three 基础库
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import {
Matrix4,
Quaternion,
Vector3
} from '../../../build/three.module.js';
import { MMDParser } from '../libs/mmdparser.module.js';
/**
* Dependencies
* - mmd-parser https://github.com/takahirox/mmd-parser
*/
class MMDExporter {
/* TODO: implement
// mesh -> pmd
this.parsePmd = function ( object ) {
};
*/
/* TODO: implement
// mesh -> pmx
this.parsePmx = function ( object ) {
};
*/
/* TODO: implement
// animation + skeleton -> vmd
this.parseVmd = function ( object ) {
};
*/
/*
* skeleton -> vpd
* Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
*/
parseVpd( skin, outputShiftJis, useOriginalBones ) {
if ( skin.isSkinnedMesh !== true ) {
console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
return null;
}
function toStringsFromNumber( num ) {
if ( Math.abs( num ) < 1e-6 ) num = 0;
let a = num.toString();
if ( a.indexOf( '.' ) === - 1 ) {
a += '.';
}
a += '000000';
const index = a.indexOf( '.' );
const d = a.slice( 0, index );
const p = a.slice( index + 1, index + 7 );
return d + '.' + p;
}
function toStringsFromArray( array ) {
const a = [];
for ( let i = 0, il = array.length; i < il; i ++ ) {
a.push( toStringsFromNumber( array[ i ] ) );
}
return a.join( ',' );
}
skin.updateMatrixWorld( true );
const bones = skin.skeleton.bones;
const bones2 = getBindBones( skin );
const position = new Vector3();
const quaternion = new Quaternion();
const quaternion2 = new Quaternion();
const matrix = new Matrix4();
const array = [];
array.push( 'Vocaloid Pose Data file' );
array.push( '' );
array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
array.push( bones.length + ';' );
array.push( '' );
for ( let i = 0, il = bones.length; i < il; i ++ ) {
const bone = bones[ i ];
const bone2 = bones2[ i ];
/*
* use the bone matrix saved before solving IK.
* see CCDIKSolver for the detail.
*/
if ( useOriginalBones === true &&
bone.userData.ik !== undefined &&
bone.userData.ik.originalMatrix !== undefined ) {
matrix.fromArray( bone.userData.ik.originalMatrix );
} else {
matrix.copy( bone.matrix );
}
position.setFromMatrixPosition( matrix );
quaternion.setFromRotationMatrix( matrix );
const pArray = position.sub( bone2.position ).toArray();
const qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
// right to left
pArray[ 2 ] = - pArray[ 2 ];
qArray[ 0 ] = - qArray[ 0 ];
qArray[ 1 ] = - qArray[ 1 ];
array.push( 'Bone' + i + '{' + bone.name );
array.push( ' ' + toStringsFromArray( pArray ) + ';' );
array.push( ' ' + toStringsFromArray( qArray ) + ';' );
array.push( '}' );
array.push( '' );
}
array.push( '' );
const lines = array.join( '\n' );
return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
}
}
// Unicode to Shift_JIS table
let u2sTable;
function unicodeToShiftjis( str ) {
if ( u2sTable === undefined ) {
const encoder = new MMDParser.CharsetEncoder(); // eslint-disable-line no-undef
const table = encoder.s2uTable;
u2sTable = {};
const keys = Object.keys( table );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
let key = keys[ i ];
const value = table[ key ];
key = parseInt( key );
u2sTable[ value ] = key;
}
}
const array = [];
for ( let i = 0, il = str.length; i < il; i ++ ) {
const code = str.charCodeAt( i );
const value = u2sTable[ code ];
if ( value === undefined ) {
throw 'cannot convert charcode 0x' + code.toString( 16 );
} else if ( value > 0xff ) {
array.push( ( value >> 8 ) & 0xff );
array.push( value & 0xff );
} else {
array.push( value & 0xff );
}
}
return new Uint8Array( array );
}
function getBindBones( skin ) {
// any more efficient ways?
const poseSkin = skin.clone();
poseSkin.pose();
return poseSkin.skeleton.bones;
}
export { MMDExporter };