Buckets:
| 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 }; | |
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