103 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			103 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * MDD is a special format that stores a position for every vertex in a model for every frame in an animation.
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								 * Similar to BVH, it can be used to transfer animation data between different 3D applications or engines.
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								 *
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								 * MDD stores its data in binary format (big endian) in the following way:
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								 *
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								 * number of frames (a single uint32)
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								 * number of vertices (a single uint32)
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								 * time values for each frame (sequence of float32)
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								 * vertex data for each frame (sequence of float32)
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								 */
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								import {
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									AnimationClip,
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									BufferAttribute,
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									FileLoader,
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									Loader,
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									NumberKeyframeTrack
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								} from 'three';
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								class MDDLoader extends Loader {
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									constructor( manager ) {
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										super( manager );
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									}
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									load( url, onLoad, onProgress, onError ) {
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										const scope = this;
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										const loader = new FileLoader( this.manager );
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										loader.setPath( this.path );
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										loader.setResponseType( 'arraybuffer' );
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										loader.load( url, function ( data ) {
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											onLoad( scope.parse( data ) );
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										}, onProgress, onError );
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									}
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									parse( data ) {
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										const view = new DataView( data );
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										const totalFrames = view.getUint32( 0 );
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										const totalPoints = view.getUint32( 4 );
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										let offset = 8;
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										// animation clip
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										const times = new Float32Array( totalFrames );
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										const values = new Float32Array( totalFrames * totalFrames ).fill( 0 );
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										for ( let i = 0; i < totalFrames; i ++ ) {
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											times[ i ] = view.getFloat32( offset ); offset += 4;
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											values[ ( totalFrames * i ) + i ] = 1;
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										}
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										const track = new NumberKeyframeTrack( '.morphTargetInfluences', times, values );
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										const clip = new AnimationClip( 'default', times[ times.length - 1 ], [ track ] );
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										// morph targets
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										const morphTargets = [];
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										for ( let i = 0; i < totalFrames; i ++ ) {
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											const morphTarget = new Float32Array( totalPoints * 3 );
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											for ( let j = 0; j < totalPoints; j ++ ) {
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												const stride = ( j * 3 );
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												morphTarget[ stride + 0 ] = view.getFloat32( offset ); offset += 4; // x
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												morphTarget[ stride + 1 ] = view.getFloat32( offset ); offset += 4; // y
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												morphTarget[ stride + 2 ] = view.getFloat32( offset ); offset += 4; // z
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											}
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											const attribute = new BufferAttribute( morphTarget, 3 );
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											attribute.name = 'morph_' + i;
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											morphTargets.push( attribute );
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										}
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										return {
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											morphTargets: morphTargets,
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											clip: clip
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										};
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									}
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								}
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								export { MDDLoader };
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