MMDExporter.js 4.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209
  1. console.warn( "THREE.MMDExporter: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * Dependencies
  4. * - mmd-parser https://github.com/takahirox/mmd-parser
  5. */
  6. THREE.MMDExporter = function () {
  7. // Unicode to Shift_JIS table
  8. var u2sTable;
  9. function unicodeToShiftjis( str ) {
  10. if ( u2sTable === undefined ) {
  11. var encoder = new MMDParser.CharsetEncoder(); // eslint-disable-line no-undef
  12. var table = encoder.s2uTable;
  13. u2sTable = {};
  14. var keys = Object.keys( table );
  15. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  16. var key = keys[ i ];
  17. var value = table[ key ];
  18. key = parseInt( key );
  19. u2sTable[ value ] = key;
  20. }
  21. }
  22. var array = [];
  23. for ( var i = 0, il = str.length; i < il; i ++ ) {
  24. var code = str.charCodeAt( i );
  25. var value = u2sTable[ code ];
  26. if ( value === undefined ) {
  27. throw 'cannot convert charcode 0x' + code.toString( 16 );
  28. } else if ( value > 0xff ) {
  29. array.push( ( value >> 8 ) & 0xff );
  30. array.push( value & 0xff );
  31. } else {
  32. array.push( value & 0xff );
  33. }
  34. }
  35. return new Uint8Array( array );
  36. }
  37. function getBindBones( skin ) {
  38. // any more efficient ways?
  39. var poseSkin = skin.clone();
  40. poseSkin.pose();
  41. return poseSkin.skeleton.bones;
  42. }
  43. /* TODO: implement
  44. // mesh -> pmd
  45. this.parsePmd = function ( object ) {
  46. };
  47. */
  48. /* TODO: implement
  49. // mesh -> pmx
  50. this.parsePmx = function ( object ) {
  51. };
  52. */
  53. /*
  54. * skeleton -> vpd
  55. * Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
  56. */
  57. this.parseVpd = function ( skin, outputShiftJis, useOriginalBones ) {
  58. if ( skin.isSkinnedMesh !== true ) {
  59. console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
  60. return null;
  61. }
  62. function toStringsFromNumber( num ) {
  63. if ( Math.abs( num ) < 1e-6 ) num = 0;
  64. var a = num.toString();
  65. if ( a.indexOf( '.' ) === - 1 ) {
  66. a += '.';
  67. }
  68. a += '000000';
  69. var index = a.indexOf( '.' );
  70. var d = a.slice( 0, index );
  71. var p = a.slice( index + 1, index + 7 );
  72. return d + '.' + p;
  73. }
  74. function toStringsFromArray( array ) {
  75. var a = [];
  76. for ( var i = 0, il = array.length; i < il; i ++ ) {
  77. a.push( toStringsFromNumber( array[ i ] ) );
  78. }
  79. return a.join( ',' );
  80. }
  81. skin.updateMatrixWorld( true );
  82. var bones = skin.skeleton.bones;
  83. var bones2 = getBindBones( skin );
  84. var position = new THREE.Vector3();
  85. var quaternion = new THREE.Quaternion();
  86. var quaternion2 = new THREE.Quaternion();
  87. var matrix = new THREE.Matrix4();
  88. var array = [];
  89. array.push( 'Vocaloid Pose Data file' );
  90. array.push( '' );
  91. array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
  92. array.push( bones.length + ';' );
  93. array.push( '' );
  94. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  95. var bone = bones[ i ];
  96. var bone2 = bones2[ i ];
  97. /*
  98. * use the bone matrix saved before solving IK.
  99. * see CCDIKSolver for the detail.
  100. */
  101. if ( useOriginalBones === true &&
  102. bone.userData.ik !== undefined &&
  103. bone.userData.ik.originalMatrix !== undefined ) {
  104. matrix.fromArray( bone.userData.ik.originalMatrix );
  105. } else {
  106. matrix.copy( bone.matrix );
  107. }
  108. position.setFromMatrixPosition( matrix );
  109. quaternion.setFromRotationMatrix( matrix );
  110. var pArray = position.sub( bone2.position ).toArray();
  111. var qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
  112. // right to left
  113. pArray[ 2 ] = - pArray[ 2 ];
  114. qArray[ 0 ] = - qArray[ 0 ];
  115. qArray[ 1 ] = - qArray[ 1 ];
  116. array.push( 'Bone' + i + '{' + bone.name );
  117. array.push( ' ' + toStringsFromArray( pArray ) + ';' );
  118. array.push( ' ' + toStringsFromArray( qArray ) + ';' );
  119. array.push( '}' );
  120. array.push( '' );
  121. }
  122. array.push( '' );
  123. var lines = array.join( '\n' );
  124. return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
  125. };
  126. /* TODO: implement
  127. // animation + skeleton -> vmd
  128. this.parseVmd = function ( object ) {
  129. };
  130. */
  131. };