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