three
Version:
JavaScript 3D library
148 lines (112 loc) • 3.94 kB
JavaScript
import {
AnimationClip,
BufferAttribute,
FileLoader,
Loader,
NumberKeyframeTrack
} from 'three';
/**
* A loader for the MDD format.
*
* MDD 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)
*
* ```js
* const loader = new MDDLoader();
* const result = await loader.loadAsync( 'models/mdd/cube.mdd' );
*
* const morphTargets = result.morphTargets;
* const clip = result.clip;
* // clip.optimize(); // optional
*
* const geometry = new THREE.BoxGeometry();
* geometry.morphAttributes.position = morphTargets; // apply morph targets (vertex data must match)
*
* const material = new THREE.MeshBasicMaterial();
*
* const mesh = new THREE.Mesh( geometry, material );
* scene.add( mesh );
*
* const mixer = new THREE.AnimationMixer( mesh );
* mixer.clipAction( clip ).play();
* ```
*
* @augments Loader
* @three_import import { MDDLoader } from 'three/addons/loaders/MDDLoader.js';
*/
class MDDLoader extends Loader {
/**
* Constructs a new MDD loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded MDD asset
* to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function({clip:AnimationClip, morphTargets:Array<BufferAttribute>})} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
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 );
}
/**
* Parses the given MDD data and returns an object holding the animation clip and the respective
* morph targets.
*
* @param {ArrayBuffer} data - The raw XYZ data as an array buffer.
* @return {{clip:AnimationClip, morphTargets:Array<BufferAttribute>}} The result object.
*/
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 };