| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207 | import {	AnimationMixer,	Object3D,	Quaternion,	Vector3} from '../../../build/three.module.js';import { CCDIKSolver } from '../animation/CCDIKSolver.js';import { MMDPhysics } from '../animation/MMDPhysics.js';/** * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader * with MMD special features as IK, Grant, and Physics. * * Dependencies *  - ammo.js https://github.com/kripken/ammo.js *  - MMDPhysics *  - CCDIKSolver * * TODO *  - more precise grant skinning support. */class MMDAnimationHelper {	/**	 * @param {Object} params - (optional)	 * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.	 * @param {Number} params.afterglow - Default is 0.0.	 * @param {boolean} params.resetPhysicsOnLoop - Default is true.	 */	constructor( params = {} ) {		this.meshes = [];		this.camera = null;		this.cameraTarget = new Object3D();		this.cameraTarget.name = 'target';		this.audio = null;		this.audioManager = null;		this.objects = new WeakMap();		this.configuration = {			sync: params.sync !== undefined ? params.sync : true,			afterglow: params.afterglow !== undefined ? params.afterglow : 0.0,			resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true,			pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false		};		this.enabled = {			animation: true,			ik: true,			grant: true,			physics: true,			cameraAnimation: true		};		this.onBeforePhysics = function ( /* mesh */ ) {};		// experimental		this.sharedPhysics = false;		this.masterPhysics = null;	}	/**	 * Adds an Three.js Object to helper and setups animation.	 * The anmation durations of added objects are synched	 * if this.configuration.sync is true.	 *	 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object	 * @param {Object} params - (optional)	 * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.	 * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.	 * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.	 * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.	 * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.	 * @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).	 * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.	 * @return {MMDAnimationHelper}	 */	add( object, params = {} ) {		if ( object.isSkinnedMesh ) {			this._addMesh( object, params );		} else if ( object.isCamera ) {			this._setupCamera( object, params );		} else if ( object.type === 'Audio' ) {			this._setupAudio( object, params );		} else {			throw new Error( 'THREE.MMDAnimationHelper.add: '				+ 'accepts only '				+ 'THREE.SkinnedMesh or '				+ 'THREE.Camera or '				+ 'THREE.Audio instance.' );		}		if ( this.configuration.sync ) this._syncDuration();		return this;	}	/**	 * Removes an Three.js Object from helper.	 *	 * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object	 * @return {MMDAnimationHelper}	 */	remove( object ) {		if ( object.isSkinnedMesh ) {			this._removeMesh( object );		} else if ( object.isCamera ) {			this._clearCamera( object );		} else if ( object.type === 'Audio' ) {			this._clearAudio( object );		} else {			throw new Error( 'THREE.MMDAnimationHelper.remove: '				+ 'accepts only '				+ 'THREE.SkinnedMesh or '				+ 'THREE.Camera or '				+ 'THREE.Audio instance.' );		}		if ( this.configuration.sync ) this._syncDuration();		return this;	}	/**	 * Updates the animation.	 *	 * @param {Number} delta	 * @return {MMDAnimationHelper}	 */	update( delta ) {		if ( this.audioManager !== null ) this.audioManager.control( delta );		for ( let i = 0; i < this.meshes.length; i ++ ) {			this._animateMesh( this.meshes[ i ], delta );		}		if ( this.sharedPhysics ) this._updateSharedPhysics( delta );		if ( this.camera !== null ) this._animateCamera( this.camera, delta );		return this;	}	/**	 * Changes the pose of SkinnedMesh as VPD specifies.	 *	 * @param {THREE.SkinnedMesh} mesh	 * @param {Object} vpd - VPD content parsed MMDParser	 * @param {Object} params - (optional)	 * @param {boolean} params.resetPose - Default is true.	 * @param {boolean} params.ik - Default is true.	 * @param {boolean} params.grant - Default is true.	 * @return {MMDAnimationHelper}	 */	pose( mesh, vpd, params = {} ) {		if ( params.resetPose !== false ) mesh.pose();		const bones = mesh.skeleton.bones;		const boneParams = vpd.bones;		const boneNameDictionary = {};		for ( let i = 0, il = bones.length; i < il; i ++ ) {			boneNameDictionary[ bones[ i ].name ] = i;		}		const vector = new Vector3();		const quaternion = new Quaternion();		for ( let i = 0, il = boneParams.length; i < il; i ++ ) {			const boneParam = boneParams[ i ];			const boneIndex = boneNameDictionary[ boneParam.name ];			if ( boneIndex === undefined ) continue;			const bone = bones[ boneIndex ];			bone.position.add( vector.fromArray( boneParam.translation ) );			bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );		}		mesh.updateMatrixWorld( true );		// PMX animation system special path		if ( this.configuration.pmxAnimation &&			mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {			const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );			const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;			const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;			this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );		} else {			if ( params.ik !== false ) {				this._createCCDIKSolver( mesh ).update();			}			if ( params.grant !== false ) {				this.createGrantSolver( mesh ).update();			}		}		return this;	}	/**	 * Enabes/Disables an animation feature.	 *	 * @param {string} key	 * @param {boolean} enabled	 * @return {MMDAnimationHelper}	 */	enable( key, enabled ) {		if ( this.enabled[ key ] === undefined ) {			throw new Error( 'THREE.MMDAnimationHelper.enable: '				+ 'unknown key ' + key );		}		this.enabled[ key ] = enabled;		if ( key === 'physics' ) {			for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {				this._optimizeIK( this.meshes[ i ], enabled );			}		}		return this;	}	/**	 * Creates an GrantSolver instance.	 *	 * @param {THREE.SkinnedMesh} mesh	 * @return {GrantSolver}	 */	createGrantSolver( mesh ) {		return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );	}	// private methods	_addMesh( mesh, params ) {		if ( this.meshes.indexOf( mesh ) >= 0 ) {			throw new Error( 'THREE.MMDAnimationHelper._addMesh: '				+ 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );		}		this.meshes.push( mesh );		this.objects.set( mesh, { looped: false } );		this._setupMeshAnimation( mesh, params.animation );		if ( params.physics !== false ) {			this._setupMeshPhysics( mesh, params );		}		return this;	}	_setupCamera( camera, params ) {		if ( this.camera === camera ) {			throw new Error( 'THREE.MMDAnimationHelper._setupCamera: '				+ 'Camera \'' + camera.name + '\' has already been set.' );		}		if ( this.camera ) this.clearCamera( this.camera );		this.camera = camera;		camera.add( this.cameraTarget );		this.objects.set( camera, {} );		if ( params.animation !== undefined ) {			this._setupCameraAnimation( camera, params.animation );		}		return this;	}	_setupAudio( audio, params ) {		if ( this.audio === audio ) {			throw new Error( 'THREE.MMDAnimationHelper._setupAudio: '				+ 'Audio \'' + audio.name + '\' has already been set.' );		}		if ( this.audio ) this.clearAudio( this.audio );		this.audio = audio;		this.audioManager = new AudioManager( audio, params );		this.objects.set( this.audioManager, {			duration: this.audioManager.duration		} );		return this;	}	_removeMesh( mesh ) {		let found = false;		let writeIndex = 0;		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {			if ( this.meshes[ i ] === mesh ) {				this.objects.delete( mesh );				found = true;				continue;			}			this.meshes[ writeIndex ++ ] = this.meshes[ i ];		}		if ( ! found ) {			throw new Error( 'THREE.MMDAnimationHelper._removeMesh: '				+ 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );		}		this.meshes.length = writeIndex;		return this;	}	_clearCamera( camera ) {		if ( camera !== this.camera ) {			throw new Error( 'THREE.MMDAnimationHelper._clearCamera: '				+ 'Camera \'' + camera.name + '\' has not been set yet.' );		}		this.camera.remove( this.cameraTarget );		this.objects.delete( this.camera );		this.camera = null;		return this;	}	_clearAudio( audio ) {		if ( audio !== this.audio ) {			throw new Error( 'THREE.MMDAnimationHelper._clearAudio: '				+ 'Audio \'' + audio.name + '\' has not been set yet.' );		}		this.objects.delete( this.audioManager );		this.audio = null;		this.audioManager = null;		return this;	}	_setupMeshAnimation( mesh, animation ) {		const objects = this.objects.get( mesh );		if ( animation !== undefined ) {			const animations = Array.isArray( animation )				? animation : [ animation ];			objects.mixer = new AnimationMixer( mesh );			for ( let i = 0, il = animations.length; i < il; i ++ ) {				objects.mixer.clipAction( animations[ i ] ).play();			}			// TODO: find a workaround not to access ._clip looking like a private property			objects.mixer.addEventListener( 'loop', function ( event ) {				const tracks = event.action._clip.tracks;				if ( tracks.length > 0 && tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;				objects.looped = true;			} );		}		objects.ikSolver = this._createCCDIKSolver( mesh );		objects.grantSolver = this.createGrantSolver( mesh );		return this;	}	_setupCameraAnimation( camera, animation ) {		const animations = Array.isArray( animation )			? animation : [ animation ];		const objects = this.objects.get( camera );		objects.mixer = new AnimationMixer( camera );		for ( let i = 0, il = animations.length; i < il; i ++ ) {			objects.mixer.clipAction( animations[ i ] ).play();		}	}	_setupMeshPhysics( mesh, params ) {		const objects = this.objects.get( mesh );		// shared physics is experimental		if ( params.world === undefined && this.sharedPhysics ) {			const masterPhysics = this._getMasterPhysics();			if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef		}		objects.physics = this._createMMDPhysics( mesh, params );		if ( objects.mixer && params.animationWarmup !== false ) {			this._animateMesh( mesh, 0 );			objects.physics.reset();		}		objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );		this._optimizeIK( mesh, true );	}	_animateMesh( mesh, delta ) {		const objects = this.objects.get( mesh );		const mixer = objects.mixer;		const ikSolver = objects.ikSolver;		const grantSolver = objects.grantSolver;		const physics = objects.physics;		const looped = objects.looped;		if ( mixer && this.enabled.animation ) {			// alternate solution to save/restore bones but less performant?			//mesh.pose();			//this._updatePropertyMixersBuffer( mesh );			this._restoreBones( mesh );			mixer.update( delta );			this._saveBones( mesh );			// PMX animation system special path			if ( this.configuration.pmxAnimation &&				mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {				if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );				this._animatePMXMesh(					mesh,					objects.sortedBonesData,					ikSolver && this.enabled.ik ? ikSolver : null,					grantSolver && this.enabled.grant ? grantSolver : null				);			} else {				if ( ikSolver && this.enabled.ik ) {					mesh.updateMatrixWorld( true );					ikSolver.update();				}				if ( grantSolver && this.enabled.grant ) {					grantSolver.update();				}			}		}		if ( looped === true && this.enabled.physics ) {			if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();			objects.looped = false;		}		if ( physics && this.enabled.physics && ! this.sharedPhysics ) {			this.onBeforePhysics( mesh );			physics.update( delta );		}	}	// Sort bones in order by 1. transformationClass and 2. bone index.	// In PMX animation system, bone transformations should be processed	// in this order.	_sortBoneDataArray( boneDataArray ) {		return boneDataArray.sort( function ( a, b ) {			if ( a.transformationClass !== b.transformationClass ) {				return a.transformationClass - b.transformationClass;			} else {				return a.index - b.index;			}		} );	}	// PMX Animation system is a bit too complex and doesn't great match to	// Three.js Animation system. This method attempts to simulate it as much as	// possible but doesn't perfectly simulate.	// This method is more costly than the regular one so	// you are recommended to set constructor parameter "pmxAnimation: true"	// only if your PMX model animation doesn't work well.	// If you need better method you would be required to write your own.	_animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ) {		_quaternionIndex = 0;		_grantResultMap.clear();		for ( let i = 0, il = sortedBonesData.length; i < il; i ++ ) {			updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver );		}		mesh.updateMatrixWorld( true );		return this;	}	_animateCamera( camera, delta ) {		const mixer = this.objects.get( camera ).mixer;		if ( mixer && this.enabled.cameraAnimation ) {			mixer.update( delta );			camera.updateProjectionMatrix();			camera.up.set( 0, 1, 0 );			camera.up.applyQuaternion( camera.quaternion );			camera.lookAt( this.cameraTarget.position );		}	}	_optimizeIK( mesh, physicsEnabled ) {		const iks = mesh.geometry.userData.MMD.iks;		const bones = mesh.geometry.userData.MMD.bones;		for ( let i = 0, il = iks.length; i < il; i ++ ) {			const ik = iks[ i ];			const links = ik.links;			for ( let j = 0, jl = links.length; j < jl; j ++ ) {				const link = links[ j ];				if ( physicsEnabled === true ) {					// disable IK of the bone the corresponding rigidBody type of which is 1 or 2					// because its rotation will be overriden by physics					link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;				} else {					link.enabled = true;				}			}		}	}	_createCCDIKSolver( mesh ) {		if ( CCDIKSolver === undefined ) {			throw new Error( 'THREE.MMDAnimationHelper: Import CCDIKSolver.' );		}		return new CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );	}	_createMMDPhysics( mesh, params ) {		if ( MMDPhysics === undefined ) {			throw new Error( 'THREE.MMDPhysics: Import MMDPhysics.' );		}		return new MMDPhysics(			mesh,			mesh.geometry.userData.MMD.rigidBodies,			mesh.geometry.userData.MMD.constraints,			params );	}	/*	 * Detects the longest duration and then sets it to them to sync.	 * TODO: Not to access private properties ( ._actions and ._clip )	 */	_syncDuration() {		let max = 0.0;		const objects = this.objects;		const meshes = this.meshes;		const camera = this.camera;		const audioManager = this.audioManager;		// get the longest duration		for ( let i = 0, il = meshes.length; i < il; i ++ ) {			const mixer = this.objects.get( meshes[ i ] ).mixer;			if ( mixer === undefined ) continue;			for ( let j = 0; j < mixer._actions.length; j ++ ) {				const clip = mixer._actions[ j ]._clip;				if ( ! objects.has( clip ) ) {					objects.set( clip, {						duration: clip.duration					} );				}				max = Math.max( max, objects.get( clip ).duration );			}		}		if ( camera !== null ) {			const mixer = this.objects.get( camera ).mixer;			if ( mixer !== undefined ) {				for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {					const clip = mixer._actions[ i ]._clip;					if ( ! objects.has( clip ) ) {						objects.set( clip, {							duration: clip.duration						} );					}					max = Math.max( max, objects.get( clip ).duration );				}			}		}		if ( audioManager !== null ) {			max = Math.max( max, objects.get( audioManager ).duration );		}		max += this.configuration.afterglow;		// update the duration		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {			const mixer = this.objects.get( this.meshes[ i ] ).mixer;			if ( mixer === undefined ) continue;			for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) {				mixer._actions[ j ]._clip.duration = max;			}		}		if ( camera !== null ) {			const mixer = this.objects.get( camera ).mixer;			if ( mixer !== undefined ) {				for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {					mixer._actions[ i ]._clip.duration = max;				}			}		}		if ( audioManager !== null ) {			audioManager.duration = max;		}	}	// workaround	_updatePropertyMixersBuffer( mesh ) {		const mixer = this.objects.get( mesh ).mixer;		const propertyMixers = mixer._bindings;		const accuIndex = mixer._accuIndex;		for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) {			const propertyMixer = propertyMixers[ i ];			const buffer = propertyMixer.buffer;			const stride = propertyMixer.valueSize;			const offset = ( accuIndex + 1 ) * stride;			propertyMixer.binding.getValue( buffer, offset );		}	}	/*	 * Avoiding these two issues by restore/save bones before/after mixer animation.	 *	 * 1. PropertyMixer used by AnimationMixer holds cache value in .buffer.	 *    Calculating IK, Grant, and Physics after mixer animation can break	 *    the cache coherency.	 *	 * 2. Applying Grant two or more times without reset the posing breaks model.	 */	_saveBones( mesh ) {		const objects = this.objects.get( mesh );		const bones = mesh.skeleton.bones;		let backupBones = objects.backupBones;		if ( backupBones === undefined ) {			backupBones = new Float32Array( bones.length * 7 );			objects.backupBones = backupBones;		}		for ( let i = 0, il = bones.length; i < il; i ++ ) {			const bone = bones[ i ];			bone.position.toArray( backupBones, i * 7 );			bone.quaternion.toArray( backupBones, i * 7 + 3 );		}	}	_restoreBones( mesh ) {		const objects = this.objects.get( mesh );		const backupBones = objects.backupBones;		if ( backupBones === undefined ) return;		const bones = mesh.skeleton.bones;		for ( let i = 0, il = bones.length; i < il; i ++ ) {			const bone = bones[ i ];			bone.position.fromArray( backupBones, i * 7 );			bone.quaternion.fromArray( backupBones, i * 7 + 3 );		}	}	// experimental	_getMasterPhysics() {		if ( this.masterPhysics !== null ) return this.masterPhysics;		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {			const physics = this.meshes[ i ].physics;			if ( physics !== undefined && physics !== null ) {				this.masterPhysics = physics;				return this.masterPhysics;			}		}		return null;	}	_updateSharedPhysics( delta ) {		if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;		const physics = this._getMasterPhysics();		if ( physics === null ) return;		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {			const p = this.meshes[ i ].physics;			if ( p !== null && p !== undefined ) {				p.updateRigidBodies();			}		}		physics.stepSimulation( delta );		for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {			const p = this.meshes[ i ].physics;			if ( p !== null && p !== undefined ) {				p.updateBones();			}		}	}}// Keep working quaternions for less GCconst _quaternions = [];let _quaternionIndex = 0;function getQuaternion() {	if ( _quaternionIndex >= _quaternions.length ) {		_quaternions.push( new Quaternion() );	}	return _quaternions[ _quaternionIndex ++ ];}// Save rotation whose grant and IK are already applied// used by grant childrenconst _grantResultMap = new Map();function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {	const bones = mesh.skeleton.bones;	const bonesData = mesh.geometry.userData.MMD.bones;	const boneData = bonesData[ boneIndex ];	const bone = bones[ boneIndex ];	// Return if already updated by being referred as a grant parent.	if ( _grantResultMap.has( boneIndex ) ) return;	const quaternion = getQuaternion();	// Initialize grant result here to prevent infinite loop.	// If it's referred before updating with actual result later	// result without applyting IK or grant is gotten	// but better than composing of infinite loop.	_grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) );	// @TODO: Support global grant and grant position	if ( grantSolver && boneData.grant &&		! boneData.grant.isLocal && boneData.grant.affectRotation ) {		const parentIndex = boneData.grant.parentIndex;		const ratio = boneData.grant.ratio;		if ( ! _grantResultMap.has( parentIndex ) ) {			updateOne( mesh, parentIndex, ikSolver, grantSolver );		}		grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio );	}	if ( ikSolver && boneData.ik ) {		// @TODO: Updating world matrices every time solving an IK bone is		// costly. Optimize if possible.		mesh.updateMatrixWorld( true );		ikSolver.updateOne( boneData.ik );		// No confident, but it seems the grant results with ik links should be updated?		const links = boneData.ik.links;		for ( let i = 0, il = links.length; i < il; i ++ ) {			const link = links[ i ];			if ( link.enabled === false ) continue;			const linkIndex = link.index;			if ( _grantResultMap.has( linkIndex ) ) {				_grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );			}		}	}	// Update with the actual result here	quaternion.copy( bone.quaternion );}//class AudioManager {	/**	 * @param {THREE.Audio} audio	 * @param {Object} params - (optional)	 * @param {Nuumber} params.delayTime	 */	constructor( audio, params = {} ) {		this.audio = audio;		this.elapsedTime = 0.0;		this.currentTime = 0.0;		this.delayTime = params.delayTime !== undefined			? params.delayTime : 0.0;		this.audioDuration = this.audio.buffer.duration;		this.duration = this.audioDuration + this.delayTime;	}	/**	 * @param {Number} delta	 * @return {AudioManager}	 */	control( delta ) {		this.elapsed += delta;		this.currentTime += delta;		if ( this._shouldStopAudio() ) this.audio.stop();		if ( this._shouldStartAudio() ) this.audio.play();		return this;	}	// private methods	_shouldStartAudio() {		if ( this.audio.isPlaying ) return false;		while ( this.currentTime >= this.duration ) {			this.currentTime -= this.duration;		}		if ( this.currentTime < this.delayTime ) return false;		// 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration		if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;		return true;	}	_shouldStopAudio() {		return this.audio.isPlaying &&			this.currentTime >= this.duration;	}}const _q = new Quaternion();/** * Solver for Grant (Fuyo in Japanese. I just google translated because * Fuyo may be MMD specific term and may not be common word in 3D CG terms.) * Grant propagates a bone's transform to other bones transforms even if * they are not children. * @param {THREE.SkinnedMesh} mesh * @param {Array<Object>} grants */class GrantSolver {	constructor( mesh, grants = [] ) {		this.mesh = mesh;		this.grants = grants;	}	/**	 * Solve all the grant bones	 * @return {GrantSolver}	 */	update() {		const grants = this.grants;		for ( let i = 0, il = grants.length; i < il; i ++ ) {			this.updateOne( grants[ i ] );		}		return this;	}	/**	 * Solve a grant bone	 * @param {Object} grant - grant parameter	 * @return {GrantSolver}	 */	updateOne( grant ) {		const bones = this.mesh.skeleton.bones;		const bone = bones[ grant.index ];		const parentBone = bones[ grant.parentIndex ];		if ( grant.isLocal ) {			// TODO: implement			if ( grant.affectPosition ) {			}			// TODO: implement			if ( grant.affectRotation ) {			}		} else {			// TODO: implement			if ( grant.affectPosition ) {			}			if ( grant.affectRotation ) {				this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );			}		}		return this;	}	addGrantRotation( bone, q, ratio ) {		_q.set( 0, 0, 0, 1 );		_q.slerp( q, ratio );		bone.quaternion.multiply( _q );		return this;	}}export { MMDAnimationHelper };
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