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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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