MMDExporter.js 3.9 KB

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