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103 lines
2.3 KiB
103 lines
2.3 KiB
2 years ago
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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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