@needle-tools/three 0.160.3 → 0.162.1

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 (961) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53267 -53092
  4. package/build/three.module.js +53269 -53094
  5. package/build/three.module.min.js +1 -1
  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 +295 -294
  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 -108
  18. package/examples/jsm/capabilities/WebGPU.js +57 -57
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +282 -221
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -326
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1548 -1521
  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 -1573
  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 -295
  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 +542 -487
  36. package/examples/jsm/curves/NURBSVolume.js +62 -0
  37. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  38. package/examples/jsm/effects/AsciiEffect.js +263 -263
  39. package/examples/jsm/effects/OutlineEffect.js +539 -539
  40. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  41. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  42. package/examples/jsm/effects/StereoEffect.js +55 -55
  43. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  44. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  45. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  46. package/examples/jsm/exporters/EXRExporter.js +579 -579
  47. package/examples/jsm/exporters/GLTFExporter.js +3321 -3311
  48. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  49. package/examples/jsm/exporters/MMDExporter.js +217 -217
  50. package/examples/jsm/exporters/OBJExporter.js +284 -284
  51. package/examples/jsm/exporters/PLYExporter.js +528 -528
  52. package/examples/jsm/exporters/STLExporter.js +199 -199
  53. package/examples/jsm/exporters/USDZExporter.js +720 -720
  54. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  55. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  56. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  57. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  58. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  59. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  61. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  62. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  63. package/examples/jsm/geometries/TextGeometry.js +57 -57
  64. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  65. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  66. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  67. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  68. package/examples/jsm/helpers/TextureHelper.js +237 -237
  69. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  70. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  71. package/examples/jsm/helpers/ViewHelper.js +333 -333
  72. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  73. package/examples/jsm/interactive/InteractiveGroup.js +106 -116
  74. package/examples/jsm/interactive/SelectionBox.js +227 -227
  75. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  76. package/examples/jsm/libs/ammo.wasm.js +822 -822
  77. package/examples/jsm/libs/basis/README.md +46 -46
  78. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  79. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  80. package/examples/jsm/libs/draco/README.md +32 -32
  81. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  82. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  83. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  84. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  86. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  87. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  88. package/examples/jsm/libs/fflate.module.js +2474 -2474
  89. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  90. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  91. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  92. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  93. package/examples/jsm/libs/mikktspace.module.js +128 -128
  94. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  95. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  96. package/examples/jsm/libs/opentype.module.js +14506 -14506
  97. package/examples/jsm/libs/potpack.module.js +124 -124
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -8743
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -8748
  100. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  101. package/examples/jsm/libs/stats.module.js +167 -167
  102. package/examples/jsm/libs/surfaceNet.js +200 -200
  103. package/examples/jsm/libs/tween.module.js +876 -858
  104. package/examples/jsm/libs/utif.module.js +1664 -1664
  105. package/examples/jsm/libs/zstddec.module.js +1 -1
  106. package/examples/jsm/lights/IESSpotLight.js +25 -25
  107. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  108. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  109. package/examples/jsm/lines/Line2.js +19 -19
  110. package/examples/jsm/lines/LineGeometry.js +79 -79
  111. package/examples/jsm/lines/LineMaterial.js +619 -619
  112. package/examples/jsm/lines/LineSegments2.js +361 -361
  113. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  114. package/examples/jsm/lines/Wireframe.js +56 -56
  115. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  116. package/examples/jsm/loaders/3DMLoader.js +1764 -1772
  117. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  118. package/examples/jsm/loaders/AMFLoader.js +521 -521
  119. package/examples/jsm/loaders/BVHLoader.js +437 -437
  120. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  121. package/examples/jsm/loaders/DDSLoader.js +318 -318
  122. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  123. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  124. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  125. package/examples/jsm/loaders/FontLoader.js +183 -183
  126. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  127. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  128. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -720
  129. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  130. package/examples/jsm/loaders/IESLoader.js +337 -337
  131. package/examples/jsm/loaders/KMZLoader.js +130 -130
  132. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  133. package/examples/jsm/loaders/KTXLoader.js +176 -176
  134. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  135. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  136. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  137. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  138. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  139. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  140. package/examples/jsm/loaders/LottieLoader.js +77 -77
  141. package/examples/jsm/loaders/MD2Loader.js +399 -399
  142. package/examples/jsm/loaders/MDDLoader.js +102 -102
  143. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  144. package/examples/jsm/loaders/MTLLoader.js +567 -567
  145. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  146. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  147. package/examples/jsm/loaders/OBJLoader.js +905 -905
  148. package/examples/jsm/loaders/PCDLoader.js +467 -467
  149. package/examples/jsm/loaders/PDBLoader.js +232 -232
  150. package/examples/jsm/loaders/PLYLoader.js +771 -771
  151. package/examples/jsm/loaders/PVRLoader.js +251 -251
  152. package/examples/jsm/loaders/RGBELoader.js +450 -450
  153. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  154. package/examples/jsm/loaders/STLLoader.js +410 -410
  155. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  156. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  157. package/examples/jsm/loaders/TGALoader.js +517 -517
  158. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  159. package/examples/jsm/loaders/TTFLoader.js +214 -214
  160. package/examples/jsm/loaders/TiltLoader.js +520 -520
  161. package/examples/jsm/loaders/USDZLoader.js +822 -822
  162. package/examples/jsm/loaders/VOXLoader.js +318 -311
  163. package/examples/jsm/loaders/VRMLLoader.js +3537 -3533
  164. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  165. package/examples/jsm/loaders/XYZLoader.js +106 -106
  166. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  167. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  168. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  169. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  170. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  171. package/examples/jsm/math/Capsule.js +82 -82
  172. package/examples/jsm/math/ColorConverter.js +36 -36
  173. package/examples/jsm/math/ConvexHull.js +1271 -1271
  174. package/examples/jsm/math/ImprovedNoise.js +71 -71
  175. package/examples/jsm/math/Lut.js +204 -204
  176. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  177. package/examples/jsm/math/OBB.js +423 -423
  178. package/examples/jsm/math/Octree.js +540 -540
  179. package/examples/jsm/math/SimplexNoise.js +444 -444
  180. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  181. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  182. package/examples/jsm/misc/Gyroscope.js +66 -66
  183. package/examples/jsm/misc/MD2Character.js +276 -276
  184. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  185. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  186. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  187. package/examples/jsm/misc/ProgressiveLightMap.js +324 -323
  188. package/examples/jsm/misc/RollerCoaster.js +566 -566
  189. package/examples/jsm/misc/Timer.js +128 -119
  190. package/examples/jsm/misc/TubePainter.js +202 -202
  191. package/examples/jsm/misc/Volume.js +473 -473
  192. package/examples/jsm/misc/VolumeSlice.js +229 -229
  193. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  194. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  195. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  196. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  197. package/examples/jsm/nodes/Nodes.js +195 -189
  198. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -0
  199. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  200. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  201. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  202. package/examples/jsm/nodes/accessors/CameraNode.js +119 -120
  203. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -0
  204. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  205. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  206. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  207. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  208. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -51
  209. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  210. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  211. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  212. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  213. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  214. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  215. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  216. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -102
  217. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  218. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  219. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -103
  220. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -54
  221. package/examples/jsm/nodes/accessors/TangentNode.js +109 -103
  222. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  223. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  224. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  225. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  226. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  227. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -0
  228. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  229. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  230. package/examples/jsm/nodes/code/CodeNode.js +84 -78
  231. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  232. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  233. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  234. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  235. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  236. package/examples/jsm/nodes/core/AssignNode.js +128 -72
  237. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  238. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  239. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  240. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  241. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  242. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  243. package/examples/jsm/nodes/core/InputNode.js +83 -83
  244. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  245. package/examples/jsm/nodes/core/Node.js +493 -483
  246. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  247. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1267
  248. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  249. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  250. package/examples/jsm/nodes/core/NodeFrame.js +143 -135
  251. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  252. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  253. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  254. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  255. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  256. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  257. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  258. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  259. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  260. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  261. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  262. package/examples/jsm/nodes/core/StackNode.js +89 -89
  263. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  264. package/examples/jsm/nodes/core/TempNode.js +58 -58
  265. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  266. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  267. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  268. package/examples/jsm/nodes/core/VarNode.js +60 -60
  269. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  270. package/examples/jsm/nodes/core/constants.js +28 -27
  271. package/examples/jsm/nodes/display/AfterImageNode.js +148 -134
  272. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -0
  273. package/examples/jsm/nodes/display/BlendModeNode.js +128 -99
  274. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  275. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -96
  276. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  277. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  278. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -177
  279. package/examples/jsm/nodes/display/NormalMapNode.js +106 -108
  280. package/examples/jsm/nodes/display/PassNode.js +183 -182
  281. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  282. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  283. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  284. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  286. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  287. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  288. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  289. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  290. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  292. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  293. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  294. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  295. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  296. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  297. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  298. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  299. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  300. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  301. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  302. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  303. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  304. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  305. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  306. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  307. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  308. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -238
  309. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  310. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  311. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  312. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  313. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  314. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  315. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  316. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  317. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  318. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  319. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  320. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  321. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  322. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
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  960. package/src/renderers/shaders/ShaderChunk/occlusion_fragment.glsl.js +0 -20
  961. package/src/renderers/shaders/ShaderChunk/occlusion_pars_fragment.glsl.js +0 -97
@@ -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 };