@needle-tools/three 0.154.3 → 0.160.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -719
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,1207 +1,1207 @@
1
- import {
2
- AnimationMixer,
3
- Object3D,
4
- Quaternion,
5
- Vector3
6
- } from 'three';
7
- import { CCDIKSolver } from '../animation/CCDIKSolver.js';
8
- import { MMDPhysics } from '../animation/MMDPhysics.js';
9
-
10
- /**
11
- * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
12
- * with MMD special features as IK, Grant, and Physics.
13
- *
14
- * Dependencies
15
- * - ammo.js https://github.com/kripken/ammo.js
16
- * - MMDPhysics
17
- * - CCDIKSolver
18
- *
19
- * TODO
20
- * - more precise grant skinning support.
21
- */
22
- class MMDAnimationHelper {
23
-
24
- /**
25
- * @param {Object} params - (optional)
26
- * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
27
- * @param {Number} params.afterglow - Default is 0.0.
28
- * @param {boolean} params.resetPhysicsOnLoop - Default is true.
29
- */
30
- constructor( params = {} ) {
31
-
32
- this.meshes = [];
33
-
34
- this.camera = null;
35
- this.cameraTarget = new Object3D();
36
- this.cameraTarget.name = 'target';
37
-
38
- this.audio = null;
39
- this.audioManager = null;
40
-
41
- this.objects = new WeakMap();
42
-
43
- this.configuration = {
44
- sync: params.sync !== undefined ? params.sync : true,
45
- afterglow: params.afterglow !== undefined ? params.afterglow : 0.0,
46
- resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true,
47
- pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false
48
- };
49
-
50
- this.enabled = {
51
- animation: true,
52
- ik: true,
53
- grant: true,
54
- physics: true,
55
- cameraAnimation: true
56
- };
57
-
58
- this.onBeforePhysics = function ( /* mesh */ ) {};
59
-
60
- // experimental
61
- this.sharedPhysics = false;
62
- this.masterPhysics = null;
63
-
64
- }
65
-
66
- /**
67
- * Adds an Three.js Object to helper and setups animation.
68
- * The anmation durations of added objects are synched
69
- * if this.configuration.sync is true.
70
- *
71
- * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
72
- * @param {Object} params - (optional)
73
- * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
74
- * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
75
- * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
76
- * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
77
- * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
78
- * @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
79
- * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
80
- * @return {MMDAnimationHelper}
81
- */
82
- add( object, params = {} ) {
83
-
84
- if ( object.isSkinnedMesh ) {
85
-
86
- this._addMesh( object, params );
87
-
88
- } else if ( object.isCamera ) {
89
-
90
- this._setupCamera( object, params );
91
-
92
- } else if ( object.type === 'Audio' ) {
93
-
94
- this._setupAudio( object, params );
95
-
96
- } else {
97
-
98
- throw new Error( 'THREE.MMDAnimationHelper.add: '
99
- + 'accepts only '
100
- + 'THREE.SkinnedMesh or '
101
- + 'THREE.Camera or '
102
- + 'THREE.Audio instance.' );
103
-
104
- }
105
-
106
- if ( this.configuration.sync ) this._syncDuration();
107
-
108
- return this;
109
-
110
- }
111
-
112
- /**
113
- * Removes an Three.js Object from helper.
114
- *
115
- * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
116
- * @return {MMDAnimationHelper}
117
- */
118
- remove( object ) {
119
-
120
- if ( object.isSkinnedMesh ) {
121
-
122
- this._removeMesh( object );
123
-
124
- } else if ( object.isCamera ) {
125
-
126
- this._clearCamera( object );
127
-
128
- } else if ( object.type === 'Audio' ) {
129
-
130
- this._clearAudio( object );
131
-
132
- } else {
133
-
134
- throw new Error( 'THREE.MMDAnimationHelper.remove: '
135
- + 'accepts only '
136
- + 'THREE.SkinnedMesh or '
137
- + 'THREE.Camera or '
138
- + 'THREE.Audio instance.' );
139
-
140
- }
141
-
142
- if ( this.configuration.sync ) this._syncDuration();
143
-
144
- return this;
145
-
146
- }
147
-
148
- /**
149
- * Updates the animation.
150
- *
151
- * @param {Number} delta
152
- * @return {MMDAnimationHelper}
153
- */
154
- update( delta ) {
155
-
156
- if ( this.audioManager !== null ) this.audioManager.control( delta );
157
-
158
- for ( let i = 0; i < this.meshes.length; i ++ ) {
159
-
160
- this._animateMesh( this.meshes[ i ], delta );
161
-
162
- }
163
-
164
- if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
165
-
166
- if ( this.camera !== null ) this._animateCamera( this.camera, delta );
167
-
168
- return this;
169
-
170
- }
171
-
172
- /**
173
- * Changes the pose of SkinnedMesh as VPD specifies.
174
- *
175
- * @param {THREE.SkinnedMesh} mesh
176
- * @param {Object} vpd - VPD content parsed MMDParser
177
- * @param {Object} params - (optional)
178
- * @param {boolean} params.resetPose - Default is true.
179
- * @param {boolean} params.ik - Default is true.
180
- * @param {boolean} params.grant - Default is true.
181
- * @return {MMDAnimationHelper}
182
- */
183
- pose( mesh, vpd, params = {} ) {
184
-
185
- if ( params.resetPose !== false ) mesh.pose();
186
-
187
- const bones = mesh.skeleton.bones;
188
- const boneParams = vpd.bones;
189
-
190
- const boneNameDictionary = {};
191
-
192
- for ( let i = 0, il = bones.length; i < il; i ++ ) {
193
-
194
- boneNameDictionary[ bones[ i ].name ] = i;
195
-
196
- }
197
-
198
- const vector = new Vector3();
199
- const quaternion = new Quaternion();
200
-
201
- for ( let i = 0, il = boneParams.length; i < il; i ++ ) {
202
-
203
- const boneParam = boneParams[ i ];
204
- const boneIndex = boneNameDictionary[ boneParam.name ];
205
-
206
- if ( boneIndex === undefined ) continue;
207
-
208
- const bone = bones[ boneIndex ];
209
- bone.position.add( vector.fromArray( boneParam.translation ) );
210
- bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
211
-
212
- }
213
-
214
- mesh.updateMatrixWorld( true );
215
-
216
- // PMX animation system special path
217
- if ( this.configuration.pmxAnimation &&
218
- mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
219
-
220
- const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
221
- const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;
222
- const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;
223
- this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );
224
-
225
- } else {
226
-
227
- if ( params.ik !== false ) {
228
-
229
- this._createCCDIKSolver( mesh ).update();
230
-
231
- }
232
-
233
- if ( params.grant !== false ) {
234
-
235
- this.createGrantSolver( mesh ).update();
236
-
237
- }
238
-
239
- }
240
-
241
- return this;
242
-
243
- }
244
-
245
- /**
246
- * Enabes/Disables an animation feature.
247
- *
248
- * @param {string} key
249
- * @param {boolean} enabled
250
- * @return {MMDAnimationHelper}
251
- */
252
- enable( key, enabled ) {
253
-
254
- if ( this.enabled[ key ] === undefined ) {
255
-
256
- throw new Error( 'THREE.MMDAnimationHelper.enable: '
257
- + 'unknown key ' + key );
258
-
259
- }
260
-
261
- this.enabled[ key ] = enabled;
262
-
263
- if ( key === 'physics' ) {
264
-
265
- for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
266
-
267
- this._optimizeIK( this.meshes[ i ], enabled );
268
-
269
- }
270
-
271
- }
272
-
273
- return this;
274
-
275
- }
276
-
277
- /**
278
- * Creates an GrantSolver instance.
279
- *
280
- * @param {THREE.SkinnedMesh} mesh
281
- * @return {GrantSolver}
282
- */
283
- createGrantSolver( mesh ) {
284
-
285
- return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );
286
-
287
- }
288
-
289
- // private methods
290
-
291
- _addMesh( mesh, params ) {
292
-
293
- if ( this.meshes.indexOf( mesh ) >= 0 ) {
294
-
295
- throw new Error( 'THREE.MMDAnimationHelper._addMesh: '
296
- + 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );
297
-
298
- }
299
-
300
- this.meshes.push( mesh );
301
- this.objects.set( mesh, { looped: false } );
302
-
303
- this._setupMeshAnimation( mesh, params.animation );
304
-
305
- if ( params.physics !== false ) {
306
-
307
- this._setupMeshPhysics( mesh, params );
308
-
309
- }
310
-
311
- return this;
312
-
313
- }
314
-
315
- _setupCamera( camera, params ) {
316
-
317
- if ( this.camera === camera ) {
318
-
319
- throw new Error( 'THREE.MMDAnimationHelper._setupCamera: '
320
- + 'Camera \'' + camera.name + '\' has already been set.' );
321
-
322
- }
323
-
324
- if ( this.camera ) this.clearCamera( this.camera );
325
-
326
- this.camera = camera;
327
-
328
- camera.add( this.cameraTarget );
329
-
330
- this.objects.set( camera, {} );
331
-
332
- if ( params.animation !== undefined ) {
333
-
334
- this._setupCameraAnimation( camera, params.animation );
335
-
336
- }
337
-
338
- return this;
339
-
340
- }
341
-
342
- _setupAudio( audio, params ) {
343
-
344
- if ( this.audio === audio ) {
345
-
346
- throw new Error( 'THREE.MMDAnimationHelper._setupAudio: '
347
- + 'Audio \'' + audio.name + '\' has already been set.' );
348
-
349
- }
350
-
351
- if ( this.audio ) this.clearAudio( this.audio );
352
-
353
- this.audio = audio;
354
- this.audioManager = new AudioManager( audio, params );
355
-
356
- this.objects.set( this.audioManager, {
357
- duration: this.audioManager.duration
358
- } );
359
-
360
- return this;
361
-
362
- }
363
-
364
- _removeMesh( mesh ) {
365
-
366
- let found = false;
367
- let writeIndex = 0;
368
-
369
- for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
370
-
371
- if ( this.meshes[ i ] === mesh ) {
372
-
373
- this.objects.delete( mesh );
374
- found = true;
375
-
376
- continue;
377
-
378
- }
379
-
380
- this.meshes[ writeIndex ++ ] = this.meshes[ i ];
381
-
382
- }
383
-
384
- if ( ! found ) {
385
-
386
- throw new Error( 'THREE.MMDAnimationHelper._removeMesh: '
387
- + 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );
388
-
389
- }
390
-
391
- this.meshes.length = writeIndex;
392
-
393
- return this;
394
-
395
- }
396
-
397
- _clearCamera( camera ) {
398
-
399
- if ( camera !== this.camera ) {
400
-
401
- throw new Error( 'THREE.MMDAnimationHelper._clearCamera: '
402
- + 'Camera \'' + camera.name + '\' has not been set yet.' );
403
-
404
- }
405
-
406
- this.camera.remove( this.cameraTarget );
407
-
408
- this.objects.delete( this.camera );
409
- this.camera = null;
410
-
411
- return this;
412
-
413
- }
414
-
415
- _clearAudio( audio ) {
416
-
417
- if ( audio !== this.audio ) {
418
-
419
- throw new Error( 'THREE.MMDAnimationHelper._clearAudio: '
420
- + 'Audio \'' + audio.name + '\' has not been set yet.' );
421
-
422
- }
423
-
424
- this.objects.delete( this.audioManager );
425
-
426
- this.audio = null;
427
- this.audioManager = null;
428
-
429
- return this;
430
-
431
- }
432
-
433
- _setupMeshAnimation( mesh, animation ) {
434
-
435
- const objects = this.objects.get( mesh );
436
-
437
- if ( animation !== undefined ) {
438
-
439
- const animations = Array.isArray( animation )
440
- ? animation : [ animation ];
441
-
442
- objects.mixer = new AnimationMixer( mesh );
443
-
444
- for ( let i = 0, il = animations.length; i < il; i ++ ) {
445
-
446
- objects.mixer.clipAction( animations[ i ] ).play();
447
-
448
- }
449
-
450
- // TODO: find a workaround not to access ._clip looking like a private property
451
- objects.mixer.addEventListener( 'loop', function ( event ) {
452
-
453
- const tracks = event.action._clip.tracks;
454
-
455
- if ( tracks.length > 0 && tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;
456
-
457
- objects.looped = true;
458
-
459
- } );
460
-
461
- }
462
-
463
- objects.ikSolver = this._createCCDIKSolver( mesh );
464
- objects.grantSolver = this.createGrantSolver( mesh );
465
-
466
- return this;
467
-
468
- }
469
-
470
- _setupCameraAnimation( camera, animation ) {
471
-
472
- const animations = Array.isArray( animation )
473
- ? animation : [ animation ];
474
-
475
- const objects = this.objects.get( camera );
476
-
477
- objects.mixer = new AnimationMixer( camera );
478
-
479
- for ( let i = 0, il = animations.length; i < il; i ++ ) {
480
-
481
- objects.mixer.clipAction( animations[ i ] ).play();
482
-
483
- }
484
-
485
- }
486
-
487
- _setupMeshPhysics( mesh, params ) {
488
-
489
- const objects = this.objects.get( mesh );
490
-
491
- // shared physics is experimental
492
-
493
- if ( params.world === undefined && this.sharedPhysics ) {
494
-
495
- const masterPhysics = this._getMasterPhysics();
496
-
497
- if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
498
-
499
- }
500
-
501
- objects.physics = this._createMMDPhysics( mesh, params );
502
-
503
- if ( objects.mixer && params.animationWarmup !== false ) {
504
-
505
- this._animateMesh( mesh, 0 );
506
- objects.physics.reset();
507
-
508
- }
509
-
510
- objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );
511
-
512
- this._optimizeIK( mesh, true );
513
-
514
- }
515
-
516
- _animateMesh( mesh, delta ) {
517
-
518
- const objects = this.objects.get( mesh );
519
-
520
- const mixer = objects.mixer;
521
- const ikSolver = objects.ikSolver;
522
- const grantSolver = objects.grantSolver;
523
- const physics = objects.physics;
524
- const looped = objects.looped;
525
-
526
- if ( mixer && this.enabled.animation ) {
527
-
528
- // alternate solution to save/restore bones but less performant?
529
- //mesh.pose();
530
- //this._updatePropertyMixersBuffer( mesh );
531
-
532
- this._restoreBones( mesh );
533
-
534
- mixer.update( delta );
535
-
536
- this._saveBones( mesh );
537
-
538
- // PMX animation system special path
539
- if ( this.configuration.pmxAnimation &&
540
- mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
541
-
542
- if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
543
-
544
- this._animatePMXMesh(
545
- mesh,
546
- objects.sortedBonesData,
547
- ikSolver && this.enabled.ik ? ikSolver : null,
548
- grantSolver && this.enabled.grant ? grantSolver : null
549
- );
550
-
551
- } else {
552
-
553
- if ( ikSolver && this.enabled.ik ) {
554
-
555
- mesh.updateMatrixWorld( true );
556
- ikSolver.update();
557
-
558
- }
559
-
560
- if ( grantSolver && this.enabled.grant ) {
561
-
562
- grantSolver.update();
563
-
564
- }
565
-
566
- }
567
-
568
- }
569
-
570
- if ( looped === true && this.enabled.physics ) {
571
-
572
- if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();
573
-
574
- objects.looped = false;
575
-
576
- }
577
-
578
- if ( physics && this.enabled.physics && ! this.sharedPhysics ) {
579
-
580
- this.onBeforePhysics( mesh );
581
- physics.update( delta );
582
-
583
- }
584
-
585
- }
586
-
587
- // Sort bones in order by 1. transformationClass and 2. bone index.
588
- // In PMX animation system, bone transformations should be processed
589
- // in this order.
590
- _sortBoneDataArray( boneDataArray ) {
591
-
592
- return boneDataArray.sort( function ( a, b ) {
593
-
594
- if ( a.transformationClass !== b.transformationClass ) {
595
-
596
- return a.transformationClass - b.transformationClass;
597
-
598
- } else {
599
-
600
- return a.index - b.index;
601
-
602
- }
603
-
604
- } );
605
-
606
- }
607
-
608
- // PMX Animation system is a bit too complex and doesn't great match to
609
- // Three.js Animation system. This method attempts to simulate it as much as
610
- // possible but doesn't perfectly simulate.
611
- // This method is more costly than the regular one so
612
- // you are recommended to set constructor parameter "pmxAnimation: true"
613
- // only if your PMX model animation doesn't work well.
614
- // If you need better method you would be required to write your own.
615
- _animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ) {
616
-
617
- _quaternionIndex = 0;
618
- _grantResultMap.clear();
619
-
620
- for ( let i = 0, il = sortedBonesData.length; i < il; i ++ ) {
621
-
622
- updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver );
623
-
624
- }
625
-
626
- mesh.updateMatrixWorld( true );
627
- return this;
628
-
629
- }
630
-
631
- _animateCamera( camera, delta ) {
632
-
633
- const mixer = this.objects.get( camera ).mixer;
634
-
635
- if ( mixer && this.enabled.cameraAnimation ) {
636
-
637
- mixer.update( delta );
638
-
639
- camera.updateProjectionMatrix();
640
-
641
- camera.up.set( 0, 1, 0 );
642
- camera.up.applyQuaternion( camera.quaternion );
643
- camera.lookAt( this.cameraTarget.position );
644
-
645
- }
646
-
647
- }
648
-
649
- _optimizeIK( mesh, physicsEnabled ) {
650
-
651
- const iks = mesh.geometry.userData.MMD.iks;
652
- const bones = mesh.geometry.userData.MMD.bones;
653
-
654
- for ( let i = 0, il = iks.length; i < il; i ++ ) {
655
-
656
- const ik = iks[ i ];
657
- const links = ik.links;
658
-
659
- for ( let j = 0, jl = links.length; j < jl; j ++ ) {
660
-
661
- const link = links[ j ];
662
-
663
- if ( physicsEnabled === true ) {
664
-
665
- // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
666
- // because its rotation will be overriden by physics
667
- link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
668
-
669
- } else {
670
-
671
- link.enabled = true;
672
-
673
- }
674
-
675
- }
676
-
677
- }
678
-
679
- }
680
-
681
- _createCCDIKSolver( mesh ) {
682
-
683
- if ( CCDIKSolver === undefined ) {
684
-
685
- throw new Error( 'THREE.MMDAnimationHelper: Import CCDIKSolver.' );
686
-
687
- }
688
-
689
- return new CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
690
-
691
- }
692
-
693
- _createMMDPhysics( mesh, params ) {
694
-
695
- if ( MMDPhysics === undefined ) {
696
-
697
- throw new Error( 'THREE.MMDPhysics: Import MMDPhysics.' );
698
-
699
- }
700
-
701
- return new MMDPhysics(
702
- mesh,
703
- mesh.geometry.userData.MMD.rigidBodies,
704
- mesh.geometry.userData.MMD.constraints,
705
- params );
706
-
707
- }
708
-
709
- /*
710
- * Detects the longest duration and then sets it to them to sync.
711
- * TODO: Not to access private properties ( ._actions and ._clip )
712
- */
713
- _syncDuration() {
714
-
715
- let max = 0.0;
716
-
717
- const objects = this.objects;
718
- const meshes = this.meshes;
719
- const camera = this.camera;
720
- const audioManager = this.audioManager;
721
-
722
- // get the longest duration
723
-
724
- for ( let i = 0, il = meshes.length; i < il; i ++ ) {
725
-
726
- const mixer = this.objects.get( meshes[ i ] ).mixer;
727
-
728
- if ( mixer === undefined ) continue;
729
-
730
- for ( let j = 0; j < mixer._actions.length; j ++ ) {
731
-
732
- const clip = mixer._actions[ j ]._clip;
733
-
734
- if ( ! objects.has( clip ) ) {
735
-
736
- objects.set( clip, {
737
- duration: clip.duration
738
- } );
739
-
740
- }
741
-
742
- max = Math.max( max, objects.get( clip ).duration );
743
-
744
- }
745
-
746
- }
747
-
748
- if ( camera !== null ) {
749
-
750
- const mixer = this.objects.get( camera ).mixer;
751
-
752
- if ( mixer !== undefined ) {
753
-
754
- for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
755
-
756
- const clip = mixer._actions[ i ]._clip;
757
-
758
- if ( ! objects.has( clip ) ) {
759
-
760
- objects.set( clip, {
761
- duration: clip.duration
762
- } );
763
-
764
- }
765
-
766
- max = Math.max( max, objects.get( clip ).duration );
767
-
768
- }
769
-
770
- }
771
-
772
- }
773
-
774
- if ( audioManager !== null ) {
775
-
776
- max = Math.max( max, objects.get( audioManager ).duration );
777
-
778
- }
779
-
780
- max += this.configuration.afterglow;
781
-
782
- // update the duration
783
-
784
- for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
785
-
786
- const mixer = this.objects.get( this.meshes[ i ] ).mixer;
787
-
788
- if ( mixer === undefined ) continue;
789
-
790
- for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
791
-
792
- mixer._actions[ j ]._clip.duration = max;
793
-
794
- }
795
-
796
- }
797
-
798
- if ( camera !== null ) {
799
-
800
- const mixer = this.objects.get( camera ).mixer;
801
-
802
- if ( mixer !== undefined ) {
803
-
804
- for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
805
-
806
- mixer._actions[ i ]._clip.duration = max;
807
-
808
- }
809
-
810
- }
811
-
812
- }
813
-
814
- if ( audioManager !== null ) {
815
-
816
- audioManager.duration = max;
817
-
818
- }
819
-
820
- }
821
-
822
- // workaround
823
-
824
- _updatePropertyMixersBuffer( mesh ) {
825
-
826
- const mixer = this.objects.get( mesh ).mixer;
827
-
828
- const propertyMixers = mixer._bindings;
829
- const accuIndex = mixer._accuIndex;
830
-
831
- for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) {
832
-
833
- const propertyMixer = propertyMixers[ i ];
834
- const buffer = propertyMixer.buffer;
835
- const stride = propertyMixer.valueSize;
836
- const offset = ( accuIndex + 1 ) * stride;
837
-
838
- propertyMixer.binding.getValue( buffer, offset );
839
-
840
- }
841
-
842
- }
843
-
844
- /*
845
- * Avoiding these two issues by restore/save bones before/after mixer animation.
846
- *
847
- * 1. PropertyMixer used by AnimationMixer holds cache value in .buffer.
848
- * Calculating IK, Grant, and Physics after mixer animation can break
849
- * the cache coherency.
850
- *
851
- * 2. Applying Grant two or more times without reset the posing breaks model.
852
- */
853
- _saveBones( mesh ) {
854
-
855
- const objects = this.objects.get( mesh );
856
-
857
- const bones = mesh.skeleton.bones;
858
-
859
- let backupBones = objects.backupBones;
860
-
861
- if ( backupBones === undefined ) {
862
-
863
- backupBones = new Float32Array( bones.length * 7 );
864
- objects.backupBones = backupBones;
865
-
866
- }
867
-
868
- for ( let i = 0, il = bones.length; i < il; i ++ ) {
869
-
870
- const bone = bones[ i ];
871
- bone.position.toArray( backupBones, i * 7 );
872
- bone.quaternion.toArray( backupBones, i * 7 + 3 );
873
-
874
- }
875
-
876
- }
877
-
878
- _restoreBones( mesh ) {
879
-
880
- const objects = this.objects.get( mesh );
881
-
882
- const backupBones = objects.backupBones;
883
-
884
- if ( backupBones === undefined ) return;
885
-
886
- const bones = mesh.skeleton.bones;
887
-
888
- for ( let i = 0, il = bones.length; i < il; i ++ ) {
889
-
890
- const bone = bones[ i ];
891
- bone.position.fromArray( backupBones, i * 7 );
892
- bone.quaternion.fromArray( backupBones, i * 7 + 3 );
893
-
894
- }
895
-
896
- }
897
-
898
- // experimental
899
-
900
- _getMasterPhysics() {
901
-
902
- if ( this.masterPhysics !== null ) return this.masterPhysics;
903
-
904
- for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
905
-
906
- const physics = this.meshes[ i ].physics;
907
-
908
- if ( physics !== undefined && physics !== null ) {
909
-
910
- this.masterPhysics = physics;
911
- return this.masterPhysics;
912
-
913
- }
914
-
915
- }
916
-
917
- return null;
918
-
919
- }
920
-
921
- _updateSharedPhysics( delta ) {
922
-
923
- if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
924
-
925
- const physics = this._getMasterPhysics();
926
-
927
- if ( physics === null ) return;
928
-
929
- for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
930
-
931
- const p = this.meshes[ i ].physics;
932
-
933
- if ( p !== null && p !== undefined ) {
934
-
935
- p.updateRigidBodies();
936
-
937
- }
938
-
939
- }
940
-
941
- physics.stepSimulation( delta );
942
-
943
- for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
944
-
945
- const p = this.meshes[ i ].physics;
946
-
947
- if ( p !== null && p !== undefined ) {
948
-
949
- p.updateBones();
950
-
951
- }
952
-
953
- }
954
-
955
- }
956
-
957
- }
958
-
959
- // Keep working quaternions for less GC
960
- const _quaternions = [];
961
- let _quaternionIndex = 0;
962
-
963
- function getQuaternion() {
964
-
965
- if ( _quaternionIndex >= _quaternions.length ) {
966
-
967
- _quaternions.push( new Quaternion() );
968
-
969
- }
970
-
971
- return _quaternions[ _quaternionIndex ++ ];
972
-
973
- }
974
-
975
- // Save rotation whose grant and IK are already applied
976
- // used by grant children
977
- const _grantResultMap = new Map();
978
-
979
- function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {
980
-
981
- const bones = mesh.skeleton.bones;
982
- const bonesData = mesh.geometry.userData.MMD.bones;
983
- const boneData = bonesData[ boneIndex ];
984
- const bone = bones[ boneIndex ];
985
-
986
- // Return if already updated by being referred as a grant parent.
987
- if ( _grantResultMap.has( boneIndex ) ) return;
988
-
989
- const quaternion = getQuaternion();
990
-
991
- // Initialize grant result here to prevent infinite loop.
992
- // If it's referred before updating with actual result later
993
- // result without applyting IK or grant is gotten
994
- // but better than composing of infinite loop.
995
- _grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) );
996
-
997
- // @TODO: Support global grant and grant position
998
- if ( grantSolver && boneData.grant &&
999
- ! boneData.grant.isLocal && boneData.grant.affectRotation ) {
1000
-
1001
- const parentIndex = boneData.grant.parentIndex;
1002
- const ratio = boneData.grant.ratio;
1003
-
1004
- if ( ! _grantResultMap.has( parentIndex ) ) {
1005
-
1006
- updateOne( mesh, parentIndex, ikSolver, grantSolver );
1007
-
1008
- }
1009
-
1010
- grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio );
1011
-
1012
- }
1013
-
1014
- if ( ikSolver && boneData.ik ) {
1015
-
1016
- // @TODO: Updating world matrices every time solving an IK bone is
1017
- // costly. Optimize if possible.
1018
- mesh.updateMatrixWorld( true );
1019
- ikSolver.updateOne( boneData.ik );
1020
-
1021
- // No confident, but it seems the grant results with ik links should be updated?
1022
- const links = boneData.ik.links;
1023
-
1024
- for ( let i = 0, il = links.length; i < il; i ++ ) {
1025
-
1026
- const link = links[ i ];
1027
-
1028
- if ( link.enabled === false ) continue;
1029
-
1030
- const linkIndex = link.index;
1031
-
1032
- if ( _grantResultMap.has( linkIndex ) ) {
1033
-
1034
- _grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );
1035
-
1036
- }
1037
-
1038
- }
1039
-
1040
- }
1041
-
1042
- // Update with the actual result here
1043
- quaternion.copy( bone.quaternion );
1044
-
1045
- }
1046
-
1047
- //
1048
-
1049
- class AudioManager {
1050
-
1051
- /**
1052
- * @param {THREE.Audio} audio
1053
- * @param {Object} params - (optional)
1054
- * @param {Nuumber} params.delayTime
1055
- */
1056
- constructor( audio, params = {} ) {
1057
-
1058
- this.audio = audio;
1059
-
1060
- this.elapsedTime = 0.0;
1061
- this.currentTime = 0.0;
1062
- this.delayTime = params.delayTime !== undefined
1063
- ? params.delayTime : 0.0;
1064
-
1065
- this.audioDuration = this.audio.buffer.duration;
1066
- this.duration = this.audioDuration + this.delayTime;
1067
-
1068
- }
1069
-
1070
- /**
1071
- * @param {Number} delta
1072
- * @return {AudioManager}
1073
- */
1074
- control( delta ) {
1075
-
1076
- this.elapsed += delta;
1077
- this.currentTime += delta;
1078
-
1079
- if ( this._shouldStopAudio() ) this.audio.stop();
1080
- if ( this._shouldStartAudio() ) this.audio.play();
1081
-
1082
- return this;
1083
-
1084
- }
1085
-
1086
- // private methods
1087
-
1088
- _shouldStartAudio() {
1089
-
1090
- if ( this.audio.isPlaying ) return false;
1091
-
1092
- while ( this.currentTime >= this.duration ) {
1093
-
1094
- this.currentTime -= this.duration;
1095
-
1096
- }
1097
-
1098
- if ( this.currentTime < this.delayTime ) return false;
1099
-
1100
- // 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
1101
- if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;
1102
-
1103
- return true;
1104
-
1105
- }
1106
-
1107
- _shouldStopAudio() {
1108
-
1109
- return this.audio.isPlaying &&
1110
- this.currentTime >= this.duration;
1111
-
1112
- }
1113
-
1114
- }
1115
-
1116
- const _q = new Quaternion();
1117
-
1118
- /**
1119
- * Solver for Grant (Fuyo in Japanese. I just google translated because
1120
- * Fuyo may be MMD specific term and may not be common word in 3D CG terms.)
1121
- * Grant propagates a bone's transform to other bones transforms even if
1122
- * they are not children.
1123
- * @param {THREE.SkinnedMesh} mesh
1124
- * @param {Array<Object>} grants
1125
- */
1126
- class GrantSolver {
1127
-
1128
- constructor( mesh, grants = [] ) {
1129
-
1130
- this.mesh = mesh;
1131
- this.grants = grants;
1132
-
1133
- }
1134
-
1135
- /**
1136
- * Solve all the grant bones
1137
- * @return {GrantSolver}
1138
- */
1139
- update() {
1140
-
1141
- const grants = this.grants;
1142
-
1143
- for ( let i = 0, il = grants.length; i < il; i ++ ) {
1144
-
1145
- this.updateOne( grants[ i ] );
1146
-
1147
- }
1148
-
1149
- return this;
1150
-
1151
- }
1152
-
1153
- /**
1154
- * Solve a grant bone
1155
- * @param {Object} grant - grant parameter
1156
- * @return {GrantSolver}
1157
- */
1158
- updateOne( grant ) {
1159
-
1160
- const bones = this.mesh.skeleton.bones;
1161
- const bone = bones[ grant.index ];
1162
- const parentBone = bones[ grant.parentIndex ];
1163
-
1164
- if ( grant.isLocal ) {
1165
-
1166
- // TODO: implement
1167
- if ( grant.affectPosition ) {
1168
-
1169
- }
1170
-
1171
- // TODO: implement
1172
- if ( grant.affectRotation ) {
1173
-
1174
- }
1175
-
1176
- } else {
1177
-
1178
- // TODO: implement
1179
- if ( grant.affectPosition ) {
1180
-
1181
- }
1182
-
1183
- if ( grant.affectRotation ) {
1184
-
1185
- this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );
1186
-
1187
- }
1188
-
1189
- }
1190
-
1191
- return this;
1192
-
1193
- }
1194
-
1195
- addGrantRotation( bone, q, ratio ) {
1196
-
1197
- _q.set( 0, 0, 0, 1 );
1198
- _q.slerp( q, ratio );
1199
- bone.quaternion.multiply( _q );
1200
-
1201
- return this;
1202
-
1203
- }
1204
-
1205
- }
1206
-
1207
- export { MMDAnimationHelper };
1
+ import {
2
+ AnimationMixer,
3
+ Object3D,
4
+ Quaternion,
5
+ Vector3
6
+ } from 'three';
7
+ import { CCDIKSolver } from '../animation/CCDIKSolver.js';
8
+ import { MMDPhysics } from '../animation/MMDPhysics.js';
9
+
10
+ /**
11
+ * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
12
+ * with MMD special features as IK, Grant, and Physics.
13
+ *
14
+ * Dependencies
15
+ * - ammo.js https://github.com/kripken/ammo.js
16
+ * - MMDPhysics
17
+ * - CCDIKSolver
18
+ *
19
+ * TODO
20
+ * - more precise grant skinning support.
21
+ */
22
+ class MMDAnimationHelper {
23
+
24
+ /**
25
+ * @param {Object} params - (optional)
26
+ * @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
27
+ * @param {Number} params.afterglow - Default is 0.0.
28
+ * @param {boolean} params.resetPhysicsOnLoop - Default is true.
29
+ */
30
+ constructor( params = {} ) {
31
+
32
+ this.meshes = [];
33
+
34
+ this.camera = null;
35
+ this.cameraTarget = new Object3D();
36
+ this.cameraTarget.name = 'target';
37
+
38
+ this.audio = null;
39
+ this.audioManager = null;
40
+
41
+ this.objects = new WeakMap();
42
+
43
+ this.configuration = {
44
+ sync: params.sync !== undefined ? params.sync : true,
45
+ afterglow: params.afterglow !== undefined ? params.afterglow : 0.0,
46
+ resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true,
47
+ pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false
48
+ };
49
+
50
+ this.enabled = {
51
+ animation: true,
52
+ ik: true,
53
+ grant: true,
54
+ physics: true,
55
+ cameraAnimation: true
56
+ };
57
+
58
+ this.onBeforePhysics = function ( /* mesh */ ) {};
59
+
60
+ // experimental
61
+ this.sharedPhysics = false;
62
+ this.masterPhysics = null;
63
+
64
+ }
65
+
66
+ /**
67
+ * Adds an Three.js Object to helper and setups animation.
68
+ * The anmation durations of added objects are synched
69
+ * if this.configuration.sync is true.
70
+ *
71
+ * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
72
+ * @param {Object} params - (optional)
73
+ * @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
74
+ * @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
75
+ * @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
76
+ * @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
77
+ * @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
78
+ * @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
79
+ * @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
80
+ * @return {MMDAnimationHelper}
81
+ */
82
+ add( object, params = {} ) {
83
+
84
+ if ( object.isSkinnedMesh ) {
85
+
86
+ this._addMesh( object, params );
87
+
88
+ } else if ( object.isCamera ) {
89
+
90
+ this._setupCamera( object, params );
91
+
92
+ } else if ( object.type === 'Audio' ) {
93
+
94
+ this._setupAudio( object, params );
95
+
96
+ } else {
97
+
98
+ throw new Error( 'THREE.MMDAnimationHelper.add: '
99
+ + 'accepts only '
100
+ + 'THREE.SkinnedMesh or '
101
+ + 'THREE.Camera or '
102
+ + 'THREE.Audio instance.' );
103
+
104
+ }
105
+
106
+ if ( this.configuration.sync ) this._syncDuration();
107
+
108
+ return this;
109
+
110
+ }
111
+
112
+ /**
113
+ * Removes an Three.js Object from helper.
114
+ *
115
+ * @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
116
+ * @return {MMDAnimationHelper}
117
+ */
118
+ remove( object ) {
119
+
120
+ if ( object.isSkinnedMesh ) {
121
+
122
+ this._removeMesh( object );
123
+
124
+ } else if ( object.isCamera ) {
125
+
126
+ this._clearCamera( object );
127
+
128
+ } else if ( object.type === 'Audio' ) {
129
+
130
+ this._clearAudio( object );
131
+
132
+ } else {
133
+
134
+ throw new Error( 'THREE.MMDAnimationHelper.remove: '
135
+ + 'accepts only '
136
+ + 'THREE.SkinnedMesh or '
137
+ + 'THREE.Camera or '
138
+ + 'THREE.Audio instance.' );
139
+
140
+ }
141
+
142
+ if ( this.configuration.sync ) this._syncDuration();
143
+
144
+ return this;
145
+
146
+ }
147
+
148
+ /**
149
+ * Updates the animation.
150
+ *
151
+ * @param {Number} delta
152
+ * @return {MMDAnimationHelper}
153
+ */
154
+ update( delta ) {
155
+
156
+ if ( this.audioManager !== null ) this.audioManager.control( delta );
157
+
158
+ for ( let i = 0; i < this.meshes.length; i ++ ) {
159
+
160
+ this._animateMesh( this.meshes[ i ], delta );
161
+
162
+ }
163
+
164
+ if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
165
+
166
+ if ( this.camera !== null ) this._animateCamera( this.camera, delta );
167
+
168
+ return this;
169
+
170
+ }
171
+
172
+ /**
173
+ * Changes the pose of SkinnedMesh as VPD specifies.
174
+ *
175
+ * @param {THREE.SkinnedMesh} mesh
176
+ * @param {Object} vpd - VPD content parsed MMDParser
177
+ * @param {Object} params - (optional)
178
+ * @param {boolean} params.resetPose - Default is true.
179
+ * @param {boolean} params.ik - Default is true.
180
+ * @param {boolean} params.grant - Default is true.
181
+ * @return {MMDAnimationHelper}
182
+ */
183
+ pose( mesh, vpd, params = {} ) {
184
+
185
+ if ( params.resetPose !== false ) mesh.pose();
186
+
187
+ const bones = mesh.skeleton.bones;
188
+ const boneParams = vpd.bones;
189
+
190
+ const boneNameDictionary = {};
191
+
192
+ for ( let i = 0, il = bones.length; i < il; i ++ ) {
193
+
194
+ boneNameDictionary[ bones[ i ].name ] = i;
195
+
196
+ }
197
+
198
+ const vector = new Vector3();
199
+ const quaternion = new Quaternion();
200
+
201
+ for ( let i = 0, il = boneParams.length; i < il; i ++ ) {
202
+
203
+ const boneParam = boneParams[ i ];
204
+ const boneIndex = boneNameDictionary[ boneParam.name ];
205
+
206
+ if ( boneIndex === undefined ) continue;
207
+
208
+ const bone = bones[ boneIndex ];
209
+ bone.position.add( vector.fromArray( boneParam.translation ) );
210
+ bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
211
+
212
+ }
213
+
214
+ mesh.updateMatrixWorld( true );
215
+
216
+ // PMX animation system special path
217
+ if ( this.configuration.pmxAnimation &&
218
+ mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
219
+
220
+ const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
221
+ const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;
222
+ const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;
223
+ this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );
224
+
225
+ } else {
226
+
227
+ if ( params.ik !== false ) {
228
+
229
+ this._createCCDIKSolver( mesh ).update();
230
+
231
+ }
232
+
233
+ if ( params.grant !== false ) {
234
+
235
+ this.createGrantSolver( mesh ).update();
236
+
237
+ }
238
+
239
+ }
240
+
241
+ return this;
242
+
243
+ }
244
+
245
+ /**
246
+ * Enabes/Disables an animation feature.
247
+ *
248
+ * @param {string} key
249
+ * @param {boolean} enabled
250
+ * @return {MMDAnimationHelper}
251
+ */
252
+ enable( key, enabled ) {
253
+
254
+ if ( this.enabled[ key ] === undefined ) {
255
+
256
+ throw new Error( 'THREE.MMDAnimationHelper.enable: '
257
+ + 'unknown key ' + key );
258
+
259
+ }
260
+
261
+ this.enabled[ key ] = enabled;
262
+
263
+ if ( key === 'physics' ) {
264
+
265
+ for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
266
+
267
+ this._optimizeIK( this.meshes[ i ], enabled );
268
+
269
+ }
270
+
271
+ }
272
+
273
+ return this;
274
+
275
+ }
276
+
277
+ /**
278
+ * Creates an GrantSolver instance.
279
+ *
280
+ * @param {THREE.SkinnedMesh} mesh
281
+ * @return {GrantSolver}
282
+ */
283
+ createGrantSolver( mesh ) {
284
+
285
+ return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );
286
+
287
+ }
288
+
289
+ // private methods
290
+
291
+ _addMesh( mesh, params ) {
292
+
293
+ if ( this.meshes.indexOf( mesh ) >= 0 ) {
294
+
295
+ throw new Error( 'THREE.MMDAnimationHelper._addMesh: '
296
+ + 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );
297
+
298
+ }
299
+
300
+ this.meshes.push( mesh );
301
+ this.objects.set( mesh, { looped: false } );
302
+
303
+ this._setupMeshAnimation( mesh, params.animation );
304
+
305
+ if ( params.physics !== false ) {
306
+
307
+ this._setupMeshPhysics( mesh, params );
308
+
309
+ }
310
+
311
+ return this;
312
+
313
+ }
314
+
315
+ _setupCamera( camera, params ) {
316
+
317
+ if ( this.camera === camera ) {
318
+
319
+ throw new Error( 'THREE.MMDAnimationHelper._setupCamera: '
320
+ + 'Camera \'' + camera.name + '\' has already been set.' );
321
+
322
+ }
323
+
324
+ if ( this.camera ) this.clearCamera( this.camera );
325
+
326
+ this.camera = camera;
327
+
328
+ camera.add( this.cameraTarget );
329
+
330
+ this.objects.set( camera, {} );
331
+
332
+ if ( params.animation !== undefined ) {
333
+
334
+ this._setupCameraAnimation( camera, params.animation );
335
+
336
+ }
337
+
338
+ return this;
339
+
340
+ }
341
+
342
+ _setupAudio( audio, params ) {
343
+
344
+ if ( this.audio === audio ) {
345
+
346
+ throw new Error( 'THREE.MMDAnimationHelper._setupAudio: '
347
+ + 'Audio \'' + audio.name + '\' has already been set.' );
348
+
349
+ }
350
+
351
+ if ( this.audio ) this.clearAudio( this.audio );
352
+
353
+ this.audio = audio;
354
+ this.audioManager = new AudioManager( audio, params );
355
+
356
+ this.objects.set( this.audioManager, {
357
+ duration: this.audioManager.duration
358
+ } );
359
+
360
+ return this;
361
+
362
+ }
363
+
364
+ _removeMesh( mesh ) {
365
+
366
+ let found = false;
367
+ let writeIndex = 0;
368
+
369
+ for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
370
+
371
+ if ( this.meshes[ i ] === mesh ) {
372
+
373
+ this.objects.delete( mesh );
374
+ found = true;
375
+
376
+ continue;
377
+
378
+ }
379
+
380
+ this.meshes[ writeIndex ++ ] = this.meshes[ i ];
381
+
382
+ }
383
+
384
+ if ( ! found ) {
385
+
386
+ throw new Error( 'THREE.MMDAnimationHelper._removeMesh: '
387
+ + 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );
388
+
389
+ }
390
+
391
+ this.meshes.length = writeIndex;
392
+
393
+ return this;
394
+
395
+ }
396
+
397
+ _clearCamera( camera ) {
398
+
399
+ if ( camera !== this.camera ) {
400
+
401
+ throw new Error( 'THREE.MMDAnimationHelper._clearCamera: '
402
+ + 'Camera \'' + camera.name + '\' has not been set yet.' );
403
+
404
+ }
405
+
406
+ this.camera.remove( this.cameraTarget );
407
+
408
+ this.objects.delete( this.camera );
409
+ this.camera = null;
410
+
411
+ return this;
412
+
413
+ }
414
+
415
+ _clearAudio( audio ) {
416
+
417
+ if ( audio !== this.audio ) {
418
+
419
+ throw new Error( 'THREE.MMDAnimationHelper._clearAudio: '
420
+ + 'Audio \'' + audio.name + '\' has not been set yet.' );
421
+
422
+ }
423
+
424
+ this.objects.delete( this.audioManager );
425
+
426
+ this.audio = null;
427
+ this.audioManager = null;
428
+
429
+ return this;
430
+
431
+ }
432
+
433
+ _setupMeshAnimation( mesh, animation ) {
434
+
435
+ const objects = this.objects.get( mesh );
436
+
437
+ if ( animation !== undefined ) {
438
+
439
+ const animations = Array.isArray( animation )
440
+ ? animation : [ animation ];
441
+
442
+ objects.mixer = new AnimationMixer( mesh );
443
+
444
+ for ( let i = 0, il = animations.length; i < il; i ++ ) {
445
+
446
+ objects.mixer.clipAction( animations[ i ] ).play();
447
+
448
+ }
449
+
450
+ // TODO: find a workaround not to access ._clip looking like a private property
451
+ objects.mixer.addEventListener( 'loop', function ( event ) {
452
+
453
+ const tracks = event.action._clip.tracks;
454
+
455
+ if ( tracks.length > 0 && tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;
456
+
457
+ objects.looped = true;
458
+
459
+ } );
460
+
461
+ }
462
+
463
+ objects.ikSolver = this._createCCDIKSolver( mesh );
464
+ objects.grantSolver = this.createGrantSolver( mesh );
465
+
466
+ return this;
467
+
468
+ }
469
+
470
+ _setupCameraAnimation( camera, animation ) {
471
+
472
+ const animations = Array.isArray( animation )
473
+ ? animation : [ animation ];
474
+
475
+ const objects = this.objects.get( camera );
476
+
477
+ objects.mixer = new AnimationMixer( camera );
478
+
479
+ for ( let i = 0, il = animations.length; i < il; i ++ ) {
480
+
481
+ objects.mixer.clipAction( animations[ i ] ).play();
482
+
483
+ }
484
+
485
+ }
486
+
487
+ _setupMeshPhysics( mesh, params ) {
488
+
489
+ const objects = this.objects.get( mesh );
490
+
491
+ // shared physics is experimental
492
+
493
+ if ( params.world === undefined && this.sharedPhysics ) {
494
+
495
+ const masterPhysics = this._getMasterPhysics();
496
+
497
+ if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
498
+
499
+ }
500
+
501
+ objects.physics = this._createMMDPhysics( mesh, params );
502
+
503
+ if ( objects.mixer && params.animationWarmup !== false ) {
504
+
505
+ this._animateMesh( mesh, 0 );
506
+ objects.physics.reset();
507
+
508
+ }
509
+
510
+ objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );
511
+
512
+ this._optimizeIK( mesh, true );
513
+
514
+ }
515
+
516
+ _animateMesh( mesh, delta ) {
517
+
518
+ const objects = this.objects.get( mesh );
519
+
520
+ const mixer = objects.mixer;
521
+ const ikSolver = objects.ikSolver;
522
+ const grantSolver = objects.grantSolver;
523
+ const physics = objects.physics;
524
+ const looped = objects.looped;
525
+
526
+ if ( mixer && this.enabled.animation ) {
527
+
528
+ // alternate solution to save/restore bones but less performant?
529
+ //mesh.pose();
530
+ //this._updatePropertyMixersBuffer( mesh );
531
+
532
+ this._restoreBones( mesh );
533
+
534
+ mixer.update( delta );
535
+
536
+ this._saveBones( mesh );
537
+
538
+ // PMX animation system special path
539
+ if ( this.configuration.pmxAnimation &&
540
+ mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
541
+
542
+ if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
543
+
544
+ this._animatePMXMesh(
545
+ mesh,
546
+ objects.sortedBonesData,
547
+ ikSolver && this.enabled.ik ? ikSolver : null,
548
+ grantSolver && this.enabled.grant ? grantSolver : null
549
+ );
550
+
551
+ } else {
552
+
553
+ if ( ikSolver && this.enabled.ik ) {
554
+
555
+ mesh.updateMatrixWorld( true );
556
+ ikSolver.update();
557
+
558
+ }
559
+
560
+ if ( grantSolver && this.enabled.grant ) {
561
+
562
+ grantSolver.update();
563
+
564
+ }
565
+
566
+ }
567
+
568
+ }
569
+
570
+ if ( looped === true && this.enabled.physics ) {
571
+
572
+ if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();
573
+
574
+ objects.looped = false;
575
+
576
+ }
577
+
578
+ if ( physics && this.enabled.physics && ! this.sharedPhysics ) {
579
+
580
+ this.onBeforePhysics( mesh );
581
+ physics.update( delta );
582
+
583
+ }
584
+
585
+ }
586
+
587
+ // Sort bones in order by 1. transformationClass and 2. bone index.
588
+ // In PMX animation system, bone transformations should be processed
589
+ // in this order.
590
+ _sortBoneDataArray( boneDataArray ) {
591
+
592
+ return boneDataArray.sort( function ( a, b ) {
593
+
594
+ if ( a.transformationClass !== b.transformationClass ) {
595
+
596
+ return a.transformationClass - b.transformationClass;
597
+
598
+ } else {
599
+
600
+ return a.index - b.index;
601
+
602
+ }
603
+
604
+ } );
605
+
606
+ }
607
+
608
+ // PMX Animation system is a bit too complex and doesn't great match to
609
+ // Three.js Animation system. This method attempts to simulate it as much as
610
+ // possible but doesn't perfectly simulate.
611
+ // This method is more costly than the regular one so
612
+ // you are recommended to set constructor parameter "pmxAnimation: true"
613
+ // only if your PMX model animation doesn't work well.
614
+ // If you need better method you would be required to write your own.
615
+ _animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ) {
616
+
617
+ _quaternionIndex = 0;
618
+ _grantResultMap.clear();
619
+
620
+ for ( let i = 0, il = sortedBonesData.length; i < il; i ++ ) {
621
+
622
+ updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver );
623
+
624
+ }
625
+
626
+ mesh.updateMatrixWorld( true );
627
+ return this;
628
+
629
+ }
630
+
631
+ _animateCamera( camera, delta ) {
632
+
633
+ const mixer = this.objects.get( camera ).mixer;
634
+
635
+ if ( mixer && this.enabled.cameraAnimation ) {
636
+
637
+ mixer.update( delta );
638
+
639
+ camera.updateProjectionMatrix();
640
+
641
+ camera.up.set( 0, 1, 0 );
642
+ camera.up.applyQuaternion( camera.quaternion );
643
+ camera.lookAt( this.cameraTarget.position );
644
+
645
+ }
646
+
647
+ }
648
+
649
+ _optimizeIK( mesh, physicsEnabled ) {
650
+
651
+ const iks = mesh.geometry.userData.MMD.iks;
652
+ const bones = mesh.geometry.userData.MMD.bones;
653
+
654
+ for ( let i = 0, il = iks.length; i < il; i ++ ) {
655
+
656
+ const ik = iks[ i ];
657
+ const links = ik.links;
658
+
659
+ for ( let j = 0, jl = links.length; j < jl; j ++ ) {
660
+
661
+ const link = links[ j ];
662
+
663
+ if ( physicsEnabled === true ) {
664
+
665
+ // disable IK of the bone the corresponding rigidBody type of which is 1 or 2
666
+ // because its rotation will be overriden by physics
667
+ link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
668
+
669
+ } else {
670
+
671
+ link.enabled = true;
672
+
673
+ }
674
+
675
+ }
676
+
677
+ }
678
+
679
+ }
680
+
681
+ _createCCDIKSolver( mesh ) {
682
+
683
+ if ( CCDIKSolver === undefined ) {
684
+
685
+ throw new Error( 'THREE.MMDAnimationHelper: Import CCDIKSolver.' );
686
+
687
+ }
688
+
689
+ return new CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
690
+
691
+ }
692
+
693
+ _createMMDPhysics( mesh, params ) {
694
+
695
+ if ( MMDPhysics === undefined ) {
696
+
697
+ throw new Error( 'THREE.MMDPhysics: Import MMDPhysics.' );
698
+
699
+ }
700
+
701
+ return new MMDPhysics(
702
+ mesh,
703
+ mesh.geometry.userData.MMD.rigidBodies,
704
+ mesh.geometry.userData.MMD.constraints,
705
+ params );
706
+
707
+ }
708
+
709
+ /*
710
+ * Detects the longest duration and then sets it to them to sync.
711
+ * TODO: Not to access private properties ( ._actions and ._clip )
712
+ */
713
+ _syncDuration() {
714
+
715
+ let max = 0.0;
716
+
717
+ const objects = this.objects;
718
+ const meshes = this.meshes;
719
+ const camera = this.camera;
720
+ const audioManager = this.audioManager;
721
+
722
+ // get the longest duration
723
+
724
+ for ( let i = 0, il = meshes.length; i < il; i ++ ) {
725
+
726
+ const mixer = this.objects.get( meshes[ i ] ).mixer;
727
+
728
+ if ( mixer === undefined ) continue;
729
+
730
+ for ( let j = 0; j < mixer._actions.length; j ++ ) {
731
+
732
+ const clip = mixer._actions[ j ]._clip;
733
+
734
+ if ( ! objects.has( clip ) ) {
735
+
736
+ objects.set( clip, {
737
+ duration: clip.duration
738
+ } );
739
+
740
+ }
741
+
742
+ max = Math.max( max, objects.get( clip ).duration );
743
+
744
+ }
745
+
746
+ }
747
+
748
+ if ( camera !== null ) {
749
+
750
+ const mixer = this.objects.get( camera ).mixer;
751
+
752
+ if ( mixer !== undefined ) {
753
+
754
+ for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
755
+
756
+ const clip = mixer._actions[ i ]._clip;
757
+
758
+ if ( ! objects.has( clip ) ) {
759
+
760
+ objects.set( clip, {
761
+ duration: clip.duration
762
+ } );
763
+
764
+ }
765
+
766
+ max = Math.max( max, objects.get( clip ).duration );
767
+
768
+ }
769
+
770
+ }
771
+
772
+ }
773
+
774
+ if ( audioManager !== null ) {
775
+
776
+ max = Math.max( max, objects.get( audioManager ).duration );
777
+
778
+ }
779
+
780
+ max += this.configuration.afterglow;
781
+
782
+ // update the duration
783
+
784
+ for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
785
+
786
+ const mixer = this.objects.get( this.meshes[ i ] ).mixer;
787
+
788
+ if ( mixer === undefined ) continue;
789
+
790
+ for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
791
+
792
+ mixer._actions[ j ]._clip.duration = max;
793
+
794
+ }
795
+
796
+ }
797
+
798
+ if ( camera !== null ) {
799
+
800
+ const mixer = this.objects.get( camera ).mixer;
801
+
802
+ if ( mixer !== undefined ) {
803
+
804
+ for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
805
+
806
+ mixer._actions[ i ]._clip.duration = max;
807
+
808
+ }
809
+
810
+ }
811
+
812
+ }
813
+
814
+ if ( audioManager !== null ) {
815
+
816
+ audioManager.duration = max;
817
+
818
+ }
819
+
820
+ }
821
+
822
+ // workaround
823
+
824
+ _updatePropertyMixersBuffer( mesh ) {
825
+
826
+ const mixer = this.objects.get( mesh ).mixer;
827
+
828
+ const propertyMixers = mixer._bindings;
829
+ const accuIndex = mixer._accuIndex;
830
+
831
+ for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) {
832
+
833
+ const propertyMixer = propertyMixers[ i ];
834
+ const buffer = propertyMixer.buffer;
835
+ const stride = propertyMixer.valueSize;
836
+ const offset = ( accuIndex + 1 ) * stride;
837
+
838
+ propertyMixer.binding.getValue( buffer, offset );
839
+
840
+ }
841
+
842
+ }
843
+
844
+ /*
845
+ * Avoiding these two issues by restore/save bones before/after mixer animation.
846
+ *
847
+ * 1. PropertyMixer used by AnimationMixer holds cache value in .buffer.
848
+ * Calculating IK, Grant, and Physics after mixer animation can break
849
+ * the cache coherency.
850
+ *
851
+ * 2. Applying Grant two or more times without reset the posing breaks model.
852
+ */
853
+ _saveBones( mesh ) {
854
+
855
+ const objects = this.objects.get( mesh );
856
+
857
+ const bones = mesh.skeleton.bones;
858
+
859
+ let backupBones = objects.backupBones;
860
+
861
+ if ( backupBones === undefined ) {
862
+
863
+ backupBones = new Float32Array( bones.length * 7 );
864
+ objects.backupBones = backupBones;
865
+
866
+ }
867
+
868
+ for ( let i = 0, il = bones.length; i < il; i ++ ) {
869
+
870
+ const bone = bones[ i ];
871
+ bone.position.toArray( backupBones, i * 7 );
872
+ bone.quaternion.toArray( backupBones, i * 7 + 3 );
873
+
874
+ }
875
+
876
+ }
877
+
878
+ _restoreBones( mesh ) {
879
+
880
+ const objects = this.objects.get( mesh );
881
+
882
+ const backupBones = objects.backupBones;
883
+
884
+ if ( backupBones === undefined ) return;
885
+
886
+ const bones = mesh.skeleton.bones;
887
+
888
+ for ( let i = 0, il = bones.length; i < il; i ++ ) {
889
+
890
+ const bone = bones[ i ];
891
+ bone.position.fromArray( backupBones, i * 7 );
892
+ bone.quaternion.fromArray( backupBones, i * 7 + 3 );
893
+
894
+ }
895
+
896
+ }
897
+
898
+ // experimental
899
+
900
+ _getMasterPhysics() {
901
+
902
+ if ( this.masterPhysics !== null ) return this.masterPhysics;
903
+
904
+ for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
905
+
906
+ const physics = this.meshes[ i ].physics;
907
+
908
+ if ( physics !== undefined && physics !== null ) {
909
+
910
+ this.masterPhysics = physics;
911
+ return this.masterPhysics;
912
+
913
+ }
914
+
915
+ }
916
+
917
+ return null;
918
+
919
+ }
920
+
921
+ _updateSharedPhysics( delta ) {
922
+
923
+ if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
924
+
925
+ const physics = this._getMasterPhysics();
926
+
927
+ if ( physics === null ) return;
928
+
929
+ for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
930
+
931
+ const p = this.meshes[ i ].physics;
932
+
933
+ if ( p !== null && p !== undefined ) {
934
+
935
+ p.updateRigidBodies();
936
+
937
+ }
938
+
939
+ }
940
+
941
+ physics.stepSimulation( delta );
942
+
943
+ for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
944
+
945
+ const p = this.meshes[ i ].physics;
946
+
947
+ if ( p !== null && p !== undefined ) {
948
+
949
+ p.updateBones();
950
+
951
+ }
952
+
953
+ }
954
+
955
+ }
956
+
957
+ }
958
+
959
+ // Keep working quaternions for less GC
960
+ const _quaternions = [];
961
+ let _quaternionIndex = 0;
962
+
963
+ function getQuaternion() {
964
+
965
+ if ( _quaternionIndex >= _quaternions.length ) {
966
+
967
+ _quaternions.push( new Quaternion() );
968
+
969
+ }
970
+
971
+ return _quaternions[ _quaternionIndex ++ ];
972
+
973
+ }
974
+
975
+ // Save rotation whose grant and IK are already applied
976
+ // used by grant children
977
+ const _grantResultMap = new Map();
978
+
979
+ function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {
980
+
981
+ const bones = mesh.skeleton.bones;
982
+ const bonesData = mesh.geometry.userData.MMD.bones;
983
+ const boneData = bonesData[ boneIndex ];
984
+ const bone = bones[ boneIndex ];
985
+
986
+ // Return if already updated by being referred as a grant parent.
987
+ if ( _grantResultMap.has( boneIndex ) ) return;
988
+
989
+ const quaternion = getQuaternion();
990
+
991
+ // Initialize grant result here to prevent infinite loop.
992
+ // If it's referred before updating with actual result later
993
+ // result without applyting IK or grant is gotten
994
+ // but better than composing of infinite loop.
995
+ _grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) );
996
+
997
+ // @TODO: Support global grant and grant position
998
+ if ( grantSolver && boneData.grant &&
999
+ ! boneData.grant.isLocal && boneData.grant.affectRotation ) {
1000
+
1001
+ const parentIndex = boneData.grant.parentIndex;
1002
+ const ratio = boneData.grant.ratio;
1003
+
1004
+ if ( ! _grantResultMap.has( parentIndex ) ) {
1005
+
1006
+ updateOne( mesh, parentIndex, ikSolver, grantSolver );
1007
+
1008
+ }
1009
+
1010
+ grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio );
1011
+
1012
+ }
1013
+
1014
+ if ( ikSolver && boneData.ik ) {
1015
+
1016
+ // @TODO: Updating world matrices every time solving an IK bone is
1017
+ // costly. Optimize if possible.
1018
+ mesh.updateMatrixWorld( true );
1019
+ ikSolver.updateOne( boneData.ik );
1020
+
1021
+ // No confident, but it seems the grant results with ik links should be updated?
1022
+ const links = boneData.ik.links;
1023
+
1024
+ for ( let i = 0, il = links.length; i < il; i ++ ) {
1025
+
1026
+ const link = links[ i ];
1027
+
1028
+ if ( link.enabled === false ) continue;
1029
+
1030
+ const linkIndex = link.index;
1031
+
1032
+ if ( _grantResultMap.has( linkIndex ) ) {
1033
+
1034
+ _grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );
1035
+
1036
+ }
1037
+
1038
+ }
1039
+
1040
+ }
1041
+
1042
+ // Update with the actual result here
1043
+ quaternion.copy( bone.quaternion );
1044
+
1045
+ }
1046
+
1047
+ //
1048
+
1049
+ class AudioManager {
1050
+
1051
+ /**
1052
+ * @param {THREE.Audio} audio
1053
+ * @param {Object} params - (optional)
1054
+ * @param {Nuumber} params.delayTime
1055
+ */
1056
+ constructor( audio, params = {} ) {
1057
+
1058
+ this.audio = audio;
1059
+
1060
+ this.elapsedTime = 0.0;
1061
+ this.currentTime = 0.0;
1062
+ this.delayTime = params.delayTime !== undefined
1063
+ ? params.delayTime : 0.0;
1064
+
1065
+ this.audioDuration = this.audio.buffer.duration;
1066
+ this.duration = this.audioDuration + this.delayTime;
1067
+
1068
+ }
1069
+
1070
+ /**
1071
+ * @param {Number} delta
1072
+ * @return {AudioManager}
1073
+ */
1074
+ control( delta ) {
1075
+
1076
+ this.elapsed += delta;
1077
+ this.currentTime += delta;
1078
+
1079
+ if ( this._shouldStopAudio() ) this.audio.stop();
1080
+ if ( this._shouldStartAudio() ) this.audio.play();
1081
+
1082
+ return this;
1083
+
1084
+ }
1085
+
1086
+ // private methods
1087
+
1088
+ _shouldStartAudio() {
1089
+
1090
+ if ( this.audio.isPlaying ) return false;
1091
+
1092
+ while ( this.currentTime >= this.duration ) {
1093
+
1094
+ this.currentTime -= this.duration;
1095
+
1096
+ }
1097
+
1098
+ if ( this.currentTime < this.delayTime ) return false;
1099
+
1100
+ // 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
1101
+ if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;
1102
+
1103
+ return true;
1104
+
1105
+ }
1106
+
1107
+ _shouldStopAudio() {
1108
+
1109
+ return this.audio.isPlaying &&
1110
+ this.currentTime >= this.duration;
1111
+
1112
+ }
1113
+
1114
+ }
1115
+
1116
+ const _q = new Quaternion();
1117
+
1118
+ /**
1119
+ * Solver for Grant (Fuyo in Japanese. I just google translated because
1120
+ * Fuyo may be MMD specific term and may not be common word in 3D CG terms.)
1121
+ * Grant propagates a bone's transform to other bones transforms even if
1122
+ * they are not children.
1123
+ * @param {THREE.SkinnedMesh} mesh
1124
+ * @param {Array<Object>} grants
1125
+ */
1126
+ class GrantSolver {
1127
+
1128
+ constructor( mesh, grants = [] ) {
1129
+
1130
+ this.mesh = mesh;
1131
+ this.grants = grants;
1132
+
1133
+ }
1134
+
1135
+ /**
1136
+ * Solve all the grant bones
1137
+ * @return {GrantSolver}
1138
+ */
1139
+ update() {
1140
+
1141
+ const grants = this.grants;
1142
+
1143
+ for ( let i = 0, il = grants.length; i < il; i ++ ) {
1144
+
1145
+ this.updateOne( grants[ i ] );
1146
+
1147
+ }
1148
+
1149
+ return this;
1150
+
1151
+ }
1152
+
1153
+ /**
1154
+ * Solve a grant bone
1155
+ * @param {Object} grant - grant parameter
1156
+ * @return {GrantSolver}
1157
+ */
1158
+ updateOne( grant ) {
1159
+
1160
+ const bones = this.mesh.skeleton.bones;
1161
+ const bone = bones[ grant.index ];
1162
+ const parentBone = bones[ grant.parentIndex ];
1163
+
1164
+ if ( grant.isLocal ) {
1165
+
1166
+ // TODO: implement
1167
+ if ( grant.affectPosition ) {
1168
+
1169
+ }
1170
+
1171
+ // TODO: implement
1172
+ if ( grant.affectRotation ) {
1173
+
1174
+ }
1175
+
1176
+ } else {
1177
+
1178
+ // TODO: implement
1179
+ if ( grant.affectPosition ) {
1180
+
1181
+ }
1182
+
1183
+ if ( grant.affectRotation ) {
1184
+
1185
+ this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );
1186
+
1187
+ }
1188
+
1189
+ }
1190
+
1191
+ return this;
1192
+
1193
+ }
1194
+
1195
+ addGrantRotation( bone, q, ratio ) {
1196
+
1197
+ _q.set( 0, 0, 0, 1 );
1198
+ _q.slerp( q, ratio );
1199
+ bone.quaternion.multiply( _q );
1200
+
1201
+ return this;
1202
+
1203
+ }
1204
+
1205
+ }
1206
+
1207
+ export { MMDAnimationHelper };