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three

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JavaScript 3D library

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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 };