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@@ -16,10 +16,9 @@
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* NURBS (Open, Closed and Periodic forms)
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*
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* Needs Support:
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- * Indexed Buffers
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- * PreRotation support.
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* Euler rotation order
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*
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+ *
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* FBX format references:
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* https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
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*
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@@ -97,7 +96,7 @@
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}
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- // console.log( FBXTree );
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+ console.log( FBXTree );
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var connections = parseConnections( FBXTree );
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var images = parseImages( FBXTree );
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@@ -1990,7 +1989,6 @@
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addAnimations( sceneGraph, animations );
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-
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// Parse ambient color - if it's not set to black (default), create an ambient light
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if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
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@@ -2013,10 +2011,13 @@
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}
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// Parses animation information from nodes in
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- // FBXTree.Objects.subNodes.AnimationCurve ( connected to AnimationCurveNode )
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- // FBXTree.Objects.subNodes.AnimationCurveNode ( connected to AnimationLayer and an animated property in some other node )
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- // FBXTree.Objects.subNodes.AnimationLayer ( connected to AnimationStack )
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+ // FBXTree.Objects.subNodes.AnimationCurve: child of an AnimationCurveNode, holds the raw animation data (e.g. x axis rotation )
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+ // FBXTree.Objects.subNodes.AnimationCurveNode: child of an AnimationLayer and connected to whichever node is being animated
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+ // FBXTree.Objects.subNodes.AnimationLayer: child of an AnimationStack
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// FBXTree.Objects.subNodes.AnimationStack
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+ // Multiple animation takes are stored in AnimationLayer and AnimationStack
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+ // Note: There is also FBXTree.Takes, however this seems to be left over from an older version of the
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+ // format and is no longer used
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function parseAnimations( FBXTree, connections, sceneGraph ) {
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var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
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@@ -2024,60 +2025,12 @@
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var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
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var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
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- var fps = 30; // default framerate
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-
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- if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
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-
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- /* Autodesk time mode documentation can be found here:
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- * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
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- */
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- var timeModeEnum = [
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- 30, // 0: eDefaultMode
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- 120, // 1: eFrames120
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- 100, // 2: eFrames100
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- 60, // 3: eFrames60
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- 50, // 4: eFrames50
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- 48, // 5: eFrames48
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- 30, // 6: eFrames30 (black and white NTSC )
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- 30, // 7: eFrames30Drop
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- 29.97, // 8: eNTSCDropFrame
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- 29.97, // 90: eNTSCFullFrame
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- 25, // 10: ePal ( PAL/SECAM )
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- 24, // 11: eFrames24 (Film/Cinema)
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- 1, // 12: eFrames1000 (use for date time))
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- 23.976, // 13: eFilmFullFrame
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- 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
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- 96, // 15: eFrames96
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- 72, // 16: eFrames72
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- 59.94, // 17: eFrames59dot94
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- ];
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-
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- var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
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-
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- if ( eMode === 14 ) {
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-
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- if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
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-
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- fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
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-
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- fps = ( fps === - 1 ) ? 30 : fps;
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-
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- }
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-
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- } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
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-
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- fps = timeModeEnum[ eMode ];
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-
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- }
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-
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- }
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-
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var returnObject = {
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curves: new Map(),
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layers: {},
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stacks: {},
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length: 0,
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- fps: fps,
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+ fps: getFrameRate( FBXTree ),
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frames: 0
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};
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@@ -2086,7 +2039,7 @@
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if ( nodeID.match( /\d+/ ) ) {
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- var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
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+ var animationNode = parseAnimationCurveNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
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animationCurveNodes.push( animationNode );
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}
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@@ -2112,7 +2065,6 @@
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var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
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- // seems like this check would be necessary?
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if ( ! connections.has( animationCurve.id ) ) continue;
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animationCurves.push( animationCurve );
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@@ -2308,7 +2260,7 @@
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}
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- function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
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+ function parseAnimationCurveNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
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var rawModels = FBXTree.Objects.subNodes.Model;
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@@ -2374,6 +2326,7 @@
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returnObject.containerBoneID = boneID;
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returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
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var model = rawModels[ returnObject.containerID.toString() ];
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+
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if ( 'PreRotation' in model.properties ) {
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returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
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@@ -2404,6 +2357,60 @@
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}
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+ function getFrameRate( FBXTree ) {
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+
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+ var fps = 30; // default framerate
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+
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+ if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
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+
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+ /* Autodesk time mode documentation can be found here:
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+ * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
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+ */
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+ var timeModeEnum = [
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+ 30, // 0: eDefaultMode
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+ 120, // 1: eFrames120
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+ 100, // 2: eFrames100
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+ 60, // 3: eFrames60
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+ 50, // 4: eFrames50
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+ 48, // 5: eFrames48
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+ 30, // 6: eFrames30 (black and white NTSC )
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+ 30, // 7: eFrames30Drop
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+ 29.97, // 8: eNTSCDropFrame
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+ 29.97, // 90: eNTSCFullFrame
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+ 25, // 10: ePal ( PAL/SECAM )
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+ 24, // 11: eFrames24 (Film/Cinema)
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+ 1, // 12: eFrames1000 (use for date time))
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+ 23.976, // 13: eFilmFullFrame
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+ 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
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+ 96, // 15: eFrames96
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+ 72, // 16: eFrames72
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+ 59.94, // 17: eFrames59dot94
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+ ];
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+
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+ var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
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+
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+ if ( eMode === 14 ) {
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+
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+ if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
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+
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+ fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
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+
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+ fps = ( fps === - 1 ) ? 30 : fps;
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+
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+ }
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+
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+ } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
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+
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+ fps = timeModeEnum[ eMode ];
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+
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+ }
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+
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+ }
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+
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+ return fps;
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+
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+ }
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+
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// Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
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// than the max or min respectively.
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function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
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@@ -2493,6 +2500,8 @@
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}
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+ var prevKey = null;
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+
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for ( var frame = 0; frame <= stack.frames; frame ++ ) {
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for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
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@@ -2508,7 +2517,23 @@
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if ( node.name === bone.name ) {
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- node.keys.push( generateKey( animations, animationNode, bone, frame ) );
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+ var newKey = generateKey( animations, animationNode, bone, frame, prevKey );
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+
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+ // push first key
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+ if ( prevKey === null ) {
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+
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+ node.keys.push( newKey );
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+
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+ }
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+
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+ // For subsequent keys, if the key is identical to the last key then skip it
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+ else if ( ! prevKey.equals( newKey ) ) {
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+
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+ node.keys.push( newKey );
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+
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+ }
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+
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+ prevKey = newKey;
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}
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@@ -2527,13 +2552,22 @@
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var euler = new THREE.Euler();
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var quaternion = new THREE.Quaternion();
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- function generateKey( animations, animationNode, bone, frame ) {
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+ function generateKey( animations, animationNode, bone, frame, prevKey ) {
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var key = {
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time: frame / animations.fps,
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pos: bone.position.toArray(),
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rot: bone.quaternion.toArray(),
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- scl: bone.scale.toArray()
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+ scl: bone.scale.toArray(),
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+ equals: function ( k ) {
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+
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+ var posEqual = arraysAreEqual( this.pos, k.pos );
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+ var rotEqual = arraysAreEqual( this.rot, k.rot );
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+ var sclEqual = arraysAreEqual( this.scl, k.scl );
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+
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+ return posEqual && rotEqual && sclEqual;
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+
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+ },
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};
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if ( animationNode === undefined ) return key;
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@@ -3982,4 +4016,15 @@
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}
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+ function arraysAreEqual( a, b ) {
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+
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+ return a.reduce( function ( current, val, i ) {
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+
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+ if ( current === false ) return current;
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+ return val === b[ i ];
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+
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+ } );
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+
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+ }
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+
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} )();
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