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sea3d legacy support

SUNAG 9 năm trước cách đây
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1 tập tin đã thay đổi với 690 bổ sung0 xóa
  1. 690 0
      examples/js/loaders/sea3d/SEA3DLegacy.js

+ 690 - 0
examples/js/loaders/sea3d/SEA3DLegacy.js

@@ -0,0 +1,690 @@
+/**
+ * 	SEA3D Legacy for Three.JS
+ * 	@author Sunag / http://www.sunag.com.br/
+ */
+
+'use strict';
+
+//
+//	Header
+//
+
+THREE.SEA3D.prototype._onHead = THREE.SEA3D.prototype.onHead;
+THREE.SEA3D.prototype._updateTransform = THREE.SEA3D.prototype.updateTransform;
+THREE.SEA3D.prototype._readVertexAnimation = THREE.SEA3D.prototype.readVertexAnimation;
+THREE.SEA3D.prototype._readGeometryBuffer = THREE.SEA3D.prototype.readGeometryBuffer;
+THREE.SEA3D.prototype._readLine = THREE.SEA3D.prototype.readLine;
+THREE.SEA3D.prototype._getSkeletonAnimation = THREE.SEA3D.prototype.getSkeletonAnimation;
+THREE.SEA3D.prototype._applyDefaultAnimation = THREE.SEA3D.prototype.applyDefaultAnimation;
+
+//
+//	Utils
+//
+
+THREE.SEA3D.prototype.isLegacy = function( sea ) {
+
+	var sea3d = sea.sea3d;
+
+	if ( sea3d.sign == 'S3D' && ! sea._legacy ) {
+
+		sea._legacy = sea3d.typeUnique[ sea.type ] == true;
+
+		return sea3d.config.legacy;
+
+	}
+
+	return false;
+
+};
+
+THREE.SEA3D.prototype.flipZVec3 = function( v ) {
+
+	if ( ! v ) return;
+
+	var i = 2; // z
+
+	while ( i < v.length ) {
+
+		v[ i ] = - v[ i ];
+
+		i += 3;
+
+	}
+
+	return v;
+
+};
+
+THREE.SEA3D.prototype.expandJoints = function( sea ) {
+
+	var numJoints = sea.numVertex * 4;
+
+	var joint = sea.isBig ? new Uint32Array( numJoints ) : new Uint16Array( numJoints );
+	var weight = new Float32Array( numJoints );
+
+	var w = 0, jpv = sea.jointPerVertex;
+
+	for ( var i = 0; i < sea.numVertex; i ++ ) {
+
+		var tjsIndex = i * 4;
+		var seaIndex = i * jpv;
+
+		joint[ tjsIndex ] = sea.joint[ seaIndex ];
+		if ( jpv > 1 ) joint[ tjsIndex + 1 ] = sea.joint[ seaIndex + 1 ];
+		if ( jpv > 2 ) joint[ tjsIndex + 2 ] = sea.joint[ seaIndex + 2 ];
+		if ( jpv > 3 ) joint[ tjsIndex + 3 ] = sea.joint[ seaIndex + 3 ];
+
+		weight[ tjsIndex ] = sea.weight[ seaIndex ];
+		if ( jpv > 1 ) weight[ tjsIndex + 1 ] = sea.weight[ seaIndex + 1 ];
+		if ( jpv > 2 ) weight[ tjsIndex + 2 ] = sea.weight[ seaIndex + 2 ];
+		if ( jpv > 3 ) weight[ tjsIndex + 3 ] = sea.weight[ seaIndex + 3 ];
+
+		w = weight[ tjsIndex ] + weight[ tjsIndex + 1 ] + weight[ tjsIndex + 2 ] + weight[ tjsIndex + 3 ];
+
+		weight[ tjsIndex ] += 1 - w;
+
+	}
+
+	sea.joint = joint;
+	sea.weight = weight;
+
+	sea.jointPerVertex = 4;
+
+};
+
+THREE.SEA3D.prototype.compressJoints = function( sea ) {
+
+	var numJoints = sea.numVertex * 4;
+
+	var joint = sea.isBig ? new Uint32Array( numJoints ) : new Uint16Array( numJoints );
+	var weight = new Float32Array( numJoints );
+
+	var w = 0, jpv = sea.jointPerVertex;
+
+	for ( var i = 0; i < sea.numVertex; i ++ ) {
+
+		var tjsIndex = i * 4;
+		var seaIndex = i * jpv;
+
+		joint[ tjsIndex ] = sea.joint[ seaIndex ];
+		joint[ tjsIndex + 1 ] = sea.joint[ seaIndex + 1 ];
+		joint[ tjsIndex + 2 ] = sea.joint[ seaIndex + 2 ];
+		joint[ tjsIndex + 3 ] = sea.joint[ seaIndex + 3 ];
+
+		weight[ tjsIndex ] = sea.weight[ seaIndex ];
+		weight[ tjsIndex + 1 ] = sea.weight[ seaIndex + 1 ];
+		weight[ tjsIndex + 2 ] = sea.weight[ seaIndex + 2 ];
+		weight[ tjsIndex + 3 ] = sea.weight[ seaIndex + 3 ];
+
+		w = weight[ tjsIndex ] + weight[ tjsIndex + 1 ] + weight[ tjsIndex + 2 ] + weight[ tjsIndex + 3 ];
+
+		weight[ tjsIndex ] += 1 - w;
+
+	}
+
+	sea.joint = joint;
+	sea.weight = weight;
+
+	sea.jointPerVertex = 4;
+
+};
+
+THREE.SEA3D.prototype.flipZIndex = function( v ) {
+
+	var i = 1; // y >-< z
+
+	while ( i < v.length ) {
+
+		var idx = v[ i + 1 ];
+		v[ i + 1 ] = v[ i ];
+		v[ i ] = idx;
+
+		i += 3;
+
+	}
+
+	return v;
+
+};
+
+THREE.SEA3D.prototype.flipMatrixBone = function( mtx ) {
+
+	var zero = new THREE.Vector3();
+	var buf1 = new THREE.Matrix4();
+
+	return function( mtx ) {
+
+		buf1.copy( mtx );
+
+		mtx.setPosition( zero );
+		mtx.multiplyMatrices( THREE.SEA3D.MTXBUF.makeRotationZ( THREE.Math.degToRad( 180 ) ), mtx );
+		mtx.makeRotationFromQuaternion( THREE.SEA3D.QUABUF.setFromRotationMatrix( mtx ) );
+
+		var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( buf1 );
+		pos.z = - pos.z;
+		mtx.setPosition( pos );
+
+		return mtx;
+
+	};
+
+}();
+
+THREE.SEA3D.prototype.flipMatrixScale = function( local, global, parent, parentGlobal ) {
+
+	var pos = new THREE.Vector3();
+	var qua = new THREE.Quaternion();
+	var slc = new THREE.Vector3();
+
+	return function( local, global, parent, parentGlobal ) {
+
+		if ( parent ) local.multiplyMatrices( parent, local );
+
+		local.decompose( pos, qua, slc );
+
+		slc.z = - slc.z;
+
+		if ( global ) {
+
+			slc.y = - slc.y;
+			slc.x = - slc.x;
+
+		}
+
+		local.compose( pos, qua, slc );
+
+		if ( parent ) {
+
+			parent = parent.clone();
+
+			this.flipMatrixScale( parent, parentGlobal );
+
+			local.multiplyMatrices( parent.getInverse( parent ), local );
+
+		}
+
+		return local;
+
+	};
+
+}();
+
+//
+//	Legacy
+//
+
+THREE.SEA3D.prototype.updateAnimationSet = function( obj3d ) {
+
+	var buf1 = new THREE.Matrix4();
+	var buf2 = new THREE.Matrix4();
+
+	var pos = new THREE.Vector3();
+	var qua = new THREE.Quaternion();
+	var slc = new THREE.Vector3();
+
+	var to_pos = new THREE.Vector3();
+	var to_qua = new THREE.Quaternion();
+	var to_slc = new THREE.Vector3();
+
+	return function( obj3d ) {
+
+		var anmSet = obj3d.animation.animationSet;
+		var relative = obj3d.animation.relative;
+		var anms = anmSet.animations;
+
+		if ( anmSet.flip && ! anms.length )
+			return;
+
+		var dataList = anms[ 0 ].dataList,
+			t_anm = [];
+
+		for ( var i = 0; i < dataList.length; i ++ ) {
+
+			var data = dataList[ i ];
+			var raw = dataList[ i ].data;
+			var kind = data.kind;
+			var numFrames = raw.length / data.blockLength;
+
+			switch ( kind ) {
+				case SEA3D.Animation.POSITION:
+				case SEA3D.Animation.ROTATION:
+				case SEA3D.Animation.SCALE:
+					t_anm.push( {
+						kind : kind,
+						numFrames : numFrames,
+						raw : raw
+					} );
+					break;
+			}
+
+		}
+
+		if ( t_anm.length > 0 ) {
+
+			var numFrames = t_anm[ 0 ].numFrames,
+				parent = undefined;
+
+			if ( obj3d.animation.relative ) {
+
+				buf1.identity();
+				parent = this.flipMatrixScale( buf2.copy( obj3d.matrixWorld ) );
+
+			}
+			else {
+
+				if ( obj3d.parent ) {
+
+					parent = this.flipMatrixScale( buf2.copy( obj3d.parent.matrixWorld ) );
+
+				}
+
+				this.flipMatrixScale( buf1.copy( obj3d.matrix ), false, parent );
+
+			}
+
+			buf1.decompose( pos, qua, slc );
+
+			for ( var f = 0, t, c; f < numFrames; f ++ ) {
+
+				for ( t = 0; t < t_anm.length; t ++ ) {
+
+					var raw = t_anm[ t ].raw,
+						kind = t_anm[ t ].kind;
+
+					switch ( kind ) {
+						case SEA3D.Animation.POSITION:
+
+							c = f * 3;
+
+							pos.set(
+								raw[ c ],
+								raw[ c + 1 ],
+								raw[ c + 2 ]
+							);
+
+							break;
+
+						case SEA3D.Animation.ROTATION:
+
+							c = f * 4;
+
+							qua.set(
+								raw[ c ],
+								raw[ c + 1 ],
+								raw[ c + 2 ],
+								raw[ c + 3 ]
+							);
+
+							break;
+
+						case SEA3D.Animation.SCALE:
+
+							c = f * 4;
+
+							slc.set(
+								raw[ c ],
+								raw[ c + 1 ],
+								raw[ c + 2 ]
+							);
+
+							break;
+
+					}
+
+				}
+
+				buf1.compose( pos, qua, slc );
+
+				this.flipMatrixScale( buf1, false, buf2 );
+
+				buf1.decompose( to_pos, to_qua, to_slc );
+
+				for ( t = 0; t < t_anm.length; t ++ ) {
+
+					var raw = t_anm[ t ].raw,
+						kind = t_anm[ t ].kind;
+
+					switch ( kind ) {
+						case SEA3D.Animation.POSITION:
+
+							c = f * 3;
+
+							raw[ c ] = to_pos.x;
+							raw[ c + 1 ] = to_pos.y;
+							raw[ c + 2 ] = to_pos.z;
+
+							break;
+
+						case SEA3D.Animation.ROTATION:
+
+							c = f * 4;
+
+							raw[ c ] = to_qua.x;
+							raw[ c + 1 ] = to_qua.y;
+							raw[ c + 2 ] = to_qua.z;
+							raw[ c + 3 ] = to_qua.w;
+
+							break;
+
+						case SEA3D.Animation.SCALE:
+
+							c = f * 3;
+
+							raw[ c ] = to_slc.x;
+							raw[ c + 1 ] = to_slc.y;
+							raw[ c + 2 ] = to_slc.z;
+
+							break;
+					}
+
+				}
+
+			}
+
+		}
+
+		anmSet.flip = true;
+
+	};
+
+}();
+
+
+THREE.SEA3D.prototype.applyDefaultAnimation = function( sea, animatorClass ) {
+
+	this._applyDefaultAnimation( sea, animatorClass );
+
+	if ( this.isLegacy( sea ) && sea.tag.animation ) {
+
+		this.updateAnimationSet( sea.tag );
+
+	}
+
+};
+
+THREE.SEA3D.prototype.updateTransform = function( obj3d, sea ) {
+
+	var buf1 = new THREE.Matrix4();
+	var identity = new THREE.Matrix4();
+
+	return function( obj3d, sea ) {
+
+		if ( this.isLegacy( sea ) ) {
+
+			if ( sea.transform ) buf1.elements.set( sea.transform );
+			else buf1.makeTranslation( sea.position.x, sea.position.y, sea.position.z );
+
+			this.flipMatrixScale(
+				buf1, false,
+				obj3d.parent ? obj3d.parent.matrixWorld : identity,
+				obj3d.parent instanceof THREE.Bone
+			);
+
+			obj3d.position.setFromMatrixPosition( buf1 );
+			obj3d.scale.setFromMatrixScale( buf1 );
+
+			// ignore rotation scale
+
+			buf1.scale( THREE.SEA3D.VECBUF.set( 1 / obj3d.scale.x, 1 / obj3d.scale.y, 1 / obj3d.scale.z ) );
+			obj3d.rotation.setFromRotationMatrix( buf1 );
+
+			obj3d.updateMatrixWorld();
+
+		}
+		else {
+
+			this._updateTransform( obj3d, sea );
+
+		}
+
+	};
+
+}();
+
+THREE.SEA3D.prototype.readSkeleton = function( sea ) {
+
+	var mtx_tmp_inv = new THREE.Matrix4(),
+		mtx_local = new THREE.Matrix4(),
+		mtx_parent = new THREE.Matrix4(),
+		pos = new THREE.Vector3(),
+		qua = new THREE.Quaternion();
+
+	return function( sea ) {
+
+		var bones = [],
+			isLegacy = sea.sea3d.config.legacy;
+
+		for ( var i = 0; i < sea.joint.length; i ++ ) {
+
+			var bone = sea.joint[ i ]
+
+			// get world inverse matrix
+
+			mtx_tmp_inv.elements = bone.inverseBindMatrix;
+
+			// convert to world matrix
+
+			mtx_local.getInverse( mtx_tmp_inv );
+
+			// convert to three.js order
+
+			if ( isLegacy ) this.flipMatrixBone( mtx_local );
+
+			if ( bone.parentIndex > - 1 ) {
+
+				// to world
+
+				mtx_tmp_inv.elements = sea.joint[ bone.parentIndex ].inverseBindMatrix;
+				mtx_parent.getInverse( mtx_tmp_inv );
+
+				// convert parent to three.js order
+
+				if ( isLegacy ) this.flipMatrixBone( mtx_parent );
+
+				// to local
+
+				mtx_parent.getInverse( mtx_parent );
+
+				mtx_local.multiplyMatrices( mtx_parent, mtx_local );
+
+			}
+
+			// apply matrix
+
+			pos.setFromMatrixPosition( mtx_local );
+			qua.setFromRotationMatrix( mtx_local );
+
+			bones[ i ] = {
+				name: bone.name,
+				pos: [ pos.x, pos.y, pos.z ],
+				rotq: [ qua.x, qua.y, qua.z, qua.w ],
+				parent: bone.parentIndex
+			};
+
+		}
+
+		return sea.tag = bones;
+
+	};
+
+}();
+
+THREE.SEA3D.prototype.getSkeletonAnimation = function( sea, skl ) {
+
+	if ( this.isLegacy( sea ) ) return this.getSkeletonAnimationLegacy( sea, skl );
+	else return this._getSkeletonAnimation( sea, skl );
+
+};
+
+THREE.SEA3D.prototype.getSkeletonAnimationLegacy = function( sea, skl ) {
+
+	var mtx_tmp_inv = new THREE.Matrix4(),
+		mtx_local = new THREE.Matrix4(),
+		mtx_global = new THREE.Matrix4(),
+		mtx_parent = new THREE.Matrix4();
+
+	return function( sea, skl ) {
+
+		if ( sea.tag ) return sea.tag;
+
+		var animations = [],
+			delta = sea.frameRate / 1000,
+			scale = [ 1, 1, 1 ];
+
+		for ( var i = 0; i < sea.sequence.length; i ++ ) {
+
+			var seq = sea.sequence[ i ];
+
+			var start = seq.start;
+			var end = start + seq.count;
+			var ns = sea.name + "/" + seq.name;
+
+			var animation = {
+				name: ns,
+				repeat: seq.repeat,
+				fps: sea.frameRate,
+				JIT: 0,
+				length: delta * ( seq.count - 1 ),
+				hierarchy: []
+			};
+
+			var numJoints = sea.numJoints,
+				raw = sea.raw;
+
+			for ( var j = 0; j < numJoints; j ++ ) {
+
+				var bone = skl.joint[ j ],
+					node = { parent: bone.parentIndex, keys: [] },
+					keys = node.keys,
+					time = 0;
+
+				for ( var frame = start; frame < end; frame ++ ) {
+
+					var idx = ( frame * numJoints * 7 ) + ( j * 7 );
+
+					mtx_local.makeRotationFromQuaternion( THREE.SEA3D.QUABUF.set( raw[ idx + 3 ], raw[ idx + 4 ], raw[ idx + 5 ], raw[ idx + 6 ] ) );
+					mtx_local.setPosition( THREE.SEA3D.VECBUF.set( raw[ idx ], raw[ idx + 1 ], raw[ idx + 2 ] ) );
+
+					if ( bone.parentIndex > - 1 ) {
+
+						// to global
+
+						mtx_tmp_inv.elements = skl.joint[ bone.parentIndex ].inverseBindMatrix;
+
+						mtx_parent.getInverse( mtx_tmp_inv );
+
+						mtx_global.multiplyMatrices( mtx_parent, mtx_local );
+
+						// convert to three.js matrix
+
+						this.flipMatrixBone( mtx_global );
+
+						// flip parent inverse
+
+						this.flipMatrixBone( mtx_parent );
+
+						// to local
+
+						mtx_parent.getInverse( mtx_parent );
+
+						mtx_local.multiplyMatrices( mtx_parent, mtx_global );
+
+					}
+					else {
+
+						this.flipMatrixBone( mtx_local );
+
+					}
+
+					var posQ = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx_local );
+					var newQ = THREE.SEA3D.QUABUF.setFromRotationMatrix( mtx_local );
+
+					keys.push( {
+						time: time,
+						pos: [ posQ.x, posQ.y, posQ.z ],
+						rot: [ newQ.x, newQ.y, newQ.z, newQ.w ],
+						scl: scale
+					} );
+
+					time += delta;
+
+				}
+
+				animation.hierarchy[ j ] = node;
+
+			}
+
+			animations.push( animation );
+
+		}
+
+		return sea.tag = animations;
+
+	};
+
+}();
+
+THREE.SEA3D.prototype.readVertexAnimation = function( sea ) {
+
+	if ( this.isLegacy( sea ) ) {
+
+		for ( var i = 0, l = sea.frame.length; i < l; i ++ ) {
+
+			var frame = sea.frame[ i ];
+
+			this.flipZVec3( frame.vertex );
+			this.flipZVec3( frame.normal );
+
+		}
+
+	}
+
+	this._readVertexAnimation( sea );
+
+};
+
+THREE.SEA3D.prototype.readGeometryBuffer = function( sea ) {
+
+	if ( this.isLegacy( sea ) ) {
+
+		this.flipZVec3( sea.vertex );
+		this.flipZVec3( sea.normal );
+
+		this.flipZIndex( sea.indexes );
+
+		if ( sea.jointPerVertex > 4 ) this.compressJoints( sea );
+		else if ( sea.jointPerVertex < 4 ) this.expandJoints( sea );
+
+	}
+
+	this._readGeometryBuffer( sea );
+
+};
+
+THREE.SEA3D.prototype.readLines = function( sea ) {
+
+	if ( this.isLegacy( sea ) ) {
+
+		this.flipZVec3( sea.vertex );
+
+	}
+
+	this._readLines( sea );
+
+};
+
+THREE.SEA3D.prototype.onHead = function( args ) {
+
+	// TODO: Ignore sign
+
+};
+
+THREE.SEA3D.EXTENSIONS.push( function() {
+
+	// CONFIG
+
+	this.config.legacy = this.config.legacy == undefined ? true : this.config.legacy;
+
+	this.file.typeRead[ SEA3D.Skeleton.prototype.type ] = this.readSkeleton;
+
+} );