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- import {
- Matrix4,
- Quaternion,
- Vector3
- } from 'three';
- import { MMDParser } from '../libs/mmdparser.module.js';
- /**
- * Dependencies
- * - mmd-parser https://github.com/takahirox/mmd-parser
- */
- class MMDExporter {
- /* TODO: implement
- // mesh -> pmd
- this.parsePmd = function ( object ) {
- };
- */
- /* TODO: implement
- // mesh -> pmx
- this.parsePmx = function ( object ) {
- };
- */
- /* TODO: implement
- // animation + skeleton -> vmd
- this.parseVmd = function ( object ) {
- };
- */
- /*
- * skeleton -> vpd
- * Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
- */
- parseVpd( skin, outputShiftJis, useOriginalBones ) {
- if ( skin.isSkinnedMesh !== true ) {
- console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
- return null;
- }
- function toStringsFromNumber( num ) {
- if ( Math.abs( num ) < 1e-6 ) num = 0;
- let a = num.toString();
- if ( a.indexOf( '.' ) === - 1 ) {
- a += '.';
- }
- a += '000000';
- const index = a.indexOf( '.' );
- const d = a.slice( 0, index );
- const p = a.slice( index + 1, index + 7 );
- return d + '.' + p;
- }
- function toStringsFromArray( array ) {
- const a = [];
- for ( let i = 0, il = array.length; i < il; i ++ ) {
- a.push( toStringsFromNumber( array[ i ] ) );
- }
- return a.join( ',' );
- }
- skin.updateMatrixWorld( true );
- const bones = skin.skeleton.bones;
- const bones2 = getBindBones( skin );
- const position = new Vector3();
- const quaternion = new Quaternion();
- const quaternion2 = new Quaternion();
- const matrix = new Matrix4();
- const array = [];
- array.push( 'Vocaloid Pose Data file' );
- array.push( '' );
- array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
- array.push( bones.length + ';' );
- array.push( '' );
- for ( let i = 0, il = bones.length; i < il; i ++ ) {
- const bone = bones[ i ];
- const bone2 = bones2[ i ];
- /*
- * use the bone matrix saved before solving IK.
- * see CCDIKSolver for the detail.
- */
- if ( useOriginalBones === true &&
- bone.userData.ik !== undefined &&
- bone.userData.ik.originalMatrix !== undefined ) {
- matrix.fromArray( bone.userData.ik.originalMatrix );
- } else {
- matrix.copy( bone.matrix );
- }
- position.setFromMatrixPosition( matrix );
- quaternion.setFromRotationMatrix( matrix );
- const pArray = position.sub( bone2.position ).toArray();
- const qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
- // right to left
- pArray[ 2 ] = - pArray[ 2 ];
- qArray[ 0 ] = - qArray[ 0 ];
- qArray[ 1 ] = - qArray[ 1 ];
- array.push( 'Bone' + i + '{' + bone.name );
- array.push( ' ' + toStringsFromArray( pArray ) + ';' );
- array.push( ' ' + toStringsFromArray( qArray ) + ';' );
- array.push( '}' );
- array.push( '' );
- }
- array.push( '' );
- const lines = array.join( '\n' );
- return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
- }
- }
- // Unicode to Shift_JIS table
- let u2sTable;
- function unicodeToShiftjis( str ) {
- if ( u2sTable === undefined ) {
- const encoder = new MMDParser.CharsetEncoder(); // eslint-disable-line no-undef
- const table = encoder.s2uTable;
- u2sTable = {};
- const keys = Object.keys( table );
- for ( let i = 0, il = keys.length; i < il; i ++ ) {
- let key = keys[ i ];
- const value = table[ key ];
- key = parseInt( key );
- u2sTable[ value ] = key;
- }
- }
- const array = [];
- for ( let i = 0, il = str.length; i < il; i ++ ) {
- const code = str.charCodeAt( i );
- const value = u2sTable[ code ];
- if ( value === undefined ) {
- throw new Error( 'cannot convert charcode 0x' + code.toString( 16 ) );
- } else if ( value > 0xff ) {
- array.push( ( value >> 8 ) & 0xff );
- array.push( value & 0xff );
- } else {
- array.push( value & 0xff );
- }
- }
- return new Uint8Array( array );
- }
- function getBindBones( skin ) {
- // any more efficient ways?
- const poseSkin = skin.clone();
- poseSkin.pose();
- return poseSkin.skeleton.bones;
- }
- export { MMDExporter };
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