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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.
* 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 };