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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 '../../../build/three.module.js';
 
- 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 };
 
 
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