| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115 | 
							- ( function () {
 
- 	/**
 
-  * 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
 
-  *  - THREE.MMDPhysics
 
-  *  - THREE.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 THREE.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 () {}; // 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 THREE.Vector3();
 
- 			const quaternion = new THREE.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 THREE.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 THREE.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 ( THREE.CCDIKSolver === undefined ) {
 
- 				throw new Error( 'THREE.MMDAnimationHelper: Import THREE.CCDIKSolver.' );
 
- 			}
 
- 			return new THREE.CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
 
- 		}
 
- 		_createMMDPhysics( mesh, params ) {
 
- 			if ( THREE.MMDPhysics === undefined ) {
 
- 				throw new Error( 'THREE.MMDPhysics: Import THREE.MMDPhysics.' );
 
- 			}
 
- 			return new THREE.MMDPhysics( mesh, mesh.geometry.userData.MMD.rigidBodies, mesh.geometry.userData.MMD.constraints, params );
 
- 		}
 
- 		/*
 
-    * Detects the longest duration and then sets it to them to sync.
 
-    * TODO: Not to access private properties ( ._actions and ._clip )
 
-    */
 
- 		_syncDuration() {
 
- 			let max = 0.0;
 
- 			const objects = this.objects;
 
- 			const meshes = this.meshes;
 
- 			const camera = this.camera;
 
- 			const audioManager = this.audioManager; // get the longest duration
 
- 			for ( let i = 0, il = meshes.length; i < il; i ++ ) {
 
- 				const mixer = this.objects.get( meshes[ i ] ).mixer;
 
- 				if ( mixer === undefined ) continue;
 
- 				for ( let j = 0; j < mixer._actions.length; j ++ ) {
 
- 					const clip = mixer._actions[ j ]._clip;
 
- 					if ( ! objects.has( clip ) ) {
 
- 						objects.set( clip, {
 
- 							duration: clip.duration
 
- 						} );
 
- 					}
 
- 					max = Math.max( max, objects.get( clip ).duration );
 
- 				}
 
- 			}
 
- 			if ( camera !== null ) {
 
- 				const mixer = this.objects.get( camera ).mixer;
 
- 				if ( mixer !== undefined ) {
 
- 					for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
 
- 						const clip = mixer._actions[ i ]._clip;
 
- 						if ( ! objects.has( clip ) ) {
 
- 							objects.set( clip, {
 
- 								duration: clip.duration
 
- 							} );
 
- 						}
 
- 						max = Math.max( max, objects.get( clip ).duration );
 
- 					}
 
- 				}
 
- 			}
 
- 			if ( audioManager !== null ) {
 
- 				max = Math.max( max, objects.get( audioManager ).duration );
 
- 			}
 
- 			max += this.configuration.afterglow; // update the duration
 
- 			for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
 
- 				const mixer = this.objects.get( this.meshes[ i ] ).mixer;
 
- 				if ( mixer === undefined ) continue;
 
- 				for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
 
- 					mixer._actions[ j ]._clip.duration = max;
 
- 				}
 
- 			}
 
- 			if ( camera !== null ) {
 
- 				const mixer = this.objects.get( camera ).mixer;
 
- 				if ( mixer !== undefined ) {
 
- 					for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
 
- 						mixer._actions[ i ]._clip.duration = max;
 
- 					}
 
- 				}
 
- 			}
 
- 			if ( audioManager !== null ) {
 
- 				audioManager.duration = max;
 
- 			}
 
- 		} // workaround
 
- 		_updatePropertyMixersBuffer( mesh ) {
 
- 			const mixer = this.objects.get( mesh ).mixer;
 
- 			const propertyMixers = mixer._bindings;
 
- 			const accuIndex = mixer._accuIndex;
 
- 			for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) {
 
- 				const propertyMixer = propertyMixers[ i ];
 
- 				const buffer = propertyMixer.buffer;
 
- 				const stride = propertyMixer.valueSize;
 
- 				const offset = ( accuIndex + 1 ) * stride;
 
- 				propertyMixer.binding.getValue( buffer, offset );
 
- 			}
 
- 		}
 
- 		/*
 
-    * Avoiding these two issues by restore/save bones before/after mixer animation.
 
-    *
 
-    * 1. PropertyMixer used by THREE.AnimationMixer holds cache value in .buffer.
 
-    *    Calculating IK, Grant, and Physics after mixer animation can break
 
-    *    the cache coherency.
 
-    *
 
-    * 2. Applying Grant two or more times without reset the posing breaks model.
 
-    */
 
- 		_saveBones( mesh ) {
 
- 			const objects = this.objects.get( mesh );
 
- 			const bones = mesh.skeleton.bones;
 
- 			let backupBones = objects.backupBones;
 
- 			if ( backupBones === undefined ) {
 
- 				backupBones = new Float32Array( bones.length * 7 );
 
- 				objects.backupBones = backupBones;
 
- 			}
 
- 			for ( let i = 0, il = bones.length; i < il; i ++ ) {
 
- 				const bone = bones[ i ];
 
- 				bone.position.toArray( backupBones, i * 7 );
 
- 				bone.quaternion.toArray( backupBones, i * 7 + 3 );
 
- 			}
 
- 		}
 
- 		_restoreBones( mesh ) {
 
- 			const objects = this.objects.get( mesh );
 
- 			const backupBones = objects.backupBones;
 
- 			if ( backupBones === undefined ) return;
 
- 			const bones = mesh.skeleton.bones;
 
- 			for ( let i = 0, il = bones.length; i < il; i ++ ) {
 
- 				const bone = bones[ i ];
 
- 				bone.position.fromArray( backupBones, i * 7 );
 
- 				bone.quaternion.fromArray( backupBones, i * 7 + 3 );
 
- 			}
 
- 		} // experimental
 
- 		_getMasterPhysics() {
 
- 			if ( this.masterPhysics !== null ) return this.masterPhysics;
 
- 			for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
 
- 				const physics = this.meshes[ i ].physics;
 
- 				if ( physics !== undefined && physics !== null ) {
 
- 					this.masterPhysics = physics;
 
- 					return this.masterPhysics;
 
- 				}
 
- 			}
 
- 			return null;
 
- 		}
 
- 		_updateSharedPhysics( delta ) {
 
- 			if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
 
- 			const physics = this._getMasterPhysics();
 
- 			if ( physics === null ) return;
 
- 			for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
 
- 				const p = this.meshes[ i ].physics;
 
- 				if ( p !== null && p !== undefined ) {
 
- 					p.updateRigidBodies();
 
- 				}
 
- 			}
 
- 			physics.stepSimulation( delta );
 
- 			for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
 
- 				const p = this.meshes[ i ].physics;
 
- 				if ( p !== null && p !== undefined ) {
 
- 					p.updateBones();
 
- 				}
 
- 			}
 
- 		}
 
- 	} // Keep working quaternions for less GC
 
- 	const _quaternions = [];
 
- 	let _quaternionIndex = 0;
 
- 	function getQuaternion() {
 
- 		if ( _quaternionIndex >= _quaternions.length ) {
 
- 			_quaternions.push( new THREE.Quaternion() );
 
- 		}
 
- 		return _quaternions[ _quaternionIndex ++ ];
 
- 	} // Save rotation whose grant and IK are already applied
 
- 	// used by grant children
 
- 	const _grantResultMap = new Map();
 
- 	function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {
 
- 		const bones = mesh.skeleton.bones;
 
- 		const bonesData = mesh.geometry.userData.MMD.bones;
 
- 		const boneData = bonesData[ boneIndex ];
 
- 		const bone = bones[ boneIndex ]; // Return if already updated by being referred as a grant parent.
 
- 		if ( _grantResultMap.has( boneIndex ) ) return;
 
- 		const quaternion = getQuaternion(); // Initialize grant result here to prevent infinite loop.
 
- 		// If it's referred before updating with actual result later
 
- 		// result without applyting IK or grant is gotten
 
- 		// but better than composing of infinite loop.
 
- 		_grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) ); // @TODO: Support global grant and grant position
 
- 		if ( grantSolver && boneData.grant && ! boneData.grant.isLocal && boneData.grant.affectRotation ) {
 
- 			const parentIndex = boneData.grant.parentIndex;
 
- 			const ratio = boneData.grant.ratio;
 
- 			if ( ! _grantResultMap.has( parentIndex ) ) {
 
- 				updateOne( mesh, parentIndex, ikSolver, grantSolver );
 
- 			}
 
- 			grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio );
 
- 		}
 
- 		if ( ikSolver && boneData.ik ) {
 
- 			// @TODO: Updating world matrices every time solving an IK bone is
 
- 			// costly. Optimize if possible.
 
- 			mesh.updateMatrixWorld( true );
 
- 			ikSolver.updateOne( boneData.ik ); // No confident, but it seems the grant results with ik links should be updated?
 
- 			const links = boneData.ik.links;
 
- 			for ( let i = 0, il = links.length; i < il; i ++ ) {
 
- 				const link = links[ i ];
 
- 				if ( link.enabled === false ) continue;
 
- 				const linkIndex = link.index;
 
- 				if ( _grantResultMap.has( linkIndex ) ) {
 
- 					_grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );
 
- 				}
 
- 			}
 
- 		} // Update with the actual result here
 
- 		quaternion.copy( bone.quaternion );
 
- 	} //
 
- 	class AudioManager {
 
- 		/**
 
-    * @param {THREE.Audio} audio
 
-    * @param {Object} params - (optional)
 
-    * @param {Nuumber} params.delayTime
 
-    */
 
- 		constructor( audio, params = {} ) {
 
- 			this.audio = audio;
 
- 			this.elapsedTime = 0.0;
 
- 			this.currentTime = 0.0;
 
- 			this.delayTime = params.delayTime !== undefined ? params.delayTime : 0.0;
 
- 			this.audioDuration = this.audio.buffer.duration;
 
- 			this.duration = this.audioDuration + this.delayTime;
 
- 		}
 
- 		/**
 
-    * @param {Number} delta
 
-    * @return {AudioManager}
 
-    */
 
- 		control( delta ) {
 
- 			this.elapsed += delta;
 
- 			this.currentTime += delta;
 
- 			if ( this._shouldStopAudio() ) this.audio.stop();
 
- 			if ( this._shouldStartAudio() ) this.audio.play();
 
- 			return this;
 
- 		} // private methods
 
- 		_shouldStartAudio() {
 
- 			if ( this.audio.isPlaying ) return false;
 
- 			while ( this.currentTime >= this.duration ) {
 
- 				this.currentTime -= this.duration;
 
- 			}
 
- 			if ( this.currentTime < this.delayTime ) return false; // 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
 
- 			if ( this.currentTime - this.delayTime > this.audioDuration ) return false;
 
- 			return true;
 
- 		}
 
- 		_shouldStopAudio() {
 
- 			return this.audio.isPlaying && this.currentTime >= this.duration;
 
- 		}
 
- 	}
 
- 	const _q = new THREE.Quaternion();
 
- 	/**
 
-  * Solver for Grant (Fuyo in Japanese. I just google translated because
 
-  * Fuyo may be MMD specific term and may not be common word in 3D CG terms.)
 
-  * Grant propagates a bone's transform to other bones transforms even if
 
-  * they are not children.
 
-  * @param {THREE.SkinnedMesh} mesh
 
-  * @param {Array<Object>} grants
 
-  */
 
- 	class GrantSolver {
 
- 		constructor( mesh, grants = [] ) {
 
- 			this.mesh = mesh;
 
- 			this.grants = grants;
 
- 		}
 
- 		/**
 
-    * Solve all the grant bones
 
-    * @return {GrantSolver}
 
-    */
 
- 		update() {
 
- 			const grants = this.grants;
 
- 			for ( let i = 0, il = grants.length; i < il; i ++ ) {
 
- 				this.updateOne( grants[ i ] );
 
- 			}
 
- 			return this;
 
- 		}
 
- 		/**
 
-    * Solve a grant bone
 
-    * @param {Object} grant - grant parameter
 
-    * @return {GrantSolver}
 
-    */
 
- 		updateOne( grant ) {
 
- 			const bones = this.mesh.skeleton.bones;
 
- 			const bone = bones[ grant.index ];
 
- 			const parentBone = bones[ grant.parentIndex ];
 
- 			if ( grant.isLocal ) {
 
- 				// TODO: implement
 
- 				if ( grant.affectPosition ) {} // TODO: implement
 
- 				if ( grant.affectRotation ) {}
 
- 			} else {
 
- 				// TODO: implement
 
- 				if ( grant.affectPosition ) {}
 
- 				if ( grant.affectRotation ) {
 
- 					this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );
 
- 				}
 
- 			}
 
- 			return this;
 
- 		}
 
- 		addGrantRotation( bone, q, ratio ) {
 
- 			_q.set( 0, 0, 0, 1 );
 
- 			_q.slerp( q, ratio );
 
- 			bone.quaternion.multiply( _q );
 
- 			return this;
 
- 		}
 
- 	}
 
- 	THREE.MMDAnimationHelper = MMDAnimationHelper;
 
- } )();
 
 
  |