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| ( function () {	/** * Dependencies *  - mmd-parser https://github.com/takahirox/mmd-parser *  - THREE.TGALoader *  - OutlineEffect * * MMDLoader creates Three.js Objects from MMD resources as * PMD, PMX, VMD, and VPD files. * * PMD/PMX is a model data format, VMD is a motion data format * VPD is a posing data format used in MMD(Miku Miku Dance). * * MMD official site *  - https://sites.google.com/view/evpvp/ * * PMD, VMD format (in Japanese) *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4 * * PMX format *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f * * TODO *  - light motion in vmd support. *  - SDEF support. *  - uv/material/bone morphing support. *  - more precise grant skinning support. *  - shadow support. */	/** * @param {THREE.LoadingManager} manager */	class MMDLoader extends THREE.Loader {		constructor( manager ) {			super( manager );			this.loader = new THREE.FileLoader( this.manager );			this.parser = null; // lazy generation			this.meshBuilder = new MeshBuilder( this.manager );			this.animationBuilder = new AnimationBuilder();		}		/**   * @param {string} animationPath   * @return {MMDLoader}   */		setAnimationPath( animationPath ) {			this.animationPath = animationPath;			return this;		} // Load MMD assets as Three.js Object		/**   * Loads Model file (.pmd or .pmx) as a THREE.SkinnedMesh.   *   * @param {string} url - url to Model(.pmd or .pmx) file   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		load( url, onLoad, onProgress, onError ) {			const builder = this.meshBuilder.setCrossOrigin( this.crossOrigin ); // resource path			let resourcePath;			if ( this.resourcePath !== '' ) {				resourcePath = this.resourcePath;			} else if ( this.path !== '' ) {				resourcePath = this.path;			} else {				resourcePath = THREE.LoaderUtils.extractUrlBase( url );			}			const modelExtension = this._extractExtension( url ).toLowerCase(); // Should I detect by seeing header?			if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {				if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );				return;			}			this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {				onLoad( builder.build( data, resourcePath, onProgress, onError ) );			}, onProgress, onError );		}		/**   * Loads Motion file(s) (.vmd) as a THREE.AnimationClip.   * If two or more files are specified, they'll be merged.   *   * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)   * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		loadAnimation( url, object, onLoad, onProgress, onError ) {			const builder = this.animationBuilder;			this.loadVMD( url, function ( vmd ) {				onLoad( object.isCamera ? builder.buildCameraAnimation( vmd ) : builder.build( vmd, object ) );			}, onProgress, onError );		}		/**   * Loads mode file and motion file(s) as an object containing   * a THREE.SkinnedMesh and a THREE.AnimationClip.   * Tracks of THREE.AnimationClip are fitting to the model.   *   * @param {string} modelUrl - url to Model(.pmd or .pmx) file   * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		loadWithAnimation( modelUrl, vmdUrl, onLoad, onProgress, onError ) {			const scope = this;			this.load( modelUrl, function ( mesh ) {				scope.loadAnimation( vmdUrl, mesh, function ( animation ) {					onLoad( {						mesh: mesh,						animation: animation					} );				}, onProgress, onError );			}, onProgress, onError );		} // Load MMD assets as Object data parsed by MMDParser		/**   * Loads .pmd file as an Object.   *   * @param {string} url - url to .pmd file   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		loadPMD( url, onLoad, onProgress, onError ) {			const parser = this._getParser();			this.loader.setMimeType( undefined ).setPath( this.path ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( buffer ) {				onLoad( parser.parsePmd( buffer, true ) );			}, onProgress, onError );		}		/**   * Loads .pmx file as an Object.   *   * @param {string} url - url to .pmx file   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		loadPMX( url, onLoad, onProgress, onError ) {			const parser = this._getParser();			this.loader.setMimeType( undefined ).setPath( this.path ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( buffer ) {				onLoad( parser.parsePmx( buffer, true ) );			}, onProgress, onError );		}		/**   * Loads .vmd file as an Object. If two or more files are specified   * they'll be merged.   *   * @param {string|Array<string>} url - url(s) to .vmd file(s)   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		loadVMD( url, onLoad, onProgress, onError ) {			const urls = Array.isArray( url ) ? url : [ url ];			const vmds = [];			const vmdNum = urls.length;			const parser = this._getParser();			this.loader.setMimeType( undefined ).setPath( this.animationPath ).setResponseType( 'arraybuffer' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials );			for ( let i = 0, il = urls.length; i < il; i ++ ) {				this.loader.load( urls[ i ], function ( buffer ) {					vmds.push( parser.parseVmd( buffer, true ) );					if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );				}, onProgress, onError );			}		}		/**   * Loads .vpd file as an Object.   *   * @param {string} url - url to .vpd file   * @param {boolean} isUnicode   * @param {function} onLoad   * @param {function} onProgress   * @param {function} onError   */		loadVPD( url, isUnicode, onLoad, onProgress, onError ) {			const parser = this._getParser();			this.loader.setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' ).setPath( this.animationPath ).setResponseType( 'text' ).setRequestHeader( this.requestHeader ).setWithCredentials( this.withCredentials ).load( url, function ( text ) {				onLoad( parser.parseVpd( text, true ) );			}, onProgress, onError );		} // private methods		_extractExtension( url ) {			const index = url.lastIndexOf( '.' );			return index < 0 ? '' : url.slice( index + 1 );		}		_getParser() {			if ( this.parser === null ) {				if ( typeof MMDParser === 'undefined' ) {					throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );				}				this.parser = new MMDParser.Parser(); // eslint-disable-line no-undef			}			return this.parser;		}	} // Utilities	/*	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.	 * We don't need to request external toon image files.	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js	 */	const DEFAULT_TOON_TEXTURES = [ 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAACMElEQVRYR+2Xv4pTQRTGf2dubhLdICiii2KnYKHVolhauKWPoGAnNr6BD6CvIVaihYuI2i1ia0BY0MZGRHQXjZj/mSPnnskfNWiWZUlzJ5k7M2cm833nO5Mziej2DWWJRUoCpQKlAntSQCqgw39/iUWAGmh37jrRnVsKlgpiqmkoGVABA7E57fvY+pJDdgKqF6HzFCSADkDq+F6AHABtQ+UMVE5D7zXod7fFNhTEckTbj5XQgHzNN+5tQvc5NG7C6BNkp6D3EmpXHDR+dQAjFLchW3VS9rlw3JBh+B7ys5Cf9z0GW1C/7P32AyBAOAz1q4jGliIH3YPuBnSfQX4OGreTIgEYQb/pBDtPnEQ4CivXYPAWBk13oHrB54yA9QuSn2H4AcKRpEILDt0BUzj+RLR1V5EqjD66NPRBVpLcQwjHoHYJOhsQv6U4mnzmrIXJCFr4LDwm/xBUoboG9XX4cc9VKdYoSA2yk5NQLJaKDUjTBoveG3Z2TElTxwjNK4M3LEZgUdDdruvcXzKBpStgp2NPiWi3ks9ZXxIoFVi+AvHLdc9TqtjL3/aYjpPlrzOcEnK62Szhimdd7xX232zFDTgtxezOu3WNMRLjiKgjtOhHVMd1loynVHvOgjuIIJMaELEqhJAV/RCSLbWTcfPFakFgFlALTRRvx+ok6Hlp/Q+v3fmx90bMyUzaEAhmM3KvHlXTL5DxnbGf/1M8RNNACLL5MNtPxP/mypJAqcDSFfgFhpYqWUzhTEAAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=' ];	const NON_ALPHA_CHANNEL_FORMATS = [ THREE.RGB_S3TC_DXT1_Format, THREE.RGB_PVRTC_4BPPV1_Format, THREE.RGB_PVRTC_2BPPV1_Format, THREE.RGB_ETC1_Format, THREE.RGB_ETC2_Format ]; // Builders. They build Three.js object from Object data parsed by MMDParser.	/** * @param {THREE.LoadingManager} manager */	class MeshBuilder {		constructor( manager ) {			this.crossOrigin = 'anonymous';			this.geometryBuilder = new GeometryBuilder();			this.materialBuilder = new MaterialBuilder( manager );		}		/**   * @param {string} crossOrigin   * @return {MeshBuilder}   */		setCrossOrigin( crossOrigin ) {			this.crossOrigin = crossOrigin;			return this;		}		/**   * @param {Object} data - parsed PMD/PMX data   * @param {string} resourcePath   * @param {function} onProgress   * @param {function} onError   * @return {SkinnedMesh}   */		build( data, resourcePath, onProgress, onError ) {			const geometry = this.geometryBuilder.build( data );			const material = this.materialBuilder.setCrossOrigin( this.crossOrigin ).setResourcePath( resourcePath ).build( data, geometry, onProgress, onError );			const mesh = new THREE.SkinnedMesh( geometry, material );			const skeleton = new THREE.Skeleton( initBones( mesh ) );			mesh.bind( skeleton ); // console.log( mesh ); // for console debug			return mesh;		}	} // TODO: Try to remove this function	function initBones( mesh ) {		const geometry = mesh.geometry;		const bones = [];		if ( geometry && geometry.bones !== undefined ) {			// first, create array of 'Bone' objects from geometry data			for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {				const gbone = geometry.bones[ i ]; // create new 'Bone' object				const bone = new THREE.Bone();				bones.push( bone ); // apply values				bone.name = gbone.name;				bone.position.fromArray( gbone.pos );				bone.quaternion.fromArray( gbone.rotq );				if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );			} // second, create bone hierarchy			for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {				const gbone = geometry.bones[ i ];				if ( gbone.parent !== - 1 && gbone.parent !== null && bones[ gbone.parent ] !== undefined ) {					// subsequent bones in the hierarchy					bones[ gbone.parent ].add( bones[ i ] );				} else {					// topmost bone, immediate child of the skinned mesh					mesh.add( bones[ i ] );				}			}		} // now the bones are part of the scene graph and children of the skinned mesh.		// let's update the corresponding matrices		mesh.updateMatrixWorld( true );		return bones;	} //	class GeometryBuilder {		/**   * @param {Object} data - parsed PMD/PMX data   * @return {BufferGeometry}   */		build( data ) {			// for geometry			const positions = [];			const uvs = [];			const normals = [];			const indices = [];			const groups = [];			const bones = [];			const skinIndices = [];			const skinWeights = [];			const morphTargets = [];			const morphPositions = [];			const iks = [];			const grants = [];			const rigidBodies = [];			const constraints = []; // for work			let offset = 0;			const boneTypeTable = {}; // positions, normals, uvs, skinIndices, skinWeights			for ( let i = 0; i < data.metadata.vertexCount; i ++ ) {				const v = data.vertices[ i ];				for ( let j = 0, jl = v.position.length; j < jl; j ++ ) {					positions.push( v.position[ j ] );				}				for ( let j = 0, jl = v.normal.length; j < jl; j ++ ) {					normals.push( v.normal[ j ] );				}				for ( let j = 0, jl = v.uv.length; j < jl; j ++ ) {					uvs.push( v.uv[ j ] );				}				for ( let j = 0; j < 4; j ++ ) {					skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );				}				for ( let j = 0; j < 4; j ++ ) {					skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );				}			} // indices			for ( let i = 0; i < data.metadata.faceCount; i ++ ) {				const face = data.faces[ i ];				for ( let j = 0, jl = face.indices.length; j < jl; j ++ ) {					indices.push( face.indices[ j ] );				}			} // groups			for ( let i = 0; i < data.metadata.materialCount; i ++ ) {				const material = data.materials[ i ];				groups.push( {					offset: offset * 3,					count: material.faceCount * 3				} );				offset += material.faceCount;			} // bones			for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {				const body = data.rigidBodies[ i ];				let value = boneTypeTable[ body.boneIndex ]; // keeps greater number if already value is set without any special reasons				value = value === undefined ? body.type : Math.max( body.type, value );				boneTypeTable[ body.boneIndex ] = value;			}			for ( let i = 0; i < data.metadata.boneCount; i ++ ) {				const boneData = data.bones[ i ];				const bone = {					index: i,					transformationClass: boneData.transformationClass,					parent: boneData.parentIndex,					name: boneData.name,					pos: boneData.position.slice( 0, 3 ),					rotq: [ 0, 0, 0, 1 ],					scl: [ 1, 1, 1 ],					rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1				};				if ( bone.parent !== - 1 ) {					bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];					bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];					bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];				}				bones.push( bone );			} // iks			// TODO: remove duplicated codes between PMD and PMX			if ( data.metadata.format === 'pmd' ) {				for ( let i = 0; i < data.metadata.ikCount; i ++ ) {					const ik = data.iks[ i ];					const param = {						target: ik.target,						effector: ik.effector,						iteration: ik.iteration,						maxAngle: ik.maxAngle * 4,						links: []					};					for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {						const link = {};						link.index = ik.links[ j ].index;						link.enabled = true;						if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {							link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );						}						param.links.push( link );					}					iks.push( param );				}			} else {				for ( let i = 0; i < data.metadata.boneCount; i ++ ) {					const ik = data.bones[ i ].ik;					if ( ik === undefined ) continue;					const param = {						target: i,						effector: ik.effector,						iteration: ik.iteration,						maxAngle: ik.maxAngle,						links: []					};					for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {						const link = {};						link.index = ik.links[ j ].index;						link.enabled = true;						if ( ik.links[ j ].angleLimitation === 1 ) {							// Revert if rotationMin/Max doesn't work well							// link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );							const rotationMin = ik.links[ j ].lowerLimitationAngle;							const rotationMax = ik.links[ j ].upperLimitationAngle; // Convert Left to Right coordinate by myself because							// MMDParser doesn't convert. It's a MMDParser's bug							const tmp1 = - rotationMax[ 0 ];							const tmp2 = - rotationMax[ 1 ];							rotationMax[ 0 ] = - rotationMin[ 0 ];							rotationMax[ 1 ] = - rotationMin[ 1 ];							rotationMin[ 0 ] = tmp1;							rotationMin[ 1 ] = tmp2;							link.rotationMin = new THREE.Vector3().fromArray( rotationMin );							link.rotationMax = new THREE.Vector3().fromArray( rotationMax );						}						param.links.push( link );					}					iks.push( param ); // Save the reference even from bone data for efficiently					// simulating PMX animation system					bones[ i ].ik = param;				}			} // grants			if ( data.metadata.format === 'pmx' ) {				// bone index -> grant entry map				const grantEntryMap = {};				for ( let i = 0; i < data.metadata.boneCount; i ++ ) {					const boneData = data.bones[ i ];					const grant = boneData.grant;					if ( grant === undefined ) continue;					const param = {						index: i,						parentIndex: grant.parentIndex,						ratio: grant.ratio,						isLocal: grant.isLocal,						affectRotation: grant.affectRotation,						affectPosition: grant.affectPosition,						transformationClass: boneData.transformationClass					};					grantEntryMap[ i ] = {						parent: null,						children: [],						param: param,						visited: false					};				}				const rootEntry = {					parent: null,					children: [],					param: null,					visited: false				}; // Build a tree representing grant hierarchy				for ( const boneIndex in grantEntryMap ) {					const grantEntry = grantEntryMap[ boneIndex ];					const parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry;					grantEntry.parent = parentGrantEntry;					parentGrantEntry.children.push( grantEntry );				} // Sort grant parameters from parents to children because				// grant uses parent's transform that parent's grant is already applied				// so grant should be applied in order from parents to children				function traverse( entry ) {					if ( entry.param ) {						grants.push( entry.param ); // Save the reference even from bone data for efficiently						// simulating PMX animation system						bones[ entry.param.index ].grant = entry.param;					}					entry.visited = true;					for ( let i = 0, il = entry.children.length; i < il; i ++ ) {						const child = entry.children[ i ]; // Cut off a loop if exists. (Is a grant loop invalid?)						if ( ! child.visited ) traverse( child );					}				}				traverse( rootEntry );			} // morph			function updateAttributes( attribute, morph, ratio ) {				for ( let i = 0; i < morph.elementCount; i ++ ) {					const element = morph.elements[ i ];					let index;					if ( data.metadata.format === 'pmd' ) {						index = data.morphs[ 0 ].elements[ element.index ].index;					} else {						index = element.index;					}					attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;					attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;					attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;				}			}			for ( let i = 0; i < data.metadata.morphCount; i ++ ) {				const morph = data.morphs[ i ];				const params = {					name: morph.name				};				const attribute = new THREE.Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );				attribute.name = morph.name;				for ( let j = 0; j < data.metadata.vertexCount * 3; j ++ ) {					attribute.array[ j ] = positions[ j ];				}				if ( data.metadata.format === 'pmd' ) {					if ( i !== 0 ) {						updateAttributes( attribute, morph, 1.0 );					}				} else {					if ( morph.type === 0 ) {						// group						for ( let j = 0; j < morph.elementCount; j ++ ) {							const morph2 = data.morphs[ morph.elements[ j ].index ];							const ratio = morph.elements[ j ].ratio;							if ( morph2.type === 1 ) {								updateAttributes( attribute, morph2, ratio );							} else { // TODO: implement							}						}					} else if ( morph.type === 1 ) {						// vertex						updateAttributes( attribute, morph, 1.0 );					} else if ( morph.type === 2 ) { // bone						// TODO: implement					} else if ( morph.type === 3 ) { // uv						// TODO: implement					} else if ( morph.type === 4 ) { // additional uv1						// TODO: implement					} else if ( morph.type === 5 ) { // additional uv2						// TODO: implement					} else if ( morph.type === 6 ) { // additional uv3						// TODO: implement					} else if ( morph.type === 7 ) { // additional uv4						// TODO: implement					} else if ( morph.type === 8 ) { // material						// TODO: implement					}				}				morphTargets.push( params );				morphPositions.push( attribute );			} // rigid bodies from rigidBodies field.			for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {				const rigidBody = data.rigidBodies[ i ];				const params = {};				for ( const key in rigidBody ) {					params[ key ] = rigidBody[ key ];				}				/*      	 * RigidBody position parameter in PMX seems global position      	 * while the one in PMD seems offset from corresponding bone.      	 * So unify being offset.      	 */				if ( data.metadata.format === 'pmx' ) {					if ( params.boneIndex !== - 1 ) {						const bone = data.bones[ params.boneIndex ];						params.position[ 0 ] -= bone.position[ 0 ];						params.position[ 1 ] -= bone.position[ 1 ];						params.position[ 2 ] -= bone.position[ 2 ];					}				}				rigidBodies.push( params );			} // constraints from constraints field.			for ( let i = 0; i < data.metadata.constraintCount; i ++ ) {				const constraint = data.constraints[ i ];				const params = {};				for ( const key in constraint ) {					params[ key ] = constraint[ key ];				}				const bodyA = rigidBodies[ params.rigidBodyIndex1 ];				const bodyB = rigidBodies[ params.rigidBodyIndex2 ]; // Refer to http://www20.atpages.jp/katwat/wp/?p=4135				if ( bodyA.type !== 0 && bodyB.type === 2 ) {					if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 && data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {						bodyB.type = 1;					}				}				constraints.push( params );			} // build THREE.BufferGeometry.			const geometry = new THREE.BufferGeometry();			geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );			geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );			geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );			geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );			geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );			geometry.setIndex( indices );			for ( let i = 0, il = groups.length; i < il; i ++ ) {				geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );			}			geometry.bones = bones;			geometry.morphTargets = morphTargets;			geometry.morphAttributes.position = morphPositions;			geometry.morphTargetsRelative = false;			geometry.userData.MMD = {				bones: bones,				iks: iks,				grants: grants,				rigidBodies: rigidBodies,				constraints: constraints,				format: data.metadata.format			};			geometry.computeBoundingSphere();			return geometry;		}	} //	/** * @param {THREE.LoadingManager} manager */	class MaterialBuilder {		constructor( manager ) {			this.manager = manager;			this.textureLoader = new THREE.TextureLoader( this.manager );			this.tgaLoader = null; // lazy generation			this.crossOrigin = 'anonymous';			this.resourcePath = undefined;		}		/**   * @param {string} crossOrigin   * @return {MaterialBuilder}   */		setCrossOrigin( crossOrigin ) {			this.crossOrigin = crossOrigin;			return this;		}		/**   * @param {string} resourcePath   * @return {MaterialBuilder}   */		setResourcePath( resourcePath ) {			this.resourcePath = resourcePath;			return this;		}		/**   * @param {Object} data - parsed PMD/PMX data   * @param {BufferGeometry} geometry - some properties are dependend on geometry   * @param {function} onProgress   * @param {function} onError   * @return {Array<MMDToonMaterial>}   */		build( data, geometry			/*, onProgress, onError */		) {			const materials = [];			const textures = {};			this.textureLoader.setCrossOrigin( this.crossOrigin ); // materials			for ( let i = 0; i < data.metadata.materialCount; i ++ ) {				const material = data.materials[ i ];				const params = {					userData: {						MMD: {}					}				};				if ( material.name !== undefined ) params.name = material.name;				/*      	 * THREE.Color      	 *      	 * MMD         MMDToonMaterial      	 * ambient  -  emissive * a      	 *               (a = 1.0 without map texture or 0.2 with map texture)      	 *      	 * MMDToonMaterial doesn't have ambient. Set it to emissive instead.      	 * It'll be too bright if material has map texture so using coef 0.2.      	 */				params.diffuse = new THREE.Color().fromArray( material.diffuse );				params.opacity = material.diffuse[ 3 ];				params.specular = new THREE.Color().fromArray( material.specular );				params.shininess = material.shininess;				params.emissive = new THREE.Color().fromArray( material.ambient );				params.transparent = params.opacity !== 1.0; //				params.fog = true; // blend				params.blending = THREE.CustomBlending;				params.blendSrc = THREE.SrcAlphaFactor;				params.blendDst = THREE.OneMinusSrcAlphaFactor;				params.blendSrcAlpha = THREE.SrcAlphaFactor;				params.blendDstAlpha = THREE.DstAlphaFactor; // side				if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {					params.side = THREE.DoubleSide;				} else {					params.side = params.opacity === 1.0 ? THREE.FrontSide : THREE.DoubleSide;				}				if ( data.metadata.format === 'pmd' ) {					// map, envMap					if ( material.fileName ) {						const fileName = material.fileName;						const fileNames = fileName.split( '*' ); // fileNames[ 0 ]: mapFileName						// fileNames[ 1 ]: envMapFileName( optional )						params.map = this._loadTexture( fileNames[ 0 ], textures );						if ( fileNames.length > 1 ) {							const extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();							params.envMap = this._loadTexture( fileNames[ 1 ], textures );							params.combine = extension === '.sph' ? THREE.MultiplyOperation : THREE.AddOperation;						}					} // gradientMap					const toonFileName = material.toonIndex === - 1 ? 'toon00.bmp' : data.toonTextures[ material.toonIndex ].fileName;					params.gradientMap = this._loadTexture( toonFileName, textures, {						isToonTexture: true,						isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )					} ); // parameters for OutlineEffect					params.userData.outlineParameters = {						thickness: material.edgeFlag === 1 ? 0.003 : 0.0,						color: [ 0, 0, 0 ],						alpha: 1.0,						visible: material.edgeFlag === 1					};				} else {					// map					if ( material.textureIndex !== - 1 ) {						params.map = this._loadTexture( data.textures[ material.textureIndex ], textures ); // Since PMX spec don't have standard to list map files except color map and env map,						// we need to save file name for further mapping, like matching normal map file names after model loaded.						// ref: https://gist.github.com/felixjones/f8a06bd48f9da9a4539f#texture						params.userData.MMD.mapFileName = data.textures[ material.textureIndex ];					} // envMap TODO: support m.envFlag === 3					if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {						params.matcap = this._loadTexture( data.textures[ material.envTextureIndex ], textures ); // Same as color map above, keep file name in userData for further usage.						params.userData.MMD.matcapFileName = data.textures[ material.envTextureIndex ];						params.matcapCombine = material.envFlag === 1 ? THREE.MultiplyOperation : THREE.AddOperation;					} // gradientMap					let toonFileName, isDefaultToon;					if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {						toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';						isDefaultToon = true;					} else {						toonFileName = data.textures[ material.toonIndex ];						isDefaultToon = false;					}					params.gradientMap = this._loadTexture( toonFileName, textures, {						isToonTexture: true,						isDefaultToonTexture: isDefaultToon					} ); // parameters for OutlineEffect					params.userData.outlineParameters = {						thickness: material.edgeSize / 300,						// TODO: better calculation?						color: material.edgeColor.slice( 0, 3 ),						alpha: material.edgeColor[ 3 ],						visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0					};				}				if ( params.map !== undefined ) {					if ( ! params.transparent ) {						this._checkImageTransparency( params.map, geometry, i );					}					params.emissive.multiplyScalar( 0.2 );				}				materials.push( new MMDToonMaterial( params ) );			}			if ( data.metadata.format === 'pmx' ) {				// set transparent true if alpha morph is defined.				function checkAlphaMorph( elements, materials ) {					for ( let i = 0, il = elements.length; i < il; i ++ ) {						const element = elements[ i ];						if ( element.index === - 1 ) continue;						const material = materials[ element.index ];						if ( material.opacity !== element.diffuse[ 3 ] ) {							material.transparent = true;						}					}				}				for ( let i = 0, il = data.morphs.length; i < il; i ++ ) {					const morph = data.morphs[ i ];					const elements = morph.elements;					if ( morph.type === 0 ) {						for ( let j = 0, jl = elements.length; j < jl; j ++ ) {							const morph2 = data.morphs[ elements[ j ].index ];							if ( morph2.type !== 8 ) continue;							checkAlphaMorph( morph2.elements, materials );						}					} else if ( morph.type === 8 ) {						checkAlphaMorph( elements, materials );					}				}			}			return materials;		} // private methods		_getTGALoader() {			if ( this.tgaLoader === null ) {				if ( THREE.TGALoader === undefined ) {					throw new Error( 'THREE.MMDLoader: Import THREE.TGALoader' );				}				this.tgaLoader = new THREE.TGALoader( this.manager );			}			return this.tgaLoader;		}		_isDefaultToonTexture( name ) {			if ( name.length !== 10 ) return false;			return /toon(10|0[0-9])\.bmp/.test( name );		}		_loadTexture( filePath, textures, params, onProgress, onError ) {			params = params || {};			const scope = this;			let fullPath;			if ( params.isDefaultToonTexture === true ) {				let index;				try {					index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );				} catch ( e ) {					console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a ' + 'not right default texture path. Using toon00.bmp instead.' );					index = 0;				}				fullPath = DEFAULT_TOON_TEXTURES[ index ];			} else {				fullPath = this.resourcePath + filePath;			}			if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];			let loader = this.manager.getHandler( fullPath );			if ( loader === null ) {				loader = filePath.slice( - 4 ).toLowerCase() === '.tga' ? this._getTGALoader() : this.textureLoader;			}			const texture = loader.load( fullPath, function ( t ) {				// MMD toon texture is Axis-Y oriented				// but Three.js gradient map is Axis-X oriented.				// So here replaces the toon texture image with the rotated one.				if ( params.isToonTexture === true ) {					t.image = scope._getRotatedImage( t.image );					t.magFilter = THREE.NearestFilter;					t.minFilter = THREE.NearestFilter;				}				t.flipY = false;				t.wrapS = THREE.RepeatWrapping;				t.wrapT = THREE.RepeatWrapping;				for ( let i = 0; i < texture.readyCallbacks.length; i ++ ) {					texture.readyCallbacks[ i ]( texture );				}				delete texture.readyCallbacks;			}, onProgress, onError );			texture.readyCallbacks = [];			textures[ fullPath ] = texture;			return texture;		}		_getRotatedImage( image ) {			const canvas = document.createElement( 'canvas' );			const context = canvas.getContext( '2d' );			const width = image.width;			const height = image.height;			canvas.width = width;			canvas.height = height;			context.clearRect( 0, 0, width, height );			context.translate( width / 2.0, height / 2.0 );			context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0			context.translate( - width / 2.0, - height / 2.0 );			context.drawImage( image, 0, 0 );			return context.getImageData( 0, 0, width, height );		} // Check if the partial image area used by the texture is transparent.		_checkImageTransparency( map, geometry, groupIndex ) {			map.readyCallbacks.push( function ( texture ) {				// Is there any efficient ways?				function createImageData( image ) {					const canvas = document.createElement( 'canvas' );					canvas.width = image.width;					canvas.height = image.height;					const context = canvas.getContext( '2d' );					context.drawImage( image, 0, 0 );					return context.getImageData( 0, 0, canvas.width, canvas.height );				}				function detectImageTransparency( image, uvs, indices ) {					const width = image.width;					const height = image.height;					const data = image.data;					const threshold = 253;					if ( data.length / ( width * height ) !== 4 ) return false;					for ( let i = 0; i < indices.length; i += 3 ) {						const centerUV = {							x: 0.0,							y: 0.0						};						for ( let j = 0; j < 3; j ++ ) {							const index = indices[ i * 3 + j ];							const uv = {								x: uvs[ index * 2 + 0 ],								y: uvs[ index * 2 + 1 ]							};							if ( getAlphaByUv( image, uv ) < threshold ) return true;							centerUV.x += uv.x;							centerUV.y += uv.y;						}						centerUV.x /= 3;						centerUV.y /= 3;						if ( getAlphaByUv( image, centerUV ) < threshold ) return true;					}					return false;				}				/*      	 * This method expects      	 *   texture.flipY = false      	 *   texture.wrapS = THREE.RepeatWrapping      	 *   texture.wrapT = THREE.RepeatWrapping      	 * TODO: more precise      	 */				function getAlphaByUv( image, uv ) {					const width = image.width;					const height = image.height;					let x = Math.round( uv.x * width ) % width;					let y = Math.round( uv.y * height ) % height;					if ( x < 0 ) x += width;					if ( y < 0 ) y += height;					const index = y * width + x;					return image.data[ index * 4 + 3 ];				}				if ( texture.isCompressedTexture === true ) {					if ( NON_ALPHA_CHANNEL_FORMATS.includes( texture.format ) ) {						map.transparent = false;					} else {						// any other way to check transparency of CompressedTexture?						map.transparent = true;					}					return;				}				const imageData = texture.image.data !== undefined ? texture.image : createImageData( texture.image );				const group = geometry.groups[ groupIndex ];				if ( detectImageTransparency( imageData, geometry.attributes.uv.array, geometry.index.array.slice( group.start, group.start + group.count ) ) ) {					map.transparent = true;				}			} );		}	} //	class AnimationBuilder {		/**   * @param {Object} vmd - parsed VMD data   * @param {SkinnedMesh} mesh - tracks will be fitting to mesh   * @return {AnimationClip}   */		build( vmd, mesh ) {			// combine skeletal and morph animations			const tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;			const tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;			for ( let i = 0, il = tracks2.length; i < il; i ++ ) {				tracks.push( tracks2[ i ] );			}			return new THREE.AnimationClip( '', - 1, tracks );		}		/**   * @param {Object} vmd - parsed VMD data   * @param {SkinnedMesh} mesh - tracks will be fitting to mesh   * @return {AnimationClip}   */		buildSkeletalAnimation( vmd, mesh ) {			function pushInterpolation( array, interpolation, index ) {				array.push( interpolation[ index + 0 ] / 127 ); // x1				array.push( interpolation[ index + 8 ] / 127 ); // x2				array.push( interpolation[ index + 4 ] / 127 ); // y1				array.push( interpolation[ index + 12 ] / 127 ); // y2			}			const tracks = [];			const motions = {};			const bones = mesh.skeleton.bones;			const boneNameDictionary = {};			for ( let i = 0, il = bones.length; i < il; i ++ ) {				boneNameDictionary[ bones[ i ].name ] = true;			}			for ( let i = 0; i < vmd.metadata.motionCount; i ++ ) {				const motion = vmd.motions[ i ];				const boneName = motion.boneName;				if ( boneNameDictionary[ boneName ] === undefined ) continue;				motions[ boneName ] = motions[ boneName ] || [];				motions[ boneName ].push( motion );			}			for ( const key in motions ) {				const array = motions[ key ];				array.sort( function ( a, b ) {					return a.frameNum - b.frameNum;				} );				const times = [];				const positions = [];				const rotations = [];				const pInterpolations = [];				const rInterpolations = [];				const basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();				for ( let i = 0, il = array.length; i < il; i ++ ) {					const time = array[ i ].frameNum / 30;					const position = array[ i ].position;					const rotation = array[ i ].rotation;					const interpolation = array[ i ].interpolation;					times.push( time );					for ( let j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );					for ( let j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );					for ( let j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );					pushInterpolation( rInterpolations, interpolation, 3 );				}				const targetName = '.bones[' + key + ']';				tracks.push( this._createTrack( targetName + '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );				tracks.push( this._createTrack( targetName + '.quaternion', THREE.QuaternionKeyframeTrack, times, rotations, rInterpolations ) );			}			return new THREE.AnimationClip( '', - 1, tracks );		}		/**   * @param {Object} vmd - parsed VMD data   * @param {SkinnedMesh} mesh - tracks will be fitting to mesh   * @return {AnimationClip}   */		buildMorphAnimation( vmd, mesh ) {			const tracks = [];			const morphs = {};			const morphTargetDictionary = mesh.morphTargetDictionary;			for ( let i = 0; i < vmd.metadata.morphCount; i ++ ) {				const morph = vmd.morphs[ i ];				const morphName = morph.morphName;				if ( morphTargetDictionary[ morphName ] === undefined ) continue;				morphs[ morphName ] = morphs[ morphName ] || [];				morphs[ morphName ].push( morph );			}			for ( const key in morphs ) {				const array = morphs[ key ];				array.sort( function ( a, b ) {					return a.frameNum - b.frameNum;				} );				const times = [];				const values = [];				for ( let i = 0, il = array.length; i < il; i ++ ) {					times.push( array[ i ].frameNum / 30 );					values.push( array[ i ].weight );				}				tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );			}			return new THREE.AnimationClip( '', - 1, tracks );		}		/**   * @param {Object} vmd - parsed VMD data   * @return {AnimationClip}   */		buildCameraAnimation( vmd ) {			function pushVector3( array, vec ) {				array.push( vec.x );				array.push( vec.y );				array.push( vec.z );			}			function pushQuaternion( array, q ) {				array.push( q.x );				array.push( q.y );				array.push( q.z );				array.push( q.w );			}			function pushInterpolation( array, interpolation, index ) {				array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1				array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2				array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1				array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2			}			const cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();			cameras.sort( function ( a, b ) {				return a.frameNum - b.frameNum;			} );			const times = [];			const centers = [];			const quaternions = [];			const positions = [];			const fovs = [];			const cInterpolations = [];			const qInterpolations = [];			const pInterpolations = [];			const fInterpolations = [];			const quaternion = new THREE.Quaternion();			const euler = new THREE.Euler();			const position = new THREE.Vector3();			const center = new THREE.Vector3();			for ( let i = 0, il = cameras.length; i < il; i ++ ) {				const motion = cameras[ i ];				const time = motion.frameNum / 30;				const pos = motion.position;				const rot = motion.rotation;				const distance = motion.distance;				const fov = motion.fov;				const interpolation = motion.interpolation;				times.push( time );				position.set( 0, 0, - distance );				center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );				euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );				quaternion.setFromEuler( euler );				position.add( center );				position.applyQuaternion( quaternion );				pushVector3( centers, center );				pushQuaternion( quaternions, quaternion );				pushVector3( positions, position );				fovs.push( fov );				for ( let j = 0; j < 3; j ++ ) {					pushInterpolation( cInterpolations, interpolation, j );				}				pushInterpolation( qInterpolations, interpolation, 3 ); // use the same parameter for x, y, z axis.				for ( let j = 0; j < 3; j ++ ) {					pushInterpolation( pInterpolations, interpolation, 4 );				}				pushInterpolation( fInterpolations, interpolation, 5 );			}			const tracks = []; // I expect an object whose name 'target' exists under THREE.Camera			tracks.push( this._createTrack( 'target.position', THREE.VectorKeyframeTrack, times, centers, cInterpolations ) );			tracks.push( this._createTrack( '.quaternion', THREE.QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );			tracks.push( this._createTrack( '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations ) );			tracks.push( this._createTrack( '.fov', THREE.NumberKeyframeTrack, times, fovs, fInterpolations ) );			return new THREE.AnimationClip( '', - 1, tracks );		} // private method		_createTrack( node, typedKeyframeTrack, times, values, interpolations ) {			/*    	 * optimizes here not to let KeyframeTrackPrototype optimize    	 * because KeyframeTrackPrototype optimizes times and values but    	 * doesn't optimize interpolations.    	 */			if ( times.length > 2 ) {				times = times.slice();				values = values.slice();				interpolations = interpolations.slice();				const stride = values.length / times.length;				const interpolateStride = interpolations.length / times.length;				let index = 1;				for ( let aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {					for ( let i = 0; i < stride; i ++ ) {						if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] || values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {							index ++;							break;						}					}					if ( aheadIndex > index ) {						times[ index ] = times[ aheadIndex ];						for ( let i = 0; i < stride; i ++ ) {							values[ index * stride + i ] = values[ aheadIndex * stride + i ];						}						for ( let i = 0; i < interpolateStride; i ++ ) {							interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];						}					}				}				times.length = index + 1;				values.length = ( index + 1 ) * stride;				interpolations.length = ( index + 1 ) * interpolateStride;			}			const track = new typedKeyframeTrack( node, times, values );			track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {				return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );			};			return track;		}	} // interpolation	class CubicBezierInterpolation extends THREE.Interpolant {		constructor( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {			super( parameterPositions, sampleValues, sampleSize, resultBuffer );			this.interpolationParams = params;		}		interpolate_( i1, t0, t, t1 ) {			const result = this.resultBuffer;			const values = this.sampleValues;			const stride = this.valueSize;			const params = this.interpolationParams;			const offset1 = i1 * stride;			const offset0 = offset1 - stride; // No interpolation if next key frame is in one frame in 30fps.			// This is from MMD animation spec.			// '1.5' is for precision loss. times are Float32 in Three.js Animation system.			const weight1 = t1 - t0 < 1 / 30 * 1.5 ? 0.0 : ( t - t0 ) / ( t1 - t0 );			if ( stride === 4 ) {				// THREE.Quaternion				const x1 = params[ i1 * 4 + 0 ];				const x2 = params[ i1 * 4 + 1 ];				const y1 = params[ i1 * 4 + 2 ];				const y2 = params[ i1 * 4 + 3 ];				const ratio = this._calculate( x1, x2, y1, y2, weight1 );				THREE.Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );			} else if ( stride === 3 ) {				// THREE.Vector3				for ( let i = 0; i !== stride; ++ i ) {					const x1 = params[ i1 * 12 + i * 4 + 0 ];					const x2 = params[ i1 * 12 + i * 4 + 1 ];					const y1 = params[ i1 * 12 + i * 4 + 2 ];					const y2 = params[ i1 * 12 + i * 4 + 3 ];					const ratio = this._calculate( x1, x2, y1, y2, weight1 );					result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;				}			} else {				// Number				const x1 = params[ i1 * 4 + 0 ];				const x2 = params[ i1 * 4 + 1 ];				const y1 = params[ i1 * 4 + 2 ];				const y2 = params[ i1 * 4 + 3 ];				const ratio = this._calculate( x1, x2, y1, y2, weight1 );				result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;			}			return result;		}		_calculate( x1, x2, y1, y2, x ) {			/*    	 * Cubic Bezier curves    	 *   https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves    	 *    	 * B(t) = ( 1 - t ) ^ 3 * P0    	 *      + 3 * ( 1 - t ) ^ 2 * t * P1    	 *      + 3 * ( 1 - t ) * t^2 * P2    	 *      + t ^ 3 * P3    	 *      ( 0 <= t <= 1 )    	 *    	 * MMD uses Cubic Bezier curves for bone and camera animation interpolation.    	 *   http://d.hatena.ne.jp/edvakf/20111016/1318716097    	 *    	 *    x = ( 1 - t ) ^ 3 * x0    	 *      + 3 * ( 1 - t ) ^ 2 * t * x1    	 *      + 3 * ( 1 - t ) * t^2 * x2    	 *      + t ^ 3 * x3    	 *    y = ( 1 - t ) ^ 3 * y0    	 *      + 3 * ( 1 - t ) ^ 2 * t * y1    	 *      + 3 * ( 1 - t ) * t^2 * y2    	 *      + t ^ 3 * y3    	 *      ( x0 = 0, y0 = 0 )    	 *      ( x3 = 1, y3 = 1 )    	 *      ( 0 <= t, x1, x2, y1, y2 <= 1 )    	 *    	 * Here solves this equation with Bisection method,    	 *   https://en.wikipedia.org/wiki/Bisection_method    	 * gets t, and then calculate y.    	 *    	 * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1    	 *      + 3 * ( 1 - t ) * t^2 * x2    	 *      + t ^ 3 - x = 0    	 *    	 * (Another option: Newton's method    	 *    https://en.wikipedia.org/wiki/Newton%27s_method)    	 */			let c = 0.5;			let t = c;			let s = 1.0 - t;			const loop = 15;			const eps = 1e-5;			const math = Math;			let sst3, stt3, ttt;			for ( let i = 0; i < loop; i ++ ) {				sst3 = 3.0 * s * s * t;				stt3 = 3.0 * s * t * t;				ttt = t * t * t;				const ft = sst3 * x1 + stt3 * x2 + ttt - x;				if ( math.abs( ft ) < eps ) break;				c /= 2.0;				t += ft < 0 ? c : - c;				s = 1.0 - t;			}			return sst3 * y1 + stt3 * y2 + ttt;		}	}	class MMDToonMaterial extends THREE.ShaderMaterial {		constructor( parameters ) {			super();			this._matcapCombine = THREE.AddOperation;			this.emissiveIntensity = 1.0;			this.normalMapType = THREE.TangentSpaceNormalMap;			this.combine = THREE.MultiplyOperation;			this.wireframeLinecap = 'round';			this.wireframeLinejoin = 'round';			this.flatShading = false;			this.lights = true;			this.vertexShader = THREE.MMDToonShader.vertexShader;			this.fragmentShader = THREE.MMDToonShader.fragmentShader;			this.defines = Object.assign( {}, THREE.MMDToonShader.defines );			Object.defineProperty( this, 'matcapCombine', {				get: function () {					return this._matcapCombine;				},				set: function ( value ) {					this._matcapCombine = value;					switch ( value ) {						case THREE.MultiplyOperation:							this.defines.MATCAP_BLENDING_MULTIPLY = true;							delete this.defines.MATCAP_BLENDING_ADD;							break;						default:						case THREE.AddOperation:							this.defines.MATCAP_BLENDING_ADD = true;							delete this.defines.MATCAP_BLENDING_MULTIPLY;							break;					}				}			} );			this.uniforms = THREE.UniformsUtils.clone( THREE.MMDToonShader.uniforms ); // merged from MeshToon/Phong/MatcapMaterial			const exposePropertyNames = [ 'specular', 'shininess', 'opacity', 'diffuse', 'map', 'matcap', 'gradientMap', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', 'emissive', 'emissiveMap', 'bumpMap', 'bumpScale', 'normalMap', 'normalScale', 'displacemantBias', 'displacemantMap', 'displacemantScale', 'specularMap', 'alphaMap', 'envMap', 'reflectivity', 'refractionRatio' ];			for ( const propertyName of exposePropertyNames ) {				Object.defineProperty( this, propertyName, {					get: function () {						return this.uniforms[ propertyName ].value;					},					set: function ( value ) {						this.uniforms[ propertyName ].value = value;					}				} );			}			Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );			this.setValues( parameters );		}		copy( source ) {			super.copy( source );			this.matcapCombine = source.matcapCombine;			this.emissiveIntensity = source.emissiveIntensity;			this.normalMapType = source.normalMapType;			this.combine = source.combine;			this.wireframeLinecap = source.wireframeLinecap;			this.wireframeLinejoin = source.wireframeLinejoin;			this.flatShading = source.flatShading;			return this;		}	}	MMDToonMaterial.prototype.isMMDToonMaterial = true;	THREE.MMDLoader = MMDLoader;} )();
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