<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Babylon Template with VR Joystick Movement & UI (Config Optimized)</title>
<style>
html,
body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas" touch-action="none"></canvas>
<script src="https://cdn.babylonjs.com/v8.31.0/babylon.js"></script>
<script src="https://cdn.babylonjs.com/v8.31.0/gui/babylon.gui.min.js"></script>
<script src="https://cdn.babylonjs.com/v8.31.0/havok/HavokPhysics_umd.js"></script>
<script src="https://www.unpkg.com/babylon-mmd@1.0.0/umd/babylon.mmd.min.js"></script>
<script src="https://code.jquery.com/pep/0.4.3/pep.js"></script>
<script>
const canvas = document.getElementById("renderCanvas"); // Get the canvas element
const engine = new BABYLON.Engine(canvas, true); // Generate the BABYLON 3D engine
// ★★★ 設定項目ここから ★★★
// --------------------------------------------------------------------------------
// 1. パス設定
// --------------------------------------------------------------------------------
const assetsPath = 'assets/';
const motionFolder = assetsPath + 'SummerIdol2020REMAKE/';
// --------------------------------------------------------------------------------
// 2. モデル1 (Rin) の設定
// --------------------------------------------------------------------------------
const MODEL_1_PATH = assetsPath + 'mmd/YYBrin/';
const MODEL_1_PMX = MODEL_1_PATH + 'YYB Kagamine Rin_10th_v1.0.pmx';
const MODEL_1_VMD = motionFolder + 'mmd_SummerIdol_RIN.vmd';
const MODEL_1_OFFSET_X = -1.0; // 2体並べるためのX軸オフセット (中央から左へ1.0m)
// --------------------------------------------------------------------------------
// 3. モデル2 (Miku) の設定
// --------------------------------------------------------------------------------
const MODEL_2_PATH = assetsPath + 'mmd/pumiku/';
const MODEL_2_PMX = MODEL_2_PATH + 'pumiku.pmx';
const MODEL_2_VMD = motionFolder + 'mmd_SummerIdol_MIK.vmd';
const MODEL_2_OFFSET_X = 1.0; // 2体並べるためのX軸オフセット (中央から右へ1.0m)
// --------------------------------------------------------------------------------
// 4. モーション・オーディオ・カメラの設定
// --------------------------------------------------------------------------------
const AUDIO_WAV = motionFolder + 'pv_624.wav';
const CAMERA_VMD = motionFolder + 'Camera_MAIN.vmd';
// --------------------------------------------------------------------------------
// 5. ステージの設定
// --------------------------------------------------------------------------------
const STAGE_PATH = assetsPath + 'stage/taikukan/';
const STAGE_PMX = STAGE_PATH + 'taikukan.pmx';
// ステージの座標調整 (ステージを中央の原点から移動・回転させる場合に使う)
const STAGE_POSITION_Y = 0; // Y軸位置 (例: -1.0 で1m沈ませる)
const STAGE_SCALE = 1.0; // 拡大率 (例: 1.2 で1.2倍に)
const STAGE_ROTATION_Y = 0; // Y軸回転 (ラジアン, 例: Math.PI / 2 で90度回転)
// --------------------------------------------------------------------------------
// 6. VRカメラの初期設定
// --------------------------------------------------------------------------------
const VR_FRONT_CAMERA_POS = new BABYLON.Vector3(0, 16, -20); // 正面ボタンのカメラ位置
const VR_FRONT_CAMERA_TARGET = new BABYLON.Vector3(0, 10, 0); // 正面ボタンのカメラ視線目標
const VR_BACK_CAMERA_POS = new BABYLON.Vector3(0, 16, 20); // 背面ボタンのカメラ位置
// --------------------------------------------------------------------------------
// 7. 初期動作設定
// --------------------------------------------------------------------------------
let isLooping = true; // アニメーションの初期リピート設定
// --------------------------------------------------------------------------------
// ★★★ 設定項目ここまで ★★★
// Add your code here matching the playground format
const createScene = async function (engine) {
const scene = new BABYLON.Scene(engine);
let adt;
let coordinateTextBlock;
let mmdModel;
let latestBonePosition = new BABYLON.Vector3(0, 0, 0); // ボーン座標を格納するグローバル変数
const camera = new BABYLONMMD.MmdCamera("mmdCamera", new BABYLON.Vector3(0, 10, 0), scene);
// スカイボックス/グラウンドの代わりにステージを使用するため、デフォルトの地面を作成
const ground = BABYLON.MeshBuilder.CreateGround("Ground", { width: 200, height: 200, subdivisions: 2, updatable: false }, scene);
ground.receiveShadows = true;
const hemisphericLight = new BABYLON.HemisphericLight("HemisphericLight", new BABYLON.Vector3(0, 10, -10), scene);
hemisphericLight.intensity = 0.3;
hemisphericLight.specular = new BABYLON.Color3(0, 0, 0);
hemisphericLight.groundColor = new BABYLON.Color3(1.1, 1.1, 1.1);
const shadowLight = new BABYLON.DirectionalLight("shadowLight", new BABYLON.Vector3(-1, -2, 1), scene);
shadowLight.position = new BABYLON.Vector3(20, 100, 100);
const shadowGenerator = new BABYLON.ShadowGenerator(1024, shadowLight, true);
shadowGenerator.useBlurExponentialShadowMap = true;
shadowGenerator.blurKernel = 32;
// --- ステージのメッシュを読み込む ---
const stageMesh = await BABYLON.SceneLoader.ImportMeshAsync(undefined, STAGE_PMX, undefined, scene).then((result) => result.meshes[0]);
// ★★★ 設定項目反映: ステージの位置と大きさを調整 ★★★
stageMesh.position.y = STAGE_POSITION_Y;
stageMesh.scaling = new BABYLON.Vector3(STAGE_SCALE, STAGE_SCALE, STAGE_SCALE);
stageMesh.rotation.y = STAGE_ROTATION_Y;
// ★★★ 設定項目反映ここまで ★★★
// 地面と影の調整
stageMesh.getChildMeshes().forEach(mesh => mesh.receiveShadows = true);
ground.dispose(); // 元の地面を削除
// --- モデル1 (Rin) のメッシュを読み込む ---
const mmdMesh = await BABYLON.SceneLoader.ImportMeshAsync(undefined, MODEL_1_PMX, undefined, scene).then((result) => result.meshes[0]);
shadowGenerator.addShadowCaster(mmdMesh);
mmdMesh.receiveShadows = true;
mmdMesh.position.x = MODEL_1_OFFSET_X; // X軸オフセット適用
// --- モデル2 (Miku) のメッシュを読み込む ---
const mmdMesh_2 = await BABYLON.SceneLoader.ImportMeshAsync(undefined, MODEL_2_PMX, undefined, scene).then((result) => result.meshes[0]);
shadowGenerator.addShadowCaster(mmdMesh_2);
mmdMesh_2.receiveShadows = true;
mmdMesh_2.position.x = MODEL_2_OFFSET_X; // X軸オフセット適用
const vmdLoader = new BABYLONMMD.VmdLoader(scene);
const modelMotion = await vmdLoader.loadAsync("model_motion", MODEL_1_VMD);
const modelMotion_2 = await vmdLoader.loadAsync("model_motion_2", MODEL_2_VMD); // 2体目モーション
const cameraMotion = await vmdLoader.loadAsync("camera_motion", CAMERA_VMD); // カメラモーション
const havokInstance = await HavokPhysics();
const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);
scene.enablePhysics(new BABYLON.Vector3(0, -9.8 * 8, 0), havokPlugin);
const mmdRuntime = new BABYLONMMD.MmdRuntime(scene, new BABYLONMMD.MmdPhysics(scene));
mmdRuntime.register(scene);
// モデル1にモーションを適用
mmdModel = mmdRuntime.createMmdModel(mmdMesh);
const modelAnimationHandle = mmdModel.createRuntimeAnimation(modelMotion);
mmdModel.setRuntimeAnimation(modelAnimationHandle);
// モデル2にモーションを適用
const mmdModel_2 = mmdRuntime.createMmdModel(mmdMesh_2);
const modelAnimationHandle_2 = mmdModel_2.createRuntimeAnimation(modelMotion_2);
mmdModel_2.setRuntimeAnimation(modelAnimationHandle_2);
// カメラにモーションを適用
mmdRuntime.addAnimatable(camera);
const cameraMotionHandle = camera.createRuntimeAnimation(cameraMotion);
camera.setRuntimeAnimation(cameraMotionHandle);
// オーディオと再生
const audioPlayer = new BABYLONMMD.StreamAudioPlayer(scene);
audioPlayer.preservesPitch = false;
audioPlayer.source = AUDIO_WAV;
mmdRuntime.setAudioPlayer(audioPlayer);
mmdRuntime.playAnimation();
const mmdPlayerControl = new BABYLONMMD.MmdPlayerControl(scene, mmdRuntime, audioPlayer);
mmdPlayerControl.showPlayerControl();
// 物理演算完了後、ボーン座標(上半身)をグローバル変数に格納
scene.onAfterPhysicsObservable.add(() => {
try {
if (mmdModel && mmdModel.skeleton) {
// Rinモデル(mmdModel)の上半身ボーンをトラッキング
const targetBone = mmdModel.skeleton.bones.find(b => b.name === '上半身');
if (targetBone) {
const finalMatrix = targetBone.getFinalMatrix();
// latestBonePositionに行列から抽出した位置情報をコピー
finalMatrix.decompose(undefined, undefined, latestBonePosition);
}
}
} catch (e) {
console.error("onAfterPhysicsObservableでエラー:", e);
}
});
// =================================================================
// VR機能、UIパネル、ジョイスティック移動処理
// =================================================================
const xr = await scene.createDefaultXRExperienceAsync({
uiOptions: {
sessionMode: 'immersive-vr',
supportedSessionModes: ['immersive-vr', 'immersive-ar']
}
});
let isFollowing = false;
let followOffset = new BABYLON.Vector3();
// --- 左手コントローラーにUIパネルを追加 ---
xr.input.onControllerAddedObservable.add((controller) => {
if (controller.inputSource.handedness === 'left') {
let uiParent = scene.getTransformNodeByName("leftUIParent");
if (!uiParent) {
// UIの親となるTransformNodeを作成
uiParent = new BABYLON.TransformNode("leftUIParent", scene);
uiParent.position = new BABYLON.Vector3(0, 0.05, 0.08);
uiParent.rotation = new BABYLON.Vector3(Math.PI / 4, 0, 0);
// UIを表示するための平面メッシュを作成
const uiPlane = BABYLON.MeshBuilder.CreatePlane("uiPlane", { width: 0.25, height: 0.6 }, scene);
uiPlane.parent = uiParent;
uiPlane.visibility = 0.9;
// 平面メッシュにGUIテクスチャを適用
adt = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(uiPlane);
// ボタンを縦に並べるためのStackPanelを作成
const stackPanel = new BABYLON.GUI.StackPanel();
stackPanel.isVertical = true;
stackPanel.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
adt.addControl(stackPanel);
const buttonHeight = "60px";
// 5. 「最初から」ボタン
const resetButton = BABYLON.GUI.Button.CreateSimpleButton("resetButton", "最初から");
resetButton.width = "100%"; resetButton.height = buttonHeight; resetButton.color = "white";
resetButton.background = "#4CAF50"; resetButton.fontSize = 24;
resetButton.onPointerClickObservable.add(() => {
mmdRuntime.seekAnimation(0);
});
stackPanel.addControl(resetButton);
// 6. 「再生/停止」トグルボタン
const playPauseButton = BABYLON.GUI.Button.CreateSimpleButton("playPauseButton", "停止");
playPauseButton.width = "100%"; playPauseButton.height = buttonHeight; playPauseButton.color = "white";
playPauseButton.background = "#f44336"; playPauseButton.fontSize = 24;
playPauseButton.onPointerClickObservable.add(() => {
if (mmdRuntime.isAnimationPlaying) {
mmdRuntime.pauseAnimation();
playPauseButton.textBlock.text = "再生";
playPauseButton.background = "#2196F3";
} else {
mmdRuntime.playAnimation();
playPauseButton.textBlock.text = "停止";
playPauseButton.background = "#f44336";
}
});
stackPanel.addControl(playPauseButton);
// 7. 「正面」ボタン
const frontButton = BABYLON.GUI.Button.CreateSimpleButton("frontButton", "正面");
frontButton.width = "100%"; frontButton.height = buttonHeight; frontButton.color = "white";
frontButton.background = "#2196F3"; frontButton.fontSize = 24;
frontButton.onPointerClickObservable.add(() => {
isFollowing = false; // 追従モードを解除
// ★★★ 設定項目反映: 正面カメラ位置 ★★★
xr.baseExperience.camera.position.copyFrom(VR_FRONT_CAMERA_POS);
xr.baseExperience.camera.setTarget(VR_FRONT_CAMERA_TARGET);
// ★★★ 設定項目反映ここまで ★★★
});
stackPanel.addControl(frontButton);
// 8. 「背面」ボタン
const backButton = BABYLON.GUI.Button.CreateSimpleButton("backButton", "背面");
backButton.width = "100%"; backButton.height = buttonHeight; backButton.color = "white";
backButton.background = "#FF9800"; backButton.fontSize = 24;
backButton.onPointerClickObservable.add(() => {
isFollowing = false; // 追従モードを解除
// ★★★ 設定項目反映: 背面カメラ位置 ★★★
xr.baseExperience.camera.position.copyFrom(VR_BACK_CAMERA_POS);
xr.baseExperience.camera.setTarget(VR_FRONT_CAMERA_TARGET); // ターゲットは正面と同じで中央
// ★★★ 設定項目反映ここまで ★★★
});
stackPanel.addControl(backButton);
// 9. 「リピート」トグルボタン
const repeatButton = BABYLON.GUI.Button.CreateSimpleButton("repeatButton", isLooping ? "リピート: オン" : "リピート: オフ");
repeatButton.width = "100%"; repeatButton.height = buttonHeight; repeatButton.color = "white";
repeatButton.background = isLooping ? "#FFC107" : "#795548"; // 初期リピート設定を反映
repeatButton.fontSize = 24;
repeatButton.onPointerClickObservable.add(() => {
isLooping = !isLooping;
if (isLooping) {
repeatButton.textBlock.text = "リピート: オン";
repeatButton.background = "#FFC107";
} else {
repeatButton.textBlock.text = "リピート: オフ";
repeatButton.background = "#795548";
}
});
stackPanel.addControl(repeatButton);
// 10. 「ARモード」ボタン
const arButton = BABYLON.GUI.Button.CreateSimpleButton("arButton", "ARモード");
arButton.width = "100%"; arButton.height = buttonHeight; arButton.color = "white";
arButton.background = "#9C27B0"; arButton.fontSize = 24;
arButton.onPointerClickObservable.add(async () => {
if (xr.baseExperience.state === BABYLON.WebXRState.IN_XR) {
await xr.baseExperience.exitXRAsync();
}
await xr.baseExperience.enterXRAsync("immersive-ar", "local-floor");
});
stackPanel.addControl(arButton);
// 11. 「追従/解除」ボタン
const followButton = BABYLON.GUI.Button.CreateSimpleButton("followButton", "追従");
followButton.width = "100%"; followButton.height = buttonHeight; followButton.color = "white";
followButton.background = "#607D8B"; followButton.fontSize = 24;
followButton.onPointerClickObservable.add(() => {
isFollowing = !isFollowing;
if (isFollowing) {
const xrCamera = xr.baseExperience.camera;
followOffset = xrCamera.position.subtract(latestBonePosition);
followButton.textBlock.text = "解除";
followButton.background = "#9C27B0";
} else {
followButton.textBlock.text = "追従";
followButton.background = "#607D8B";
}
});
stackPanel.addControl(followButton);
// 座標表示用のテキストブロック
coordinateTextBlock = new BABYLON.GUI.TextBlock("coordinateTextBlock");
coordinateTextBlock.text = "X: 0.00 Y: 0.00 Z: 0.00";
coordinateTextBlock.color = "white";
coordinateTextBlock.fontSize = 20;
coordinateTextBlock.height = "50px";
stackPanel.addControl(coordinateTextBlock);
// ボーン名表示ボタンとテキストブロック (デバッグ用)
const showBonesButton = BABYLON.GUI.Button.CreateSimpleButton("showBonesButton", "ボーン名表示");
showBonesButton.width = "100%"; showBonesButton.height = buttonHeight; showBonesButton.color = "white";
showBonesButton.background = "#3F51B5"; showBonesButton.fontSize = 24;
stackPanel.addControl(showBonesButton);
const boneListTextBlock = new BABYLON.GUI.TextBlock("boneListTextBlock", "↑ボタンを押してボーン名を表示");
boneListTextBlock.color = "white"; boneListTextBlock.fontSize = 16;
boneListTextBlock.textWrapping = true;
boneListTextBlock.resizeToFit = true;
boneListTextBlock.paddingTop = "10px";
stackPanel.addControl(boneListTextBlock);
// ボタンが押された時の処理
showBonesButton.onPointerClickObservable.add(() => {
let debugMessage = "";
if (mmdModel && mmdModel.skeleton) {
const bones = mmdModel.skeleton.bones;
const boneCount = bones.length;
debugMessage += `ボーンの数: ${boneCount}個\n`;
if (boneCount > 0) {
// 最初のいくつかのボーン名のみ表示
const boneNames = bones.slice(0, 15).map(bone => bone.name).join(', ') + (boneCount > 15 ? ', ...' : '');
debugMessage += "名前リスト: " + boneNames;
} else {
debugMessage += "ボーン配列は空です。";
}
} else if (mmdModel) {
debugMessage = "モデルはありますが、スケルトンが見つかりません。";
} else {
debugMessage = "MMDモデル自体が見つかりません。";
}
boneListTextBlock.text = debugMessage;
});
}
uiParent.parent = controller.grip;
}
});
// VRモード切替時のアニメーション制御
xr.baseExperience.onStateChangedObservable.add((state) => {
if (state === BABYLON.WebXRState.IN_XR) {
camera.setRuntimeAnimation(null);
if (xr.baseExperience.sessionManager.sessionMode === 'immersive-ar') {
// ARモードでは地面とステージを非表示
ground.visibility = false;
stageMesh.isVisible = false;
stageMesh.getChildMeshes().forEach(mesh => {mesh.isVisible = false;});
}
} else if (state === BABYLON.WebXRState.NOT_IN_XR) {
// XRモード終了時はカメラモーションに戻し、追従を解除、ステージを再表示
camera.setRuntimeAnimation(cameraMotionHandle);
isFollowing = false;
ground.visibility = true;
stageMesh.isVisible = true;
stageMesh.getChildMeshes().forEach(mesh => {mesh.isVisible = true;});
}
});
// 毎フレームごとの処理
scene.onBeforeRenderObservable.add(() => {
// 手動リピートロジック
if (isLooping && mmdRuntime.isAnimationPlaying) {
const currentTime = mmdRuntime.currentTime;
const duration = mmdRuntime.animationDuration;
// 音楽の尺の99.9%に達したら最初に戻す
if (duration > 0 && currentTime >= duration * 0.999) {
mmdRuntime.seekAnimation(0);
mmdRuntime.playAnimation();
}
}
if (xr.baseExperience.state !== BABYLON.WebXRState.IN_XR) return;
// mmdMeshとスケルトンが準備完了しているか確認
if (mmdModel && mmdModel.skeleton) {
// ボーン座標をUIに表示
if (coordinateTextBlock) {
coordinateTextBlock.text = `上半身 X: ${latestBonePosition.x.toFixed(2)} Y: ${latestBonePosition.y.toFixed(2)} Z: ${latestBonePosition.z.toFixed(2)}`;
}
// --- 追従モードの処理 ---
if (isFollowing) {
// グローバル変数(上半身の現在位置)をコピーし、それにオフセットを足してカメラの目標位置を決めます
const desiredPosition = latestBonePosition.clone().add(followOffset);
// カメラの位置を、計算した目標位置へ更新します
xr.baseExperience.camera.position.copyFrom(desiredPosition);
// カメラの視線を、モデルの現在位置(上半身)に向けます (任意でコメントアウト解除)
// xr.baseExperience.camera.setTarget(latestBonePosition);
}
}
// --- ジョイスティック操作の処理 ---
// isFollowingがfalseの時だけジョイスティック操作を許可
if (!isFollowing) {
const deltaMillis = engine.getDeltaTime();
const xrCamera = xr.baseExperience.camera;
// 左コントローラー: 平行移動
const leftController = xr.input.controllers.find(c => c.inputSource.handedness === 'left');
if (leftController?.motionController) {
const thumbstick = leftController.motionController.getComponent("xr-standard-thumbstick");
if (thumbstick?.axes) {
const moveSpeed = 6.0 * deltaMillis / 1000;
const forward = xrCamera.getDirection(BABYLON.Vector3.Forward());
forward.y = 0;
xrCamera.position.addInPlace(forward.normalize().scale(-thumbstick.axes.y * moveSpeed));
const right = xrCamera.getDirection(BABYLON.Vector3.Right());
xrCamera.position.addInPlace(right.scale(thumbstick.axes.x * moveSpeed));
}
}
// 右コントローラー: 回転と上下移動
const rightController = xr.input.controllers.find(c => c.inputSource.handedness === 'right');
if (rightController?.motionController) {
const thumbstick = rightController.motionController.getComponent("xr-standard-thumbstick");
if (thumbstick?.axes) {
const rotationThreshold = 0.2;
if (Math.abs(thumbstick.axes.x) > rotationThreshold) {
const rotSpeed = 0.4 * deltaMillis / 1000;
if (xrCamera.parent) {
xrCamera.parent.rotate(BABYLON.Vector3.Up(), thumbstick.axes.x * rotSpeed, BABYLON.Space.WORLD);
}
}
if (Math.abs(thumbstick.axes.y) > rotationThreshold) {
const verticalSpeed = 2.0 * deltaMillis / 1000;
xrCamera.position.y += -thumbstick.axes.y * verticalSpeed;
}
}
}
}
});
return scene;
};
(async function () {
canvas.focus();
const scene = await createScene(engine); //Call the createScene function
// Register a render loop to repeatedly render the scene
engine.runRenderLoop(async function () {
scene.render();
});
// Watch for browser/canvas resize events
window.addEventListener("resize", function () {
engine.resize();
});
})()
</script>
</body>
</html>
使用変数
| -------( Function ) | |
| action | |
| adt | |
| arButton | |
| assetsPath | |
| audioPlayer | |
| AUDIO_WAV | |
| b | |
| backButton | |
| background | |
| blurKernel | |
| bone | |
| boneCount | |
| boneListTextBlock | |
| boneNames | |
| bones | |
| br> // Register a render loop to repeatedly render the scene engine.runRenderLoop -------( Function ) | |
| buttonHeight | |
| c | |
| camera | |
| cameraMotion | |
| cameraMotionHandle | |
| CAMERA_VMD | |
| canvas | |
| charset | |
| color | |
| content | |
| createScene | |
| currentTime | |
| debugMessage | |
| delAnimationHandle | |
| deltaMillis | |
| desiredPosition | |
| duration | |
| engine | |
| equiv | |
| finalMatrix | |
| followButton | |
| followOffset | |
| fontSize | |
| forward | |
| frontButton | |
| ground | |
| groundColor | |
| handedness | |
| havokInstance | |
| havokPlugin | |
| height | |
| hemisphericLight | |
| id | |
| intensity | |
| isFollowing | |
| isLooping | |
| isVertical | |
| isVisible | |
| lAnimationHandle_2 | |
| latestBonePosition | |
| leftController | |
| mesh | |
| mmdMesh | |
| mmdMesh_2 | |
| mmdModel | |
| mmdModel_2 | |
| mmdPlayerControl | |
| mmdRuntime | |
| modelMotion | |
| modelMotion_2 | |
| MODEL_1_OFFSET_X | |
| MODEL_1_PATH | |
| MODEL_1_PMX | |
| MODEL_1_VMD | |
| MODEL_2_OFFSET_X | |
| MODEL_2_PATH | |
| MODEL_2_PMX | |
| MODEL_2_VMD | |
| motionFolder | |
| moveSpeed | |
| name | |
| oordinateTextBlock | |
| paddingTop | |
| parent | |
| playPauseButton | |
| ponentialShadowMap | |
| position | |
| preservesPitch | |
| receiveShadows | |
| repeatButton | |
| resetButton | |
| resizeToFit | |
| right | |
| rightController | |
| RONT_CAMERA_TARGET | |
| rotation | |
| rotationThreshold | |
| rotSpeed | |
| R_FRONT_CAMERA_POS | |
| scaling | |
| scene | |
| sessionMode | |
| shadowGenerator | |
| shadowLight | |
| showBonesButton | |
| source | |
| specular | |
| src | |
| stackPanel | |
| stageMesh | |
| STAGE_PATH | |
| STAGE_PMX | |
| STAGE_POSITION_Y | |
| STAGE_ROTATION_Y | |
| STAGE_SCALE | |
| state | |
| targetBone | |
| text | |
| textWrapping | |
| thumbstick | |
| uiParent | |
| uiPlane | |
| verticalAlignment | |
| verticalSpeed | |
| visibility | |
| vmdLoader | |
| VR_BACK_CAMERA_POS | |
| width | |
| x | |
| xmlns | |
| xr | |
| xrCamera | |
| y |