
|
|
p.updateRigidBodies();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
physics.stepSimulation( delta );
|
|
|
|
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
|
|
|
|
const p = this.meshes[ i ].physics;
|
|
|
|
if ( p !== null && p !== undefined ) {
|
|
|
|
p.updateBones();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // Keep working quaternions for less GC
|
|
|
|
|
|
const _quaternions = [];
|
|
let _quaternionIndex = 0;
|
|
|
|
function getQuaternion() {
|
|
|
|
if ( _quaternionIndex >= _quaternions.length ) {
|
|
|
|
_quaternions.push( new THREE.Quaternion() );
|
|
|
|
}
|
|
|
|
return _quaternions[ _quaternionIndex ++ ];
|
|
|
|
} // Save rotation whose grant and IK are already applied
|
|
// used by grant children
|
|
|
|
|
|
const _grantResultMap = new Map();
|
|
|
|
function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {
|
|
|
|
const bones = mesh.skeleton.bones;
|
|
const bonesData = mesh.geometry.userData.MMD.bones;
|
|
const boneData = bonesData[ boneIndex ];
|
|
const bone = bones[ boneIndex ]; // Return if already updated by being referred as a grant parent.
|
|
|
|
if ( _grantResultMap.has( boneIndex ) ) return;
|
|
const quaternion = getQuaternion(); // Initialize grant result here to prevent infinite loop.
|
|
// If it's referred before updating with actual result later
|
|
// result without applyting IK or grant is gotten
|
|
// but better than composing of infinite loop.
|
|
|
|
_grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) ); // @TODO: Support global grant and grant position
|
|
|
|
|
|
if ( grantSolver && boneData.grant && ! boneData.grant.isLocal && boneData.grant.affectRotation ) {
|
|
|
|
const parentIndex = boneData.grant.parentIndex;
|
|
const ratio = boneData.grant.ratio;
|
|
|
|
if ( ! _grantResultMap.has( parentIndex ) ) {
|
|
|
|
updateOne( mesh, parentIndex, ikSolver, grantSolver );
|
|
|
|
}
|
|
|
|
grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio );
|
|
|
|
}
|
|
|
|
if ( ikSolver && boneData.ik ) {
|
|
|
|
// @TODO: Updating world matrices every time solving an IK bone is
|
|
// costly. Optimize if possible.
|
|
mesh.updateMatrixWorld( true );
|
|
ikSolver.updateOne( boneData.ik ); // No confident, but it seems the grant results with ik links should be updated?
|
|
|
|
const links = boneData.ik.links;
|
|
|
|
for ( let i = 0, il = links.length; i < il; i ++ ) {
|
|
|
|
const link = links[ i ];
|
|
if ( link.enabled === false ) continue;
|
|
const linkIndex = link.index;
|
|
|
|
if ( _grantResultMap.has( linkIndex ) ) {
|
|
|
|
_grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // Update with the actual result here
|
|
|
|
|
|
quaternion.copy( bone.quaternion );
|
|
|
|
} //
|
|
|
|
|
|
class AudioManager {
|
|
|
|
/**
|
|
* @param {THREE.Audio} audio
|
|
* @param {Object} params - (optional)
|
|
* @param {Nuumber} params.delayTime
|
|
*/
|
|
constructor( audio, params = {} ) {
|
|
|
|
this.audio = audio;
|
|
this.elapsedTime = 0.0;
|
|
this.currentTime = 0.0;
|
|
this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
|
|
this.audioDuration = this.audio.buffer.duration;
|
|
this.duration = this.audioDuration + this.delayTime;
|
|
|
|
}
|
|
/**
|
|
* @param {Number} delta
|
|
* @return {AudioManager}
|
|
*/
|
|
|
|
|
|
control( delta ) {
|
|
|
|
this.elapsed += delta;
|
|
this.currentTime += delta;
|
|
if ( this._shouldStopAudio() ) this.audio.stop();
|
|
if ( this._shouldStartAudio() ) this.audio.play();
|
|
return this;
|
|
|
|
} // private methods
|
|
|
|
|
|
_shouldStartAudio() {
|
|
|
|
if ( this.audio.isPlaying ) return false;
|
|
|
|
while ( this.currentTime >= this.duration ) {
|
|
|
|
this.currentTime -= this.duration;
|
|
|
|
}
|
|
|
|
if ( this.currentTime < this.delayTime ) return false; // 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
|
|
|
|
if ( this.currentTime - this.delayTime > this.audioDuration ) return false;
|
|
return true;
|
|
|
|
}
|
|
|
|
_shouldStopAudio() {
|
|
|
|
return this.audio.isPlaying && this.currentTime >= this.duration;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const _q = new THREE.Quaternion();
|
|
/**
|
|
* Solver for Grant (Fuyo in Japanese. I just google translated because
|
|
* Fuyo may be MMD specific term and may not be common word in 3D CG terms.)
|
|
* Grant propagates a bone's transform to other bones transforms even if
|
|
* they are not children.
|
|
* @param {THREE.SkinnedMesh} mesh
|
|
* @param {Array<Object>} grants
|
|
*/
|
|
|
|
|
|
class GrantSolver {
|
|
|
|
constructor( mesh, grants = [] ) {
|
|
|
|
this.mesh = mesh;
|
|
this.grants = grants;
|
|
|
|
}
|
|
/**
|
|
* Solve all the grant bones
|
|
* @return {GrantSolver}
|
|
*/
|
|
|
|
|
|
update() {
|
|
|
|
const grants = this.grants;
|
|
|
|
for ( let i = 0, il = grants.length; i < il; i ++ ) {
|
|
|
|
this.updateOne( grants[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
/**
|
|
* Solve a grant bone
|
|
* @param {Object} grant - grant parameter
|
|
* @return {GrantSolver}
|
|
*/
|
|
|
|
|
|
updateOne( grant ) {
|
|
|
|
const bones = this.mesh.skeleton.bones;
|
|
const bone = bones[ grant.index ];
|
|
const parentBone = bones[ grant.parentIndex ];
|
|
|
|
if ( grant.isLocal ) {
|
|
|
|
// TODO: implement
|
|
if ( grant.affectPosition ) {} // TODO: implement
|
|
|
|
|
|
if ( grant.affectRotation ) {}
|
|
|
|
} else {
|
|
|
|
// TODO: implement
|
|
if ( grant.affectPosition ) {}
|
|
|
|
if ( grant.affectRotation ) {
|
|
|
|
this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
addGrantRotation( bone, q, ratio ) {
|
|
|
|
_q.set( 0, 0, 0, 1 );
|
|
|
|
_q.slerp( q, ratio );
|
|
|
|
bone.quaternion.multiply( _q );
|
|
return this;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
THREE.MMDAnimationHelper = MMDAnimationHelper;
|
|
|
|
} )();
|
|
|