MMDExporter.js 4.0 KB

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  1. import {
  2. Matrix4,
  3. Quaternion,
  4. Vector3
  5. } from '../../../build/three.module.js';
  6. import { MMDParser } from '../libs/mmdparser.module.js';
  7. /**
  8. * Dependencies
  9. * - mmd-parser https://github.com/takahirox/mmd-parser
  10. */
  11. var MMDExporter = function () {
  12. // Unicode to Shift_JIS table
  13. var u2sTable;
  14. function unicodeToShiftjis( str ) {
  15. if ( u2sTable === undefined ) {
  16. var encoder = new MMDParser.CharsetEncoder(); // eslint-disable-line no-undef
  17. var table = encoder.s2uTable;
  18. u2sTable = {};
  19. var keys = Object.keys( table );
  20. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  21. var key = keys[ i ];
  22. var value = table[ key ];
  23. key = parseInt( key );
  24. u2sTable[ value ] = key;
  25. }
  26. }
  27. var array = [];
  28. for ( var i = 0, il = str.length; i < il; i ++ ) {
  29. var code = str.charCodeAt( i );
  30. var value = u2sTable[ code ];
  31. if ( value === undefined ) {
  32. throw 'cannot convert charcode 0x' + code.toString( 16 );
  33. } else if ( value > 0xff ) {
  34. array.push( ( value >> 8 ) & 0xff );
  35. array.push( value & 0xff );
  36. } else {
  37. array.push( value & 0xff );
  38. }
  39. }
  40. return new Uint8Array( array );
  41. }
  42. function getBindBones( skin ) {
  43. // any more efficient ways?
  44. var poseSkin = skin.clone();
  45. poseSkin.pose();
  46. return poseSkin.skeleton.bones;
  47. }
  48. /* TODO: implement
  49. // mesh -> pmd
  50. this.parsePmd = function ( object ) {
  51. };
  52. */
  53. /* TODO: implement
  54. // mesh -> pmx
  55. this.parsePmx = function ( object ) {
  56. };
  57. */
  58. /*
  59. * skeleton -> vpd
  60. * Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
  61. */
  62. this.parseVpd = function ( skin, outputShiftJis, useOriginalBones ) {
  63. if ( skin.isSkinnedMesh !== true ) {
  64. console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
  65. return null;
  66. }
  67. function toStringsFromNumber( num ) {
  68. if ( Math.abs( num ) < 1e-6 ) num = 0;
  69. var a = num.toString();
  70. if ( a.indexOf( '.' ) === - 1 ) {
  71. a += '.';
  72. }
  73. a += '000000';
  74. var index = a.indexOf( '.' );
  75. var d = a.slice( 0, index );
  76. var p = a.slice( index + 1, index + 7 );
  77. return d + '.' + p;
  78. }
  79. function toStringsFromArray( array ) {
  80. var a = [];
  81. for ( var i = 0, il = array.length; i < il; i ++ ) {
  82. a.push( toStringsFromNumber( array[ i ] ) );
  83. }
  84. return a.join( ',' );
  85. }
  86. skin.updateMatrixWorld( true );
  87. var bones = skin.skeleton.bones;
  88. var bones2 = getBindBones( skin );
  89. var position = new Vector3();
  90. var quaternion = new Quaternion();
  91. var quaternion2 = new Quaternion();
  92. var matrix = new Matrix4();
  93. var array = [];
  94. array.push( 'Vocaloid Pose Data file' );
  95. array.push( '' );
  96. array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
  97. array.push( bones.length + ';' );
  98. array.push( '' );
  99. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  100. var bone = bones[ i ];
  101. var bone2 = bones2[ i ];
  102. /*
  103. * use the bone matrix saved before solving IK.
  104. * see CCDIKSolver for the detail.
  105. */
  106. if ( useOriginalBones === true &&
  107. bone.userData.ik !== undefined &&
  108. bone.userData.ik.originalMatrix !== undefined ) {
  109. matrix.fromArray( bone.userData.ik.originalMatrix );
  110. } else {
  111. matrix.copy( bone.matrix );
  112. }
  113. position.setFromMatrixPosition( matrix );
  114. quaternion.setFromRotationMatrix( matrix );
  115. var pArray = position.sub( bone2.position ).toArray();
  116. var qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
  117. // right to left
  118. pArray[ 2 ] = - pArray[ 2 ];
  119. qArray[ 0 ] = - qArray[ 0 ];
  120. qArray[ 1 ] = - qArray[ 1 ];
  121. array.push( 'Bone' + i + '{' + bone.name );
  122. array.push( ' ' + toStringsFromArray( pArray ) + ';' );
  123. array.push( ' ' + toStringsFromArray( qArray ) + ';' );
  124. array.push( '}' );
  125. array.push( '' );
  126. }
  127. array.push( '' );
  128. var lines = array.join( '\n' );
  129. return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
  130. };
  131. /* TODO: implement
  132. // animation + skeleton -> vmd
  133. this.parseVmd = function ( object ) {
  134. };
  135. */
  136. };
  137. export { MMDExporter };