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