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							- ( function () {
 
- 	/**
 
-  * Dependencies
 
-  *  - mmd-parser https://github.com/takahirox/mmd-parser
 
-  *  - THREE.TGALoader
 
-  *  - OutlineEffect
 
-  *
 
-  * MMDLoader creates Three.js Objects from MMD resources as
 
-  * PMD, PMX, VMD, and VPD files.
 
-  *
 
-  * PMD/PMX is a model data format, VMD is a motion data format
 
-  * VPD is a posing data format used in MMD(Miku Miku Dance).
 
-  *
 
-  * MMD official site
 
-  *  - https://sites.google.com/view/evpvp/
 
-  *
 
-  * PMD, VMD format (in Japanese)
 
-  *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
 
-  *
 
-  * PMX format
 
-  *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
 
-  *
 
-  * TODO
 
-  *  - light motion in vmd support.
 
-  *  - SDEF support.
 
-  *  - uv/material/bone morphing support.
 
-  *  - more precise grant skinning support.
 
-  *  - shadow support.
 
-  */
 
- 	/**
 
-  * @param {THREE.LoadingManager} manager
 
-  */
 
- 	class MMDLoader extends THREE.Loader {
 
- 		constructor( manager ) {
 
- 			super( manager );
 
- 			this.loader = new THREE.FileLoader( this.manager );
 
- 			this.parser = null; // lazy generation
 
- 			this.meshBuilder = new MeshBuilder( this.manager );
 
- 			this.animationBuilder = new AnimationBuilder();
 
- 		}
 
- 		/**
 
-    * @param {string} animationPath
 
-    * @return {MMDLoader}
 
-    */
 
- 		setAnimationPath( animationPath ) {
 
- 			this.animationPath = animationPath;
 
- 			return this;
 
- 		} // Load MMD assets as Three.js Object
 
- 		/**
 
-    * Loads Model file (.pmd or .pmx) as a THREE.SkinnedMesh.
 
-    *
 
-    * @param {string} url - url to Model(.pmd or .pmx) file
 
-    * @param {function} onLoad
 
-    * @param {function} onProgress
 
-    * @param {function} onError
 
-    */
 
- 		load( url, onLoad, onProgress, onError ) {
 
- 			const builder = this.meshBuilder.setCrossOrigin( this.crossOrigin ); // resource path
 
- 			let resourcePath;
 
- 			if ( this.resourcePath !== '' ) {
 
- 				resourcePath = this.resourcePath;
 
- 			} else if ( this.path !== '' ) {
 
- 				resourcePath = this.path;
 
- 			} else {
 
- 				resourcePath = THREE.LoaderUtils.extractUrlBase( url );
 
- 			}
 
- 			const modelExtension = this._extractExtension( url ).toLowerCase(); // Should I detect by seeing header?
 
- 			if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {
 
- 				if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );
 
- 				return;
 
- 			}
 
- 			this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {
 
- 				onLoad( builder.build( data, resourcePath, onProgress, onError ) );
 
- 			}, onProgress, onError );
 
- 		}
 
- 		/**
 
-    * Loads Motion file(s) (.vmd) as a THREE.AnimationClip.
 
-    * If two or more files are specified, they'll be merged.
 
-    *
 
-    * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
 
-    * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
 
-    * @param {function} onLoad
 
-    * @param {function} onProgress
 
-    * @param {function} onError
 
-    */
 
- 		loadAnimation( url, object, onLoad, onProgress, onError ) {
 
- 			const builder = this.animationBuilder;
 
- 			this.loadVMD( url, function ( vmd ) {
 
- 				onLoad( object.isCamera ? builder.buildCameraAnimation( vmd ) : builder.build( vmd, object ) );
 
- 			}, onProgress, onError );
 
- 		}
 
- 		/**
 
-    * Loads mode file and motion file(s) as an object containing
 
-    * a THREE.SkinnedMesh and a THREE.AnimationClip.
 
-    * Tracks of THREE.AnimationClip are fitting to the model.
 
-    *
 
-    * @param {string} modelUrl - url to Model(.pmd or .pmx) file
 
-    * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
 
-    * @param {function} onLoad
 
-    * @param {function} onProgress
 
-    * @param {function} onError
 
-    */
 
- 		loadWithAnimation( modelUrl, vmdUrl, onLoad, onProgress, onError ) {
 
- 			const scope = this;
 
- 			this.load( modelUrl, function ( mesh ) {
 
- 				scope.loadAnimation( vmdUrl, mesh, function ( animation ) {
 
- 					onLoad( {
 
- 						mesh: mesh,
 
- 						animation: animation
 
- 					} );
 
- 				}, onProgress, onError );
 
- 			}, onProgress, onError );
 
- 		} // Load MMD assets as Object data parsed by MMDParser
 
- 		/**
 
-    * Loads .pmd file as an Object.
 
-    *
 
-    * @param {string} url - url to .pmd file
 
-    * @param {function} onLoad
 
-    * @param {function} onProgress
 
-    * @param {function} onError
 
-    */
 
- 		loadPMD( url, onLoad, onProgress, onError ) {
 
- 			const parser = this._getParser();
 
- 			this.loader.setMimeType( undefined ).setPath( this.path ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( buffer ) {
 
- 				onLoad( parser.parsePmd( buffer, true ) );
 
- 			}, onProgress, onError );
 
- 		}
 
- 		/**
 
-    * Loads .pmx file as an Object.
 
-    *
 
-    * @param {string} url - url to .pmx file
 
-    * @param {function} onLoad
 
-    * @param {function} onProgress
 
-    * @param {function} onError
 
-    */
 
- 		loadPMX( url, onLoad, onProgress, onError ) {
 
- 			const parser = this._getParser();
 
- 			this.loader.setMimeType( undefined ).setPath( this.path ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( buffer ) {
 
- 				onLoad( parser.parsePmx( buffer, true ) );
 
- 			}, 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 ) {
 
- 					vmds.push( parser.parseVmd( buffer, true ) );
 
- 					if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );
 
- 				}, 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 ) {
 
- 				onLoad( parser.parseVpd( text, true ) );
 
- 			}, onProgress, onError );
 
- 		} // private methods
 
- 		_extractExtension( url ) {
 
- 			const index = url.lastIndexOf( '.' );
 
- 			return index < 0 ? '' : url.slice( index + 1 );
 
- 		}
 
- 		_getParser() {
 
- 			if ( this.parser === null ) {
 
- 				if ( typeof MMDParser === 'undefined' ) {
 
- 					throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );
 
- 				}
 
- 				this.parser = new MMDParser.Parser(); // eslint-disable-line no-undef
 
- 			}
 
- 			return this.parser;
 
- 		}
 
- 	} // Utilities
 
- 	/*
 
- 	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
 
- 	 * We don't need to request external toon image files.
 
- 	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 
- 	 */
 
- 	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 = [ THREE.RGB_S3TC_DXT1_Format, THREE.RGB_PVRTC_4BPPV1_Format, THREE.RGB_PVRTC_2BPPV1_Format, THREE.RGB_ETC1_Format, THREE.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 THREE.SkinnedMesh( geometry, material );
 
- 			const skeleton = new THREE.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 THREE.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 THREE.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 THREE.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 THREE.Vector3().fromArray( rotationMin );
 
- 							link.rotationMax = new THREE.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 THREE.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 THREE.BufferGeometry.
 
- 			const geometry = new THREE.BufferGeometry();
 
- 			geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
 
- 			geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
 
- 			geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
 
- 			geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
 
- 			geometry.setAttribute( 'skinWeight', new THREE.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 THREE.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;
 
- 				/*
 
-       	 * THREE.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 THREE.Color().fromArray( material.diffuse );
 
- 				params.opacity = material.diffuse[ 3 ];
 
- 				params.specular = new THREE.Color().fromArray( material.specular );
 
- 				params.shininess = material.shininess;
 
- 				params.emissive = new THREE.Color().fromArray( material.ambient );
 
- 				params.transparent = params.opacity !== 1.0; //
 
- 				params.fog = true; // blend
 
- 				params.blending = THREE.CustomBlending;
 
- 				params.blendSrc = THREE.SrcAlphaFactor;
 
- 				params.blendDst = THREE.OneMinusSrcAlphaFactor;
 
- 				params.blendSrcAlpha = THREE.SrcAlphaFactor;
 
- 				params.blendDstAlpha = THREE.DstAlphaFactor; // side
 
- 				if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
 
- 					params.side = THREE.DoubleSide;
 
- 				} else {
 
- 					params.side = params.opacity === 1.0 ? THREE.FrontSide : THREE.DoubleSide;
 
- 				}
 
- 				if ( data.metadata.format === 'pmd' ) {
 
- 					// map, envMap
 
- 					if ( material.fileName ) {
 
- 						const fileName = material.fileName;
 
- 						const fileNames = fileName.split( '*' ); // fileNames[ 0 ]: mapFileName
 
- 						// fileNames[ 1 ]: envMapFileName( optional )
 
- 						params.map = this._loadTexture( fileNames[ 0 ], textures );
 
- 						if ( fileNames.length > 1 ) {
 
- 							const extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();
 
- 							params.envMap = this._loadTexture( fileNames[ 1 ], textures );
 
- 							params.combine = extension === '.sph' ? THREE.MultiplyOperation : THREE.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 ];
 
- 					} // envMap 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 ? THREE.MultiplyOperation : THREE.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 ( THREE.TGALoader === undefined ) {
 
- 					throw new Error( 'THREE.MMDLoader: Import THREE.TGALoader' );
 
- 				}
 
- 				this.tgaLoader = new THREE.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 = THREE.NearestFilter;
 
- 					t.minFilter = THREE.NearestFilter;
 
- 				}
 
- 				t.flipY = false;
 
- 				t.wrapS = THREE.RepeatWrapping;
 
- 				t.wrapT = THREE.RepeatWrapping;
 
- 				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 = THREE.RepeatWrapping
 
-       	 *   texture.wrapT = THREE.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 THREE.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', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );
 
- 				tracks.push( this._createTrack( targetName + '.quaternion', THREE.QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
 
- 			}
 
- 			return new THREE.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 THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
 
- 			}
 
- 			return new THREE.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 THREE.Quaternion();
 
- 			const euler = new THREE.Euler();
 
- 			const position = new THREE.Vector3();
 
- 			const center = new THREE.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', THREE.VectorKeyframeTrack, times, centers, cInterpolations ) );
 
- 			tracks.push( this._createTrack( '.quaternion', THREE.QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
 
- 			tracks.push( this._createTrack( '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );
 
- 			tracks.push( this._createTrack( '.fov', THREE.NumberKeyframeTrack, times, fovs, fInterpolations ) );
 
- 			return new THREE.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 THREE.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 ) {
 
- 				// THREE.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 );
 
- 				THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
 
- 			} else if ( stride === 3 ) {
 
- 				// THREE.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 THREE.ShaderMaterial {
 
- 		constructor( parameters ) {
 
- 			super();
 
- 			this._matcapCombine = THREE.AddOperation;
 
- 			this.emissiveIntensity = 1.0;
 
- 			this.normalMapType = THREE.TangentSpaceNormalMap;
 
- 			this.combine = THREE.MultiplyOperation;
 
- 			this.wireframeLinecap = 'round';
 
- 			this.wireframeLinejoin = 'round';
 
- 			this.flatShading = false;
 
- 			this.lights = true;
 
- 			this.vertexShader = THREE.MMDToonShader.vertexShader;
 
- 			this.fragmentShader = THREE.MMDToonShader.fragmentShader;
 
- 			this.defines = Object.assign( {}, THREE.MMDToonShader.defines );
 
- 			Object.defineProperty( this, 'matcapCombine', {
 
- 				get: function () {
 
- 					return this._matcapCombine;
 
- 				},
 
- 				set: function ( value ) {
 
- 					this._matcapCombine = value;
 
- 					switch ( value ) {
 
- 						case THREE.MultiplyOperation:
 
- 							this.defines.MATCAP_BLENDING_MULTIPLY = true;
 
- 							delete this.defines.MATCAP_BLENDING_ADD;
 
- 							break;
 
- 						default:
 
- 						case THREE.AddOperation:
 
- 							this.defines.MATCAP_BLENDING_ADD = true;
 
- 							delete this.defines.MATCAP_BLENDING_MULTIPLY;
 
- 							break;
 
- 					}
 
- 				}
 
- 			} );
 
- 			this.uniforms = THREE.UniformsUtils.clone( THREE.MMDToonShader.uniforms ); // merged from MeshToon/Phong/MatcapMaterial
 
- 			const exposePropertyNames = [ 'specular', 'shininess', 'opacity', 'diffuse', 'map', 'matcap', 'gradientMap', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', 'emissive', 'emissiveMap', 'bumpMap', 'bumpScale', 'normalMap', 'normalScale', 'displacemantBias', 'displacemantMap', 'displacemantScale', 'specularMap', 'alphaMap', 'envMap', '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;
 
- 					}
 
- 				} );
 
- 			}
 
- 			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;
 
- 		}
 
- 	}
 
- 	MMDToonMaterial.prototype.isMMDToonMaterial = true;
 
- 	THREE.MMDLoader = MMDLoader;
 
- } )();
 
 
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