forked from sunyu/CubismFramework
Merge pull request #6 from Live2D/4-r.3-beta.1
[RC] Update to Cubism 4 SDK for Web R3hfjnulyz-patch-1
commit
63cc9925dc
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@ -5,6 +5,13 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [4-r.3-beta.1] - 2021-05-13
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### Added
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* Implement a function to get the correct value when the time axis of the Bezier handle cannot be linear.
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## [4-r.2] - 2021-03-09
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### Fixed
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@ -43,5 +50,6 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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* Reformat code using Prettier and ESLint.
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[4-r.3-beta.1]: https://github.com/Live2D/CubismWebFramework/compare/4-r.2...4-r.3-beta.1
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[4-r.2]: https://github.com/Live2D/CubismWebFramework/compare/4-r.1...4-r.2
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[4-r.1]: https://github.com/Live2D/CubismWebFramework/compare/ce2585a919ac6e99f64dd468933772c6f1abbcc7...4-r.1
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@ -6,6 +6,7 @@ Cubism Web Framework is included in Live2D Cubism Components.
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Cubism Web Framework は Live2D Cubism Components に含まれます。
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Cubism Web Framework 包括在 Live2D Cubism Components 中。
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## Cubism SDK Release License
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@ -17,6 +18,9 @@ Cubism Web Framework は Live2D Cubism Components に含まれます。
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* [Cubism SDK リリースライセンス](https://www.live2d.com/ja/download/cubism-sdk/release-license/)
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如果您的企业在最近一个会计年度的销售额达到或超过1000万日元,您必须得到Cubism SDK的出版授权许可(出版许可协议)。
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* [Cubism SDK发行许可证](https://www.live2d.com/zh-CHS/download/cubism-sdk/release-license/)
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## Live2D Open Software License
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@ -24,6 +28,7 @@ Live2D Cubism Components is available under Live2D Open Software License.
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* [Live2D Open Software License](https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html)
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* [Live2D Open Software 使用許諾契約書](https://www.live2d.com/eula/live2d-open-software-license-agreement_jp.html)
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* [Live2D Open Software 使用授权协议](https://www.live2d.com/eula/live2d-open-software-license-agreement_cn.html)
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## Live2D Proprietary Software License
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@ -32,6 +37,7 @@ Live2D Cubism Core is available under Live2D Proprietary Software License.
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* [Live2D Proprietary Software License Agreement](https://www.live2d.com/eula/live2d-proprietary-software-license-agreement_en.html)
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* [Live2D Proprietary Software 使用許諾契約書](https://www.live2d.com/eula/live2d-proprietary-software-license-agreement_jp.html)
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* [Live2D Proprietary Software 使用授权协议](https://www.live2d.com/eula/live2d-proprietary-software-license-agreement_cn.html)
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---
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@ -1,4 +1,4 @@
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# Cubism Web Framework
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# \[Beta Version\] Cubism Web Framework
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Live2D Cubism 4 Editor で出力したモデルをアプリケーションで利用するためのフレームワークです。
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@ -7,6 +7,10 @@ Live2D Cubism 4 Editor で出力したモデルをアプリケーションで利
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ビルドを行うことで、ブラウザで利用可能な JavaScript ライブラリとして利用することができます。
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**本 SDK は、 Beta バージョンとなります。先行して新機能を取り込んでいるため、不安定な挙動を示す場合がございます。安定した製品をお求めの方は、公式サイトから配布されている正式版のパッケージ又は `develop` `master` ブランチをご利用ください。**
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**\[Beta Version\] の SDK の不具合、各種ご意見等に関しましては、 Live2D コミュニティ にてご連絡ください。直接のコードに対する指摘、修正等は、直接 Pull requests としてご投稿ください。**
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## ライセンス
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@ -11,6 +11,8 @@ import { CubismVector2 } from './cubismvector2';
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* 数値計算などに使用するユーティリティクラス
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*/
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export class CubismMath {
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static readonly Epsilon: number = 0.00001;
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/**
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* 第一引数の値を最小値と最大値の範囲に収めた値を返す
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*
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@ -68,6 +70,33 @@ export class CubismMath {
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return Math.sqrt(x);
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}
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/**
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* 立方根を求める
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* @param x -> 立方根を求める値
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* @return 値の立方根
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*/
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static cbrt(x: number): number {
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if (x === 0) {
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return x;
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}
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let cx: number = x;
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const isNegativeNumber: boolean = cx < 0;
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if (isNegativeNumber) {
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cx = -cx;
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}
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let ret: number;
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if (cx === Infinity) {
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ret = Infinity;
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} else {
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ret = Math.exp(Math.log(cx) / 3);
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ret = (cx / (ret * ret) + 2 * ret) / 3;
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}
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return isNegativeNumber ? -ret : ret;
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}
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/**
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* イージング処理されたサインを求める
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* フェードイン・アウト時のイージングに利用できる
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@ -185,6 +214,111 @@ export class CubismMath {
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return ret;
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}
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/**
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* 三次方程式の三次項の係数が0になったときに補欠的に二次方程式の解をもとめる。
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* a * x^2 + b * x + c = 0
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*
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* @param a -> 二次項の係数値
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* @param b -> 一次項の係数値
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* @param c -> 定数項の値
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* @return 二次方程式の解
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*/
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static quadraticEquation(a: number, b: number, c: number): number {
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if (this.abs(a) < CubismMath.Epsilon) {
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if (this.abs(b) < CubismMath.Epsilon) {
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return -c;
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}
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return -c / b;
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}
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return -(b + this.sqrt(b * b - 4.0 * a * c)) / (2.0 * a);
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}
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/**
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* カルダノの公式によってベジェのt値に該当する3次方程式の解を求める。
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* 重解になったときには0.0~1.0の値になる解を返す。
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*
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* a * x^3 + b * x^2 + c * x + d = 0
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*
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* @param a -> 三次項の係数値
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* @param b -> 二次項の係数値
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* @param c -> 一次項の係数値
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* @param d -> 定数項の値
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* @return 0.0~1.0の間にある解
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*/
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static cardanoAlgorithmForBezier(
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a: number,
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b: number,
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c: number,
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d: number
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): number {
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if (this.sqrt(a) < CubismMath.Epsilon) {
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return this.range(this.quadraticEquation(b, c, d), 0.0, 1.0);
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}
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const ba: number = b / a;
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const ca: number = c / a;
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const da: number = d / a;
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const p: number = (3.0 * ca - ba * ba) / 3.0;
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const p3: number = p / 3.0;
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const q: number = (2.0 * ba * ba * ba - 9.0 * ba * ca + 27.0 * da) / 27.0;
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const q2: number = q / 2.0;
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const discriminant: number = q2 * q2 + p3 * p3 * p3;
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const center = 0.5;
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const threshold: number = center + 0.01;
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if (discriminant < 0.0) {
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const mp3: number = -p / 3.0;
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const mp33: number = mp3 * mp3 * mp3;
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const r: number = this.sqrt(mp33);
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const t: number = -q / (2.0 * r);
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const cosphi: number = this.range(t, -1.0, 1.0);
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const phi: number = Math.acos(cosphi);
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const crtr: number = this.cbrt(r);
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const t1: number = 2.0 * crtr;
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const root1: number = t1 * this.cos(phi / 3.0) - ba / 3.0;
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if (this.abs(root1 - center) < threshold) {
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return this.range(root1, 0.0, 1.0);
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}
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const root2: number =
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t1 * this.cos((phi + 2.0 * Math.PI) / 3.0) - ba / 3.0;
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if (this.abs(root2 - center) < threshold) {
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return this.range(root2, 0.0, 1.0);
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}
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const root3: number =
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t1 * this.cos((phi + 4.0 * Math.PI) / 3.0) - ba / 3.0;
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return this.range(root3, 0.0, 1.0);
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}
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if (discriminant == 0.0) {
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let u1: number;
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if (q2 < 0.0) {
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u1 = this.cbrt(-q2);
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} else {
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u1 = -this.cbrt(q2);
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}
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const root1: number = 2.0 * u1 - ba / 3.0;
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if (this.abs(root1 - center) < threshold) {
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return this.range(root1, 0.0, 1.0);
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}
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const root2: number = -u1 - ba / 3.0;
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return this.range(root2, 0.0, 1.0);
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}
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const sd: number = this.sqrt(discriminant);
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const u1: number = this.cbrt(sd - q2);
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const v1: number = this.cbrt(sd + q2);
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const root1: number = u1 - v1 - ba / 3.0;
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return this.range(root1, 0.0, 1.0);
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}
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/**
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* コンストラクタ
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*/
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@ -22,7 +22,7 @@ import {
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CubismMotionSegment,
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CubismMotionSegmentType
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} from './cubismmotioninternal';
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import { CubismMotionJson } from './cubismmotionjson';
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import { CubismMotionJson, EvaluationOptionFlag } from './cubismmotionjson';
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import { CubismMotionQueueEntry } from './cubismmotionqueueentry';
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const EffectNameEyeBlink = 'EyeBlink';
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@ -31,6 +31,11 @@ const TargetNameModel = 'Model';
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const TargetNameParameter = 'Parameter';
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const TargetNamePartOpacity = 'PartOpacity';
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/**
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* Cubism SDK R2 以前のモーションを再現させるなら true 、アニメータのモーションを正しく再現するなら false 。
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*/
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const UseOldBeziersCurveMotion = false;
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function lerpPoints(
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a: CubismMotionPoint,
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b: CubismMotionPoint,
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@ -71,6 +76,109 @@ function bezierEvaluate(points: CubismMotionPoint[], time: number): number {
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return lerpPoints(p012, p123, t).value;
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}
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function bezierEvaluateBinarySearch(
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points: CubismMotionPoint[],
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time: number
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): number {
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const x_error = 0.01;
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const x: number = time;
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let x1: number = points[0].time;
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let x2: number = points[3].time;
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let cx1: number = points[1].time;
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let cx2: number = points[2].time;
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let ta = 0.0;
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let tb = 1.0;
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let t = 0.0;
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let i = 0;
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for (let var33 = true; i < 20; ++i) {
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if (x < x1 + x_error) {
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t = ta;
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break;
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}
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if (x2 - x_error < x) {
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t = tb;
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break;
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}
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let centerx: number = (cx1 + cx2) * 0.5;
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cx1 = (x1 + cx1) * 0.5;
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cx2 = (x2 + cx2) * 0.5;
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const ctrlx12: number = (cx1 + centerx) * 0.5;
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const ctrlx21: number = (cx2 + centerx) * 0.5;
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centerx = (ctrlx12 + ctrlx21) * 0.5;
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if (x < centerx) {
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tb = (ta + tb) * 0.5;
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if (centerx - x_error < x) {
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t = tb;
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break;
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}
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x2 = centerx;
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cx2 = ctrlx12;
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} else {
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ta = (ta + tb) * 0.5;
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if (x < centerx + x_error) {
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t = ta;
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break;
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}
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x1 = centerx;
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cx1 = ctrlx21;
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}
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}
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if (i == 20) {
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t = (ta + tb) * 0.5;
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}
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if (t < 0.0) {
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t = 0.0;
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}
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if (t > 1.0) {
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t = 1.0;
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}
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const p01: CubismMotionPoint = lerpPoints(points[0], points[1], t);
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const p12: CubismMotionPoint = lerpPoints(points[1], points[2], t);
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const p23: CubismMotionPoint = lerpPoints(points[2], points[3], t);
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const p012: CubismMotionPoint = lerpPoints(p01, p12, t);
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const p123: CubismMotionPoint = lerpPoints(p12, p23, t);
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return lerpPoints(p012, p123, t).value;
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}
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function bezierEvaluateCardanoInterpretation(
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points: CubismMotionPoint[],
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time: number
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): number {
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const x: number = time;
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const x1: number = points[0].time;
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const x2: number = points[3].time;
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const cx1: number = points[1].time;
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const cx2: number = points[2].time;
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const a: number = x2 - 3.0 * cx2 + 3.0 * cx1 - x1;
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const b: number = 3.0 * cx2 - 6.0 * cx1 + 3.0 * x1;
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const c: number = 3.0 * cx1 - 3.0 * x1;
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const d: number = x1 - x;
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const t: number = CubismMath.cardanoAlgorithmForBezier(a, b, c, d);
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const p01: CubismMotionPoint = lerpPoints(points[0], points[1], t);
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const p12: CubismMotionPoint = lerpPoints(points[1], points[2], t);
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const p23: CubismMotionPoint = lerpPoints(points[2], points[3], t);
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const p012: CubismMotionPoint = lerpPoints(p01, p12, t);
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const p123: CubismMotionPoint = lerpPoints(p12, p23, t);
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return lerpPoints(p012, p123, t).value;
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}
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function steppedEvaluate(points: CubismMotionPoint[], time: number): number {
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return points[0].value;
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}
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@ -616,6 +724,10 @@ export class CubismMotion extends ACubismMotion {
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this._motionData.fps = json.getMotionFps();
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this._motionData.eventCount = json.getEventCount();
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const areBeziersRestructed: boolean = json.getEvaluationOptionFlag(
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EvaluationOptionFlag.EvaluationOptionFlag_AreBeziersRistricted
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);
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if (json.isExistMotionFadeInTime()) {
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this._fadeInSeconds =
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json.getMotionFadeInTime() < 0.0 ? 1.0 : json.getMotionFadeInTime();
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@ -750,9 +862,16 @@ export class CubismMotion extends ACubismMotion {
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case CubismMotionSegmentType.CubismMotionSegmentType_Bezier: {
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this._motionData.segments.at(totalSegmentCount).segmentType =
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CubismMotionSegmentType.CubismMotionSegmentType_Bezier;
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if (areBeziersRestructed || UseOldBeziersCurveMotion) {
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this._motionData.segments.at(
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totalSegmentCount
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).evaluate = bezierEvaluate;
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} else {
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this._motionData.segments.at(
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totalSegmentCount
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).evaluate = bezierEvaluateCardanoInterpretation;
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}
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this._motionData.points.at(
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totalPointCount
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|
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|
@ -14,6 +14,7 @@ import { CubismJson } from '../utils/cubismjson';
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const Meta = 'Meta';
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const Duration = 'Duration';
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const Loop = 'Loop';
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const AreBeziersRestricted = 'AreBeziersRestricted';
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const CurveCount = 'CurveCount';
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const Fps = 'Fps';
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const TotalSegmentCount = 'TotalSegmentCount';
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|
@ -75,6 +76,20 @@ export class CubismMotionJson {
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.toBoolean();
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}
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||||
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public getEvaluationOptionFlag(flagType: number): boolean {
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if (
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EvaluationOptionFlag.EvaluationOptionFlag_AreBeziersRistricted == flagType
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||||
) {
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||||
return this._json
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||||
.getRoot()
|
||||
.getValueByString(Meta)
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||||
.getValueByString(AreBeziersRestricted)
|
||||
.toBoolean();
|
||||
}
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||||
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||||
return false;
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||||
}
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||||
/**
|
||||
* モーションカーブの個数の取得
|
||||
* @return モーションカーブの個数
|
||||
|
@ -352,6 +367,13 @@ export class CubismMotionJson {
|
|||
_json: CubismJson; // motion3.jsonのデータ
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief ベジェカーブの解釈方法のフラグタイプ
|
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*/
|
||||
export enum EvaluationOptionFlag {
|
||||
EvaluationOptionFlag_AreBeziersRistricted = 0 ///< ベジェハンドルの規制状態
|
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}
|
||||
|
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// Namespace definition for compatibility.
|
||||
import * as $ from './cubismmotionjson';
|
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// eslint-disable-next-line @typescript-eslint/no-namespace
|
||||
|
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Reference in New Issue