MMDExporter.js 4.0 KB

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