| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225 | import {	AddOperation,	AnimationClip,	Bone,	BufferGeometry,	Color,	CustomBlending,	TangentSpaceNormalMap,	DoubleSide,	DstAlphaFactor,	Euler,	FileLoader,	Float32BufferAttribute,	FrontSide,	Interpolant,	Loader,	LoaderUtils,	UniformsUtils,	ShaderMaterial,	MultiplyOperation,	NearestFilter,	NumberKeyframeTrack,	OneMinusSrcAlphaFactor,	Quaternion,	QuaternionKeyframeTrack,	RepeatWrapping,	Skeleton,	SkinnedMesh,	SrcAlphaFactor,	TextureLoader,	Uint16BufferAttribute,	Vector3,	VectorKeyframeTrack,	RGB_S3TC_DXT1_Format,	RGB_PVRTC_4BPPV1_Format,	RGB_PVRTC_2BPPV1_Format,	RGB_ETC1_Format,	RGB_ETC2_Format} from '../../../build/three.module.js';import { MMDToonShader } from '../shaders/MMDToonShader.js';import { TGALoader } from '../loaders/TGALoader.js';import { MMDParser } from '../libs/mmdparser.module.js';/** * Dependencies *  - mmd-parser https://github.com/takahirox/mmd-parser *  - TGALoader *  - OutlineEffect * * MMDLoader creates Three.js Objects from MMD resources as * PMD, PMX, VMD, and VPD files. * * PMD/PMX is a model data format, VMD is a motion data format * VPD is a posing data format used in MMD(Miku Miku Dance). * * MMD official site *  - https://sites.google.com/view/evpvp/ * * PMD, VMD format (in Japanese) *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4 * * PMX format *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f * * TODO *  - light motion in vmd support. *  - SDEF support. *  - uv/material/bone morphing support. *  - more precise grant skinning support. *  - shadow support. *//** * @param {THREE.LoadingManager} manager */class MMDLoader extends Loader {	constructor( manager ) {		super( manager );		this.loader = new FileLoader( this.manager );		this.parser = null; // lazy generation		this.meshBuilder = new MeshBuilder( this.manager );		this.animationBuilder = new AnimationBuilder();	}	/**	 * @param {string} animationPath	 * @return {MMDLoader}	 */	setAnimationPath( animationPath ) {		this.animationPath = animationPath;		return this;	}	// Load MMD assets as Three.js Object	/**	 * Loads Model file (.pmd or .pmx) as a SkinnedMesh.	 *	 * @param {string} url - url to Model(.pmd or .pmx) file	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	load( url, onLoad, onProgress, onError ) {		const builder = this.meshBuilder.setCrossOrigin( this.crossOrigin );		// resource path		let resourcePath;		if ( this.resourcePath !== '' ) {			resourcePath = this.resourcePath;		} else if ( this.path !== '' ) {			resourcePath = this.path;		} else {			resourcePath = LoaderUtils.extractUrlBase( url );		}		const modelExtension = this._extractExtension( url ).toLowerCase();		// Should I detect by seeing header?		if ( modelExtension !== 'pmd' && modelExtension !== 'pmx' ) {			if ( onError ) onError( new Error( 'THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.' ) );			return;		}		this[ modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX' ]( url, function ( data ) {			onLoad(	builder.build( data, resourcePath, onProgress, onError )	);		}, onProgress, onError );	}	/**	 * Loads Motion file(s) (.vmd) as a AnimationClip.	 * If two or more files are specified, they'll be merged.	 *	 * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)	 * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	loadAnimation( url, object, onLoad, onProgress, onError ) {		const builder = this.animationBuilder;		this.loadVMD( url, function ( vmd ) {			onLoad( object.isCamera				? builder.buildCameraAnimation( vmd )				: builder.build( vmd, object ) );		}, onProgress, onError );	}	/**	 * Loads mode file and motion file(s) as an object containing	 * a SkinnedMesh and a AnimationClip.	 * Tracks of AnimationClip are fitting to the model.	 *	 * @param {string} modelUrl - url to Model(.pmd or .pmx) file	 * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	loadWithAnimation( modelUrl, vmdUrl, onLoad, onProgress, onError ) {		const scope = this;		this.load( modelUrl, function ( mesh ) {			scope.loadAnimation( vmdUrl, mesh, function ( animation ) {				onLoad( {					mesh: mesh,					animation: animation				} );			}, onProgress, onError );		}, onProgress, onError );	}	// Load MMD assets as Object data parsed by MMDParser	/**	 * Loads .pmd file as an Object.	 *	 * @param {string} url - url to .pmd file	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	loadPMD( url, onLoad, onProgress, onError ) {		const parser = this._getParser();		this.loader			.setMimeType( undefined )			.setPath( this.path )			.setResponseType( 'arraybuffer' )			.setRequestHeader( this.requestHeader )			.setWithCredentials( this.withCredentials )			.load( url, function ( buffer ) {				onLoad( parser.parsePmd( buffer, true ) );			}, onProgress, onError );	}	/**	 * Loads .pmx file as an Object.	 *	 * @param {string} url - url to .pmx file	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	loadPMX( url, onLoad, onProgress, onError ) {		const parser = this._getParser();		this.loader			.setMimeType( undefined )			.setPath( this.path )			.setResponseType( 'arraybuffer' )			.setRequestHeader( this.requestHeader )			.setWithCredentials( this.withCredentials )			.load( url, function ( buffer ) {				onLoad( parser.parsePmx( buffer, true ) );			}, onProgress, onError );	}	/**	 * Loads .vmd file as an Object. If two or more files are specified	 * they'll be merged.	 *	 * @param {string|Array<string>} url - url(s) to .vmd file(s)	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	loadVMD( url, onLoad, onProgress, onError ) {		const urls = Array.isArray( url ) ? url : [ url ];		const vmds = [];		const vmdNum = urls.length;		const parser = this._getParser();		this.loader			.setMimeType( undefined )			.setPath( this.animationPath )			.setResponseType( 'arraybuffer' )			.setRequestHeader( this.requestHeader )			.setWithCredentials( this.withCredentials );		for ( let i = 0, il = urls.length; i < il; i ++ ) {			this.loader.load( urls[ i ], function ( buffer ) {				vmds.push( parser.parseVmd( buffer, true ) );				if ( vmds.length === vmdNum ) onLoad( parser.mergeVmds( vmds ) );			}, onProgress, onError );		}	}	/**	 * Loads .vpd file as an Object.	 *	 * @param {string} url - url to .vpd file	 * @param {boolean} isUnicode	 * @param {function} onLoad	 * @param {function} onProgress	 * @param {function} onError	 */	loadVPD( url, isUnicode, onLoad, onProgress, onError ) {		const parser = this._getParser();		this.loader			.setMimeType( isUnicode ? undefined : 'text/plain; charset=shift_jis' )			.setPath( this.animationPath )			.setResponseType( 'text' )			.setRequestHeader( this.requestHeader )			.setWithCredentials( this.withCredentials )			.load( url, function ( text ) {				onLoad( parser.parseVpd( text, true ) );			}, onProgress, onError );	}	// private methods	_extractExtension( url ) {		const index = url.lastIndexOf( '.' );		return index < 0 ? '' : url.slice( index + 1 );	}	_getParser() {		if ( this.parser === null ) {			if ( typeof MMDParser === 'undefined' ) {				throw new Error( 'THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser' );			}			this.parser = new MMDParser.Parser(); // eslint-disable-line no-undef		}		return this.parser;	}}// Utilities/*	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.	 * We don't need to request external toon image files.	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js	 */const DEFAULT_TOON_TEXTURES = [	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/bWiiMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh8aBHZBl14e8wAAAABJRU5ErkJggg==',	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOUlEQVRYR+3WMREAMAwDsYY/yoDI7MLwIiP40+RJklfcCCBAgAABAgTqArfb/QMCCBAgQIAAgbbAB3z/e0F3js2cAAAAAElFTkSuQmCC',	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAN0lEQVRYR+3WQREAMBACsZ5/B5ilMvgEBTt5cW37hjsBBAgQIECAwFwgyfYPCCBAgAABAgTWAh81dWyx0gFwKAAAAABJRU5ErkJggg==',	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAOklEQVRYR+3WoREAMAwDsWb/UQtCy9wxTOQJ/oQ8SXKKGwEECBAgQIBAXeDt7f4BAQQIECBAgEBb4AOz8Hzx7WLY4wAAAABJRU5ErkJggg==',	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAABPUlEQVRYR+1XwW7CMAy1+f9fZOMysSEOEweEOPRNdm3HbdOyIhAcklPrOs/PLy9RygBALxzcCDQFmgJNgaZAU6Ap0BR4PwX8gsRMVLssMRH5HcpzJEaWL7EVg9F1IHRlyqQohgVr4FGUlUcMJSjcUlDw0zvjeun70cLWmneoyf7NgBTQSniBTQQSuJAZsOnnaczjIMb5hCiuHKxokCrJfVnrctyZL0PkJAJe1HMil4nxeyi3Ypfn1kX51jpPvo/JeCNC4PhVdHdJw2XjBR8brF8PEIhNVn12AgP7uHsTBguBn53MUZCqv7Lp07Pn5k1Ro+uWmUNn7D+M57rtk7aG0Vo73xyF/fbFf0bPJjDXngnGocDTdFhygZjwUQrMNrDcmZlQT50VJ/g/UwNyHpu778+yW+/ksOz/BFo54P4AsUXMfRq7XWsAAAAASUVORK5CYII=',	'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 = [	RGB_S3TC_DXT1_Format,	RGB_PVRTC_4BPPV1_Format,	RGB_PVRTC_2BPPV1_Format,	RGB_ETC1_Format,	RGB_ETC2_Format];// Builders. They build Three.js object from Object data parsed by MMDParser./** * @param {THREE.LoadingManager} manager */class MeshBuilder {	constructor( manager ) {		this.crossOrigin = 'anonymous';		this.geometryBuilder = new GeometryBuilder();		this.materialBuilder = new MaterialBuilder( manager );	}	/**	 * @param {string} crossOrigin	 * @return {MeshBuilder}	 */	setCrossOrigin( crossOrigin ) {		this.crossOrigin = crossOrigin;		return this;	}	/**	 * @param {Object} data - parsed PMD/PMX data	 * @param {string} resourcePath	 * @param {function} onProgress	 * @param {function} onError	 * @return {SkinnedMesh}	 */	build( data, resourcePath, onProgress, onError ) {		const geometry = this.geometryBuilder.build( data );		const material = this.materialBuilder			.setCrossOrigin( this.crossOrigin )			.setResourcePath( resourcePath )			.build( data, geometry, onProgress, onError );		const mesh = new SkinnedMesh( geometry, material );		const skeleton = new Skeleton( initBones( mesh ) );		mesh.bind( skeleton );		// console.log( mesh ); // for console debug		return mesh;	}}// TODO: Try to remove this functionfunction initBones( mesh ) {	const geometry = mesh.geometry;	const bones = [];	if ( geometry && geometry.bones !== undefined ) {		// first, create array of 'Bone' objects from geometry data		for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {			const gbone = geometry.bones[ i ];			// create new 'Bone' object			const bone = new Bone();			bones.push( bone );			// apply values			bone.name = gbone.name;			bone.position.fromArray( gbone.pos );			bone.quaternion.fromArray( gbone.rotq );			if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );		}		// second, create bone hierarchy		for ( let i = 0, il = geometry.bones.length; i < il; i ++ ) {			const gbone = geometry.bones[ i ];			if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {				// subsequent bones in the hierarchy				bones[ gbone.parent ].add( bones[ i ] );			} else {				// topmost bone, immediate child of the skinned mesh				mesh.add( bones[ i ] );			}		}	}	// now the bones are part of the scene graph and children of the skinned mesh.	// let's update the corresponding matrices	mesh.updateMatrixWorld( true );	return bones;}//class GeometryBuilder {	/**	 * @param {Object} data - parsed PMD/PMX data	 * @return {BufferGeometry}	 */	build( data ) {		// for geometry		const positions = [];		const uvs = [];		const normals = [];		const indices = [];		const groups = [];		const bones = [];		const skinIndices = [];		const skinWeights = [];		const morphTargets = [];		const morphPositions = [];		const iks = [];		const grants = [];		const rigidBodies = [];		const constraints = [];		// for work		let offset = 0;		const boneTypeTable = {};		// positions, normals, uvs, skinIndices, skinWeights		for ( let i = 0; i < data.metadata.vertexCount; i ++ ) {			const v = data.vertices[ i ];			for ( let j = 0, jl = v.position.length; j < jl; j ++ ) {				positions.push( v.position[ j ] );			}			for ( let j = 0, jl = v.normal.length; j < jl; j ++ ) {				normals.push( v.normal[ j ] );			}			for ( let j = 0, jl = v.uv.length; j < jl; j ++ ) {				uvs.push( v.uv[ j ] );			}			for ( let j = 0; j < 4; j ++ ) {				skinIndices.push( v.skinIndices.length - 1 >= j ? v.skinIndices[ j ] : 0.0 );			}			for ( let j = 0; j < 4; j ++ ) {				skinWeights.push( v.skinWeights.length - 1 >= j ? v.skinWeights[ j ] : 0.0 );			}		}		// indices		for ( let i = 0; i < data.metadata.faceCount; i ++ ) {			const face = data.faces[ i ];			for ( let j = 0, jl = face.indices.length; j < jl; j ++ ) {				indices.push( face.indices[ j ] );			}		}		// groups		for ( let i = 0; i < data.metadata.materialCount; i ++ ) {			const material = data.materials[ i ];			groups.push( {				offset: offset * 3,				count: material.faceCount * 3			} );			offset += material.faceCount;		}		// bones		for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {			const body = data.rigidBodies[ i ];			let value = boneTypeTable[ body.boneIndex ];			// keeps greater number if already value is set without any special reasons			value = value === undefined ? body.type : Math.max( body.type, value );			boneTypeTable[ body.boneIndex ] = value;		}		for ( let i = 0; i < data.metadata.boneCount; i ++ ) {			const boneData = data.bones[ i ];			const bone = {				index: i,				transformationClass: boneData.transformationClass,				parent: boneData.parentIndex,				name: boneData.name,				pos: boneData.position.slice( 0, 3 ),				rotq: [ 0, 0, 0, 1 ],				scl: [ 1, 1, 1 ],				rigidBodyType: boneTypeTable[ i ] !== undefined ? boneTypeTable[ i ] : - 1			};			if ( bone.parent !== - 1 ) {				bone.pos[ 0 ] -= data.bones[ bone.parent ].position[ 0 ];				bone.pos[ 1 ] -= data.bones[ bone.parent ].position[ 1 ];				bone.pos[ 2 ] -= data.bones[ bone.parent ].position[ 2 ];			}			bones.push( bone );		}		// iks		// TODO: remove duplicated codes between PMD and PMX		if ( data.metadata.format === 'pmd' ) {			for ( let i = 0; i < data.metadata.ikCount; i ++ ) {				const ik = data.iks[ i ];				const param = {					target: ik.target,					effector: ik.effector,					iteration: ik.iteration,					maxAngle: ik.maxAngle * 4,					links: []				};				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {					const link = {};					link.index = ik.links[ j ].index;					link.enabled = true;					if ( data.bones[ link.index ].name.indexOf( 'ひざ' ) >= 0 ) {						link.limitation = new Vector3( 1.0, 0.0, 0.0 );					}					param.links.push( link );				}				iks.push( param );			}		} else {			for ( let i = 0; i < data.metadata.boneCount; i ++ ) {				const ik = data.bones[ i ].ik;				if ( ik === undefined ) continue;				const param = {					target: i,					effector: ik.effector,					iteration: ik.iteration,					maxAngle: ik.maxAngle,					links: []				};				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {					const link = {};					link.index = ik.links[ j ].index;					link.enabled = true;					if ( ik.links[ j ].angleLimitation === 1 ) {						// Revert if rotationMin/Max doesn't work well						// link.limitation = new Vector3( 1.0, 0.0, 0.0 );						const rotationMin = ik.links[ j ].lowerLimitationAngle;						const rotationMax = ik.links[ j ].upperLimitationAngle;						// Convert Left to Right coordinate by myself because						// MMDParser doesn't convert. It's a MMDParser's bug						const tmp1 = - rotationMax[ 0 ];						const tmp2 = - rotationMax[ 1 ];						rotationMax[ 0 ] = - rotationMin[ 0 ];						rotationMax[ 1 ] = - rotationMin[ 1 ];						rotationMin[ 0 ] = tmp1;						rotationMin[ 1 ] = tmp2;						link.rotationMin = new Vector3().fromArray( rotationMin );						link.rotationMax = new Vector3().fromArray( rotationMax );					}					param.links.push( link );				}				iks.push( param );				// Save the reference even from bone data for efficiently				// simulating PMX animation system				bones[ i ].ik = param;			}		}		// grants		if ( data.metadata.format === 'pmx' ) {			// bone index -> grant entry map			const grantEntryMap = {};			for ( let i = 0; i < data.metadata.boneCount; i ++ ) {				const boneData = data.bones[ i ];				const grant = boneData.grant;				if ( grant === undefined ) continue;				const param = {					index: i,					parentIndex: grant.parentIndex,					ratio: grant.ratio,					isLocal: grant.isLocal,					affectRotation: grant.affectRotation,					affectPosition: grant.affectPosition,					transformationClass: boneData.transformationClass				};				grantEntryMap[ i ] = { parent: null, children: [], param: param, visited: false };			}			const rootEntry = { parent: null, children: [], param: null, visited: false };			// Build a tree representing grant hierarchy			for ( const boneIndex in grantEntryMap ) {				const grantEntry = grantEntryMap[ boneIndex ];				const parentGrantEntry = grantEntryMap[ grantEntry.parentIndex ] || rootEntry;				grantEntry.parent = parentGrantEntry;				parentGrantEntry.children.push( grantEntry );			}			// Sort grant parameters from parents to children because			// grant uses parent's transform that parent's grant is already applied			// so grant should be applied in order from parents to children			function traverse( entry ) {				if ( entry.param ) {					grants.push( entry.param );					// Save the reference even from bone data for efficiently					// simulating PMX animation system					bones[ entry.param.index ].grant = entry.param;				}				entry.visited = true;				for ( let i = 0, il = entry.children.length; i < il; i ++ ) {					const child = entry.children[ i ];					// Cut off a loop if exists. (Is a grant loop invalid?)					if ( ! child.visited ) traverse( child );				}			}			traverse( rootEntry );		}		// morph		function updateAttributes( attribute, morph, ratio ) {			for ( let i = 0; i < morph.elementCount; i ++ ) {				const element = morph.elements[ i ];				let index;				if ( data.metadata.format === 'pmd' ) {					index = data.morphs[ 0 ].elements[ element.index ].index;				} else {					index = element.index;				}				attribute.array[ index * 3 + 0 ] += element.position[ 0 ] * ratio;				attribute.array[ index * 3 + 1 ] += element.position[ 1 ] * ratio;				attribute.array[ index * 3 + 2 ] += element.position[ 2 ] * ratio;			}		}		for ( let i = 0; i < data.metadata.morphCount; i ++ ) {			const morph = data.morphs[ i ];			const params = { name: morph.name };			const attribute = new Float32BufferAttribute( data.metadata.vertexCount * 3, 3 );			attribute.name = morph.name;			for ( let j = 0; j < data.metadata.vertexCount * 3; j ++ ) {				attribute.array[ j ] = positions[ j ];			}			if ( data.metadata.format === 'pmd' ) {				if ( i !== 0 ) {					updateAttributes( attribute, morph, 1.0 );				}			} else {				if ( morph.type === 0 ) { // group					for ( let j = 0; j < morph.elementCount; j ++ ) {						const morph2 = data.morphs[ morph.elements[ j ].index ];						const ratio = morph.elements[ j ].ratio;						if ( morph2.type === 1 ) {							updateAttributes( attribute, morph2, ratio );						} else {							// TODO: implement						}					}				} else if ( morph.type === 1 ) { // vertex					updateAttributes( attribute, morph, 1.0 );				} else if ( morph.type === 2 ) { // bone					// TODO: implement				} else if ( morph.type === 3 ) { // uv					// TODO: implement				} else if ( morph.type === 4 ) { // additional uv1					// TODO: implement				} else if ( morph.type === 5 ) { // additional uv2					// TODO: implement				} else if ( morph.type === 6 ) { // additional uv3					// TODO: implement				} else if ( morph.type === 7 ) { // additional uv4					// TODO: implement				} else if ( morph.type === 8 ) { // material					// TODO: implement				}			}			morphTargets.push( params );			morphPositions.push( attribute );		}		// rigid bodies from rigidBodies field.		for ( let i = 0; i < data.metadata.rigidBodyCount; i ++ ) {			const rigidBody = data.rigidBodies[ i ];			const params = {};			for ( const key in rigidBody ) {				params[ key ] = rigidBody[ key ];			}			/*				 * RigidBody position parameter in PMX seems global position				 * while the one in PMD seems offset from corresponding bone.				 * So unify being offset.				 */			if ( data.metadata.format === 'pmx' ) {				if ( params.boneIndex !== - 1 ) {					const bone = data.bones[ params.boneIndex ];					params.position[ 0 ] -= bone.position[ 0 ];					params.position[ 1 ] -= bone.position[ 1 ];					params.position[ 2 ] -= bone.position[ 2 ];				}			}			rigidBodies.push( params );		}		// constraints from constraints field.		for ( let i = 0; i < data.metadata.constraintCount; i ++ ) {			const constraint = data.constraints[ i ];			const params = {};			for ( const key in constraint ) {				params[ key ] = constraint[ key ];			}			const bodyA = rigidBodies[ params.rigidBodyIndex1 ];			const bodyB = rigidBodies[ params.rigidBodyIndex2 ];			// Refer to http://www20.atpages.jp/katwat/wp/?p=4135			if ( bodyA.type !== 0 && bodyB.type === 2 ) {				if ( bodyA.boneIndex !== - 1 && bodyB.boneIndex !== - 1 &&					     data.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {					bodyB.type = 1;				}			}			constraints.push( params );		}		// build BufferGeometry.		const geometry = new BufferGeometry();		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );		geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );		geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );		geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );		geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );		geometry.setIndex( indices );		for ( let i = 0, il = groups.length; i < il; i ++ ) {			geometry.addGroup( groups[ i ].offset, groups[ i ].count, i );		}		geometry.bones = bones;		geometry.morphTargets = morphTargets;		geometry.morphAttributes.position = morphPositions;		geometry.morphTargetsRelative = false;		geometry.userData.MMD = {			bones: bones,			iks: iks,			grants: grants,			rigidBodies: rigidBodies,			constraints: constraints,			format: data.metadata.format		};		geometry.computeBoundingSphere();		return geometry;	}}///** * @param {THREE.LoadingManager} manager */class MaterialBuilder {	constructor( manager ) {		this.manager = manager;		this.textureLoader = new TextureLoader( this.manager );		this.tgaLoader = null; // lazy generation		this.crossOrigin = 'anonymous';		this.resourcePath = undefined;	}	/**	 * @param {string} crossOrigin	 * @return {MaterialBuilder}	 */	setCrossOrigin( crossOrigin ) {		this.crossOrigin = crossOrigin;		return this;	}	/**	 * @param {string} resourcePath	 * @return {MaterialBuilder}	 */	setResourcePath( resourcePath ) {		this.resourcePath = resourcePath;		return this;	}	/**	 * @param {Object} data - parsed PMD/PMX data	 * @param {BufferGeometry} geometry - some properties are dependend on geometry	 * @param {function} onProgress	 * @param {function} onError	 * @return {Array<MMDToonMaterial>}	 */	build( data, geometry /*, onProgress, onError */ ) {		const materials = [];		const textures = {};		this.textureLoader.setCrossOrigin( this.crossOrigin );		// materials		for ( let i = 0; i < data.metadata.materialCount; i ++ ) {			const material = data.materials[ i ];			const params = { userData: { MMD: {} } };			if ( material.name !== undefined ) params.name = material.name;			/*				 * Color				 *				 * MMD         MMDToonMaterial				 * ambient  -  emissive * a				 *               (a = 1.0 without map texture or 0.2 with map texture)				 *				 * MMDToonMaterial doesn't have ambient. Set it to emissive instead.				 * It'll be too bright if material has map texture so using coef 0.2.				 */			params.diffuse = new Color().fromArray( material.diffuse );			params.opacity = material.diffuse[ 3 ];			params.specular = new Color().fromArray( material.specular );			params.shininess = material.shininess;			params.emissive = new Color().fromArray( material.ambient );			params.transparent = params.opacity !== 1.0;			//			params.fog = true;			// blend			params.blending = CustomBlending;			params.blendSrc = SrcAlphaFactor;			params.blendDst = OneMinusSrcAlphaFactor;			params.blendSrcAlpha = SrcAlphaFactor;			params.blendDstAlpha = DstAlphaFactor;			// side			if ( data.metadata.format === 'pmx' && ( material.flag & 0x1 ) === 1 ) {				params.side = DoubleSide;			} else {				params.side = params.opacity === 1.0 ? FrontSide : DoubleSide;			}			if ( data.metadata.format === 'pmd' ) {				// map, envMap				if ( material.fileName ) {					const fileName = material.fileName;					const fileNames = fileName.split( '*' );					// fileNames[ 0 ]: mapFileName					// fileNames[ 1 ]: envMapFileName( optional )					params.map = this._loadTexture( fileNames[ 0 ], textures );					if ( fileNames.length > 1 ) {						const extension = fileNames[ 1 ].slice( - 4 ).toLowerCase();						params.envMap = this._loadTexture(							fileNames[ 1 ],							textures						);						params.combine = extension === '.sph'							? MultiplyOperation							: AddOperation;					}				}				// gradientMap				const toonFileName = ( material.toonIndex === - 1 )					? 'toon00.bmp'					: data.toonTextures[ material.toonIndex ].fileName;				params.gradientMap = this._loadTexture(					toonFileName,					textures,					{						isToonTexture: true,						isDefaultToonTexture: this._isDefaultToonTexture( toonFileName )					}				);				// parameters for OutlineEffect				params.userData.outlineParameters = {					thickness: material.edgeFlag === 1 ? 0.003 : 0.0,					color: [ 0, 0, 0 ],					alpha: 1.0,					visible: material.edgeFlag === 1				};			} else {				// map				if ( material.textureIndex !== - 1 ) {					params.map = this._loadTexture( data.textures[ material.textureIndex ], textures );					// Since PMX spec don't have standard to list map files except color map and env map,					// we need to save file name for further mapping, like matching normal map file names after model loaded.					// ref: https://gist.github.com/felixjones/f8a06bd48f9da9a4539f#texture					params.userData.MMD.mapFileName = data.textures[ material.textureIndex ];				}				// envMap TODO: support m.envFlag === 3				if ( material.envTextureIndex !== - 1 && ( material.envFlag === 1 || material.envFlag == 2 ) ) {					params.matcap = this._loadTexture(						data.textures[ material.envTextureIndex ],						textures					);					// Same as color map above, keep file name in userData for further usage.					params.userData.MMD.matcapFileName = data.textures[ material.envTextureIndex ];					params.matcapCombine = material.envFlag === 1						? MultiplyOperation						: AddOperation;				}				// gradientMap				let toonFileName, isDefaultToon;				if ( material.toonIndex === - 1 || material.toonFlag !== 0 ) {					toonFileName = 'toon' + ( '0' + ( material.toonIndex + 1 ) ).slice( - 2 ) + '.bmp';					isDefaultToon = true;				} else {					toonFileName = data.textures[ material.toonIndex ];					isDefaultToon = false;				}				params.gradientMap = this._loadTexture(					toonFileName,					textures,					{						isToonTexture: true,						isDefaultToonTexture: isDefaultToon					}				);				// parameters for OutlineEffect				params.userData.outlineParameters = {					thickness: material.edgeSize / 300, // TODO: better calculation?					color: material.edgeColor.slice( 0, 3 ),					alpha: material.edgeColor[ 3 ],					visible: ( material.flag & 0x10 ) !== 0 && material.edgeSize > 0.0				};			}			if ( params.map !== undefined ) {				if ( ! params.transparent ) {					this._checkImageTransparency( params.map, geometry, i );				}				params.emissive.multiplyScalar( 0.2 );			}			materials.push( new MMDToonMaterial( params ) );		}		if ( data.metadata.format === 'pmx' ) {			// set transparent true if alpha morph is defined.			function checkAlphaMorph( elements, materials ) {				for ( let i = 0, il = elements.length; i < il; i ++ ) {					const element = elements[ i ];					if ( element.index === - 1 ) continue;					const material = materials[ element.index ];					if ( material.opacity !== element.diffuse[ 3 ] ) {						material.transparent = true;					}				}			}			for ( let i = 0, il = data.morphs.length; i < il; i ++ ) {				const morph = data.morphs[ i ];				const elements = morph.elements;				if ( morph.type === 0 ) {					for ( let j = 0, jl = elements.length; j < jl; j ++ ) {						const morph2 = data.morphs[ elements[ j ].index ];						if ( morph2.type !== 8 ) continue;						checkAlphaMorph( morph2.elements, materials );					}				} else if ( morph.type === 8 ) {					checkAlphaMorph( elements, materials );				}			}		}		return materials;	}	// private methods	_getTGALoader() {		if ( this.tgaLoader === null ) {			if ( TGALoader === undefined ) {				throw new Error( 'THREE.MMDLoader: Import TGALoader' );			}			this.tgaLoader = new TGALoader( this.manager );		}		return this.tgaLoader;	}	_isDefaultToonTexture( name ) {		if ( name.length !== 10 ) return false;		return /toon(10|0[0-9])\.bmp/.test( name );	}	_loadTexture( filePath, textures, params, onProgress, onError ) {		params = params || {};		const scope = this;		let fullPath;		if ( params.isDefaultToonTexture === true ) {			let index;			try {				index = parseInt( filePath.match( /toon([0-9]{2})\.bmp$/ )[ 1 ] );			} catch ( e ) {				console.warn( 'THREE.MMDLoader: ' + filePath + ' seems like a '						+ 'not right default texture path. Using toon00.bmp instead.' );				index = 0;			}			fullPath = DEFAULT_TOON_TEXTURES[ index ];		} else {			fullPath = this.resourcePath + filePath;		}		if ( textures[ fullPath ] !== undefined ) return textures[ fullPath ];		let loader = this.manager.getHandler( fullPath );		if ( loader === null ) {			loader = ( filePath.slice( - 4 ).toLowerCase() === '.tga' )				? this._getTGALoader()				: this.textureLoader;		}		const texture = loader.load( fullPath, function ( t ) {			// MMD toon texture is Axis-Y oriented			// but Three.js gradient map is Axis-X oriented.			// So here replaces the toon texture image with the rotated one.			if ( params.isToonTexture === true ) {				t.image = scope._getRotatedImage( t.image );				t.magFilter = NearestFilter;				t.minFilter = NearestFilter;			}			t.flipY = false;			t.wrapS = RepeatWrapping;			t.wrapT = RepeatWrapping;			for ( let i = 0; i < texture.readyCallbacks.length; i ++ ) {				texture.readyCallbacks[ i ]( texture );			}			delete texture.readyCallbacks;		}, onProgress, onError );		texture.readyCallbacks = [];		textures[ fullPath ] = texture;		return texture;	}	_getRotatedImage( image ) {		const canvas = document.createElement( 'canvas' );		const context = canvas.getContext( '2d' );		const width = image.width;		const height = image.height;		canvas.width = width;		canvas.height = height;		context.clearRect( 0, 0, width, height );		context.translate( width / 2.0, height / 2.0 );		context.rotate( 0.5 * Math.PI ); // 90.0 * Math.PI / 180.0		context.translate( - width / 2.0, - height / 2.0 );		context.drawImage( image, 0, 0 );		return context.getImageData( 0, 0, width, height );	}	// Check if the partial image area used by the texture is transparent.	_checkImageTransparency( map, geometry, groupIndex ) {		map.readyCallbacks.push( function ( texture ) {			// Is there any efficient ways?			function createImageData( image ) {				const canvas = document.createElement( 'canvas' );				canvas.width = image.width;				canvas.height = image.height;				const context = canvas.getContext( '2d' );				context.drawImage( image, 0, 0 );				return context.getImageData( 0, 0, canvas.width, canvas.height );			}			function detectImageTransparency( image, uvs, indices ) {				const width = image.width;				const height = image.height;				const data = image.data;				const threshold = 253;				if ( data.length / ( width * height ) !== 4 ) return false;				for ( let i = 0; i < indices.length; i += 3 ) {					const centerUV = { x: 0.0, y: 0.0 };					for ( let j = 0; j < 3; j ++ ) {						const index = indices[ i * 3 + j ];						const uv = { x: uvs[ index * 2 + 0 ], y: uvs[ index * 2 + 1 ] };						if ( getAlphaByUv( image, uv ) < threshold ) return true;						centerUV.x += uv.x;						centerUV.y += uv.y;					}					centerUV.x /= 3;					centerUV.y /= 3;					if ( getAlphaByUv( image, centerUV ) < threshold ) return true;				}				return false;			}			/*				 * This method expects				 *   texture.flipY = false				 *   texture.wrapS = RepeatWrapping				 *   texture.wrapT = RepeatWrapping				 * TODO: more precise				 */			function getAlphaByUv( image, uv ) {				const width = image.width;				const height = image.height;				let x = Math.round( uv.x * width ) % width;				let y = Math.round( uv.y * height ) % height;				if ( x < 0 ) x += width;				if ( y < 0 ) y += height;				const index = y * width + x;				return image.data[ index * 4 + 3 ];			}			if ( texture.isCompressedTexture === true ) {				if ( NON_ALPHA_CHANNEL_FORMATS.includes( texture.format ) ) {					map.transparent = false;				} else {					// any other way to check transparency of CompressedTexture?					map.transparent = true;				}				return;			}			const imageData = texture.image.data !== undefined				? texture.image				: createImageData( texture.image );			const group = geometry.groups[ groupIndex ];			if ( detectImageTransparency(				imageData,				geometry.attributes.uv.array,				geometry.index.array.slice( group.start, group.start + group.count ) ) ) {				map.transparent = true;			}		} );	}}//class AnimationBuilder {	/**	 * @param {Object} vmd - parsed VMD data	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh	 * @return {AnimationClip}	 */	build( vmd, mesh ) {		// combine skeletal and morph animations		const tracks = this.buildSkeletalAnimation( vmd, mesh ).tracks;		const tracks2 = this.buildMorphAnimation( vmd, mesh ).tracks;		for ( let i = 0, il = tracks2.length; i < il; i ++ ) {			tracks.push( tracks2[ i ] );		}		return new AnimationClip( '', - 1, tracks );	}	/**	 * @param {Object} vmd - parsed VMD data	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh	 * @return {AnimationClip}	 */	buildSkeletalAnimation( vmd, mesh ) {		function pushInterpolation( array, interpolation, index ) {			array.push( interpolation[ index + 0 ] / 127 ); // x1			array.push( interpolation[ index + 8 ] / 127 ); // x2			array.push( interpolation[ index + 4 ] / 127 ); // y1			array.push( interpolation[ index + 12 ] / 127 ); // y2		}		const tracks = [];		const motions = {};		const bones = mesh.skeleton.bones;		const boneNameDictionary = {};		for ( let i = 0, il = bones.length; i < il; i ++ ) {			boneNameDictionary[ bones[ i ].name ] = true;		}		for ( let i = 0; i < vmd.metadata.motionCount; i ++ ) {			const motion = vmd.motions[ i ];			const boneName = motion.boneName;			if ( boneNameDictionary[ boneName ] === undefined ) continue;			motions[ boneName ] = motions[ boneName ] || [];			motions[ boneName ].push( motion );		}		for ( const key in motions ) {			const array = motions[ key ];			array.sort( function ( a, b ) {				return a.frameNum - b.frameNum;			} );			const times = [];			const positions = [];			const rotations = [];			const pInterpolations = [];			const rInterpolations = [];			const basePosition = mesh.skeleton.getBoneByName( key ).position.toArray();			for ( let i = 0, il = array.length; i < il; i ++ ) {				const time = array[ i ].frameNum / 30;				const position = array[ i ].position;				const rotation = array[ i ].rotation;				const interpolation = array[ i ].interpolation;				times.push( time );				for ( let j = 0; j < 3; j ++ ) positions.push( basePosition[ j ] + position[ j ] );				for ( let j = 0; j < 4; j ++ ) rotations.push( rotation[ j ] );				for ( let j = 0; j < 3; j ++ ) pushInterpolation( pInterpolations, interpolation, j );				pushInterpolation( rInterpolations, interpolation, 3 );			}			const targetName = '.bones[' + key + ']';			tracks.push( this._createTrack( targetName + '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );			tracks.push( this._createTrack( targetName + '.quaternion', QuaternionKeyframeTrack, times, rotations, rInterpolations ) );		}		return new AnimationClip( '', - 1, tracks );	}	/**	 * @param {Object} vmd - parsed VMD data	 * @param {SkinnedMesh} mesh - tracks will be fitting to mesh	 * @return {AnimationClip}	 */	buildMorphAnimation( vmd, mesh ) {		const tracks = [];		const morphs = {};		const morphTargetDictionary = mesh.morphTargetDictionary;		for ( let i = 0; i < vmd.metadata.morphCount; i ++ ) {			const morph = vmd.morphs[ i ];			const morphName = morph.morphName;			if ( morphTargetDictionary[ morphName ] === undefined ) continue;			morphs[ morphName ] = morphs[ morphName ] || [];			morphs[ morphName ].push( morph );		}		for ( const key in morphs ) {			const array = morphs[ key ];			array.sort( function ( a, b ) {				return a.frameNum - b.frameNum;			} );			const times = [];			const values = [];			for ( let i = 0, il = array.length; i < il; i ++ ) {				times.push( array[ i ].frameNum / 30 );				values.push( array[ i ].weight );			}			tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetDictionary[ key ] + ']', times, values ) );		}		return new AnimationClip( '', - 1, tracks );	}	/**	 * @param {Object} vmd - parsed VMD data	 * @return {AnimationClip}	 */	buildCameraAnimation( vmd ) {		function pushVector3( array, vec ) {			array.push( vec.x );			array.push( vec.y );			array.push( vec.z );		}		function pushQuaternion( array, q ) {			array.push( q.x );			array.push( q.y );			array.push( q.z );			array.push( q.w );		}		function pushInterpolation( array, interpolation, index ) {			array.push( interpolation[ index * 4 + 0 ] / 127 ); // x1			array.push( interpolation[ index * 4 + 1 ] / 127 ); // x2			array.push( interpolation[ index * 4 + 2 ] / 127 ); // y1			array.push( interpolation[ index * 4 + 3 ] / 127 ); // y2		}		const cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();		cameras.sort( function ( a, b ) {			return a.frameNum - b.frameNum;		} );		const times = [];		const centers = [];		const quaternions = [];		const positions = [];		const fovs = [];		const cInterpolations = [];		const qInterpolations = [];		const pInterpolations = [];		const fInterpolations = [];		const quaternion = new Quaternion();		const euler = new Euler();		const position = new Vector3();		const center = new Vector3();		for ( let i = 0, il = cameras.length; i < il; i ++ ) {			const motion = cameras[ i ];			const time = motion.frameNum / 30;			const pos = motion.position;			const rot = motion.rotation;			const distance = motion.distance;			const fov = motion.fov;			const interpolation = motion.interpolation;			times.push( time );			position.set( 0, 0, - distance );			center.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );			euler.set( - rot[ 0 ], - rot[ 1 ], - rot[ 2 ] );			quaternion.setFromEuler( euler );			position.add( center );			position.applyQuaternion( quaternion );			pushVector3( centers, center );			pushQuaternion( quaternions, quaternion );			pushVector3( positions, position );			fovs.push( fov );			for ( let j = 0; j < 3; j ++ ) {				pushInterpolation( cInterpolations, interpolation, j );			}			pushInterpolation( qInterpolations, interpolation, 3 );			// use the same parameter for x, y, z axis.			for ( let j = 0; j < 3; j ++ ) {				pushInterpolation( pInterpolations, interpolation, 4 );			}			pushInterpolation( fInterpolations, interpolation, 5 );		}		const tracks = [];		// I expect an object whose name 'target' exists under THREE.Camera		tracks.push( this._createTrack( 'target.position', VectorKeyframeTrack, times, centers, cInterpolations ) );		tracks.push( this._createTrack( '.quaternion', QuaternionKeyframeTrack, times, quaternions, qInterpolations ) );		tracks.push( this._createTrack( '.position', VectorKeyframeTrack, times, positions, pInterpolations ) );		tracks.push( this._createTrack( '.fov', NumberKeyframeTrack, times, fovs, fInterpolations ) );		return new AnimationClip( '', - 1, tracks );	}	// private method	_createTrack( node, typedKeyframeTrack, times, values, interpolations ) {		/*			 * optimizes here not to let KeyframeTrackPrototype optimize			 * because KeyframeTrackPrototype optimizes times and values but			 * doesn't optimize interpolations.			 */		if ( times.length > 2 ) {			times = times.slice();			values = values.slice();			interpolations = interpolations.slice();			const stride = values.length / times.length;			const interpolateStride = interpolations.length / times.length;			let index = 1;			for ( let aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex ++ ) {				for ( let i = 0; i < stride; i ++ ) {					if ( values[ index * stride + i ] !== values[ ( index - 1 ) * stride + i ] ||							values[ index * stride + i ] !== values[ aheadIndex * stride + i ] ) {						index ++;						break;					}				}				if ( aheadIndex > index ) {					times[ index ] = times[ aheadIndex ];					for ( let i = 0; i < stride; i ++ ) {						values[ index * stride + i ] = values[ aheadIndex * stride + i ];					}					for ( let i = 0; i < interpolateStride; i ++ ) {						interpolations[ index * interpolateStride + i ] = interpolations[ aheadIndex * interpolateStride + i ];					}				}			}			times.length = index + 1;			values.length = ( index + 1 ) * stride;			interpolations.length = ( index + 1 ) * interpolateStride;		}		const track = new typedKeyframeTrack( node, times, values );		track.createInterpolant = function InterpolantFactoryMethodCubicBezier( result ) {			return new CubicBezierInterpolation( this.times, this.values, this.getValueSize(), result, new Float32Array( interpolations ) );		};		return track;	}}// interpolationclass CubicBezierInterpolation extends Interpolant {	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer, params ) {		super( parameterPositions, sampleValues, sampleSize, resultBuffer );		this.interpolationParams = params;	}	interpolate_( i1, t0, t, t1 ) {		const result = this.resultBuffer;		const values = this.sampleValues;		const stride = this.valueSize;		const params = this.interpolationParams;		const offset1 = i1 * stride;		const offset0 = offset1 - stride;		// No interpolation if next key frame is in one frame in 30fps.		// This is from MMD animation spec.		// '1.5' is for precision loss. times are Float32 in Three.js Animation system.		const weight1 = ( ( t1 - t0 ) < 1 / 30 * 1.5 ) ? 0.0 : ( t - t0 ) / ( t1 - t0 );		if ( stride === 4 ) { // Quaternion			const x1 = params[ i1 * 4 + 0 ];			const x2 = params[ i1 * 4 + 1 ];			const y1 = params[ i1 * 4 + 2 ];			const y2 = params[ i1 * 4 + 3 ];			const ratio = this._calculate( x1, x2, y1, y2, weight1 );			Quaternion.slerpFlat( result, 0, values, offset0, values, offset1, ratio );		} else if ( stride === 3 ) { // Vector3			for ( let i = 0; i !== stride; ++ i ) {				const x1 = params[ i1 * 12 + i * 4 + 0 ];				const x2 = params[ i1 * 12 + i * 4 + 1 ];				const y1 = params[ i1 * 12 + i * 4 + 2 ];				const y2 = params[ i1 * 12 + i * 4 + 3 ];				const ratio = this._calculate( x1, x2, y1, y2, weight1 );				result[ i ] = values[ offset0 + i ] * ( 1 - ratio ) + values[ offset1 + i ] * ratio;			}		} else { // Number			const x1 = params[ i1 * 4 + 0 ];			const x2 = params[ i1 * 4 + 1 ];			const y1 = params[ i1 * 4 + 2 ];			const y2 = params[ i1 * 4 + 3 ];			const ratio = this._calculate( x1, x2, y1, y2, weight1 );			result[ 0 ] = values[ offset0 ] * ( 1 - ratio ) + values[ offset1 ] * ratio;		}		return result;	}	_calculate( x1, x2, y1, y2, x ) {		/*			 * Cubic Bezier curves			 *   https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves			 *			 * B(t) = ( 1 - t ) ^ 3 * P0			 *      + 3 * ( 1 - t ) ^ 2 * t * P1			 *      + 3 * ( 1 - t ) * t^2 * P2			 *      + t ^ 3 * P3			 *      ( 0 <= t <= 1 )			 *			 * MMD uses Cubic Bezier curves for bone and camera animation interpolation.			 *   http://d.hatena.ne.jp/edvakf/20111016/1318716097			 *			 *    x = ( 1 - t ) ^ 3 * x0			 *      + 3 * ( 1 - t ) ^ 2 * t * x1			 *      + 3 * ( 1 - t ) * t^2 * x2			 *      + t ^ 3 * x3			 *    y = ( 1 - t ) ^ 3 * y0			 *      + 3 * ( 1 - t ) ^ 2 * t * y1			 *      + 3 * ( 1 - t ) * t^2 * y2			 *      + t ^ 3 * y3			 *      ( x0 = 0, y0 = 0 )			 *      ( x3 = 1, y3 = 1 )			 *      ( 0 <= t, x1, x2, y1, y2 <= 1 )			 *			 * Here solves this equation with Bisection method,			 *   https://en.wikipedia.org/wiki/Bisection_method			 * gets t, and then calculate y.			 *			 * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1			 *      + 3 * ( 1 - t ) * t^2 * x2			 *      + t ^ 3 - x = 0			 *			 * (Another option: Newton's method			 *    https://en.wikipedia.org/wiki/Newton%27s_method)			 */		let c = 0.5;		let t = c;		let s = 1.0 - t;		const loop = 15;		const eps = 1e-5;		const math = Math;		let sst3, stt3, ttt;		for ( let i = 0; i < loop; i ++ ) {			sst3 = 3.0 * s * s * t;			stt3 = 3.0 * s * t * t;			ttt = t * t * t;			const ft = ( sst3 * x1 ) + ( stt3 * x2 ) + ( ttt ) - x;			if ( math.abs( ft ) < eps ) break;			c /= 2.0;			t += ( ft < 0 ) ? c : - c;			s = 1.0 - t;		}		return ( sst3 * y1 ) + ( stt3 * y2 ) + ttt;	}}class MMDToonMaterial extends ShaderMaterial {	constructor( parameters ) {		super();		this._matcapCombine = AddOperation;		this.emissiveIntensity = 1.0;		this.normalMapType = TangentSpaceNormalMap;		this.combine = MultiplyOperation;		this.wireframeLinecap = 'round';		this.wireframeLinejoin = 'round';		this.flatShading = false;		this.lights = true;		this.vertexShader = MMDToonShader.vertexShader;		this.fragmentShader = MMDToonShader.fragmentShader;		this.defines = Object.assign( {}, MMDToonShader.defines );		Object.defineProperty( this, 'matcapCombine', {			get: function () {				return this._matcapCombine;			},			set: function ( value ) {				this._matcapCombine = value;				switch ( value ) {					case MultiplyOperation:						this.defines.MATCAP_BLENDING_MULTIPLY = true;						delete this.defines.MATCAP_BLENDING_ADD;						break;					default:					case AddOperation:						this.defines.MATCAP_BLENDING_ADD = true;						delete this.defines.MATCAP_BLENDING_MULTIPLY;						break;				}			},		} );		this.uniforms = UniformsUtils.clone( MMDToonShader.uniforms );		// merged from MeshToon/Phong/MatcapMaterial		const exposePropertyNames = [			'specular',			'shininess',			'opacity',			'diffuse',			'map',			'matcap',			'gradientMap',			'lightMap',			'lightMapIntensity',			'aoMap',			'aoMapIntensity',			'emissive',			'emissiveMap',			'bumpMap',			'bumpScale',			'normalMap',			'normalScale',			'displacemantBias',			'displacemantMap',			'displacemantScale',			'specularMap',			'alphaMap',			'envMap',			'reflectivity',			'refractionRatio',		];		for ( const propertyName of exposePropertyNames ) {			Object.defineProperty( this, propertyName, {				get: function () {					return this.uniforms[ propertyName ].value;				},				set: function ( value ) {					this.uniforms[ propertyName ].value = value;				},			} );		}		Object.defineProperty(			this,			'color',			Object.getOwnPropertyDescriptor( this, 'diffuse' )		);		this.setValues( parameters );	}	copy( source ) {		super.copy( source );		this.matcapCombine = source.matcapCombine;		this.emissiveIntensity = source.emissiveIntensity;		this.normalMapType = source.normalMapType;		this.combine = source.combine;		this.wireframeLinecap = source.wireframeLinecap;		this.wireframeLinejoin = source.wireframeLinejoin;		this.flatShading = source.flatShading;		return this;	}}MMDToonMaterial.prototype.isMMDToonMaterial = true;export { MMDLoader };
 |