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