提交 d7dfac69 编写于 作者: S SUNAG

sea3d legacy support

上级 e58249b4
/**
* SEA3D Legacy for Three.JS
* @author Sunag / http://www.sunag.com.br/
*/
'use strict';
//
// Header
//
THREE.SEA3D.prototype._onHead = THREE.SEA3D.prototype.onHead;
THREE.SEA3D.prototype._updateTransform = THREE.SEA3D.prototype.updateTransform;
THREE.SEA3D.prototype._readVertexAnimation = THREE.SEA3D.prototype.readVertexAnimation;
THREE.SEA3D.prototype._readGeometryBuffer = THREE.SEA3D.prototype.readGeometryBuffer;
THREE.SEA3D.prototype._readLine = THREE.SEA3D.prototype.readLine;
THREE.SEA3D.prototype._getSkeletonAnimation = THREE.SEA3D.prototype.getSkeletonAnimation;
THREE.SEA3D.prototype._applyDefaultAnimation = THREE.SEA3D.prototype.applyDefaultAnimation;
//
// Utils
//
THREE.SEA3D.prototype.isLegacy = function( sea ) {
var sea3d = sea.sea3d;
if ( sea3d.sign == 'S3D' && ! sea._legacy ) {
sea._legacy = sea3d.typeUnique[ sea.type ] == true;
return sea3d.config.legacy;
}
return false;
};
THREE.SEA3D.prototype.flipZVec3 = function( v ) {
if ( ! v ) return;
var i = 2; // z
while ( i < v.length ) {
v[ i ] = - v[ i ];
i += 3;
}
return v;
};
THREE.SEA3D.prototype.expandJoints = function( sea ) {
var numJoints = sea.numVertex * 4;
var joint = sea.isBig ? new Uint32Array( numJoints ) : new Uint16Array( numJoints );
var weight = new Float32Array( numJoints );
var w = 0, jpv = sea.jointPerVertex;
for ( var i = 0; i < sea.numVertex; i ++ ) {
var tjsIndex = i * 4;
var seaIndex = i * jpv;
joint[ tjsIndex ] = sea.joint[ seaIndex ];
if ( jpv > 1 ) joint[ tjsIndex + 1 ] = sea.joint[ seaIndex + 1 ];
if ( jpv > 2 ) joint[ tjsIndex + 2 ] = sea.joint[ seaIndex + 2 ];
if ( jpv > 3 ) joint[ tjsIndex + 3 ] = sea.joint[ seaIndex + 3 ];
weight[ tjsIndex ] = sea.weight[ seaIndex ];
if ( jpv > 1 ) weight[ tjsIndex + 1 ] = sea.weight[ seaIndex + 1 ];
if ( jpv > 2 ) weight[ tjsIndex + 2 ] = sea.weight[ seaIndex + 2 ];
if ( jpv > 3 ) weight[ tjsIndex + 3 ] = sea.weight[ seaIndex + 3 ];
w = weight[ tjsIndex ] + weight[ tjsIndex + 1 ] + weight[ tjsIndex + 2 ] + weight[ tjsIndex + 3 ];
weight[ tjsIndex ] += 1 - w;
}
sea.joint = joint;
sea.weight = weight;
sea.jointPerVertex = 4;
};
THREE.SEA3D.prototype.compressJoints = function( sea ) {
var numJoints = sea.numVertex * 4;
var joint = sea.isBig ? new Uint32Array( numJoints ) : new Uint16Array( numJoints );
var weight = new Float32Array( numJoints );
var w = 0, jpv = sea.jointPerVertex;
for ( var i = 0; i < sea.numVertex; i ++ ) {
var tjsIndex = i * 4;
var seaIndex = i * jpv;
joint[ tjsIndex ] = sea.joint[ seaIndex ];
joint[ tjsIndex + 1 ] = sea.joint[ seaIndex + 1 ];
joint[ tjsIndex + 2 ] = sea.joint[ seaIndex + 2 ];
joint[ tjsIndex + 3 ] = sea.joint[ seaIndex + 3 ];
weight[ tjsIndex ] = sea.weight[ seaIndex ];
weight[ tjsIndex + 1 ] = sea.weight[ seaIndex + 1 ];
weight[ tjsIndex + 2 ] = sea.weight[ seaIndex + 2 ];
weight[ tjsIndex + 3 ] = sea.weight[ seaIndex + 3 ];
w = weight[ tjsIndex ] + weight[ tjsIndex + 1 ] + weight[ tjsIndex + 2 ] + weight[ tjsIndex + 3 ];
weight[ tjsIndex ] += 1 - w;
}
sea.joint = joint;
sea.weight = weight;
sea.jointPerVertex = 4;
};
THREE.SEA3D.prototype.flipZIndex = function( v ) {
var i = 1; // y >-< z
while ( i < v.length ) {
var idx = v[ i + 1 ];
v[ i + 1 ] = v[ i ];
v[ i ] = idx;
i += 3;
}
return v;
};
THREE.SEA3D.prototype.flipMatrixBone = function( mtx ) {
var zero = new THREE.Vector3();
var buf1 = new THREE.Matrix4();
return function( mtx ) {
buf1.copy( mtx );
mtx.setPosition( zero );
mtx.multiplyMatrices( THREE.SEA3D.MTXBUF.makeRotationZ( THREE.Math.degToRad( 180 ) ), mtx );
mtx.makeRotationFromQuaternion( THREE.SEA3D.QUABUF.setFromRotationMatrix( mtx ) );
var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( buf1 );
pos.z = - pos.z;
mtx.setPosition( pos );
return mtx;
};
}();
THREE.SEA3D.prototype.flipMatrixScale = function( local, global, parent, parentGlobal ) {
var pos = new THREE.Vector3();
var qua = new THREE.Quaternion();
var slc = new THREE.Vector3();
return function( local, global, parent, parentGlobal ) {
if ( parent ) local.multiplyMatrices( parent, local );
local.decompose( pos, qua, slc );
slc.z = - slc.z;
if ( global ) {
slc.y = - slc.y;
slc.x = - slc.x;
}
local.compose( pos, qua, slc );
if ( parent ) {
parent = parent.clone();
this.flipMatrixScale( parent, parentGlobal );
local.multiplyMatrices( parent.getInverse( parent ), local );
}
return local;
};
}();
//
// Legacy
//
THREE.SEA3D.prototype.updateAnimationSet = function( obj3d ) {
var buf1 = new THREE.Matrix4();
var buf2 = new THREE.Matrix4();
var pos = new THREE.Vector3();
var qua = new THREE.Quaternion();
var slc = new THREE.Vector3();
var to_pos = new THREE.Vector3();
var to_qua = new THREE.Quaternion();
var to_slc = new THREE.Vector3();
return function( obj3d ) {
var anmSet = obj3d.animation.animationSet;
var relative = obj3d.animation.relative;
var anms = anmSet.animations;
if ( anmSet.flip && ! anms.length )
return;
var dataList = anms[ 0 ].dataList,
t_anm = [];
for ( var i = 0; i < dataList.length; i ++ ) {
var data = dataList[ i ];
var raw = dataList[ i ].data;
var kind = data.kind;
var numFrames = raw.length / data.blockLength;
switch ( kind ) {
case SEA3D.Animation.POSITION:
case SEA3D.Animation.ROTATION:
case SEA3D.Animation.SCALE:
t_anm.push( {
kind : kind,
numFrames : numFrames,
raw : raw
} );
break;
}
}
if ( t_anm.length > 0 ) {
var numFrames = t_anm[ 0 ].numFrames,
parent = undefined;
if ( obj3d.animation.relative ) {
buf1.identity();
parent = this.flipMatrixScale( buf2.copy( obj3d.matrixWorld ) );
}
else {
if ( obj3d.parent ) {
parent = this.flipMatrixScale( buf2.copy( obj3d.parent.matrixWorld ) );
}
this.flipMatrixScale( buf1.copy( obj3d.matrix ), false, parent );
}
buf1.decompose( pos, qua, slc );
for ( var f = 0, t, c; f < numFrames; f ++ ) {
for ( t = 0; t < t_anm.length; t ++ ) {
var raw = t_anm[ t ].raw,
kind = t_anm[ t ].kind;
switch ( kind ) {
case SEA3D.Animation.POSITION:
c = f * 3;
pos.set(
raw[ c ],
raw[ c + 1 ],
raw[ c + 2 ]
);
break;
case SEA3D.Animation.ROTATION:
c = f * 4;
qua.set(
raw[ c ],
raw[ c + 1 ],
raw[ c + 2 ],
raw[ c + 3 ]
);
break;
case SEA3D.Animation.SCALE:
c = f * 4;
slc.set(
raw[ c ],
raw[ c + 1 ],
raw[ c + 2 ]
);
break;
}
}
buf1.compose( pos, qua, slc );
this.flipMatrixScale( buf1, false, buf2 );
buf1.decompose( to_pos, to_qua, to_slc );
for ( t = 0; t < t_anm.length; t ++ ) {
var raw = t_anm[ t ].raw,
kind = t_anm[ t ].kind;
switch ( kind ) {
case SEA3D.Animation.POSITION:
c = f * 3;
raw[ c ] = to_pos.x;
raw[ c + 1 ] = to_pos.y;
raw[ c + 2 ] = to_pos.z;
break;
case SEA3D.Animation.ROTATION:
c = f * 4;
raw[ c ] = to_qua.x;
raw[ c + 1 ] = to_qua.y;
raw[ c + 2 ] = to_qua.z;
raw[ c + 3 ] = to_qua.w;
break;
case SEA3D.Animation.SCALE:
c = f * 3;
raw[ c ] = to_slc.x;
raw[ c + 1 ] = to_slc.y;
raw[ c + 2 ] = to_slc.z;
break;
}
}
}
}
anmSet.flip = true;
};
}();
THREE.SEA3D.prototype.applyDefaultAnimation = function( sea, animatorClass ) {
this._applyDefaultAnimation( sea, animatorClass );
if ( this.isLegacy( sea ) && sea.tag.animation ) {
this.updateAnimationSet( sea.tag );
}
};
THREE.SEA3D.prototype.updateTransform = function( obj3d, sea ) {
var buf1 = new THREE.Matrix4();
var identity = new THREE.Matrix4();
return function( obj3d, sea ) {
if ( this.isLegacy( sea ) ) {
if ( sea.transform ) buf1.elements.set( sea.transform );
else buf1.makeTranslation( sea.position.x, sea.position.y, sea.position.z );
this.flipMatrixScale(
buf1, false,
obj3d.parent ? obj3d.parent.matrixWorld : identity,
obj3d.parent instanceof THREE.Bone
);
obj3d.position.setFromMatrixPosition( buf1 );
obj3d.scale.setFromMatrixScale( buf1 );
// ignore rotation scale
buf1.scale( THREE.SEA3D.VECBUF.set( 1 / obj3d.scale.x, 1 / obj3d.scale.y, 1 / obj3d.scale.z ) );
obj3d.rotation.setFromRotationMatrix( buf1 );
obj3d.updateMatrixWorld();
}
else {
this._updateTransform( obj3d, sea );
}
};
}();
THREE.SEA3D.prototype.readSkeleton = function( sea ) {
var mtx_tmp_inv = new THREE.Matrix4(),
mtx_local = new THREE.Matrix4(),
mtx_parent = new THREE.Matrix4(),
pos = new THREE.Vector3(),
qua = new THREE.Quaternion();
return function( sea ) {
var bones = [],
isLegacy = sea.sea3d.config.legacy;
for ( var i = 0; i < sea.joint.length; i ++ ) {
var bone = sea.joint[ i ]
// get world inverse matrix
mtx_tmp_inv.elements = bone.inverseBindMatrix;
// convert to world matrix
mtx_local.getInverse( mtx_tmp_inv );
// convert to three.js order
if ( isLegacy ) this.flipMatrixBone( mtx_local );
if ( bone.parentIndex > - 1 ) {
// to world
mtx_tmp_inv.elements = sea.joint[ bone.parentIndex ].inverseBindMatrix;
mtx_parent.getInverse( mtx_tmp_inv );
// convert parent to three.js order
if ( isLegacy ) this.flipMatrixBone( mtx_parent );
// to local
mtx_parent.getInverse( mtx_parent );
mtx_local.multiplyMatrices( mtx_parent, mtx_local );
}
// apply matrix
pos.setFromMatrixPosition( mtx_local );
qua.setFromRotationMatrix( mtx_local );
bones[ i ] = {
name: bone.name,
pos: [ pos.x, pos.y, pos.z ],
rotq: [ qua.x, qua.y, qua.z, qua.w ],
parent: bone.parentIndex
};
}
return sea.tag = bones;
};
}();
THREE.SEA3D.prototype.getSkeletonAnimation = function( sea, skl ) {
if ( this.isLegacy( sea ) ) return this.getSkeletonAnimationLegacy( sea, skl );
else return this._getSkeletonAnimation( sea, skl );
};
THREE.SEA3D.prototype.getSkeletonAnimationLegacy = function( sea, skl ) {
var mtx_tmp_inv = new THREE.Matrix4(),
mtx_local = new THREE.Matrix4(),
mtx_global = new THREE.Matrix4(),
mtx_parent = new THREE.Matrix4();
return function( sea, skl ) {
if ( sea.tag ) return sea.tag;
var animations = [],
delta = sea.frameRate / 1000,
scale = [ 1, 1, 1 ];
for ( var i = 0; i < sea.sequence.length; i ++ ) {
var seq = sea.sequence[ i ];
var start = seq.start;
var end = start + seq.count;
var ns = sea.name + "/" + seq.name;
var animation = {
name: ns,
repeat: seq.repeat,
fps: sea.frameRate,
JIT: 0,
length: delta * ( seq.count - 1 ),
hierarchy: []
};
var numJoints = sea.numJoints,
raw = sea.raw;
for ( var j = 0; j < numJoints; j ++ ) {
var bone = skl.joint[ j ],
node = { parent: bone.parentIndex, keys: [] },
keys = node.keys,
time = 0;
for ( var frame = start; frame < end; frame ++ ) {
var idx = ( frame * numJoints * 7 ) + ( j * 7 );
mtx_local.makeRotationFromQuaternion( THREE.SEA3D.QUABUF.set( raw[ idx + 3 ], raw[ idx + 4 ], raw[ idx + 5 ], raw[ idx + 6 ] ) );
mtx_local.setPosition( THREE.SEA3D.VECBUF.set( raw[ idx ], raw[ idx + 1 ], raw[ idx + 2 ] ) );
if ( bone.parentIndex > - 1 ) {
// to global
mtx_tmp_inv.elements = skl.joint[ bone.parentIndex ].inverseBindMatrix;
mtx_parent.getInverse( mtx_tmp_inv );
mtx_global.multiplyMatrices( mtx_parent, mtx_local );
// convert to three.js matrix
this.flipMatrixBone( mtx_global );
// flip parent inverse
this.flipMatrixBone( mtx_parent );
// to local
mtx_parent.getInverse( mtx_parent );
mtx_local.multiplyMatrices( mtx_parent, mtx_global );
}
else {
this.flipMatrixBone( mtx_local );
}
var posQ = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx_local );
var newQ = THREE.SEA3D.QUABUF.setFromRotationMatrix( mtx_local );
keys.push( {
time: time,
pos: [ posQ.x, posQ.y, posQ.z ],
rot: [ newQ.x, newQ.y, newQ.z, newQ.w ],
scl: scale
} );
time += delta;
}
animation.hierarchy[ j ] = node;
}
animations.push( animation );
}
return sea.tag = animations;
};
}();
THREE.SEA3D.prototype.readVertexAnimation = function( sea ) {
if ( this.isLegacy( sea ) ) {
for ( var i = 0, l = sea.frame.length; i < l; i ++ ) {
var frame = sea.frame[ i ];
this.flipZVec3( frame.vertex );
this.flipZVec3( frame.normal );
}
}
this._readVertexAnimation( sea );
};
THREE.SEA3D.prototype.readGeometryBuffer = function( sea ) {
if ( this.isLegacy( sea ) ) {
this.flipZVec3( sea.vertex );
this.flipZVec3( sea.normal );
this.flipZIndex( sea.indexes );
if ( sea.jointPerVertex > 4 ) this.compressJoints( sea );
else if ( sea.jointPerVertex < 4 ) this.expandJoints( sea );
}
this._readGeometryBuffer( sea );
};
THREE.SEA3D.prototype.readLines = function( sea ) {
if ( this.isLegacy( sea ) ) {
this.flipZVec3( sea.vertex );
}
this._readLines( sea );
};
THREE.SEA3D.prototype.onHead = function( args ) {
// TODO: Ignore sign
};
THREE.SEA3D.EXTENSIONS.push( function() {
// CONFIG
this.config.legacy = this.config.legacy == undefined ? true : this.config.legacy;
this.file.typeRead[ SEA3D.Skeleton.prototype.type ] = this.readSkeleton;
} );
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