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| 
							- import {
 
- 	AddOperation,
 
- 	AnimationClip,
 
- 	Bone,
 
- 	BufferGeometry,
 
- 	Color,
 
- 	CustomBlending,
 
- 	TangentSpaceNormalMap,
 
- 	DoubleSide,
 
- 	DstAlphaFactor,
 
- 	Euler,
 
- 	FileLoader,
 
- 	Float32BufferAttribute,
 
- 	FrontSide,
 
- 	Interpolant,
 
- 	Loader,
 
- 	LoaderUtils,
 
- 	UniformsUtils,
 
- 	ShaderMaterial,
 
- 	MultiplyOperation,
 
- 	NearestFilter,
 
- 	NumberKeyframeTrack,
 
- 	OneMinusSrcAlphaFactor,
 
- 	Quaternion,
 
- 	QuaternionKeyframeTrack,
 
- 	RepeatWrapping,
 
- 	Skeleton,
 
- 	SkinnedMesh,
 
- 	SrcAlphaFactor,
 
- 	TextureLoader,
 
- 	Uint16BufferAttribute,
 
- 	Vector3,
 
- 	VectorKeyframeTrack,
 
- 	RGB_S3TC_DXT1_Format,
 
- 	RGB_PVRTC_4BPPV1_Format,
 
- 	RGB_PVRTC_2BPPV1_Format,
 
- 	RGB_ETC1_Format,
 
- 	RGB_ETC2_Format
 
- } from '../../../build/three.module.js';
 
- import { MMDToonShader } from '../shaders/MMDToonShader.js';
 
- import { TGALoader } from '../loaders/TGALoader.js';
 
- import { MMDParser } from '../libs/mmdparser.module.js';
 
- /**
 
-  * Dependencies
 
-  *  - mmd-parser https://github.com/takahirox/mmd-parser
 
-  *  - 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 Loader {
 
- 	constructor( manager ) {
 
- 		super( manager );
 
- 		this.loader = new 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 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 = 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 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 SkinnedMesh and a AnimationClip.
 
- 	 * Tracks of 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=',
 
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- ];
 
- const NON_ALPHA_CHANNEL_FORMATS = [
 
- 	RGB_S3TC_DXT1_Format,
 
- 	RGB_PVRTC_4BPPV1_Format,
 
- 	RGB_PVRTC_2BPPV1_Format,
 
- 	RGB_ETC1_Format,
 
- 	RGB_ETC2_Format
 
- ];
 
- // Builders. They build Three.js object from Object data parsed by MMDParser.
 
- /**
 
-  * @param {THREE.LoadingManager} manager
 
-  */
 
- class MeshBuilder {
 
- 	constructor( manager ) {
 
- 		this.crossOrigin = 'anonymous';
 
- 		this.geometryBuilder = new GeometryBuilder();
 
- 		this.materialBuilder = new MaterialBuilder( manager );
 
- 	}
 
- 	/**
 
- 	 * @param {string} crossOrigin
 
- 	 * @return {MeshBuilder}
 
- 	 */
 
- 	setCrossOrigin( crossOrigin ) {
 
- 		this.crossOrigin = crossOrigin;
 
- 		return this;
 
- 	}
 
- 	/**
 
- 	 * @param {Object} data - parsed PMD/PMX data
 
- 	 * @param {string} resourcePath
 
- 	 * @param {function} onProgress
 
- 	 * @param {function} onError
 
- 	 * @return {SkinnedMesh}
 
- 	 */
 
- 	build( data, resourcePath, onProgress, onError ) {
 
- 		const geometry = this.geometryBuilder.build( data );
 
- 		const material = this.materialBuilder
 
- 			.setCrossOrigin( this.crossOrigin )
 
- 			.setResourcePath( resourcePath )
 
- 			.build( data, geometry, onProgress, onError );
 
- 		const mesh = new SkinnedMesh( geometry, material );
 
- 		const skeleton = new Skeleton( initBones( mesh ) );
 
- 		mesh.bind( skeleton );
 
- 		// console.log( mesh ); // for console debug
 
- 		return mesh;
 
- 	}
 
- }
 
- // TODO: Try to remove this function
 
- function initBones( mesh ) {
 
- 	const geometry = mesh.geometry;
 
- 	const bones = [];
 
- 	if ( geometry && geometry.bones !== undefined ) {
 
- 		// first, create array of 'Bone' objects from geometry data
 
- 		for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {
 
- 			const gbone = geometry.bones[ i ];
 
- 			// create new 'Bone' object
 
- 			const bone = new Bone();
 
- 			bones.push( bone );
 
- 			// apply values
 
- 			bone.name = gbone.name;
 
- 			bone.position.fromArray( gbone.pos );
 
- 			bone.quaternion.fromArray( gbone.rotq );
 
- 			if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
 
- 		}
 
- 		// second, create bone hierarchy
 
- 		for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {
 
- 			const gbone = geometry.bones[ i ];
 
- 			if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
 
- 				// subsequent bones in the hierarchy
 
- 				bones[ gbone.parent ].add( bones[ i ] );
 
- 			} else {
 
- 				// topmost bone, immediate child of the skinned mesh
 
- 				mesh.add( bones[ i ] );
 
- 			}
 
- 		}
 
- 	}
 
- 	// now the bones are part of the scene graph and children of the skinned mesh.
 
- 	// let's update the corresponding matrices
 
- 	mesh.updateMatrixWorld( true );
 
- 	return bones;
 
- }
 
- //
 
- class GeometryBuilder {
 
- 	/**
 
- 	 * @param {Object} data - parsed PMD/PMX data
 
- 	 * @return {BufferGeometry}
 
- 	 */
 
- 	build( data ) {
 
- 		// for geometry
 
- 		const positions = [];
 
- 		const uvs = [];
 
- 		const normals = [];
 
- 		const indices = [];
 
- 		const groups = [];
 
- 		const bones = [];
 
- 		const skinIndices = [];
 
- 		const skinWeights = [];
 
- 		const morphTargets = [];
 
- 		const morphPositions = [];
 
- 		const iks = [];
 
- 		const grants = [];
 
- 		const rigidBodies = [];
 
- 		const constraints = [];
 
- 		// for work
 
- 		let offset = 0;
 
- 		const boneTypeTable = {};
 
- 		// positions, normals, uvs, skinIndices, skinWeights
 
- 		for ( let i = 0; i < data.metadata.vertexCount; i ++ ) {
 
- 			const v = data.vertices[ i ];
 
- 			for ( let j = 0, jl = v.position.length; j < jl; j ++ ) {
 
- 				positions.push( v.position[ j ] );
 
- 			}
 
- 			for ( let j = 0, jl = v.normal.length; j < jl; j ++ ) {
 
- 				normals.push( v.normal[ j ] );
 
- 			}
 
- 			for ( let j = 0, jl = v.uv.length; j < jl; j ++ ) {
 
- 				uvs.push( v.uv[ j ] );
 
- 			}
 
- 			for ( let j = 0; j < 4; j ++ ) {
 
- 				skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );
 
- 			}
 
- 			for ( let j = 0; j < 4; j ++ ) {
 
- 				skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );
 
- 			}
 
- 		}
 
- 		// indices
 
- 		for ( let i = 0; i < data.metadata.faceCount; i ++ ) {
 
- 			const face = data.faces[ i ];
 
- 			for ( let j = 0, jl = face.indices.length; j < jl; j ++ ) {
 
- 				indices.push( face.indices[ j ] );
 
- 			}
 
- 		}
 
- 		// groups
 
- 		for ( let i = 0; i < data.metadata.materialCount; i ++ ) {
 
- 			const material = data.materials[ i ];
 
- 			groups.push( {
 
- 				offset: offset * 3,
 
- 				count: material.faceCount * 3
 
- 			} );
 
- 			offset += material.faceCount;
 
- 		}
 
- 		// bones
 
- 		for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
 
- 			const body = data.rigidBodies[ i ];
 
- 			let value = boneTypeTable[ body.boneIndex ];
 
- 			// keeps greater number if already value is set without any special reasons
 
- 			value = value === undefined ? body.type : Math.max( body.type, value );
 
- 			boneTypeTable[ body.boneIndex ] = value;
 
- 		}
 
- 		for ( let i = 0; i < data.metadata.boneCount; i ++ ) {
 
- 			const boneData = data.bones[ i ];
 
- 			const bone = {
 
- 				index: i,
 
- 				transformationClass: boneData.transformationClass,
 
- 				parent: boneData.parentIndex,
 
- 				name: boneData.name,
 
- 				pos: boneData.position.slice( 0, 3 ),
 
- 				rotq: [ 0, 0, 0, 1 ],
 
- 				scl: [ 1, 1, 1 ],
 
- 				rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1
 
- 			};
 
- 			if ( bone.parent !== - 1 ) {
 
- 				bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];
 
- 				bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];
 
- 				bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];
 
- 			}
 
- 			bones.push( bone );
 
- 		}
 
- 		// iks
 
- 		// TODO: remove duplicated codes between PMD and PMX
 
- 		if ( data.metadata.format === 'pmd' ) {
 
- 			for ( let i = 0; i < data.metadata.ikCount; i ++ ) {
 
- 				const ik = data.iks[ i ];
 
- 				const param = {
 
- 					target: ik.target,
 
- 					effector: ik.effector,
 
- 					iteration: ik.iteration,
 
- 					maxAngle: ik.maxAngle * 4,
 
- 					links: []
 
- 				};
 
- 				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
 
- 					const link = {};
 
- 					link.index = ik.links[ j ].index;
 
- 					link.enabled = true;
 
- 					if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {
 
- 						link.limitation = new Vector3( 1.0, 0.0, 0.0 );
 
- 					}
 
- 					param.links.push( link );
 
- 				}
 
- 				iks.push( param );
 
- 			}
 
- 		} else {
 
- 			for ( let i = 0; i < data.metadata.boneCount; i ++ ) {
 
- 				const ik = data.bones[ i ].ik;
 
- 				if ( ik === undefined ) continue;
 
- 				const param = {
 
- 					target: i,
 
- 					effector: ik.effector,
 
- 					iteration: ik.iteration,
 
- 					maxAngle: ik.maxAngle,
 
- 					links: []
 
- 				};
 
- 				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
 
- 					const link = {};
 
- 					link.index = ik.links[ j ].index;
 
- 					link.enabled = true;
 
- 					if ( ik.links[ j ].angleLimitation === 1 ) {
 
- 						// Revert if rotationMin/Max doesn't work well
 
- 						// link.limitation = new Vector3( 1.0, 0.0, 0.0 );
 
- 						const rotationMin = ik.links[ j ].lowerLimitationAngle;
 
- 						const rotationMax = ik.links[ j ].upperLimitationAngle;
 
- 						// Convert Left to Right coordinate by myself because
 
- 						// MMDParser doesn't convert. It's a MMDParser's bug
 
- 						const tmp1 = - rotationMax[ 0 ];
 
- 						const tmp2 = - rotationMax[ 1 ];
 
- 						rotationMax[ 0 ] = - rotationMin[ 0 ];
 
- 						rotationMax[ 1 ] = - rotationMin[ 1 ];
 
- 						rotationMin[ 0 ] = tmp1;
 
- 						rotationMin[ 1 ] = tmp2;
 
- 						link.rotationMin = new Vector3().fromArray( rotationMin );
 
- 						link.rotationMax = new Vector3().fromArray( rotationMax );
 
- 					}
 
- 					param.links.push( link );
 
- 				}
 
- 				iks.push( param );
 
- 				// Save the reference even from bone data for efficiently
 
- 				// simulating PMX animation system
 
- 				bones[ i ].ik = param;
 
- 			}
 
- 		}
 
- 		// grants
 
- 		if ( data.metadata.format === 'pmx' ) {
 
- 			// bone index -> grant entry map
 
- 			const grantEntryMap = {};
 
- 			for ( let i = 0; i < data.metadata.boneCount; i ++ ) {
 
- 				const boneData = data.bones[ i ];
 
- 				const grant = boneData.grant;
 
- 				if ( grant === undefined ) continue;
 
- 				const param = {
 
- 					index: i,
 
- 					parentIndex: grant.parentIndex,
 
- 					ratio: grant.ratio,
 
- 					isLocal: grant.isLocal,
 
- 					affectRotation: grant.affectRotation,
 
- 					affectPosition: grant.affectPosition,
 
- 					transformationClass: boneData.transformationClass
 
- 				};
 
- 				grantEntryMap[ i ] = { parent: null, children: [], param: param, visited: false };
 
- 			}
 
- 			const rootEntry = { parent: null, children: [], param: null, visited: false };
 
- 			// Build a tree representing grant hierarchy
 
- 			for ( const boneIndex in grantEntryMap ) {
 
- 				const grantEntry = grantEntryMap[ boneIndex ];
 
- 				const parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry;
 
- 				grantEntry.parent = parentGrantEntry;
 
- 				parentGrantEntry.children.push( grantEntry );
 
- 			}
 
- 			// Sort grant parameters from parents to children because
 
- 			// grant uses parent's transform that parent's grant is already applied
 
- 			// so grant should be applied in order from parents to children
 
- 			function traverse( entry ) {
 
- 				if ( entry.param ) {
 
- 					grants.push( entry.param );
 
- 					// Save the reference even from bone data for efficiently
 
- 					// simulating PMX animation system
 
- 					bones[ entry.param.index ].grant = entry.param;
 
- 				}
 
- 				entry.visited = true;
 
- 				for ( let i = 0, il = entry.children.length; i < il; i ++ ) {
 
- 					const child = entry.children[ i ];
 
- 					// Cut off a loop if exists. (Is a grant loop invalid?)
 
- 					if ( ! child.visited ) traverse( child );
 
- 				}
 
- 			}
 
- 			traverse( rootEntry );
 
- 		}
 
- 		// morph
 
- 		function updateAttributes( attribute, morph, ratio ) {
 
- 			for ( let i = 0; i < morph.elementCount; i ++ ) {
 
- 				const element = morph.elements[ i ];
 
- 				let index;
 
- 				if ( data.metadata.format === 'pmd' ) {
 
- 					index = data.morphs[ 0 ].elements[ element.index ].index;
 
- 				} else {
 
- 					index = element.index;
 
- 				}
 
- 				attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;
 
- 				attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;
 
- 				attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;
 
- 			}
 
- 		}
 
- 		for ( let i = 0; i < data.metadata.morphCount; i ++ ) {
 
- 			const morph = data.morphs[ i ];
 
- 			const params = { name: morph.name };
 
- 			const attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );
 
- 			attribute.name = morph.name;
 
- 			for ( let j = 0; j < data.metadata.vertexCount * 3; j ++ ) {
 
- 				attribute.array[ j ] = positions[ j ];
 
- 			}
 
- 			if ( data.metadata.format === 'pmd' ) {
 
- 				if ( i !== 0 ) {
 
- 					updateAttributes( attribute, morph, 1.0 );
 
- 				}
 
- 			} else {
 
- 				if ( morph.type === 0 ) { // group
 
- 					for ( let j = 0; j < morph.elementCount; j ++ ) {
 
- 						const morph2 = data.morphs[ morph.elements[ j ].index ];
 
- 						const ratio = morph.elements[ j ].ratio;
 
- 						if ( morph2.type === 1 ) {
 
- 							updateAttributes( attribute, morph2, ratio );
 
- 						} else {
 
- 							// TODO: implement
 
- 						}
 
- 					}
 
- 				} else if ( morph.type === 1 ) { // vertex
 
- 					updateAttributes( attribute, morph, 1.0 );
 
- 				} else if ( morph.type === 2 ) { // bone
 
- 					// TODO: implement
 
- 				} else if ( morph.type === 3 ) { // uv
 
- 					// TODO: implement
 
- 				} else if ( morph.type === 4 ) { // additional uv1
 
- 					// TODO: implement
 
- 				} else if ( morph.type === 5 ) { // additional uv2
 
- 					// TODO: implement
 
- 				} else if ( morph.type === 6 ) { // additional uv3
 
- 					// TODO: implement
 
- 				} else if ( morph.type === 7 ) { // additional uv4
 
- 					// TODO: implement
 
- 				} else if ( morph.type === 8 ) { // material
 
- 					// TODO: implement
 
- 				}
 
- 			}
 
- 			morphTargets.push( params );
 
- 			morphPositions.push( attribute );
 
- 		}
 
- 		// rigid bodies from rigidBodies field.
 
- 		for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {
 
- 			const rigidBody = data.rigidBodies[ i ];
 
- 			const params = {};
 
- 			for ( const key in rigidBody ) {
 
- 				params[ key ] = rigidBody[ key ];
 
- 			}
 
- 			/*
 
- 				 * RigidBody position parameter in PMX seems global position
 
- 				 * while the one in PMD seems offset from corresponding bone.
 
- 				 * So unify being offset.
 
- 				 */
 
- 			if ( data.metadata.format === 'pmx' ) {
 
- 				if ( params.boneIndex !== - 1 ) {
 
- 					const bone = data.bones[ params.boneIndex ];
 
- 					params.position[ 0 ] -= bone.position[ 0 ];
 
- 					params.position[ 1 ] -= bone.position[ 1 ];
 
- 					params.position[ 2 ] -= bone.position[ 2 ];
 
- 				}
 
- 			}
 
- 			rigidBodies.push( params );
 
- 		}
 
- 		// constraints from constraints field.
 
- 		for ( let i = 0; i < data.metadata.constraintCount; i ++ ) {
 
- 			const constraint = data.constraints[ i ];
 
- 			const params = {};
 
- 			for ( const key in constraint ) {
 
- 				params[ key ] = constraint[ key ];
 
- 			}
 
- 			const bodyA = rigidBodies[ params.rigidBodyIndex1 ];
 
- 			const bodyB = rigidBodies[ params.rigidBodyIndex2 ];
 
- 			// Refer to http://www20.atpages.jp/katwat/wp/?p=4135
 
- 			if ( bodyA.type !== 0 && bodyB.type === 2 ) {
 
- 				if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&
 
- 					     data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
 
- 					bodyB.type = 1;
 
- 				}
 
- 			}
 
- 			constraints.push( params );
 
- 		}
 
- 		// build BufferGeometry.
 
- 		const geometry = new BufferGeometry();
 
- 		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
 
- 		geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
 
- 		geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
 
- 		geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
 
- 		geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
 
- 		geometry.setIndex( indices );
 
- 		for ( let i = 0, il = groups.length; i < il; i ++ ) {
 
- 			geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );
 
- 		}
 
- 		geometry.bones = bones;
 
- 		geometry.morphTargets = morphTargets;
 
- 		geometry.morphAttributes.position = morphPositions;
 
- 		geometry.morphTargetsRelative = false;
 
- 		geometry.userData.MMD = {
 
- 			bones: bones,
 
- 			iks: iks,
 
- 			grants: grants,
 
- 			rigidBodies: rigidBodies,
 
- 			constraints: constraints,
 
- 			format: data.metadata.format
 
- 		};
 
- 		geometry.computeBoundingSphere();
 
- 		return geometry;
 
- 	}
 
- }
 
- //
 
- /**
 
-  * @param {THREE.LoadingManager} manager
 
-  */
 
- class MaterialBuilder {
 
- 	constructor( manager ) {
 
- 		this.manager = manager;
 
- 		this.textureLoader = new TextureLoader( this.manager );
 
- 		this.tgaLoader = null; // lazy generation
 
- 		this.crossOrigin = 'anonymous';
 
- 		this.resourcePath = undefined;
 
- 	}
 
- 	/**
 
- 	 * @param {string} crossOrigin
 
- 	 * @return {MaterialBuilder}
 
- 	 */
 
- 	setCrossOrigin( crossOrigin ) {
 
- 		this.crossOrigin = crossOrigin;
 
- 		return this;
 
- 	}
 
- 	/**
 
- 	 * @param {string} resourcePath
 
- 	 * @return {MaterialBuilder}
 
- 	 */
 
- 	setResourcePath( resourcePath ) {
 
- 		this.resourcePath = resourcePath;
 
- 		return this;
 
- 	}
 
- 	/**
 
- 	 * @param {Object} data - parsed PMD/PMX data
 
- 	 * @param {BufferGeometry} geometry - some properties are dependend on geometry
 
- 	 * @param {function} onProgress
 
- 	 * @param {function} onError
 
- 	 * @return {Array<MMDToonMaterial>}
 
- 	 */
 
- 	build( data, geometry /*, onProgress, onError */ ) {
 
- 		const materials = [];
 
- 		const textures = {};
 
- 		this.textureLoader.setCrossOrigin( this.crossOrigin );
 
- 		// materials
 
- 		for ( let i = 0; i < data.metadata.materialCount; i ++ ) {
 
- 			const material = data.materials[ i ];
 
- 			const params = { userData: { MMD: {} } };
 
- 			if ( material.name !== undefined ) params.name = material.name;
 
- 			/*
 
- 				 * Color
 
- 				 *
 
- 				 * MMD         MMDToonMaterial
 
- 				 * ambient  -  emissive * a
 
- 				 *               (a = 1.0 without map texture or 0.2 with map texture)
 
- 				 *
 
- 				 * MMDToonMaterial doesn't have ambient. Set it to emissive instead.
 
- 				 * It'll be too bright if material has map texture so using coef 0.2.
 
- 				 */
 
- 			params.diffuse = new Color().fromArray( material.diffuse );
 
- 			params.opacity = material.diffuse[ 3 ];
 
- 			params.specular = new Color().fromArray( material.specular );
 
- 			params.shininess = material.shininess;
 
- 			params.emissive = new Color().fromArray( material.ambient );
 
- 			params.transparent = params.opacity !== 1.0;
 
- 			//
 
- 			params.fog = true;
 
- 			// blend
 
- 			params.blending = CustomBlending;
 
- 			params.blendSrc = SrcAlphaFactor;
 
- 			params.blendDst = OneMinusSrcAlphaFactor;
 
- 			params.blendSrcAlpha = SrcAlphaFactor;
 
- 			params.blendDstAlpha = DstAlphaFactor;
 
- 			// side
 
- 			if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {
 
- 				params.side = DoubleSide;
 
- 			} else {
 
- 				params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;
 
- 			}
 
- 			if ( data.metadata.format === 'pmd' ) {
 
- 				// map, 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'
 
- 							? MultiplyOperation
 
- 							: AddOperation;
 
- 					}
 
- 				}
 
- 				// gradientMap
 
- 				const toonFileName = ( material.toonIndex === - 1 )
 
- 					? 'toon00.bmp'
 
- 					: data.toonTextures[ material.toonIndex ].fileName;
 
- 				params.gradientMap = this._loadTexture(
 
- 					toonFileName,
 
- 					textures,
 
- 					{
 
- 						isToonTexture: true,
 
- 						isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )
 
- 					}
 
- 				);
 
- 				// parameters for OutlineEffect
 
- 				params.userData.outlineParameters = {
 
- 					thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
 
- 					color: [ 0, 0, 0 ],
 
- 					alpha: 1.0,
 
- 					visible: material.edgeFlag === 1
 
- 				};
 
- 			} else {
 
- 				// map
 
- 				if ( material.textureIndex !== - 1 ) {
 
- 					params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );
 
- 					// Since PMX spec don't have standard to list map files except color map and env map,
 
- 					// we need to save file name for further mapping, like matching normal map file names after model loaded.
 
- 					// ref: https://gist.github.com/felixjones/f8a06bd48f9da9a4539f#texture
 
- 					params.userData.MMD.mapFileName = data.textures[ material.textureIndex ];
 
- 				}
 
- 				// 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
 
- 						? MultiplyOperation
 
- 						: AddOperation;
 
- 				}
 
- 				// gradientMap
 
- 				let toonFileName, isDefaultToon;
 
- 				if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {
 
- 					toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';
 
- 					isDefaultToon = true;
 
- 				} else {
 
- 					toonFileName = data.textures[ material.toonIndex ];
 
- 					isDefaultToon = false;
 
- 				}
 
- 				params.gradientMap = this._loadTexture(
 
- 					toonFileName,
 
- 					textures,
 
- 					{
 
- 						isToonTexture: true,
 
- 						isDefaultToonTexture: isDefaultToon
 
- 					}
 
- 				);
 
- 				// parameters for OutlineEffect
 
- 				params.userData.outlineParameters = {
 
- 					thickness: material.edgeSize / 300, // TODO: better calculation?
 
- 					color: material.edgeColor.slice( 0, 3 ),
 
- 					alpha: material.edgeColor[ 3 ],
 
- 					visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0
 
- 				};
 
- 			}
 
- 			if ( params.map !== undefined ) {
 
- 				if ( ! params.transparent ) {
 
- 					this._checkImageTransparency( params.map, geometry, i );
 
- 				}
 
- 				params.emissive.multiplyScalar( 0.2 );
 
- 			}
 
- 			materials.push( new MMDToonMaterial( params ) );
 
- 		}
 
- 		if ( data.metadata.format === 'pmx' ) {
 
- 			// set transparent true if alpha morph is defined.
 
- 			function checkAlphaMorph( elements, materials ) {
 
- 				for ( let i = 0, il = elements.length; i < il; i ++ ) {
 
- 					const element = elements[ i ];
 
- 					if ( element.index === - 1 ) continue;
 
- 					const material = materials[ element.index ];
 
- 					if ( material.opacity !== element.diffuse[ 3 ] ) {
 
- 						material.transparent = true;
 
- 					}
 
- 				}
 
- 			}
 
- 			for ( let i = 0, il = data.morphs.length; i < il; i ++ ) {
 
- 				const morph = data.morphs[ i ];
 
- 				const elements = morph.elements;
 
- 				if ( morph.type === 0 ) {
 
- 					for ( let j = 0, jl = elements.length; j < jl; j ++ ) {
 
- 						const morph2 = data.morphs[ elements[ j ].index ];
 
- 						if ( morph2.type !== 8 ) continue;
 
- 						checkAlphaMorph( morph2.elements, materials );
 
- 					}
 
- 				} else if ( morph.type === 8 ) {
 
- 					checkAlphaMorph( elements, materials );
 
- 				}
 
- 			}
 
- 		}
 
- 		return materials;
 
- 	}
 
- 	// private methods
 
- 	_getTGALoader() {
 
- 		if ( this.tgaLoader === null ) {
 
- 			if ( TGALoader === undefined ) {
 
- 				throw new Error( 'THREE.MMDLoader: Import TGALoader' );
 
- 			}
 
- 			this.tgaLoader = new TGALoader( this.manager );
 
- 		}
 
- 		return this.tgaLoader;
 
- 	}
 
- 	_isDefaultToonTexture( name ) {
 
- 		if ( name.length !== 10 ) return false;
 
- 		return /toon(10|0[0-9])\.bmp/.test( name );
 
- 	}
 
- 	_loadTexture( filePath, textures, params, onProgress, onError ) {
 
- 		params = params || {};
 
- 		const scope = this;
 
- 		let fullPath;
 
- 		if ( params.isDefaultToonTexture === true ) {
 
- 			let index;
 
- 			try {
 
- 				index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );
 
- 			} catch ( e ) {
 
- 				console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '
 
- 						+ 'not right default texture path. Using toon00.bmp instead.' );
 
- 				index = 0;
 
- 			}
 
- 			fullPath = DEFAULT_TOON_TEXTURES[ index ];
 
- 		} else {
 
- 			fullPath = this.resourcePath + filePath;
 
- 		}
 
- 		if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];
 
- 		let loader = this.manager.getHandler( fullPath );
 
- 		if ( loader === null ) {
 
- 			loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )
 
- 				? this._getTGALoader()
 
- 				: this.textureLoader;
 
- 		}
 
- 		const texture = loader.load( fullPath, function ( t ) {
 
- 			// MMD toon texture is Axis-Y oriented
 
- 			// but Three.js gradient map is Axis-X oriented.
 
- 			// So here replaces the toon texture image with the rotated one.
 
- 			if ( params.isToonTexture === true ) {
 
- 				t.image = scope._getRotatedImage( t.image );
 
- 				t.magFilter = NearestFilter;
 
- 				t.minFilter = NearestFilter;
 
- 			}
 
- 			t.flipY = false;
 
- 			t.wrapS = RepeatWrapping;
 
- 			t.wrapT = RepeatWrapping;
 
- 			for ( let i = 0; i < texture.readyCallbacks.length; i ++ ) {
 
- 				texture.readyCallbacks[ i ]( texture );
 
- 			}
 
- 			delete texture.readyCallbacks;
 
- 		}, onProgress, onError );
 
- 		texture.readyCallbacks = [];
 
- 		textures[ fullPath ] = texture;
 
- 		return texture;
 
- 	}
 
- 	_getRotatedImage( image ) {
 
- 		const canvas = document.createElement( 'canvas' );
 
- 		const context = canvas.getContext( '2d' );
 
- 		const width = image.width;
 
- 		const height = image.height;
 
- 		canvas.width = width;
 
- 		canvas.height = height;
 
- 		context.clearRect( 0, 0, width, height );
 
- 		context.translate( width / 2.0, height / 2.0 );
 
- 		context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0
 
- 		context.translate( - width / 2.0, - height / 2.0 );
 
- 		context.drawImage( image, 0, 0 );
 
- 		return context.getImageData( 0, 0, width, height );
 
- 	}
 
- 	// Check if the partial image area used by the texture is transparent.
 
- 	_checkImageTransparency( map, geometry, groupIndex ) {
 
- 		map.readyCallbacks.push( function ( texture ) {
 
- 			// Is there any efficient ways?
 
- 			function createImageData( image ) {
 
- 				const canvas = document.createElement( 'canvas' );
 
- 				canvas.width = image.width;
 
- 				canvas.height = image.height;
 
- 				const context = canvas.getContext( '2d' );
 
- 				context.drawImage( image, 0, 0 );
 
- 				return context.getImageData( 0, 0, canvas.width, canvas.height );
 
- 			}
 
- 			function detectImageTransparency( image, uvs, indices ) {
 
- 				const width = image.width;
 
- 				const height = image.height;
 
- 				const data = image.data;
 
- 				const threshold = 253;
 
- 				if ( data.length / ( width * height ) !== 4 ) return false;
 
- 				for ( let i = 0; i < indices.length; i += 3 ) {
 
- 					const centerUV = { x: 0.0, y: 0.0 };
 
- 					for ( let j = 0; j < 3; j ++ ) {
 
- 						const index = indices[ i * 3 + j ];
 
- 						const uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };
 
- 						if ( getAlphaByUv( image, uv ) < threshold ) return true;
 
- 						centerUV.x += uv.x;
 
- 						centerUV.y += uv.y;
 
- 					}
 
- 					centerUV.x /= 3;
 
- 					centerUV.y /= 3;
 
- 					if ( getAlphaByUv( image, centerUV ) < threshold ) return true;
 
- 				}
 
- 				return false;
 
- 			}
 
- 			/*
 
- 				 * This method expects
 
- 				 *   texture.flipY = false
 
- 				 *   texture.wrapS = RepeatWrapping
 
- 				 *   texture.wrapT = RepeatWrapping
 
- 				 * TODO: more precise
 
- 				 */
 
- 			function getAlphaByUv( image, uv ) {
 
- 				const width = image.width;
 
- 				const height = image.height;
 
- 				let x = Math.round( uv.x * width ) % width;
 
- 				let y = Math.round( uv.y * height ) % height;
 
- 				if ( x < 0 ) x += width;
 
- 				if ( y < 0 ) y += height;
 
- 				const index = y * width + x;
 
- 				return image.data[ index * 4 + 3 ];
 
- 			}
 
- 			if ( texture.isCompressedTexture === true ) {
 
- 				if ( NON_ALPHA_CHANNEL_FORMATS.includes( texture.format ) ) {
 
- 					map.transparent = false;
 
- 				} else {
 
- 					// any other way to check transparency of CompressedTexture?
 
- 					map.transparent = true;
 
- 				}
 
- 				return;
 
- 			}
 
- 			const imageData = texture.image.data !== undefined
 
- 				? texture.image
 
- 				: createImageData( texture.image );
 
- 			const group = geometry.groups[ groupIndex ];
 
- 			if ( detectImageTransparency(
 
- 				imageData,
 
- 				geometry.attributes.uv.array,
 
- 				geometry.index.array.slice( group.start, group.start + group.count ) ) ) {
 
- 				map.transparent = true;
 
- 			}
 
- 		} );
 
- 	}
 
- }
 
- //
 
- class AnimationBuilder {
 
- 	/**
 
- 	 * @param {Object} vmd - parsed VMD data
 
- 	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
 
- 	 * @return {AnimationClip}
 
- 	 */
 
- 	build( vmd, mesh ) {
 
- 		// combine skeletal and morph animations
 
- 		const tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;
 
- 		const tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;
 
- 		for ( let i = 0, il = tracks2.length; i < il; i ++ ) {
 
- 			tracks.push( tracks2[ i ] );
 
- 		}
 
- 		return new AnimationClip( '', - 1, tracks );
 
- 	}
 
- 	/**
 
- 	 * @param {Object} vmd - parsed VMD data
 
- 	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
 
- 	 * @return {AnimationClip}
 
- 	 */
 
- 	buildSkeletalAnimation( vmd, mesh ) {
 
- 		function pushInterpolation( array, interpolation, index ) {
 
- 			array.push( interpolation[ index + 0 ] / 127 ); // x1
 
- 			array.push( interpolation[ index + 8 ] / 127 ); // x2
 
- 			array.push( interpolation[ index + 4 ] / 127 ); // y1
 
- 			array.push( interpolation[ index + 12 ] / 127 ); // y2
 
- 		}
 
- 		const tracks = [];
 
- 		const motions = {};
 
- 		const bones = mesh.skeleton.bones;
 
- 		const boneNameDictionary = {};
 
- 		for ( let i = 0, il = bones.length; i < il; i ++ ) {
 
- 			boneNameDictionary[ bones[ i ].name ] = true;
 
- 		}
 
- 		for ( let i = 0; i < vmd.metadata.motionCount; i ++ ) {
 
- 			const motion = vmd.motions[ i ];
 
- 			const boneName = motion.boneName;
 
- 			if ( boneNameDictionary[ boneName ] === undefined ) continue;
 
- 			motions[ boneName ] = motions[ boneName ] || [];
 
- 			motions[ boneName ].push( motion );
 
- 		}
 
- 		for ( const key in motions ) {
 
- 			const array = motions[ key ];
 
- 			array.sort( function ( a, b ) {
 
- 				return a.frameNum - b.frameNum;
 
- 			} );
 
- 			const times = [];
 
- 			const positions = [];
 
- 			const rotations = [];
 
- 			const pInterpolations = [];
 
- 			const rInterpolations = [];
 
- 			const basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();
 
- 			for ( let i = 0, il = array.length; i < il; i ++ ) {
 
- 				const time = array[ i ].frameNum / 30;
 
- 				const position = array[ i ].position;
 
- 				const rotation = array[ i ].rotation;
 
- 				const interpolation = array[ i ].interpolation;
 
- 				times.push( time );
 
- 				for ( let j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );
 
- 				for ( let j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );
 
- 				for ( let j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );
 
- 				pushInterpolation( rInterpolations, interpolation, 3 );
 
- 			}
 
- 			const targetName = '.bones[' + key + ']';
 
- 			tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
 
- 			tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );
 
- 		}
 
- 		return new AnimationClip( '', - 1, tracks );
 
- 	}
 
- 	/**
 
- 	 * @param {Object} vmd - parsed VMD data
 
- 	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
 
- 	 * @return {AnimationClip}
 
- 	 */
 
- 	buildMorphAnimation( vmd, mesh ) {
 
- 		const tracks = [];
 
- 		const morphs = {};
 
- 		const morphTargetDictionary = mesh.morphTargetDictionary;
 
- 		for ( let i = 0; i < vmd.metadata.morphCount; i ++ ) {
 
- 			const morph = vmd.morphs[ i ];
 
- 			const morphName = morph.morphName;
 
- 			if ( morphTargetDictionary[ morphName ] === undefined ) continue;
 
- 			morphs[ morphName ] = morphs[ morphName ] || [];
 
- 			morphs[ morphName ].push( morph );
 
- 		}
 
- 		for ( const key in morphs ) {
 
- 			const array = morphs[ key ];
 
- 			array.sort( function ( a, b ) {
 
- 				return a.frameNum - b.frameNum;
 
- 			} );
 
- 			const times = [];
 
- 			const values = [];
 
- 			for ( let i = 0, il = array.length; i < il; i ++ ) {
 
- 				times.push( array[ i ].frameNum / 30 );
 
- 				values.push( array[ i ].weight );
 
- 			}
 
- 			tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );
 
- 		}
 
- 		return new AnimationClip( '', - 1, tracks );
 
- 	}
 
- 	/**
 
- 	 * @param {Object} vmd - parsed VMD data
 
- 	 * @return {AnimationClip}
 
- 	 */
 
- 	buildCameraAnimation( vmd ) {
 
- 		function pushVector3( array, vec ) {
 
- 			array.push( vec.x );
 
- 			array.push( vec.y );
 
- 			array.push( vec.z );
 
- 		}
 
- 		function pushQuaternion( array, q ) {
 
- 			array.push( q.x );
 
- 			array.push( q.y );
 
- 			array.push( q.z );
 
- 			array.push( q.w );
 
- 		}
 
- 		function pushInterpolation( array, interpolation, index ) {
 
- 			array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1
 
- 			array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2
 
- 			array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1
 
- 			array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2
 
- 		}
 
- 		const cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
 
- 		cameras.sort( function ( a, b ) {
 
- 			return a.frameNum - b.frameNum;
 
- 		} );
 
- 		const times = [];
 
- 		const centers = [];
 
- 		const quaternions = [];
 
- 		const positions = [];
 
- 		const fovs = [];
 
- 		const cInterpolations = [];
 
- 		const qInterpolations = [];
 
- 		const pInterpolations = [];
 
- 		const fInterpolations = [];
 
- 		const quaternion = new Quaternion();
 
- 		const euler = new Euler();
 
- 		const position = new Vector3();
 
- 		const center = new Vector3();
 
- 		for ( let i = 0, il = cameras.length; i < il; i ++ ) {
 
- 			const motion = cameras[ i ];
 
- 			const time = motion.frameNum / 30;
 
- 			const pos = motion.position;
 
- 			const rot = motion.rotation;
 
- 			const distance = motion.distance;
 
- 			const fov = motion.fov;
 
- 			const interpolation = motion.interpolation;
 
- 			times.push( time );
 
- 			position.set( 0, 0, - distance );
 
- 			center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
 
- 			euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );
 
- 			quaternion.setFromEuler( euler );
 
- 			position.add( center );
 
- 			position.applyQuaternion( quaternion );
 
- 			pushVector3( centers, center );
 
- 			pushQuaternion( quaternions, quaternion );
 
- 			pushVector3( positions, position );
 
- 			fovs.push( fov );
 
- 			for ( let j = 0; j < 3; j ++ ) {
 
- 				pushInterpolation( cInterpolations, interpolation, j );
 
- 			}
 
- 			pushInterpolation( qInterpolations, interpolation, 3 );
 
- 			// use the same parameter for x, y, z axis.
 
- 			for ( let j = 0; j < 3; j ++ ) {
 
- 				pushInterpolation( pInterpolations, interpolation, 4 );
 
- 			}
 
- 			pushInterpolation( fInterpolations, interpolation, 5 );
 
- 		}
 
- 		const tracks = [];
 
- 		// I expect an object whose name 'target' exists under THREE.Camera
 
- 		tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );
 
- 		tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );
 
- 		tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );
 
- 		tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );
 
- 		return new AnimationClip( '', - 1, tracks );
 
- 	}
 
- 	// private method
 
- 	_createTrack( node, typedKeyframeTrack, times, values, interpolations ) {
 
- 		/*
 
- 			 * optimizes here not to let KeyframeTrackPrototype optimize
 
- 			 * because KeyframeTrackPrototype optimizes times and values but
 
- 			 * doesn't optimize interpolations.
 
- 			 */
 
- 		if ( times.length > 2 ) {
 
- 			times = times.slice();
 
- 			values = values.slice();
 
- 			interpolations = interpolations.slice();
 
- 			const stride = values.length / times.length;
 
- 			const interpolateStride = interpolations.length / times.length;
 
- 			let index = 1;
 
- 			for ( let aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {
 
- 				for ( let i = 0; i < stride; i ++ ) {
 
- 					if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||
 
- 							values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {
 
- 						index ++;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if ( aheadIndex > index ) {
 
- 					times[ index ] = times[ aheadIndex ];
 
- 					for ( let i = 0; i < stride; i ++ ) {
 
- 						values[ index * stride + i ] = values[ aheadIndex * stride + i ];
 
- 					}
 
- 					for ( let i = 0; i < interpolateStride; i ++ ) {
 
- 						interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];
 
- 					}
 
- 				}
 
- 			}
 
- 			times.length = index + 1;
 
- 			values.length = ( index + 1 ) * stride;
 
- 			interpolations.length = ( index + 1 ) * interpolateStride;
 
- 		}
 
- 		const track = new typedKeyframeTrack( node, times, values );
 
- 		track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {
 
- 			return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );
 
- 		};
 
- 		return track;
 
- 	}
 
- }
 
- // interpolation
 
- class CubicBezierInterpolation extends Interpolant {
 
- 	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {
 
- 		super( parameterPositions, sampleValues, sampleSize, resultBuffer );
 
- 		this.interpolationParams = params;
 
- 	}
 
- 	interpolate_( i1, t0, t, t1 ) {
 
- 		const result = this.resultBuffer;
 
- 		const values = this.sampleValues;
 
- 		const stride = this.valueSize;
 
- 		const params = this.interpolationParams;
 
- 		const offset1 = i1 * stride;
 
- 		const offset0 = offset1 - stride;
 
- 		// No interpolation if next key frame is in one frame in 30fps.
 
- 		// This is from MMD animation spec.
 
- 		// '1.5' is for precision loss. times are Float32 in Three.js Animation system.
 
- 		const weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );
 
- 		if ( stride === 4 ) { // Quaternion
 
- 			const x1 = params[ i1 * 4 + 0 ];
 
- 			const x2 = params[ i1 * 4 + 1 ];
 
- 			const y1 = params[ i1 * 4 + 2 ];
 
- 			const y2 = params[ i1 * 4 + 3 ];
 
- 			const ratio = this._calculate( x1, x2, y1, y2, weight1 );
 
- 			Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );
 
- 		} else if ( stride === 3 ) { // Vector3
 
- 			for ( let i = 0; i !== stride; ++ i ) {
 
- 				const x1 = params[ i1 * 12 + i * 4 + 0 ];
 
- 				const x2 = params[ i1 * 12 + i * 4 + 1 ];
 
- 				const y1 = params[ i1 * 12 + i * 4 + 2 ];
 
- 				const y2 = params[ i1 * 12 + i * 4 + 3 ];
 
- 				const ratio = this._calculate( x1, x2, y1, y2, weight1 );
 
- 				result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;
 
- 			}
 
- 		} else { // Number
 
- 			const x1 = params[ i1 * 4 + 0 ];
 
- 			const x2 = params[ i1 * 4 + 1 ];
 
- 			const y1 = params[ i1 * 4 + 2 ];
 
- 			const y2 = params[ i1 * 4 + 3 ];
 
- 			const ratio = this._calculate( x1, x2, y1, y2, weight1 );
 
- 			result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;
 
- 		}
 
- 		return result;
 
- 	}
 
- 	_calculate( x1, x2, y1, y2, x ) {
 
- 		/*
 
- 			 * Cubic Bezier curves
 
- 			 *   https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
 
- 			 *
 
- 			 * B(t) = ( 1 - t ) ^ 3 * P0
 
- 			 *      + 3 * ( 1 - t ) ^ 2 * t * P1
 
- 			 *      + 3 * ( 1 - t ) * t^2 * P2
 
- 			 *      + t ^ 3 * P3
 
- 			 *      ( 0 <= t <= 1 )
 
- 			 *
 
- 			 * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
 
- 			 *   http://d.hatena.ne.jp/edvakf/20111016/1318716097
 
- 			 *
 
- 			 *    x = ( 1 - t ) ^ 3 * x0
 
- 			 *      + 3 * ( 1 - t ) ^ 2 * t * x1
 
- 			 *      + 3 * ( 1 - t ) * t^2 * x2
 
- 			 *      + t ^ 3 * x3
 
- 			 *    y = ( 1 - t ) ^ 3 * y0
 
- 			 *      + 3 * ( 1 - t ) ^ 2 * t * y1
 
- 			 *      + 3 * ( 1 - t ) * t^2 * y2
 
- 			 *      + t ^ 3 * y3
 
- 			 *      ( x0 = 0, y0 = 0 )
 
- 			 *      ( x3 = 1, y3 = 1 )
 
- 			 *      ( 0 <= t, x1, x2, y1, y2 <= 1 )
 
- 			 *
 
- 			 * Here solves this equation with Bisection method,
 
- 			 *   https://en.wikipedia.org/wiki/Bisection_method
 
- 			 * gets t, and then calculate y.
 
- 			 *
 
- 			 * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
 
- 			 *      + 3 * ( 1 - t ) * t^2 * x2
 
- 			 *      + t ^ 3 - x = 0
 
- 			 *
 
- 			 * (Another option: Newton's method
 
- 			 *    https://en.wikipedia.org/wiki/Newton%27s_method)
 
- 			 */
 
- 		let c = 0.5;
 
- 		let t = c;
 
- 		let s = 1.0 - t;
 
- 		const loop = 15;
 
- 		const eps = 1e-5;
 
- 		const math = Math;
 
- 		let sst3, stt3, ttt;
 
- 		for ( let i = 0; i < loop; i ++ ) {
 
- 			sst3 = 3.0 * s * s * t;
 
- 			stt3 = 3.0 * s * t * t;
 
- 			ttt = t * t * t;
 
- 			const ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;
 
- 			if ( math.abs( ft ) < eps ) break;
 
- 			c /= 2.0;
 
- 			t += ( ft < 0 ) ? c : - c;
 
- 			s = 1.0 - t;
 
- 		}
 
- 		return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;
 
- 	}
 
- }
 
- class MMDToonMaterial extends ShaderMaterial {
 
- 	constructor( parameters ) {
 
- 		super();
 
- 		this._matcapCombine = AddOperation;
 
- 		this.emissiveIntensity = 1.0;
 
- 		this.normalMapType = TangentSpaceNormalMap;
 
- 		this.combine = MultiplyOperation;
 
- 		this.wireframeLinecap = 'round';
 
- 		this.wireframeLinejoin = 'round';
 
- 		this.flatShading = false;
 
- 		this.lights = true;
 
- 		this.vertexShader = MMDToonShader.vertexShader;
 
- 		this.fragmentShader = MMDToonShader.fragmentShader;
 
- 		this.defines = Object.assign( {}, MMDToonShader.defines );
 
- 		Object.defineProperty( this, 'matcapCombine', {
 
- 			get: function () {
 
- 				return this._matcapCombine;
 
- 			},
 
- 			set: function ( value ) {
 
- 				this._matcapCombine = value;
 
- 				switch ( value ) {
 
- 					case MultiplyOperation:
 
- 						this.defines.MATCAP_BLENDING_MULTIPLY = true;
 
- 						delete this.defines.MATCAP_BLENDING_ADD;
 
- 						break;
 
- 					default:
 
- 					case AddOperation:
 
- 						this.defines.MATCAP_BLENDING_ADD = true;
 
- 						delete this.defines.MATCAP_BLENDING_MULTIPLY;
 
- 						break;
 
- 				}
 
- 			},
 
- 		} );
 
- 		this.uniforms = UniformsUtils.clone( MMDToonShader.uniforms );
 
- 		// merged from MeshToon/Phong/MatcapMaterial
 
- 		const exposePropertyNames = [
 
- 			'specular',
 
- 			'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;
 
- export { MMDLoader };
 
 
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