UNPKG

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
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