MMDExporter.js 4.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218
  1. /**
  2. * @author takahiro / http://github.com/takahirox
  3. *
  4. * Dependencies
  5. * - mmd-parser https://github.com/takahirox/mmd-parser
  6. */
  7. import {
  8. Matrix4,
  9. Quaternion,
  10. Vector3
  11. } from "../../../build/three.module.js";
  12. var MMDExporter = function () {
  13. // Unicode to Shift_JIS table
  14. var u2sTable;
  15. function unicodeToShiftjis( str ) {
  16. if ( u2sTable === undefined ) {
  17. var encoder = new MMDParser.CharsetEncoder();
  18. var table = encoder.s2uTable;
  19. u2sTable = {};
  20. var keys = Object.keys( table );
  21. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  22. var key = keys[ i ];
  23. var value = table[ key ];
  24. key = parseInt( key );
  25. u2sTable[ value ] = key;
  26. }
  27. }
  28. var array = [];
  29. for ( var i = 0, il = str.length; i < il; i ++ ) {
  30. var code = str.charCodeAt( i );
  31. var value = u2sTable[ code ];
  32. if ( value === undefined ) {
  33. throw 'cannot convert charcode 0x' + code.toString( 16 );
  34. } else if ( value > 0xff ) {
  35. array.push( ( value >> 8 ) & 0xff );
  36. array.push( value & 0xff );
  37. } else {
  38. array.push( value & 0xff );
  39. }
  40. }
  41. return new Uint8Array( array );
  42. }
  43. function getBindBones( skin ) {
  44. // any more efficient ways?
  45. var poseSkin = skin.clone();
  46. poseSkin.pose();
  47. return poseSkin.skeleton.bones;
  48. }
  49. /* TODO: implement
  50. // mesh -> pmd
  51. this.parsePmd = function ( object ) {
  52. };
  53. */
  54. /* TODO: implement
  55. // mesh -> pmx
  56. this.parsePmx = function ( object ) {
  57. };
  58. */
  59. /*
  60. * skeleton -> vpd
  61. * Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
  62. */
  63. this.parseVpd = function ( skin, outputShiftJis, useOriginalBones ) {
  64. if ( skin.isSkinnedMesh !== true ) {
  65. console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
  66. return null;
  67. }
  68. function toStringsFromNumber( num ) {
  69. if ( Math.abs( num ) < 1e-6 ) num = 0;
  70. var a = num.toString();
  71. if ( a.indexOf( '.' ) === - 1 ) {
  72. a += '.';
  73. }
  74. a += '000000';
  75. var index = a.indexOf( '.' );
  76. var d = a.slice( 0, index );
  77. var p = a.slice( index + 1, index + 7 );
  78. return d + '.' + p;
  79. }
  80. function toStringsFromArray( array ) {
  81. var a = [];
  82. for ( var i = 0, il = array.length; i < il; i ++ ) {
  83. a.push( toStringsFromNumber( array[ i ] ) );
  84. }
  85. return a.join( ',' );
  86. }
  87. skin.updateMatrixWorld( true );
  88. var bones = skin.skeleton.bones;
  89. var bones2 = getBindBones( skin );
  90. var position = new Vector3();
  91. var quaternion = new Quaternion();
  92. var quaternion2 = new Quaternion();
  93. var matrix = new Matrix4();
  94. var array = [];
  95. array.push( 'Vocaloid Pose Data file' );
  96. array.push( '' );
  97. array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
  98. array.push( bones.length + ';' );
  99. array.push( '' );
  100. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  101. var bone = bones[ i ];
  102. var bone2 = bones2[ i ];
  103. /*
  104. * use the bone matrix saved before solving IK.
  105. * see CCDIKSolver for the detail.
  106. */
  107. if ( useOriginalBones === true &&
  108. bone.userData.ik !== undefined &&
  109. bone.userData.ik.originalMatrix !== undefined ) {
  110. matrix.fromArray( bone.userData.ik.originalMatrix );
  111. } else {
  112. matrix.copy( bone.matrix );
  113. }
  114. position.setFromMatrixPosition( matrix );
  115. quaternion.setFromRotationMatrix( matrix );
  116. var pArray = position.sub( bone2.position ).toArray();
  117. var qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
  118. // right to left
  119. pArray[ 2 ] = - pArray[ 2 ];
  120. qArray[ 0 ] = - qArray[ 0 ];
  121. qArray[ 1 ] = - qArray[ 1 ];
  122. array.push( 'Bone' + i + '{' + bone.name );
  123. array.push( ' ' + toStringsFromArray( pArray ) + ';' );
  124. array.push( ' ' + toStringsFromArray( qArray ) + ';' );
  125. array.push( '}' );
  126. array.push( '' );
  127. }
  128. array.push( '' );
  129. var lines = array.join( '\n' );
  130. return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
  131. };
  132. /* TODO: implement
  133. // animation + skeleton -> vmd
  134. this.parseVmd = function ( object ) {
  135. };
  136. */
  137. };
  138. export { MMDExporter };