103 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
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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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