| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102 | /** * 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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