bytev-charts
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
1,353 lines (1,143 loc) • 52.5 kB
JavaScript
import "core-js/modules/es.array.last-index-of.js";
import "core-js/modules/es.array.slice.js";
import "core-js/modules/es.function.bind.js";
import "core-js/modules/es.function.name.js";
import "core-js/modules/es.array.index-of.js";
import "core-js/modules/es.array.sort.js";
import "core-js/modules/es.regexp.exec.js";
import "core-js/modules/es.string.split.js";
import "core-js/modules/es.string.match.js";
import "core-js/modules/es.object.to-string.js";
import "core-js/modules/es.promise.js";
import "core-js/modules/es.array.iterator.js";
import "core-js/modules/web.dom-collections.iterator.js";
import "core-js/modules/es.array-buffer.slice.js";
import "core-js/modules/es.typed-array.float32-array.js";
import "core-js/modules/es.typed-array.copy-within.js";
import "core-js/modules/es.typed-array.every.js";
import "core-js/modules/es.typed-array.fill.js";
import "core-js/modules/es.typed-array.filter.js";
import "core-js/modules/es.typed-array.find.js";
import "core-js/modules/es.typed-array.find-index.js";
import "core-js/modules/es.typed-array.for-each.js";
import "core-js/modules/es.typed-array.includes.js";
import "core-js/modules/es.typed-array.index-of.js";
import "core-js/modules/es.typed-array.iterator.js";
import "core-js/modules/es.typed-array.join.js";
import "core-js/modules/es.typed-array.last-index-of.js";
import "core-js/modules/es.typed-array.map.js";
import "core-js/modules/es.typed-array.reduce.js";
import "core-js/modules/es.typed-array.reduce-right.js";
import "core-js/modules/es.typed-array.reverse.js";
import "core-js/modules/es.typed-array.set.js";
import "core-js/modules/es.typed-array.slice.js";
import "core-js/modules/es.typed-array.some.js";
import "core-js/modules/es.typed-array.sort.js";
import "core-js/modules/es.typed-array.subarray.js";
import "core-js/modules/es.typed-array.to-locale-string.js";
import "core-js/modules/es.typed-array.to-string.js";
import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import _Array$isArray from "@babel/runtime-corejs2/core-js/array/is-array";
import _parseInt from "@babel/runtime-corejs2/core-js/parse-int";
console.warn("THREE.MMDLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* Dependencies
* - mmd-parser https://github.com/takahirox/mmd-parser
* - THREE.TGALoader
* - THREE.OutlineEffect
*
* MMDLoader creates Three.js Objects from MMD resources as
* PMD, PMX, VMD, and VPD files.
*
* PMD/PMX is a model data format, VMD is a motion data format
* VPD is a posing data format used in MMD(Miku Miku Dance).
*
* MMD official site
* - https://sites.google.com/view/evpvp/
*
* PMD, VMD format (in Japanese)
* - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
*
* PMX format
* - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
*
* TODO
* - light motion in vmd support.
* - SDEF support.
* - uv/material/bone morphing support.
* - more precise grant skinning support.
* - shadow support.
*/
THREE.MMDLoader = function () {
/**
* @param {THREE.LoadingManager} manager
*/
function MMDLoader(manager) {
THREE.Loader.call(this, manager);
this.loader = new THREE.FileLoader(this.manager);
this.parser = null; // lazy generation
this.meshBuilder = new MeshBuilder(this.manager);
this.animationBuilder = new AnimationBuilder();
}
MMDLoader.prototype = _Object$assign(_Object$create(THREE.Loader.prototype), {
constructor: MMDLoader,
/**
* @param {string} animationPath
* @return {THREE.MMDLoader}
*/
setAnimationPath: function setAnimationPath(animationPath) {
this.animationPath = animationPath;
return this;
},
// Load MMD assets as Three.js Object
/**
* Loads Model file (.pmd or .pmx) as a THREE.SkinnedMesh.
*
* @param {string} url - url to Model(.pmd or .pmx) file
* @param {function} onLoad
* @param {function} onProgress
* @param {function} onError
*/
load: function load(url, onLoad, onProgress, onError) {
var builder = this.meshBuilder.setCrossOrigin(this.crossOrigin); // resource path
var resourcePath;
if (this.resourcePath !== '') {
resourcePath = this.resourcePath;
} else if (this.path !== '') {
resourcePath = this.path;
} else {
resourcePath = THREE.LoaderUtils.extractUrlBase(url);
}
var modelExtension = this._extractExtension(url).toLowerCase(); // Should I detect by seeing header?
if (modelExtension !== 'pmd' && modelExtension !== 'pmx') {
if (onError) onError(new Error('THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.'));
return;
}
this[modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX'](url, function (data) {
onLoad(builder.build(data, resourcePath, onProgress, onError));
}, onProgress, onError);
},
/**
* Loads Motion file(s) (.vmd) as a THREE.AnimationClip.
* If two or more files are specified, they'll be merged.
*
* @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
* @param {THREE.SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
* @param {function} onLoad
* @param {function} onProgress
* @param {function} onError
*/
loadAnimation: function loadAnimation(url, object, onLoad, onProgress, onError) {
var builder = this.animationBuilder;
this.loadVMD(url, function (vmd) {
onLoad(object.isCamera ? builder.buildCameraAnimation(vmd) : builder.build(vmd, object));
}, onProgress, onError);
},
/**
* Loads mode file and motion file(s) as an object containing
* a THREE.SkinnedMesh and a THREE.AnimationClip.
* Tracks of THREE.AnimationClip are fitting to the model.
*
* @param {string} modelUrl - url to Model(.pmd or .pmx) file
* @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
* @param {function} onLoad
* @param {function} onProgress
* @param {function} onError
*/
loadWithAnimation: function loadWithAnimation(modelUrl, vmdUrl, onLoad, onProgress, onError) {
var 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: function loadPMD(url, onLoad, onProgress, onError) {
var parser = this._getParser();
this.loader.setMimeType(undefined).setPath(this.path).setResponseType('arraybuffer').setRequestHeader(this.requestHeader).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: function loadPMX(url, onLoad, onProgress, onError) {
var parser = this._getParser();
this.loader.setMimeType(undefined).setPath(this.path).setResponseType('arraybuffer').setRequestHeader(this.requestHeader).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: function loadVMD(url, onLoad, onProgress, onError) {
var urls = _Array$isArray(url) ? url : [url];
var vmds = [];
var vmdNum = urls.length;
var parser = this._getParser();
this.loader.setMimeType(undefined).setPath(this.animationPath).setResponseType('arraybuffer').setRequestHeader(this.requestHeader);
for (var 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: function loadVPD(url, isUnicode, onLoad, onProgress, onError) {
var parser = this._getParser();
this.loader.setMimeType(isUnicode ? undefined : 'text/plain; charset=shift_jis').setPath(this.animationPath).setResponseType('text').setRequestHeader(this.requestHeader).load(url, function (text) {
onLoad(parser.parseVpd(text, true));
}, onProgress, onError);
},
// private methods
_extractExtension: function _extractExtension(url) {
var index = url.lastIndexOf('.');
return index < 0 ? '' : url.slice(index + 1);
},
_getParser: function _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();
}
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
*/
var 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=']; // Builders. They build Three.js object from Object data parsed by MMDParser.
/**
* @param {THREE.LoadingManager} manager
*/
function MeshBuilder(manager) {
this.geometryBuilder = new GeometryBuilder();
this.materialBuilder = new MaterialBuilder(manager);
}
MeshBuilder.prototype = {
constructor: MeshBuilder,
crossOrigin: 'anonymous',
/**
* @param {string} crossOrigin
* @return {MeshBuilder}
*/
setCrossOrigin: function setCrossOrigin(crossOrigin) {
this.crossOrigin = crossOrigin;
return this;
},
/**
* @param {Object} data - parsed PMD/PMX data
* @param {string} resourcePath
* @param {function} onProgress
* @param {function} onError
* @return {THREE.SkinnedMesh}
*/
build: function build(data, resourcePath, onProgress, onError) {
var geometry = this.geometryBuilder.build(data);
var material = this.materialBuilder.setCrossOrigin(this.crossOrigin).setResourcePath(resourcePath).build(data, geometry, onProgress, onError);
var mesh = new THREE.SkinnedMesh(geometry, material);
var skeleton = new THREE.Skeleton(initBones(mesh));
mesh.bind(skeleton); // console.log( mesh ); // for console debug
return mesh;
}
}; // TODO: Try to remove this function
function initBones(mesh) {
var geometry = mesh.geometry;
var bones = [],
bone,
gbone;
var i, il;
if (geometry && geometry.bones !== undefined) {
// first, create array of 'Bone' objects from geometry data
for (i = 0, il = geometry.bones.length; i < il; i++) {
gbone = geometry.bones[i]; // create new 'Bone' object
bone = new THREE.Bone();
bones.push(bone); // apply values
bone.name = gbone.name;
bone.position.fromArray(gbone.pos);
bone.quaternion.fromArray(gbone.rotq);
if (gbone.scl !== undefined) bone.scale.fromArray(gbone.scl);
} // second, create bone hierarchy
for (i = 0, il = geometry.bones.length; i < il; i++) {
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;
} //
function GeometryBuilder() {}
GeometryBuilder.prototype = {
constructor: GeometryBuilder,
/**
* @param {Object} data - parsed PMD/PMX data
* @return {THREE.BufferGeometry}
*/
build: function build(data) {
// for geometry
var positions = [];
var uvs = [];
var normals = [];
var indices = [];
var groups = [];
var bones = [];
var skinIndices = [];
var skinWeights = [];
var morphTargets = [];
var morphPositions = [];
var iks = [];
var grants = [];
var rigidBodies = [];
var constraints = []; // for work
var offset = 0;
var boneTypeTable = {}; // positions, normals, uvs, skinIndices, skinWeights
for (var i = 0; i < data.metadata.vertexCount; i++) {
var v = data.vertices[i];
for (var j = 0, jl = v.position.length; j < jl; j++) {
positions.push(v.position[j]);
}
for (var j = 0, jl = v.normal.length; j < jl; j++) {
normals.push(v.normal[j]);
}
for (var j = 0, jl = v.uv.length; j < jl; j++) {
uvs.push(v.uv[j]);
}
for (var j = 0; j < 4; j++) {
skinIndices.push(v.skinIndices.length - 1 >= j ? v.skinIndices[j] : 0.0);
}
for (var j = 0; j < 4; j++) {
skinWeights.push(v.skinWeights.length - 1 >= j ? v.skinWeights[j] : 0.0);
}
} // indices
for (var i = 0; i < data.metadata.faceCount; i++) {
var face = data.faces[i];
for (var j = 0, jl = face.indices.length; j < jl; j++) {
indices.push(face.indices[j]);
}
} // groups
for (var i = 0; i < data.metadata.materialCount; i++) {
var material = data.materials[i];
groups.push({
offset: offset * 3,
count: material.faceCount * 3
});
offset += material.faceCount;
} // bones
for (var i = 0; i < data.metadata.rigidBodyCount; i++) {
var body = data.rigidBodies[i];
var 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 (var i = 0; i < data.metadata.boneCount; i++) {
var boneData = data.bones[i];
var bone = {
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 (var i = 0; i < data.metadata.ikCount; i++) {
var ik = data.iks[i];
var param = {
target: ik.target,
effector: ik.effector,
iteration: ik.iteration,
maxAngle: ik.maxAngle * 4,
links: []
};
for (var j = 0, jl = ik.links.length; j < jl; j++) {
var link = {};
link.index = ik.links[j].index;
link.enabled = true;
if (data.bones[link.index].name.indexOf('ひざ') >= 0) {
link.limitation = new THREE.Vector3(1.0, 0.0, 0.0);
}
param.links.push(link);
}
iks.push(param);
}
} else {
for (var i = 0; i < data.metadata.boneCount; i++) {
var ik = data.bones[i].ik;
if (ik === undefined) continue;
var param = {
target: i,
effector: ik.effector,
iteration: ik.iteration,
maxAngle: ik.maxAngle,
links: []
};
for (var j = 0, jl = ik.links.length; j < jl; j++) {
var link = {};
link.index = ik.links[j].index;
link.enabled = true;
if (ik.links[j].angleLimitation === 1) {
// Revert if rotationMin/Max doesn't work well
// link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
var rotationMin = ik.links[j].lowerLimitationAngle;
var rotationMax = ik.links[j].upperLimitationAngle; // Convert Left to Right coordinate by myself because
// MMDParser doesn't convert. It's a MMDParser's bug
var tmp1 = -rotationMax[0];
var tmp2 = -rotationMax[1];
rotationMax[0] = -rotationMin[0];
rotationMax[1] = -rotationMin[1];
rotationMin[0] = tmp1;
rotationMin[1] = tmp2;
link.rotationMin = new THREE.Vector3().fromArray(rotationMin);
link.rotationMax = new THREE.Vector3().fromArray(rotationMax);
}
param.links.push(link);
}
iks.push(param);
}
} // grants
if (data.metadata.format === 'pmx') {
for (var i = 0; i < data.metadata.boneCount; i++) {
var boneData = data.bones[i];
var grant = boneData.grant;
if (grant === undefined) continue;
var param = {
index: i,
parentIndex: grant.parentIndex,
ratio: grant.ratio,
isLocal: grant.isLocal,
affectRotation: grant.affectRotation,
affectPosition: grant.affectPosition,
transformationClass: boneData.transformationClass
};
grants.push(param);
}
grants.sort(function (a, b) {
return a.transformationClass - b.transformationClass;
});
} // morph
function updateAttributes(attribute, morph, ratio) {
for (var i = 0; i < morph.elementCount; i++) {
var element = morph.elements[i];
var 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 (var i = 0; i < data.metadata.morphCount; i++) {
var morph = data.morphs[i];
var params = {
name: morph.name
};
var attribute = new THREE.Float32BufferAttribute(data.metadata.vertexCount * 3, 3);
attribute.name = morph.name;
for (var 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 (var j = 0; j < morph.elementCount; j++) {
var morph2 = data.morphs[morph.elements[j].index];
var 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 (var i = 0; i < data.metadata.rigidBodyCount; i++) {
var rigidBody = data.rigidBodies[i];
var params = {};
for (var 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) {
var 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 (var i = 0; i < data.metadata.constraintCount; i++) {
var constraint = data.constraints[i];
var params = {};
for (var key in constraint) {
params[key] = constraint[key];
}
var bodyA = rigidBodies[params.rigidBodyIndex1];
var 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.
var geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
geometry.setAttribute('skinIndex', new THREE.Uint16BufferAttribute(skinIndices, 4));
geometry.setAttribute('skinWeight', new THREE.Float32BufferAttribute(skinWeights, 4));
geometry.setIndex(indices);
for (var 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
*/
function MaterialBuilder(manager) {
this.manager = manager;
this.textureLoader = new THREE.TextureLoader(this.manager);
this.tgaLoader = null; // lazy generation
}
MaterialBuilder.prototype = {
constructor: MaterialBuilder,
crossOrigin: 'anonymous',
resourcePath: undefined,
/**
* @param {string} crossOrigin
* @return {MaterialBuilder}
*/
setCrossOrigin: function setCrossOrigin(crossOrigin) {
this.crossOrigin = crossOrigin;
return this;
},
/**
* @param {string} resourcePath
* @return {MaterialBuilder}
*/
setResourcePath: function setResourcePath(resourcePath) {
this.resourcePath = resourcePath;
return this;
},
/**
* @param {Object} data - parsed PMD/PMX data
* @param {THREE.BufferGeometry} geometry - some properties are dependend on geometry
* @param {function} onProgress
* @param {function} onError
* @return {Array<THREE.MeshToonMaterial>}
*/
build: function build(data, geometry
/*, onProgress, onError */
) {
var materials = [];
var textures = {};
this.textureLoader.setCrossOrigin(this.crossOrigin); // materials
for (var i = 0; i < data.metadata.materialCount; i++) {
var material = data.materials[i];
var params = {
userData: {}
};
if (material.name !== undefined) params.name = material.name;
/*
* Color
*
* MMD MeshToonMaterial
* diffuse - color
* ambient - emissive * a
* (a = 1.0 without map texture or 0.2 with map texture)
*
* MeshToonMaterial 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.color = new THREE.Color().fromArray(material.diffuse);
params.opacity = material.diffuse[3];
params.emissive = new THREE.Color().fromArray(material.ambient);
params.transparent = params.opacity !== 1.0; //
params.skinning = geometry.bones.length > 0 ? true : false;
params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
params.fog = true; // blend
params.blending = THREE.CustomBlending;
params.blendSrc = THREE.SrcAlphaFactor;
params.blendDst = THREE.OneMinusSrcAlphaFactor;
params.blendSrcAlpha = THREE.SrcAlphaFactor;
params.blendDstAlpha = THREE.DstAlphaFactor; // side
if (data.metadata.format === 'pmx' && (material.flag & 0x1) === 1) {
params.side = THREE.DoubleSide;
} else {
params.side = params.opacity === 1.0 ? THREE.FrontSide : THREE.DoubleSide;
}
if (data.metadata.format === 'pmd') {
// map, envMap
if (material.fileName) {
var fileName = material.fileName;
var fileNames = fileName.split('*'); // fileNames[ 0 ]: mapFileName
// fileNames[ 1 ]: envMapFileName( optional )
params.map = this._loadTexture(fileNames[0], textures);
if (fileNames.length > 1) {
var extension = fileNames[1].slice(-4).toLowerCase();
params.envMap = this._loadTexture(fileNames[1], textures);
params.combine = extension === '.sph' ? THREE.MultiplyOperation : THREE.AddOperation;
}
} // gradientMap
var 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);
} // envMap TODO: support m.envFlag === 3
if (material.envTextureIndex !== -1 && (material.envFlag === 1 || material.envFlag == 2)) {
params.envMap = this._loadTexture(data.textures[material.envTextureIndex], textures);
params.combine = material.envFlag === 1 ? THREE.MultiplyOperation : THREE.AddOperation;
} // gradientMap
var 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 THREE.MeshToonMaterial(params));
}
if (data.metadata.format === 'pmx') {
// set transparent true if alpha morph is defined.
var checkAlphaMorph = function checkAlphaMorph(elements, materials) {
for (var i = 0, il = elements.length; i < il; i++) {
var element = elements[i];
if (element.index === -1) continue;
var material = materials[element.index];
if (material.opacity !== element.diffuse[3]) {
material.transparent = true;
}
}
};
for (var i = 0, il = data.morphs.length; i < il; i++) {
var morph = data.morphs[i];
var elements = morph.elements;
if (morph.type === 0) {
for (var j = 0, jl = elements.length; j < jl; j++) {
var 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: function _getTGALoader() {
if (this.tgaLoader === null) {
if (THREE.TGALoader === undefined) {
throw new Error('THREE.MMDLoader: Import THREE.TGALoader');
}
this.tgaLoader = new THREE.TGALoader(this.manager);
}
return this.tgaLoader;
},
_isDefaultToonTexture: function _isDefaultToonTexture(name) {
if (name.length !== 10) return false;
return /toon(10|0[0-9])\.bmp/.test(name);
},
_loadTexture: function _loadTexture(filePath, textures, params, onProgress, onError) {
params = params || {};
var scope = this;
var fullPath;
if (params.isDefaultToonTexture === true) {
var 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];
var loader = this.manager.getHandler(fullPath);
if (loader === null) {
loader = filePath.slice(-4).toLowerCase() === '.tga' ? this._getTGALoader() : this.textureLoader;
}
var texture = loader.load(fullPath, function (t) {
// MMD toon texture is Axis-Y oriented
// but Three.js gradient map is Axis-X oriented.
// So here replaces the toon texture image with the rotated one.
if (params.isToonTexture === true) {
t.image = scope._getRotatedImage(t.image);
t.magFilter = THREE.NearestFilter;
t.minFilter = THREE.NearestFilter;
}
t.flipY = false;
t.wrapS = THREE.RepeatWrapping;
t.wrapT = THREE.RepeatWrapping;
for (var i = 0; i < texture.readyCallbacks.length; i++) {
texture.readyCallbacks[i](texture);
}
delete texture.readyCallbacks;
}, onProgress, onError);
texture.readyCallbacks = [];
textures[fullPath] = texture;
return texture;
},
_getRotatedImage: function _getRotatedImage(image) {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var width = image.width;
var 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: function _checkImageTransparency(map, geometry, groupIndex) {
map.readyCallbacks.push(function (texture) {
// Is there any efficient ways?
function createImageData(image) {
var canvas = document.createElement('canvas');
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0);
return context.getImageData(0, 0, canvas.width, canvas.height);
}
function detectImageTransparency(image, uvs, indices) {
var width = image.width;
var height = image.height;
var data = image.data;
var threshold = 253;
if (data.length / (width * height) !== 4) return false;
for (var i = 0; i < indices.length; i += 3) {
var centerUV = {
x: 0.0,
y: 0.0
};
for (var j = 0; j < 3; j++) {
var index = indices[i * 3 + j];
var uv = {
x: uvs[index * 2 + 0],
y: uvs[index * 2 + 1]
};
if (getAlphaByUv(image, uv) < threshold) return true;
centerUV.x += uv.x;
centerUV.y += uv.y;
}
centerUV.x /= 3;
centerUV.y /= 3;
if (getAlphaByUv(image, centerUV) < threshold) return true;
}
return false;
}
/*
* This method expects
* texture.flipY = false
* texture.wrapS = THREE.RepeatWrapping
* texture.wrapT = THREE.RepeatWrapping
* TODO: more precise
*/
function getAlphaByUv(image, uv) {
var width = image.width;
var height = image.height;
var x = Math.round(uv.x * width) % width;
var y = Math.round(uv.y * height) % height;
if (x < 0) x += width;
if (y < 0) y += height;
var index = y * width + x;
return image.data[index * 4 + 3];
}
var imageData = texture.image.data !== undefined ? texture.image : createImageData(texture.image);
var group = geometry.groups[groupIndex];
if (detectImageTransparency(imageData, geometry.attributes.uv.array, geometry.index.array.slice(group.start, group.start + group.count))) {
map.transparent = true;
}
});
}
}; //
function AnimationBuilder() {}
AnimationBuilder.prototype = {
constructor: AnimationBuilder,
/**
* @param {Object} vmd - parsed VMD data
* @param {THREE.SkinnedMesh} mesh - tracks will be fitting to mesh
* @return {THREE.AnimationClip}
*/
build: function build(vmd, mesh) {
// combine skeletal and morph animations
var tracks = this.buildSkeletalAnimation(vmd, mesh).tracks;
var tracks2 = this.buildMorphAnimation(vmd, mesh).tracks;
for (var i = 0, il = tracks2.length; i < il; i++) {
tracks.push(tracks2[i]);
}
return new THREE.AnimationClip('', -1, tracks);
},
/**
* @param {Object} vmd - parsed VMD data
* @param {THREE.SkinnedMesh} mesh - tracks will be fitting to mesh
* @return {THREE.AnimationClip}
*/
buildSkeletalAnimation: function 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
}
var tracks = [];
var motions = {};
var bones = mesh.skeleton.bones;
var boneNameDictionary = {};
for (var i = 0, il = bones.length; i < il; i++) {
boneNameDictionary[bones[i].name] = true;
}
for (var i = 0; i < vmd.metadata.motionCount; i++) {
var motion = vmd.motions[i];
var boneName = motion.boneName;
if (boneNameDictionary[boneName] === undefined) continue;
motions[boneName] = motions[boneName] || [];
motions[boneName].push(motion);
}
for (var key in motions) {
var array = motions[key];
array.sort(function (a, b) {
return a.frameNum - b.frameNum;
});
var times = [];
var positions = [];
var rotations = [];
var pInterpolations = [];
var rInterpolations = [];
var basePosition = mesh.skeleton.getBoneByName(key).position.toArray();
for (var i = 0, il = array.length; i < il; i++) {
var time = array[i].frameNum / 30;
var position = array[i].position;
var rotation = array[i].rotation;
var interpolation = array[i].interpolation;
times.push(time);
for (var j = 0; j < 3; j++) {
positions.push(basePosition[j] + position[j]);
}
for (var j = 0; j < 4; j++) {
rotations.push(rotation[j]);
}
for (var j = 0; j < 3; j++) {
pushInterpolation(pInterpolations, interpolation, j);
}
pushInterpolation(rInterpolations, interpolation, 3);
}
var targetName = '.bones[' + key + ']';
tracks.push(this._createTrack(targetName + '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations));
tracks.push(this._createTrack(targetName + '.quaternion', THREE.QuaternionKeyframeTrack, times, rotations, rInterpolations));
}
return new THREE.AnimationClip('', -1, tracks);
},
/**
* @param {Object} vmd - parsed VMD data
* @param {THREE.SkinnedMesh} mesh - tracks will be fitting to mesh
* @return {THREE.AnimationClip}
*/
buildMorphAnimation: function buildMorphAnimation(vmd, mesh) {
var tracks = [];
var morphs = {};
var morphTargetDictionary = mesh.morphTargetDictionary;
for (var i = 0; i < vmd.metadata.morphCount; i++) {
var morph = vmd.morphs[i];
var morphName = morph.morphName;
if (morphTargetDictionary[morphName] === undefined) continue;
morphs[morphName] = morphs[morphName] || [];
morphs[morphName].push(morph);
}
for (var key in morphs) {
var array = morphs[key];
array.sort(function (a, b) {
return a.frameNum - b.frameNum;
});
var times = [];
var values = [];
for (var i = 0, il = array.length; i < il; i++) {
times.push(array[i].frameNum / 30);
values.push(array[i].weight);
}
tracks.push(new THREE.NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetDictionary[key] + ']', times, values));
}
return new THREE.AnimationClip('', -1, tracks);
},
/**
* @param {Object} vmd - parsed VMD data
* @return {THREE.AnimationClip}
*/
buildCameraAnimation: function 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
}
var tracks = [];
var cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
cameras.sort(function (a, b) {
return a.frameNum - b.frameNum;
});
var times = [];
var centers = [];
var quaternions = [];
var positions = [];
var fovs = [];
var cInterpolations = [];
var qInterpolations = [];
var pInterpolations = [];
var fInterpolations = [];
var quaternion = new THREE.Quaternion();
var euler = new THREE.Euler();
var position = new THREE.Vector3();
var center = new THREE.Vector3();
for (var i = 0, il = cameras.length; i < il; i++) {
var motion = cameras[i];
var time = motion.frameNum / 30;
var pos = motion.position;
var rot = motion.rotation;
var distance = motion.distance;
var fov = motion.fov;
var 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 (var j = 0; j < 3; j++) {
pushInterpolation(cInterpolations, interpolation, j);
}
pushInterpolation(qInterpolations, interpolation, 3); // use the same parameter for x, y, z axis.
for (var j = 0; j < 3; j++) {
pushInterpolation(pInterpolations, interpolation, 4);
}
pushInterpolation(fInterpolations, interpolation, 5);
}
var tracks = []; // I expect an object whose name 'target' exists under THREE.Camera
tracks.push(this._createTrack('target.position', THREE.VectorKeyframeTrack, times, centers, cInterpolations));
tracks.push(this._createTrack('.quaternion', THREE.QuaternionKeyframeTrack, times, quaternions, qInterpolations));
tracks.push(this._createTrack('.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations));
tracks.push(this._createTrack('.fov', THREE.NumberKeyframeTrack, times, fovs, fInterpolations));
return new THREE.AnimationClip('', -1, tracks);
},
// private method
_createTrack: function _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();
var stride = values.length / times.length;
var interpolateStride = interpolations.length / times.length;
var index = 1;
for (var aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex++) {
for (var 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 (var i = 0; i < stride; i++) {
values[index * stride + i] = values[aheadIndex * stride + i];
}
for (var 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;
}
var track = new typedKeyframeTrack(node, times, values);
track.createInterpolant = function InterpolantFactoryMethodCubicBezier(result) {
return new CubicBezierInterpolation(this.times, this.values, this.getValueSize(), result, new Float32Array(interpolations));
};
return track;
}
}; // interpolation
function CubicBezierInterpolation(parameterPositions, sampleValues, sampleSize, resultBuffer, params) {
THREE.Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
this.interpolationParams = params;
}
CubicBezierInterpolation.prototype = _Object$assign(_Object$create(THREE.Interpolant.prototype), {
constructor: CubicBezierInterpolation,
interpolate_: function interpolate_(i1, t0, t, t1) {
var result = this.resultBuffer;
var values = this.sampleValues;
var stride = this.valueSize;
var params = this.interpolationParams;
var offset1 = i1 * stride;
var 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.
var weight1 = t1 - t0 < 1 / 30 * 1.5 ? 0.0 : (t - t0) / (t1 - t0);
if (stride === 4) {
// Quaternion
var x1 = params[i1 * 4 + 0];
var x2 = params[i1 * 4 + 1];
var y1 = params[i1 * 4 + 2];
var y2 = params[i1 * 4 + 3];
var ratio = this._calculate(x1, x2, y1, y2, weight1);
THREE.Quaternion.slerpFlat(result, 0, values, offset0, values, offset1, ratio);
} else if (stride === 3) {
// Vector3
for (var i = 0; i !== stride; ++i) {
var x1 = params[i1 * 12 + i * 4 + 0];
var x2 = para