FBXLoader2.js 101 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. *
  4. * Loader loads FBX file and generates Group representing FBX scene.
  5. * Requires FBX file to be >= 7.0 and in ASCII format.
  6. *
  7. * Supports:
  8. * Mesh Generation (Positional Data)
  9. * Normal Data (Per Vertex Drawing Instance)
  10. * UV Data (Per Vertex Drawing Instance)
  11. * Skinning
  12. * Animation
  13. * - Separated Animations based on stacks.
  14. * - Skeletal & Non-Skeletal Animations
  15. *
  16. * Needs Support:
  17. * Indexed Buffers
  18. * PreRotation support.
  19. */
  20. ( function () {
  21. /**
  22. * Generates a loader for loading FBX files from URL and parsing into
  23. * a THREE.Group.
  24. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  25. */
  26. THREE.FBXLoader = function ( manager ) {
  27. THREE.Loader.call( this );
  28. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  29. this.fileLoader = new THREE.FileLoader( this.manager );
  30. this.textureLoader = new THREE.TextureLoader( this.manager );
  31. };
  32. Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
  33. THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. /**
  36. * Loads an ASCII FBX file from URL and parses into a THREE.Group.
  37. * THREE.Group will have an animations property of AnimationClips
  38. * of the different animations exported with the FBX.
  39. * @param {string} url - URL of the FBX file.
  40. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  41. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  42. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  43. */
  44. load: function ( url, onLoad, onProgress, onError ) {
  45. var self = this;
  46. var resourceDirectory = url.split( /[\\\/]/ );
  47. resourceDirectory.pop();
  48. resourceDirectory = resourceDirectory.join( '/' );
  49. this.fileLoader.load( url, function ( text ) {
  50. if ( ! isFbxFormatASCII( text ) ) {
  51. console.error( 'FBXLoader: FBX Binary format not supported.' );
  52. self.manager.itemError( url );
  53. return;
  54. }
  55. if ( getFbxVersion( text ) < 7000 ) {
  56. console.error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
  57. self.manager.itemError( url );
  58. return;
  59. }
  60. var scene = self.parse( text, resourceDirectory );
  61. onLoad( scene );
  62. }, onProgress, onError );
  63. },
  64. /**
  65. * Parses an ASCII FBX file and returns a THREE.Group.
  66. * THREE.Group will have an animations property of AnimationClips
  67. * of the different animations within the FBX file.
  68. * @param {string} FBXText - Contents of FBX file to parse.
  69. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  70. * @returns {THREE.Group}
  71. */
  72. parse: function ( FBXText, resourceDirectory ) {
  73. var loader = this;
  74. var FBXTree = new TextParser().parse( FBXText );
  75. var connections = parseConnections( FBXTree );
  76. var textures = parseTextures( FBXTree );
  77. var materials = parseMaterials( FBXTree, textures, connections );
  78. var deformerMap = parseDeformers( FBXTree, connections );
  79. var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
  80. var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
  81. return sceneGraph;
  82. /**
  83. * @typedef {{value: number}} FBXValue
  84. */
  85. /**
  86. * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
  87. */
  88. /**
  89. * @typedef {{properties: {a: string}}} FBXArrayNode
  90. */
  91. /**
  92. * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
  93. */
  94. /**
  95. * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
  96. */
  97. /**
  98. * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
  99. */
  100. /**
  101. * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
  102. */
  103. /**
  104. * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
  105. */
  106. /**
  107. * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
  108. */
  109. /**
  110. * Parses map of relationships between objects.
  111. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  112. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  113. */
  114. function parseConnections( FBXTree ) {
  115. /**
  116. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  117. */
  118. var connectionMap = new Map();
  119. if ( 'Connections' in FBXTree ) {
  120. /**
  121. * @type {[number, number, string][]}
  122. */
  123. var connectionArray = FBXTree.Connections.properties.connections;
  124. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  125. var connection = connectionArray[ connectionArrayIndex ];
  126. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  127. connectionMap.set( connection[ 0 ], {
  128. parents: [],
  129. children: []
  130. } );
  131. }
  132. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  133. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  134. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  135. connectionMap.set( connection[ 1 ], {
  136. parents: [],
  137. children: []
  138. } );
  139. }
  140. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  141. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  142. }
  143. }
  144. return connectionMap;
  145. }
  146. /**
  147. * Parses map of textures referenced in FBXTree.
  148. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  149. * @returns {Map<number, THREE.Texture>}
  150. */
  151. function parseTextures( FBXTree ) {
  152. /**
  153. * @type {Map<number, THREE.Texture>}
  154. */
  155. var textureMap = new Map();
  156. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  157. var textureNodes = FBXTree.Objects.subNodes.Texture;
  158. for ( var nodeID in textureNodes ) {
  159. var texture = parseTexture( textureNodes[ nodeID ] );
  160. textureMap.set( parseInt( nodeID ), texture );
  161. }
  162. }
  163. return textureMap;
  164. /**
  165. * @param {textureNode} textureNode - Node to get texture information from.
  166. * @returns {THREE.Texture}
  167. */
  168. function parseTexture( textureNode ) {
  169. var FBX_ID = textureNode.id;
  170. var name = textureNode.name;
  171. var filePath = textureNode.properties.FileName;
  172. var split = filePath.split( /[\\\/]/ );
  173. if ( split.length > 0 ) {
  174. var fileName = split[ split.length - 1 ];
  175. } else {
  176. var fileName = filePath;
  177. }
  178. /**
  179. * @type {THREE.Texture}
  180. */
  181. var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
  182. texture.name = name;
  183. texture.FBX_ID = FBX_ID;
  184. return texture;
  185. }
  186. }
  187. /**
  188. * Parses map of Material information.
  189. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  190. * @param {Map<number, THREE.Texture>} textureMap
  191. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  192. * @returns {Map<number, THREE.Material>}
  193. */
  194. function parseMaterials( FBXTree, textureMap, connections ) {
  195. var materialMap = new Map();
  196. if ( 'Material' in FBXTree.Objects.subNodes ) {
  197. var materialNodes = FBXTree.Objects.subNodes.Material;
  198. for ( var nodeID in materialNodes ) {
  199. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  200. materialMap.set( parseInt( nodeID ), material );
  201. }
  202. }
  203. return materialMap;
  204. /**
  205. * Takes information from Material node and returns a generated THREE.Material
  206. * @param {FBXMaterialNode} materialNode
  207. * @param {Map<number, THREE.Texture>} textureMap
  208. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  209. * @returns {THREE.Material}
  210. */
  211. function parseMaterial( materialNode, textureMap, connections ) {
  212. var FBX_ID = materialNode.id;
  213. var name = materialNode.attrName;
  214. var type = materialNode.properties.ShadingModel;
  215. //Case where FBXs wrap shading model in property object.
  216. if ( typeof type === 'object' ) {
  217. type = type.value;
  218. }
  219. var children = connections.get( FBX_ID ).children;
  220. var parameters = parseParameters( materialNode.properties, textureMap, children );
  221. var material;
  222. switch ( type ) {
  223. case 'phong':
  224. material = new THREE.MeshPhongMaterial();
  225. break;
  226. case 'lambert':
  227. material = new THREE.MeshLambertMaterial();
  228. break;
  229. default:
  230. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  231. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  232. break;
  233. }
  234. material.setValues( parameters );
  235. material.name = name;
  236. return material;
  237. /**
  238. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  239. */
  240. /**
  241. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  242. */
  243. /**
  244. * @param {FBXMaterialProperties} properties
  245. * @param {Map<number, THREE.Texture>} textureMap
  246. * @param {{ID: number, relationship: string}[]} childrenRelationships
  247. * @returns {THREEMaterialParameterPack}
  248. */
  249. function parseParameters( properties, textureMap, childrenRelationships ) {
  250. var parameters = {};
  251. if ( properties.Diffuse ) {
  252. parameters.color = parseColor( properties.Diffuse );
  253. }
  254. if ( properties.Specular ) {
  255. parameters.specular = parseColor( properties.Specular );
  256. }
  257. if ( properties.Shininess ) {
  258. parameters.shininess = properties.Shininess.value;
  259. }
  260. if ( properties.Emissive ) {
  261. parameters.emissive = parseColor( properties.Emissive );
  262. }
  263. if ( properties.EmissiveFactor ) {
  264. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  265. }
  266. if ( properties.Opacity ) {
  267. parameters.opacity = properties.Opacity.value;
  268. }
  269. if ( parameters.opacity < 1.0 ) {
  270. parameters.transparent = true;
  271. }
  272. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  273. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  274. var type = relationship.relationship;
  275. switch ( type ) {
  276. case " \"AmbientColor":
  277. //TODO: Support AmbientColor textures
  278. break;
  279. case " \"DiffuseColor":
  280. parameters.map = textureMap.get( relationship.ID );
  281. break;
  282. default:
  283. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  284. break;
  285. }
  286. }
  287. return parameters;
  288. }
  289. }
  290. }
  291. /**
  292. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  293. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  294. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  295. * @returns {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>}
  296. */
  297. function parseDeformers( FBXTree, connections ) {
  298. var skeletonMap = new Map();
  299. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  300. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  301. for ( var nodeID in DeformerNodes ) {
  302. var deformerNode = DeformerNodes[ nodeID ];
  303. if ( deformerNode.attrType === 'Skin' ) {
  304. var conns = connections.get( parseInt( nodeID ) );
  305. var skeleton = parseSkeleton( conns, DeformerNodes );
  306. skeleton.FBX_ID = parseInt( nodeID );
  307. skeletonMap.set( parseInt( nodeID ), skeleton );
  308. }
  309. }
  310. }
  311. return skeletonMap;
  312. /**
  313. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  314. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  315. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  316. * @returns {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}}
  317. */
  318. function parseSkeleton( connections, DeformerNodes ) {
  319. var subDeformers = new Map();
  320. var subDeformerArray = [];
  321. for ( var childrenIndex = 0, childrenLength = connections.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  322. var child = connections.children[ childrenIndex ];
  323. var subDeformerNode = DeformerNodes[ child.ID ];
  324. var subDeformer = {
  325. FBX_ID: child.ID,
  326. indices: [],
  327. weights: [],
  328. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  329. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  330. linkMode: subDeformerNode.properties.Mode
  331. };
  332. if ( 'Indexes' in subDeformerNode.subNodes ) {
  333. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  334. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  335. }
  336. subDeformers.set( child.ID, subDeformer );
  337. subDeformerArray.push( subDeformer );
  338. }
  339. return {
  340. map: subDeformers,
  341. array: subDeformerArray,
  342. bones: []
  343. };
  344. }
  345. }
  346. /**
  347. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  348. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  349. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  350. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  351. * @returns {Map<number, THREE.BufferGeometry>}
  352. */
  353. function parseGeometries( FBXTree, connections, deformerMap ) {
  354. var geometryMap = new Map();
  355. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  356. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  357. for ( var nodeID in geometryNodes ) {
  358. var relationships = connections.get( parseInt( nodeID ) );
  359. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
  360. geometryMap.set( parseInt( nodeID ), geo );
  361. }
  362. }
  363. return geometryMap;
  364. /**
  365. * Generates BufferGeometry from FBXGeometryNode.
  366. * @param {FBXGeometryNode} geometryNode
  367. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  368. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
  369. * @returns {THREE.BufferGeometry}
  370. */
  371. function parseGeometry( geometryNode, relationships, deformerMap ) {
  372. switch ( geometryNode.attrType ) {
  373. case 'Mesh':
  374. return parseMeshGeometry( geometryNode, relationships, deformerMap );
  375. break;
  376. case 'NurbsCurve':
  377. return parseNurbsGeometry( geometryNode, relationships, deformerMap );
  378. break;
  379. }
  380. /**
  381. * Specialty function for parsing Mesh based Geometry Nodes.
  382. * @param {FBXGeometryNode} geometryNode
  383. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  384. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
  385. * @returns {THREE.BufferGeometry}
  386. */
  387. function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
  388. var FBX_ID = geometryNode.id;
  389. var name = geometryNode.attrName;
  390. for ( var i = 0; i < relationships.children.length; ++ i ) {
  391. if ( deformerMap.has( relationships.children[ i ].ID ) ) {
  392. var deformer = deformerMap.get( relationships.children[ i ].ID );
  393. break;
  394. }
  395. }
  396. var geometry = genGeometry( geometryNode, deformer );
  397. return geometry;
  398. /**
  399. * @param {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance.
  400. * @returns {THREE.BufferGeometry}
  401. */
  402. function genGeometry( geometryNode, deformer ) {
  403. var geometry = new Geometry();
  404. //First, each index is going to be its own vertex.
  405. var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
  406. var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
  407. if ( 'LayerElementNormal' in geometryNode.subNodes ) {
  408. var normalInfo = getNormals( geometryNode );
  409. }
  410. if ( 'LayerElementUV' in geometryNode.subNodes ) {
  411. var uvInfo = getUVs( geometryNode );
  412. }
  413. if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
  414. var materialInfo = getMaterials( geometryNode );
  415. }
  416. var faceVertexBuffer = [];
  417. var polygonIndex = 0;
  418. indexBuffer.forEach( function ( vertexIndex, polygonVertexIndex, indexBuffer ) {
  419. var endOfFace = false;
  420. if ( vertexIndex < 0 ) {
  421. vertexIndex = vertexIndex ^ - 1;
  422. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  423. endOfFace = true;
  424. }
  425. var vertex = new Vertex();
  426. var weightIndices = [];
  427. var weights = [];
  428. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  429. if ( deformer ) {
  430. deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
  431. var index = subDeformer.indices.findIndex( function ( indx ) {
  432. return indx === vertexIndex;
  433. } );
  434. if ( index !== - 1 ) {
  435. weights.push( subDeformer.weights[ index ] );
  436. weightIndices.push( subDeformerIndex );
  437. }
  438. } );
  439. if ( weights.length > 4 ) {
  440. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  441. var WIndex = [ 0, 0, 0, 0 ];
  442. var Weight = [ 0, 0, 0, 0 ];
  443. weights.forEach( function ( weight, weightIndex ) {
  444. var currentWeight = weight;
  445. var currentIndex = weightIndices[ weightIndex ];
  446. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  447. if ( currentWeight > comparedWeight ) {
  448. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  449. currentWeight = comparedWeight;
  450. var tmp = WIndex[ comparedWeightIndex ];
  451. WIndex[ comparedWeightIndex ] = currentIndex;
  452. currentIndex = tmp;
  453. }
  454. } );
  455. } );
  456. weightIndices = WIndex;
  457. weights = Weight;
  458. }
  459. for ( var i = weights.length; i < 4; ++ i ) {
  460. weights[ i ] = 0;
  461. weightIndices[ i ] = 0;
  462. }
  463. vertex.skinWeights.fromArray( weights );
  464. vertex.skinIndices.fromArray( weightIndices );
  465. }
  466. if ( normalInfo ) {
  467. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  468. }
  469. if ( uvInfo ) {
  470. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  471. }
  472. faceVertexBuffer.push( vertex );
  473. if ( endOfFace ) {
  474. var face = new Face();
  475. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  476. face.genTrianglesFromVertices( faceVertexBuffer );
  477. face.materialIndex = materials[ 0 ];
  478. geometry.faces.push( face );
  479. faceVertexBuffer = [];
  480. polygonIndex ++;
  481. endOfFace = false;
  482. }
  483. } );
  484. /**
  485. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  486. */
  487. var bufferInfo = geometry.flattenToBuffers();
  488. var geo = new THREE.BufferGeometry();
  489. geo.name = geometryNode.name;
  490. geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
  491. if ( bufferInfo.normalBuffer.length > 0 ) {
  492. geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
  493. }
  494. if ( bufferInfo.uvBuffer.length > 0 ) {
  495. geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
  496. }
  497. if ( deformer ) {
  498. geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
  499. geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
  500. geo.FBX_Deformer = deformer;
  501. }
  502. // Convert the material indices of each vertex into rendering groups on the geometry.
  503. var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
  504. var startIndex = 0;
  505. for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
  506. if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
  507. geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
  508. startIndex = materialBufferIndex;
  509. prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
  510. }
  511. }
  512. return geo;
  513. /**
  514. * Parses normal information for geometry.
  515. * @param {FBXGeometryNode} geometryNode
  516. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  517. */
  518. function getNormals( geometryNode ) {
  519. var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
  520. var mappingType = NormalNode.properties.MappingInformationType;
  521. var referenceType = NormalNode.properties.ReferenceInformationType;
  522. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  523. var indexBuffer = [];
  524. if ( referenceType === 'IndexToDirect' ) {
  525. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  526. }
  527. return {
  528. dataSize: 3,
  529. buffer: buffer,
  530. indices: indexBuffer,
  531. mappingType: mappingType,
  532. referenceType: referenceType
  533. };
  534. }
  535. /**
  536. * Parses UV information for geometry.
  537. * @param {FBXGeometryNode} geometryNode
  538. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  539. */
  540. function getUVs( geometryNode ) {
  541. var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
  542. var mappingType = UVNode.properties.MappingInformationType;
  543. var referenceType = UVNode.properties.ReferenceInformationType;
  544. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  545. var indexBuffer = [];
  546. if ( referenceType === 'IndexToDirect' ) {
  547. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  548. }
  549. return {
  550. dataSize: 2,
  551. buffer: buffer,
  552. indices: indexBuffer,
  553. mappingType: mappingType,
  554. referenceType: referenceType
  555. };
  556. }
  557. /**
  558. * Parses material application information for geometry.
  559. * @param {FBXGeometryNode}
  560. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  561. */
  562. function getMaterials( geometryNode ) {
  563. var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
  564. var mappingType = MaterialNode.properties.MappingInformationType;
  565. var referenceType = MaterialNode.properties.ReferenceInformationType;
  566. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  567. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  568. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  569. // for conforming with the other functions we've written for other data.
  570. var materialIndices = [];
  571. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  572. materialIndices.push( materialIndexBufferIndex );
  573. }
  574. return {
  575. dataSize: 1,
  576. buffer: materialIndexBuffer,
  577. indices: materialIndices,
  578. mappingType: mappingType,
  579. referenceType: referenceType
  580. };
  581. }
  582. /**
  583. * Function uses the infoObject and given indices to return value array of object.
  584. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  585. * @param {number} polygonIndex - Index of polygon in geometry.
  586. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  587. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  588. * @returns {number[]}
  589. */
  590. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  591. var GetData = {
  592. ByPolygonVertex: {
  593. /**
  594. * Function uses the infoObject and given indices to return value array of object.
  595. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  596. * @param {number} polygonIndex - Index of polygon in geometry.
  597. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  598. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  599. * @returns {number[]}
  600. */
  601. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  602. return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  603. },
  604. /**
  605. * Function uses the infoObject and given indices to return value array of object.
  606. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  607. * @param {number} polygonIndex - Index of polygon in geometry.
  608. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  609. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  610. * @returns {number[]}
  611. */
  612. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  613. var index = infoObject.indices[ polygonVertexIndex ];
  614. return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
  615. }
  616. },
  617. ByPolygon: {
  618. /**
  619. * Function uses the infoObject and given indices to return value array of object.
  620. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  621. * @param {number} polygonIndex - Index of polygon in geometry.
  622. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  623. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  624. * @returns {number[]}
  625. */
  626. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  627. return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
  628. },
  629. /**
  630. * Function uses the infoObject and given indices to return value array of object.
  631. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  632. * @param {number} polygonIndex - Index of polygon in geometry.
  633. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  634. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  635. * @returns {number[]}
  636. */
  637. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  638. var index = infoObject.indices[ polygonIndex ];
  639. return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
  640. }
  641. },
  642. AllSame: {
  643. /**
  644. * Function uses the infoObject and given indices to return value array of object.
  645. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  646. * @param {number} polygonIndex - Index of polygon in geometry.
  647. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  648. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  649. * @returns {number[]}
  650. */
  651. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  652. return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
  653. }
  654. }
  655. };
  656. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  657. }
  658. }
  659. }
  660. /**
  661. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  662. * @param {FBXGeometryNode} geometryNode
  663. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  664. * @returns {THREE.BufferGeometry}
  665. */
  666. function parseNurbsGeometry( geometryNode, relationships ) {
  667. if ( THREE.NURBSCurve === undefined ) {
  668. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  669. return new THREE.BufferGeometry();
  670. }
  671. var order = parseInt( geometryNode.properties.Order );
  672. if ( isNaN( order ) ) {
  673. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  674. return new THREE.BufferGeometry();
  675. }
  676. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  677. var controlPoints = [];
  678. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  679. for ( var i = 0; i < pointsValues.length; i += 4 ) {
  680. controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
  681. }
  682. if ( geometryNode.properties.Form === 'Closed' ) {
  683. controlPoints.push( controlPoints[ 0 ] );
  684. }
  685. var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
  686. var vertices = curve.getPoints( controlPoints.length * 1.5 );
  687. var vertexBuffer = [];
  688. for ( var verticesIndex = 0, verticesLength = vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  689. var position = vertices[ verticesIndex ];
  690. var array = position.toArray();
  691. vertexBuffer = vertexBuffer.concat( array );
  692. }
  693. var geometry = new THREE.BufferGeometry();
  694. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
  695. return geometry;
  696. }
  697. }
  698. }
  699. /**
  700. * Finally generates Scene graph and Scene graph Objects.
  701. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  702. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  703. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  704. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  705. * @param {Map<number, THREE.Material>} materialMap
  706. * @returns {THREE.Group}
  707. */
  708. function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
  709. var sceneGraph = new THREE.Group();
  710. var ModelNode = FBXTree.Objects.subNodes.Model;
  711. /**
  712. * @type {Array.<THREE.Object3D>}
  713. */
  714. var modelArray = [];
  715. /**
  716. * @type {Map.<number, THREE.Object3D>}
  717. */
  718. var modelMap = new Map();
  719. for ( var nodeID in ModelNode ) {
  720. var id = parseInt( nodeID );
  721. var node = ModelNode[ nodeID ];
  722. var conns = connections.get( id );
  723. var model = null;
  724. for ( var i = 0; i < conns.parents.length; ++ i ) {
  725. deformerMap.forEach( function ( deformer ) {
  726. if ( deformer.map.has( conns.parents[ i ].ID ) ) {
  727. model = new THREE.Bone();
  728. var index = deformer.array.findIndex( function ( subDeformer ) {
  729. return subDeformer.FBX_ID === conns.parents[ i ].ID;
  730. } );
  731. deformer.bones[ index ] = model;
  732. }
  733. } );
  734. }
  735. if ( ! model ) {
  736. switch ( node.attrType ) {
  737. case "Mesh":
  738. /**
  739. * @type {?THREE.BufferGeometry}
  740. */
  741. var geometry = null;
  742. /**
  743. * @type {THREE.MultiMaterial|THREE.Material}
  744. */
  745. var material = null;
  746. /**
  747. * @type {Array.<THREE.Material>}
  748. */
  749. var materials = [];
  750. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  751. var child = conns.children[ childrenIndex ];
  752. if ( geometryMap.has( child.ID ) ) {
  753. geometry = geometryMap.get( child.ID );
  754. }
  755. if ( materialMap.has( child.ID ) ) {
  756. materials.push( materialMap.get( child.ID ) );
  757. }
  758. }
  759. if ( materials.length > 1 ) {
  760. material = new THREE.MultiMaterial( materials );
  761. } else if ( materials.length > 0 ) {
  762. material = materials[ 0 ];
  763. } else {
  764. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  765. }
  766. if ( geometry.FBX_Deformer ) {
  767. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  768. var material = materials[ materialsIndex ];
  769. material.skinning = true;
  770. }
  771. material.skinning = true;
  772. model = new THREE.SkinnedMesh( geometry, material );
  773. } else {
  774. model = new THREE.Mesh( geometry, material );
  775. }
  776. break;
  777. case "NurbsCurve":
  778. var geometry = null;
  779. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  780. var child = conns.children[ childrenIndex ];
  781. if ( geometryMap.has( child.ID ) ) {
  782. geometry = geometryMap.get( child.ID );
  783. }
  784. }
  785. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  786. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  787. model = new THREE.Line( geometry, material );
  788. break;
  789. default:
  790. model = new THREE.Object3D();
  791. break;
  792. }
  793. }
  794. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  795. model.FBX_ID = id;
  796. modelArray.push( model );
  797. modelMap.set( id, model );
  798. }
  799. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  800. var model = modelArray[ modelArrayIndex ];
  801. var node = ModelNode[ model.FBX_ID ];
  802. if ( 'Lcl_Translation' in node.properties ) {
  803. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  804. }
  805. if ( 'Lcl_Rotation' in node.properties ) {
  806. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  807. return value * Math.PI / 180;
  808. } );
  809. rotation.push( 'ZYX' );
  810. model.rotation.fromArray( rotation );
  811. }
  812. if ( 'Lcl_Scaling' in node.properties ) {
  813. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  814. }
  815. var conns = connections.get( model.FBX_ID );
  816. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  817. var pIndex = modelArray.findIndex( function ( mod ) {
  818. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  819. } );
  820. if ( pIndex > - 1 ) {
  821. modelArray[ pIndex ].add( model );
  822. break;
  823. }
  824. }
  825. if ( model.parent === null ) {
  826. sceneGraph.add( model );
  827. }
  828. }
  829. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  830. sceneGraph.updateMatrixWorld( true );
  831. // Put skeleton into bind pose.
  832. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  833. for ( var nodeID in BindPoseNode ) {
  834. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  835. BindPoseNode = BindPoseNode[ nodeID ];
  836. break;
  837. }
  838. }
  839. if ( BindPoseNode ) {
  840. var PoseNode = BindPoseNode.subNodes.PoseNode;
  841. var worldMatrices = new Map();
  842. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  843. var node = PoseNode[ PoseNodeIndex ];
  844. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  845. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  846. }
  847. }
  848. deformerMap.forEach( function ( deformer, FBX_ID ) {
  849. for ( var deformerArrayIndex = 0, deformerArrayLength = deformer.array.length; deformerArrayIndex < deformerArrayLength; ++ deformerArrayIndex ) {
  850. //var subDeformer = deformer.array[ deformerArrayIndex ];
  851. var subDeformerIndex = deformerArrayIndex;
  852. /**
  853. * @type {THREE.Bone}
  854. */
  855. var bone = deformer.bones[ subDeformerIndex ];
  856. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  857. break;
  858. }
  859. var mat = worldMatrices.get( bone.FBX_ID );
  860. bone.matrixWorld.copy( mat );
  861. }
  862. // Now that skeleton is in bind pose, bind to model.
  863. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  864. var conns = connections.get( FBX_ID );
  865. for ( var parentsIndex = 0, parentsLength = conns.parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  866. var parent = conns.parents[ parentsIndex ];
  867. if ( geometryMap.has( parent.ID ) ) {
  868. var geoID = parent.ID;
  869. var geoConns = connections.get( geoID );
  870. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  871. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  872. var model = modelMap.get( geoConns.parents[ i ].ID );
  873. //ASSERT model typeof SkinnedMesh
  874. model.bind( deformer.skeleton, model.matrixWorld );
  875. break;
  876. }
  877. }
  878. }
  879. }
  880. } );
  881. // Skeleton is now bound, we are now free to set up the
  882. // scene graph.
  883. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  884. var model = modelArray[ modelArrayIndex ];
  885. var node = ModelNode[ model.FBX_ID ];
  886. if ( 'Lcl_Translation' in node.properties ) {
  887. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  888. }
  889. if ( 'Lcl_Rotation' in node.properties ) {
  890. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  891. return value * Math.PI / 180;
  892. } );
  893. rotation.push( 'ZYX' );
  894. model.rotation.fromArray( rotation );
  895. }
  896. if ( 'Lcl_Scaling' in node.properties ) {
  897. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  898. }
  899. }
  900. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  901. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  902. // not just for individual objects.
  903. sceneGraph.skeleton = {
  904. bones: modelArray
  905. };
  906. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  907. addAnimations( sceneGraph, animations );
  908. return sceneGraph;
  909. }
  910. /**
  911. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  912. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  913. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  914. */
  915. function parseAnimations( FBXTree, connections, sceneGraph ) {
  916. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  917. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  918. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  919. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  920. /**
  921. * @type {{
  922. curves: Map<number, {
  923. T: {
  924. id: number;
  925. attr: string;
  926. internalID: number;
  927. attrX: boolean;
  928. attrY: boolean;
  929. attrZ: boolean;
  930. containerBoneID: number;
  931. containerID: number;
  932. curves: {
  933. x: {
  934. version: any;
  935. id: number;
  936. internalID: number;
  937. times: number[];
  938. values: number[];
  939. attrFlag: number[];
  940. attrData: number[];
  941. };
  942. y: {
  943. version: any;
  944. id: number;
  945. internalID: number;
  946. times: number[];
  947. values: number[];
  948. attrFlag: number[];
  949. attrData: number[];
  950. };
  951. z: {
  952. version: any;
  953. id: number;
  954. internalID: number;
  955. times: number[];
  956. values: number[];
  957. attrFlag: number[];
  958. attrData: number[];
  959. };
  960. };
  961. },
  962. R: {
  963. id: number;
  964. attr: string;
  965. internalID: number;
  966. attrX: boolean;
  967. attrY: boolean;
  968. attrZ: boolean;
  969. containerBoneID: number;
  970. containerID: number;
  971. curves: {
  972. x: {
  973. version: any;
  974. id: number;
  975. internalID: number;
  976. times: number[];
  977. values: number[];
  978. attrFlag: number[];
  979. attrData: number[];
  980. };
  981. y: {
  982. version: any;
  983. id: number;
  984. internalID: number;
  985. times: number[];
  986. values: number[];
  987. attrFlag: number[];
  988. attrData: number[];
  989. };
  990. z: {
  991. version: any;
  992. id: number;
  993. internalID: number;
  994. times: number[];
  995. values: number[];
  996. attrFlag: number[];
  997. attrData: number[];
  998. };
  999. };
  1000. },
  1001. S: {
  1002. id: number;
  1003. attr: string;
  1004. internalID: number;
  1005. attrX: boolean;
  1006. attrY: boolean;
  1007. attrZ: boolean;
  1008. containerBoneID: number;
  1009. containerID: number;
  1010. curves: {
  1011. x: {
  1012. version: any;
  1013. id: number;
  1014. internalID: number;
  1015. times: number[];
  1016. values: number[];
  1017. attrFlag: number[];
  1018. attrData: number[];
  1019. };
  1020. y: {
  1021. version: any;
  1022. id: number;
  1023. internalID: number;
  1024. times: number[];
  1025. values: number[];
  1026. attrFlag: number[];
  1027. attrData: number[];
  1028. };
  1029. z: {
  1030. version: any;
  1031. id: number;
  1032. internalID: number;
  1033. times: number[];
  1034. values: number[];
  1035. attrFlag: number[];
  1036. attrData: number[];
  1037. };
  1038. };
  1039. }
  1040. }>,
  1041. layers: Map<number, {
  1042. T: {
  1043. id: number;
  1044. attr: string;
  1045. internalID: number;
  1046. attrX: boolean;
  1047. attrY: boolean;
  1048. attrZ: boolean;
  1049. containerBoneID: number;
  1050. containerID: number;
  1051. curves: {
  1052. x: {
  1053. version: any;
  1054. id: number;
  1055. internalID: number;
  1056. times: number[];
  1057. values: number[];
  1058. attrFlag: number[];
  1059. attrData: number[];
  1060. };
  1061. y: {
  1062. version: any;
  1063. id: number;
  1064. internalID: number;
  1065. times: number[];
  1066. values: number[];
  1067. attrFlag: number[];
  1068. attrData: number[];
  1069. };
  1070. z: {
  1071. version: any;
  1072. id: number;
  1073. internalID: number;
  1074. times: number[];
  1075. values: number[];
  1076. attrFlag: number[];
  1077. attrData: number[];
  1078. };
  1079. },
  1080. },
  1081. R: {
  1082. id: number;
  1083. attr: string;
  1084. internalID: number;
  1085. attrX: boolean;
  1086. attrY: boolean;
  1087. attrZ: boolean;
  1088. containerBoneID: number;
  1089. containerID: number;
  1090. curves: {
  1091. x: {
  1092. version: any;
  1093. id: number;
  1094. internalID: number;
  1095. times: number[];
  1096. values: number[];
  1097. attrFlag: number[];
  1098. attrData: number[];
  1099. };
  1100. y: {
  1101. version: any;
  1102. id: number;
  1103. internalID: number;
  1104. times: number[];
  1105. values: number[];
  1106. attrFlag: number[];
  1107. attrData: number[];
  1108. };
  1109. z: {
  1110. version: any;
  1111. id: number;
  1112. internalID: number;
  1113. times: number[];
  1114. values: number[];
  1115. attrFlag: number[];
  1116. attrData: number[];
  1117. };
  1118. },
  1119. },
  1120. S: {
  1121. id: number;
  1122. attr: string;
  1123. internalID: number;
  1124. attrX: boolean;
  1125. attrY: boolean;
  1126. attrZ: boolean;
  1127. containerBoneID: number;
  1128. containerID: number;
  1129. curves: {
  1130. x: {
  1131. version: any;
  1132. id: number;
  1133. internalID: number;
  1134. times: number[];
  1135. values: number[];
  1136. attrFlag: number[];
  1137. attrData: number[];
  1138. };
  1139. y: {
  1140. version: any;
  1141. id: number;
  1142. internalID: number;
  1143. times: number[];
  1144. values: number[];
  1145. attrFlag: number[];
  1146. attrData: number[];
  1147. };
  1148. z: {
  1149. version: any;
  1150. id: number;
  1151. internalID: number;
  1152. times: number[];
  1153. values: number[];
  1154. attrFlag: number[];
  1155. attrData: number[];
  1156. };
  1157. },
  1158. }
  1159. }[]>,
  1160. stacks: Map<number, {
  1161. name: string,
  1162. layers: {
  1163. T: {
  1164. id: number;
  1165. attr: string;
  1166. internalID: number;
  1167. attrX: boolean;
  1168. attrY: boolean;
  1169. attrZ: boolean;
  1170. containerBoneID: number;
  1171. containerID: number;
  1172. curves: {
  1173. x: {
  1174. version: any;
  1175. id: number;
  1176. internalID: number;
  1177. times: number[];
  1178. values: number[];
  1179. attrFlag: number[];
  1180. attrData: number[];
  1181. };
  1182. y: {
  1183. version: any;
  1184. id: number;
  1185. internalID: number;
  1186. times: number[];
  1187. values: number[];
  1188. attrFlag: number[];
  1189. attrData: number[];
  1190. };
  1191. z: {
  1192. version: any;
  1193. id: number;
  1194. internalID: number;
  1195. times: number[];
  1196. values: number[];
  1197. attrFlag: number[];
  1198. attrData: number[];
  1199. };
  1200. };
  1201. };
  1202. R: {
  1203. id: number;
  1204. attr: string;
  1205. internalID: number;
  1206. attrX: boolean;
  1207. attrY: boolean;
  1208. attrZ: boolean;
  1209. containerBoneID: number;
  1210. containerID: number;
  1211. curves: {
  1212. x: {
  1213. version: any;
  1214. id: number;
  1215. internalID: number;
  1216. times: number[];
  1217. values: number[];
  1218. attrFlag: number[];
  1219. attrData: number[];
  1220. };
  1221. y: {
  1222. version: any;
  1223. id: number;
  1224. internalID: number;
  1225. times: number[];
  1226. values: number[];
  1227. attrFlag: number[];
  1228. attrData: number[];
  1229. };
  1230. z: {
  1231. version: any;
  1232. id: number;
  1233. internalID: number;
  1234. times: number[];
  1235. values: number[];
  1236. attrFlag: number[];
  1237. attrData: number[];
  1238. };
  1239. };
  1240. };
  1241. S: {
  1242. id: number;
  1243. attr: string;
  1244. internalID: number;
  1245. attrX: boolean;
  1246. attrY: boolean;
  1247. attrZ: boolean;
  1248. containerBoneID: number;
  1249. containerID: number;
  1250. curves: {
  1251. x: {
  1252. version: any;
  1253. id: number;
  1254. internalID: number;
  1255. times: number[];
  1256. values: number[];
  1257. attrFlag: number[];
  1258. attrData: number[];
  1259. };
  1260. y: {
  1261. version: any;
  1262. id: number;
  1263. internalID: number;
  1264. times: number[];
  1265. values: number[];
  1266. attrFlag: number[];
  1267. attrData: number[];
  1268. };
  1269. z: {
  1270. version: any;
  1271. id: number;
  1272. internalID: number;
  1273. times: number[];
  1274. values: number[];
  1275. attrFlag: number[];
  1276. attrData: number[];
  1277. };
  1278. };
  1279. };
  1280. }[][],
  1281. length: number,
  1282. frames: number }>,
  1283. length: number,
  1284. fps: number,
  1285. frames: number
  1286. }}
  1287. */
  1288. var returnObject = {
  1289. curves: new Map(),
  1290. layers: new Map(),
  1291. stacks: new Map(),
  1292. length: 0,
  1293. fps: 30,
  1294. frames: 0
  1295. };
  1296. /**
  1297. * @type {Array.<{
  1298. id: number;
  1299. attr: string;
  1300. internalID: number;
  1301. attrX: boolean;
  1302. attrY: boolean;
  1303. attrZ: boolean;
  1304. containerBoneID: number;
  1305. containerID: number;
  1306. }>}
  1307. */
  1308. var animationCurveNodes = [];
  1309. for ( var nodeID in rawNodes ) {
  1310. if ( nodeID.match( /\d+/ ) ) {
  1311. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1312. animationCurveNodes.push( animationNode );
  1313. }
  1314. }
  1315. /**
  1316. * @type {Map.<number, {
  1317. id: number,
  1318. attr: string,
  1319. internalID: number,
  1320. attrX: boolean,
  1321. attrY: boolean,
  1322. attrZ: boolean,
  1323. containerBoneID: number,
  1324. containerID: number,
  1325. curves: {
  1326. x: {
  1327. version: any,
  1328. id: number,
  1329. internalID: number,
  1330. times: number[],
  1331. values: number[],
  1332. attrFlag: number[],
  1333. attrData: number[],
  1334. },
  1335. y: {
  1336. version: any,
  1337. id: number,
  1338. internalID: number,
  1339. times: number[],
  1340. values: number[],
  1341. attrFlag: number[],
  1342. attrData: number[],
  1343. },
  1344. z: {
  1345. version: any,
  1346. id: number,
  1347. internalID: number,
  1348. times: number[],
  1349. values: number[],
  1350. attrFlag: number[],
  1351. attrData: number[],
  1352. }
  1353. }
  1354. }>}
  1355. */
  1356. var tmpMap = new Map();
  1357. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1358. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1359. continue;
  1360. }
  1361. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1362. }
  1363. /**
  1364. * @type {{
  1365. version: any,
  1366. id: number,
  1367. internalID: number,
  1368. times: number[],
  1369. values: number[],
  1370. attrFlag: number[],
  1371. attrData: number[],
  1372. }[]}
  1373. */
  1374. var animationCurves = [];
  1375. for ( nodeID in rawCurves ) {
  1376. if ( nodeID.match( /\d+/ ) ) {
  1377. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1378. animationCurves.push( animationCurve );
  1379. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1380. var firstParentID = firstParentConn.ID;
  1381. var firstParentRelationship = firstParentConn.relationship;
  1382. var axis = '';
  1383. if ( firstParentRelationship.match( /X/ ) ) {
  1384. axis = 'x';
  1385. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1386. axis = 'y';
  1387. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1388. axis = 'z';
  1389. } else {
  1390. continue;
  1391. }
  1392. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1393. }
  1394. }
  1395. tmpMap.forEach( function ( curveNode ) {
  1396. var id = curveNode.containerBoneID;
  1397. if ( ! returnObject.curves.has( id ) ) {
  1398. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1399. }
  1400. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1401. } );
  1402. for ( var nodeID in rawLayers ) {
  1403. /**
  1404. * @type {{
  1405. T: {
  1406. id: number;
  1407. attr: string;
  1408. internalID: number;
  1409. attrX: boolean;
  1410. attrY: boolean;
  1411. attrZ: boolean;
  1412. containerBoneID: number;
  1413. containerID: number;
  1414. curves: {
  1415. x: {
  1416. version: any;
  1417. id: number;
  1418. internalID: number;
  1419. times: number[];
  1420. values: number[];
  1421. attrFlag: number[];
  1422. attrData: number[];
  1423. };
  1424. y: {
  1425. version: any;
  1426. id: number;
  1427. internalID: number;
  1428. times: number[];
  1429. values: number[];
  1430. attrFlag: number[];
  1431. attrData: number[];
  1432. };
  1433. z: {
  1434. version: any;
  1435. id: number;
  1436. internalID: number;
  1437. times: number[];
  1438. values: number[];
  1439. attrFlag: number[];
  1440. attrData: number[];
  1441. };
  1442. },
  1443. },
  1444. R: {
  1445. id: number;
  1446. attr: string;
  1447. internalID: number;
  1448. attrX: boolean;
  1449. attrY: boolean;
  1450. attrZ: boolean;
  1451. containerBoneID: number;
  1452. containerID: number;
  1453. curves: {
  1454. x: {
  1455. version: any;
  1456. id: number;
  1457. internalID: number;
  1458. times: number[];
  1459. values: number[];
  1460. attrFlag: number[];
  1461. attrData: number[];
  1462. };
  1463. y: {
  1464. version: any;
  1465. id: number;
  1466. internalID: number;
  1467. times: number[];
  1468. values: number[];
  1469. attrFlag: number[];
  1470. attrData: number[];
  1471. };
  1472. z: {
  1473. version: any;
  1474. id: number;
  1475. internalID: number;
  1476. times: number[];
  1477. values: number[];
  1478. attrFlag: number[];
  1479. attrData: number[];
  1480. };
  1481. },
  1482. },
  1483. S: {
  1484. id: number;
  1485. attr: string;
  1486. internalID: number;
  1487. attrX: boolean;
  1488. attrY: boolean;
  1489. attrZ: boolean;
  1490. containerBoneID: number;
  1491. containerID: number;
  1492. curves: {
  1493. x: {
  1494. version: any;
  1495. id: number;
  1496. internalID: number;
  1497. times: number[];
  1498. values: number[];
  1499. attrFlag: number[];
  1500. attrData: number[];
  1501. };
  1502. y: {
  1503. version: any;
  1504. id: number;
  1505. internalID: number;
  1506. times: number[];
  1507. values: number[];
  1508. attrFlag: number[];
  1509. attrData: number[];
  1510. };
  1511. z: {
  1512. version: any;
  1513. id: number;
  1514. internalID: number;
  1515. times: number[];
  1516. values: number[];
  1517. attrFlag: number[];
  1518. attrData: number[];
  1519. };
  1520. },
  1521. }
  1522. }[]}
  1523. */
  1524. var layer = [];
  1525. var children = connections.get( parseInt( nodeID ) ).children;
  1526. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1527. // Skip lockInfluenceWeights
  1528. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1529. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1530. var boneID = curveNode.containerBoneID;
  1531. if ( layer[ boneID ] === undefined ) {
  1532. layer[ boneID ] = {
  1533. T: null,
  1534. R: null,
  1535. S: null
  1536. };
  1537. }
  1538. layer[ boneID ][ curveNode.attr ] = curveNode;
  1539. }
  1540. }
  1541. returnObject.layers.set( parseInt( nodeID ), layer );
  1542. }
  1543. for ( var nodeID in rawStacks ) {
  1544. var layers = [];
  1545. var children = connections.get( parseInt( nodeID ) ).children;
  1546. var maxTimeStamp = 0;
  1547. var minTimeStamp = Number.MAX_VALUE;
  1548. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1549. if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
  1550. var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
  1551. layers.push( currentLayer );
  1552. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1553. var layer = currentLayer[ currentLayerIndex ];
  1554. if ( layer ) {
  1555. getCurveNodeMaxMinTimeStamps( layer );
  1556. }
  1557. /**
  1558. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1559. * than the max or min respectively.
  1560. * @param {{
  1561. T: {
  1562. id: number,
  1563. attr: string,
  1564. internalID: number,
  1565. attrX: boolean,
  1566. attrY: boolean,
  1567. attrZ: boolean,
  1568. containerBoneID: number,
  1569. containerID: number,
  1570. curves: {
  1571. x: {
  1572. version: any,
  1573. id: number,
  1574. internalID: number,
  1575. times: number[],
  1576. values: number[],
  1577. attrFlag: number[],
  1578. attrData: number[],
  1579. },
  1580. y: {
  1581. version: any,
  1582. id: number,
  1583. internalID: number,
  1584. times: number[],
  1585. values: number[],
  1586. attrFlag: number[],
  1587. attrData: number[],
  1588. },
  1589. z: {
  1590. version: any,
  1591. id: number,
  1592. internalID: number,
  1593. times: number[],
  1594. values: number[],
  1595. attrFlag: number[],
  1596. attrData: number[],
  1597. },
  1598. },
  1599. },
  1600. R: {
  1601. id: number,
  1602. attr: string,
  1603. internalID: number,
  1604. attrX: boolean,
  1605. attrY: boolean,
  1606. attrZ: boolean,
  1607. containerBoneID: number,
  1608. containerID: number,
  1609. curves: {
  1610. x: {
  1611. version: any,
  1612. id: number,
  1613. internalID: number,
  1614. times: number[],
  1615. values: number[],
  1616. attrFlag: number[],
  1617. attrData: number[],
  1618. },
  1619. y: {
  1620. version: any,
  1621. id: number,
  1622. internalID: number,
  1623. times: number[],
  1624. values: number[],
  1625. attrFlag: number[],
  1626. attrData: number[],
  1627. },
  1628. z: {
  1629. version: any,
  1630. id: number,
  1631. internalID: number,
  1632. times: number[],
  1633. values: number[],
  1634. attrFlag: number[],
  1635. attrData: number[],
  1636. },
  1637. },
  1638. },
  1639. S: {
  1640. id: number,
  1641. attr: string,
  1642. internalID: number,
  1643. attrX: boolean,
  1644. attrY: boolean,
  1645. attrZ: boolean,
  1646. containerBoneID: number,
  1647. containerID: number,
  1648. curves: {
  1649. x: {
  1650. version: any,
  1651. id: number,
  1652. internalID: number,
  1653. times: number[],
  1654. values: number[],
  1655. attrFlag: number[],
  1656. attrData: number[],
  1657. },
  1658. y: {
  1659. version: any,
  1660. id: number,
  1661. internalID: number,
  1662. times: number[],
  1663. values: number[],
  1664. attrFlag: number[],
  1665. attrData: number[],
  1666. },
  1667. z: {
  1668. version: any,
  1669. id: number,
  1670. internalID: number,
  1671. times: number[],
  1672. values: number[],
  1673. attrFlag: number[],
  1674. attrData: number[],
  1675. },
  1676. },
  1677. },
  1678. }} layer
  1679. */
  1680. function getCurveNodeMaxMinTimeStamps( layer ) {
  1681. /**
  1682. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1683. * exceeds the maximum or minimum.
  1684. * @param {{
  1685. x: {
  1686. version: any,
  1687. id: number,
  1688. internalID: number,
  1689. times: number[],
  1690. values: number[],
  1691. attrFlag: number[],
  1692. attrData: number[],
  1693. },
  1694. y: {
  1695. version: any,
  1696. id: number,
  1697. internalID: number,
  1698. times: number[],
  1699. values: number[],
  1700. attrFlag: number[],
  1701. attrData: number[],
  1702. },
  1703. z: {
  1704. version: any,
  1705. id: number,
  1706. internalID: number,
  1707. times: number[],
  1708. values: number[],
  1709. attrFlag: number[],
  1710. attrData: number[],
  1711. }
  1712. }} curve
  1713. */
  1714. function getCurveMaxMinTimeStamp( curve ) {
  1715. /**
  1716. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1717. * @param {{times: number[]}} axis
  1718. */
  1719. function getCurveAxisMaxMinTimeStamps( axis ) {
  1720. maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
  1721. minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
  1722. }
  1723. if ( curve.x ) {
  1724. getCurveAxisMaxMinTimeStamps( curve.x );
  1725. }
  1726. if ( curve.y ) {
  1727. getCurveAxisMaxMinTimeStamps( curve.y );
  1728. }
  1729. if ( curve.z ) {
  1730. getCurveAxisMaxMinTimeStamps( curve.z );
  1731. }
  1732. }
  1733. if ( layer.R ) {
  1734. getCurveMaxMinTimeStamp( layer.R.curves );
  1735. }
  1736. if ( layer.S ) {
  1737. getCurveMaxMinTimeStamp( layer.S.curves );
  1738. }
  1739. if ( layer.T ) {
  1740. getCurveMaxMinTimeStamp( layer.T.curves );
  1741. }
  1742. }
  1743. }
  1744. }
  1745. }
  1746. // Do we have an animation clip with actual length?
  1747. if ( maxTimeStamp > minTimeStamp ) {
  1748. returnObject.stacks.set( parseInt( nodeID ), {
  1749. name: rawStacks[ nodeID ].attrName,
  1750. layers: layers,
  1751. length: maxTimeStamp - minTimeStamp,
  1752. frames: ( maxTimeStamp - minTimeStamp ) * 30
  1753. } );
  1754. }
  1755. }
  1756. return returnObject;
  1757. /**
  1758. * @param {Object} FBXTree
  1759. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1760. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1761. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1762. */
  1763. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1764. var returnObject = {
  1765. /**
  1766. * @type {number}
  1767. */
  1768. id: animationCurveNode.id,
  1769. /**
  1770. * @type {string}
  1771. */
  1772. attr: animationCurveNode.attrName,
  1773. /**
  1774. * @type {number}
  1775. */
  1776. internalID: animationCurveNode.id,
  1777. /**
  1778. * @type {boolean}
  1779. */
  1780. attrX: false,
  1781. /**
  1782. * @type {boolean}
  1783. */
  1784. attrY: false,
  1785. /**
  1786. * @type {boolean}
  1787. */
  1788. attrZ: false,
  1789. /**
  1790. * @type {number}
  1791. */
  1792. containerBoneID: - 1,
  1793. /**
  1794. * @type {number}
  1795. */
  1796. containerID: - 1,
  1797. curves: {
  1798. x: null,
  1799. y: null,
  1800. z: null
  1801. }
  1802. };
  1803. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1804. for ( var attributeKey in animationCurveNode.properties ) {
  1805. if ( attributeKey.match( /X/ ) ) {
  1806. returnObject.attrX = true;
  1807. }
  1808. if ( attributeKey.match( /Y/ ) ) {
  1809. returnObject.attrY = true;
  1810. }
  1811. if ( attributeKey.match( /Z/ ) ) {
  1812. returnObject.attrZ = true;
  1813. }
  1814. }
  1815. } else {
  1816. return null;
  1817. }
  1818. var conns = connections.get( returnObject.id );
  1819. var containerIndices = conns.parents;
  1820. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1821. var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
  1822. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1823. } );
  1824. if ( boneID > - 1 ) {
  1825. returnObject.containerBoneID = boneID;
  1826. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1827. break;
  1828. }
  1829. }
  1830. return returnObject;
  1831. }
  1832. /**
  1833. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1834. */
  1835. function parseAnimationCurve( animationCurve ) {
  1836. return {
  1837. version: null,
  1838. id: animationCurve.id,
  1839. internalID: animationCurve.id,
  1840. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
  1841. return ConvertFBXTimeToSeconds( time );
  1842. } ),
  1843. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1844. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1845. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1846. };
  1847. }
  1848. }
  1849. /**
  1850. * @param {{
  1851. curves: Map<number, {
  1852. T: {
  1853. id: number;
  1854. attr: string;
  1855. internalID: number;
  1856. attrX: boolean;
  1857. attrY: boolean;
  1858. attrZ: boolean;
  1859. containerBoneID: number;
  1860. containerID: number;
  1861. curves: {
  1862. x: {
  1863. version: any;
  1864. id: number;
  1865. internalID: number;
  1866. times: number[];
  1867. values: number[];
  1868. attrFlag: number[];
  1869. attrData: number[];
  1870. };
  1871. y: {
  1872. version: any;
  1873. id: number;
  1874. internalID: number;
  1875. times: number[];
  1876. values: number[];
  1877. attrFlag: number[];
  1878. attrData: number[];
  1879. };
  1880. z: {
  1881. version: any;
  1882. id: number;
  1883. internalID: number;
  1884. times: number[];
  1885. values: number[];
  1886. attrFlag: number[];
  1887. attrData: number[];
  1888. };
  1889. };
  1890. };
  1891. R: {
  1892. id: number;
  1893. attr: string;
  1894. internalID: number;
  1895. attrX: boolean;
  1896. attrY: boolean;
  1897. attrZ: boolean;
  1898. containerBoneID: number;
  1899. containerID: number;
  1900. curves: {
  1901. x: {
  1902. version: any;
  1903. id: number;
  1904. internalID: number;
  1905. times: number[];
  1906. values: number[];
  1907. attrFlag: number[];
  1908. attrData: number[];
  1909. };
  1910. y: {
  1911. version: any;
  1912. id: number;
  1913. internalID: number;
  1914. times: number[];
  1915. values: number[];
  1916. attrFlag: number[];
  1917. attrData: number[];
  1918. };
  1919. z: {
  1920. version: any;
  1921. id: number;
  1922. internalID: number;
  1923. times: number[];
  1924. values: number[];
  1925. attrFlag: number[];
  1926. attrData: number[];
  1927. };
  1928. };
  1929. };
  1930. S: {
  1931. id: number;
  1932. attr: string;
  1933. internalID: number;
  1934. attrX: boolean;
  1935. attrY: boolean;
  1936. attrZ: boolean;
  1937. containerBoneID: number;
  1938. containerID: number;
  1939. curves: {
  1940. x: {
  1941. version: any;
  1942. id: number;
  1943. internalID: number;
  1944. times: number[];
  1945. values: number[];
  1946. attrFlag: number[];
  1947. attrData: number[];
  1948. };
  1949. y: {
  1950. version: any;
  1951. id: number;
  1952. internalID: number;
  1953. times: number[];
  1954. values: number[];
  1955. attrFlag: number[];
  1956. attrData: number[];
  1957. };
  1958. z: {
  1959. version: any;
  1960. id: number;
  1961. internalID: number;
  1962. times: number[];
  1963. values: number[];
  1964. attrFlag: number[];
  1965. attrData: number[];
  1966. };
  1967. };
  1968. };
  1969. }>;
  1970. layers: Map<number, {
  1971. T: {
  1972. id: number;
  1973. attr: string;
  1974. internalID: number;
  1975. attrX: boolean;
  1976. attrY: boolean;
  1977. attrZ: boolean;
  1978. containerBoneID: number;
  1979. containerID: number;
  1980. curves: {
  1981. x: {
  1982. version: any;
  1983. id: number;
  1984. internalID: number;
  1985. times: number[];
  1986. values: number[];
  1987. attrFlag: number[];
  1988. attrData: number[];
  1989. };
  1990. y: {
  1991. version: any;
  1992. id: number;
  1993. internalID: number;
  1994. times: number[];
  1995. values: number[];
  1996. attrFlag: number[];
  1997. attrData: number[];
  1998. };
  1999. z: {
  2000. version: any;
  2001. id: number;
  2002. internalID: number;
  2003. times: number[];
  2004. values: number[];
  2005. attrFlag: number[];
  2006. attrData: number[];
  2007. };
  2008. };
  2009. };
  2010. R: {
  2011. id: number;
  2012. attr: string;
  2013. internalID: number;
  2014. attrX: boolean;
  2015. attrY: boolean;
  2016. attrZ: boolean;
  2017. containerBoneID: number;
  2018. containerID: number;
  2019. curves: {
  2020. x: {
  2021. version: any;
  2022. id: number;
  2023. internalID: number;
  2024. times: number[];
  2025. values: number[];
  2026. attrFlag: number[];
  2027. attrData: number[];
  2028. };
  2029. y: {
  2030. version: any;
  2031. id: number;
  2032. internalID: number;
  2033. times: number[];
  2034. values: number[];
  2035. attrFlag: number[];
  2036. attrData: number[];
  2037. };
  2038. z: {
  2039. version: any;
  2040. id: number;
  2041. internalID: number;
  2042. times: number[];
  2043. values: number[];
  2044. attrFlag: number[];
  2045. attrData: number[];
  2046. };
  2047. };
  2048. };
  2049. S: {
  2050. id: number;
  2051. attr: string;
  2052. internalID: number;
  2053. attrX: boolean;
  2054. attrY: boolean;
  2055. attrZ: boolean;
  2056. containerBoneID: number;
  2057. containerID: number;
  2058. curves: {
  2059. x: {
  2060. version: any;
  2061. id: number;
  2062. internalID: number;
  2063. times: number[];
  2064. values: number[];
  2065. attrFlag: number[];
  2066. attrData: number[];
  2067. };
  2068. y: {
  2069. version: any;
  2070. id: number;
  2071. internalID: number;
  2072. times: number[];
  2073. values: number[];
  2074. attrFlag: number[];
  2075. attrData: number[];
  2076. };
  2077. z: {
  2078. version: any;
  2079. id: number;
  2080. internalID: number;
  2081. times: number[];
  2082. values: number[];
  2083. attrFlag: number[];
  2084. attrData: number[];
  2085. };
  2086. };
  2087. };
  2088. }[]>;
  2089. stacks: Map<number, {
  2090. name: string;
  2091. layers: {
  2092. T: {
  2093. id: number;
  2094. attr: string;
  2095. internalID: number;
  2096. attrX: boolean;
  2097. attrY: boolean;
  2098. attrZ: boolean;
  2099. containerBoneID: number;
  2100. containerID: number;
  2101. curves: {
  2102. x: {
  2103. version: any;
  2104. id: number;
  2105. internalID: number;
  2106. times: number[];
  2107. values: number[];
  2108. attrFlag: number[];
  2109. attrData: number[];
  2110. };
  2111. y: {
  2112. version: any;
  2113. id: number;
  2114. internalID: number;
  2115. times: number[];
  2116. values: number[];
  2117. attrFlag: number[];
  2118. attrData: number[];
  2119. };
  2120. z: {
  2121. version: any;
  2122. id: number;
  2123. internalID: number;
  2124. times: number[];
  2125. values: number[];
  2126. attrFlag: number[];
  2127. attrData: number[];
  2128. };
  2129. };
  2130. };
  2131. R: {
  2132. id: number;
  2133. attr: string;
  2134. internalID: number;
  2135. attrX: boolean;
  2136. attrY: boolean;
  2137. attrZ: boolean;
  2138. containerBoneID: number;
  2139. containerID: number;
  2140. curves: {
  2141. x: {
  2142. version: any;
  2143. id: number;
  2144. internalID: number;
  2145. times: number[];
  2146. values: number[];
  2147. attrFlag: number[];
  2148. attrData: number[];
  2149. };
  2150. y: {
  2151. version: any;
  2152. id: number;
  2153. internalID: number;
  2154. times: number[];
  2155. values: number[];
  2156. attrFlag: number[];
  2157. attrData: number[];
  2158. };
  2159. z: {
  2160. version: any;
  2161. id: number;
  2162. internalID: number;
  2163. times: number[];
  2164. values: number[];
  2165. attrFlag: number[];
  2166. attrData: number[];
  2167. };
  2168. };
  2169. };
  2170. S: {
  2171. id: number;
  2172. attr: string;
  2173. internalID: number;
  2174. attrX: boolean;
  2175. attrY: boolean;
  2176. attrZ: boolean;
  2177. containerBoneID: number;
  2178. containerID: number;
  2179. curves: {
  2180. x: {
  2181. version: any;
  2182. id: number;
  2183. internalID: number;
  2184. times: number[];
  2185. values: number[];
  2186. attrFlag: number[];
  2187. attrData: number[];
  2188. };
  2189. y: {
  2190. version: any;
  2191. id: number;
  2192. internalID: number;
  2193. times: number[];
  2194. values: number[];
  2195. attrFlag: number[];
  2196. attrData: number[];
  2197. };
  2198. z: {
  2199. version: any;
  2200. id: number;
  2201. internalID: number;
  2202. times: number[];
  2203. values: number[];
  2204. attrFlag: number[];
  2205. attrData: number[];
  2206. };
  2207. };
  2208. };
  2209. }[][];
  2210. length: number;
  2211. frames: number;
  2212. }>;
  2213. length: number;
  2214. fps: number;
  2215. frames: number;
  2216. }} animations,
  2217. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2218. */
  2219. function addAnimations( group, animations ) {
  2220. if ( group.animations === undefined ) {
  2221. group.animations = [];
  2222. }
  2223. animations.stacks.forEach( function ( stack ) {
  2224. /**
  2225. * @type {{
  2226. * name: string,
  2227. * fps: number,
  2228. * length: number,
  2229. * hierarchy: Array.<{
  2230. * parent: number,
  2231. * name: string,
  2232. * keys: Array.<{
  2233. * time: number,
  2234. * pos: Array.<number>,
  2235. * rot: Array.<number>,
  2236. * scl: Array.<number>
  2237. * }>
  2238. * }>
  2239. * }}
  2240. */
  2241. var animationData = {
  2242. name: stack.name,
  2243. fps: 30,
  2244. length: stack.length,
  2245. hierarchy: []
  2246. };
  2247. var bones = group.skeleton.bones;
  2248. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2249. var bone = bones[ bonesIndex ];
  2250. var name = bone.name.replace( /.*:/, '' );
  2251. var parentIndex = bones.findIndex( function ( parentBone ) {
  2252. return bone.parent === parentBone;
  2253. } );
  2254. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2255. }
  2256. for ( var frame = 0; frame < stack.frames; frame ++ ) {
  2257. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2258. var bone = bones[ bonesIndex ];
  2259. var boneIndex = bonesIndex;
  2260. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2261. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2262. var node = animationData.hierarchy[ hierarchyIndex ];
  2263. if ( node.name === bone.name ) {
  2264. node.keys.push( generateKey( animationNode, bone, frame ) );
  2265. }
  2266. }
  2267. }
  2268. }
  2269. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2270. /**
  2271. * @param {THREE.Bone} bone
  2272. */
  2273. function generateKey( animationNode, bone, frame ) {
  2274. var key = {
  2275. time: frame / animations.fps,
  2276. pos: bone.position.toArray(),
  2277. rot: bone.quaternion.toArray(),
  2278. scl: bone.scale.toArray()
  2279. };
  2280. if ( animationNode === undefined ) {
  2281. return key;
  2282. }
  2283. try {
  2284. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2285. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2286. }
  2287. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2288. var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
  2289. var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
  2290. var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
  2291. var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
  2292. key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
  2293. }
  2294. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2295. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2296. }
  2297. } catch ( error ) {
  2298. // Curve is not fully plotted.
  2299. console.log( bone );
  2300. console.log( error );
  2301. }
  2302. return key;
  2303. function hasCurve( animationNode, attribute ) {
  2304. if ( animationNode === undefined ) {
  2305. return false;
  2306. }
  2307. var attributeNode = animationNode[ attribute ];
  2308. if ( ! attributeNode ) {
  2309. return false;
  2310. }
  2311. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2312. return attributeNode.curves[ key ] !== null;
  2313. } );
  2314. }
  2315. function hasKeyOnFrame( attributeNode, frame ) {
  2316. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2317. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2318. function isKeyExistOnFrame( curve, frame ) {
  2319. return curve.values[ frame ] !== undefined;
  2320. }
  2321. } );
  2322. }
  2323. }
  2324. } );
  2325. }
  2326. // UTILS
  2327. /**
  2328. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  2329. * @param {FBXVector3} property - Property to parse as Vector3.
  2330. * @returns {THREE.Vector3}
  2331. */
  2332. function parseVector3( property ) {
  2333. return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
  2334. }
  2335. /**
  2336. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  2337. * @param {FBXVector3} property - Property to parse as Color.
  2338. * @returns {THREE.Color}
  2339. */
  2340. function parseColor( property ) {
  2341. return new THREE.Color().fromArray( parseVector3( property ).toArray() );
  2342. }
  2343. }
  2344. } );
  2345. /**
  2346. * An instance of a Vertex with data for drawing vertices to the screen.
  2347. * @constructor
  2348. */
  2349. function Vertex() {
  2350. /**
  2351. * Position of the vertex.
  2352. * @type {THREE.Vector3}
  2353. */
  2354. this.position = new THREE.Vector3( );
  2355. /**
  2356. * Normal of the vertex
  2357. * @type {THREE.Vector3}
  2358. */
  2359. this.normal = new THREE.Vector3( );
  2360. /**
  2361. * UV coordinates of the vertex.
  2362. * @type {THREE.Vector2}
  2363. */
  2364. this.uv = new THREE.Vector2( );
  2365. /**
  2366. * Indices of the bones vertex is influenced by.
  2367. * @type {THREE.Vector4}
  2368. */
  2369. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2370. /**
  2371. * Weights that each bone influences the vertex.
  2372. * @type {THREE.Vector4}
  2373. */
  2374. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2375. }
  2376. Object.assign( Vertex.prototype, {
  2377. copy: function ( target ) {
  2378. var returnVar = target || new Vertex();
  2379. returnVar.position.copy( this.position );
  2380. returnVar.normal.copy( this.normal );
  2381. returnVar.uv.copy( this.uv );
  2382. returnVar.skinIndices.copy( this.skinIndices );
  2383. returnVar.skinWeights.copy( this.skinWeights );
  2384. return returnVar;
  2385. },
  2386. flattenToBuffers: function () {
  2387. var vertexBuffer = this.position.toArray();
  2388. var normalBuffer = this.normal.toArray();
  2389. var uvBuffer = this.uv.toArray();
  2390. var skinIndexBuffer = this.skinIndices.toArray();
  2391. var skinWeightBuffer = this.skinWeights.toArray();
  2392. return {
  2393. vertexBuffer: vertexBuffer,
  2394. normalBuffer: normalBuffer,
  2395. uvBuffer: uvBuffer,
  2396. skinIndexBuffer: skinIndexBuffer,
  2397. skinWeightBuffer: skinWeightBuffer,
  2398. };
  2399. }
  2400. } );
  2401. /**
  2402. * @constructor
  2403. */
  2404. function Triangle() {
  2405. /**
  2406. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2407. */
  2408. this.vertices = [ ];
  2409. }
  2410. Object.assign( Triangle.prototype, {
  2411. copy: function ( target ) {
  2412. var returnVar = target || new Triangle();
  2413. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2414. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2415. }
  2416. return returnVar;
  2417. },
  2418. flattenToBuffers: function () {
  2419. var vertexBuffer = [];
  2420. var normalBuffer = [];
  2421. var uvBuffer = [];
  2422. var skinIndexBuffer = [];
  2423. var skinWeightBuffer = [];
  2424. for ( var verticesIndex = 0, verticesLength = this.vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  2425. var vertex = this.vertices[ verticesIndex ];
  2426. var flatVertex = vertex.flattenToBuffers();
  2427. vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
  2428. normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
  2429. uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
  2430. skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
  2431. skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
  2432. }
  2433. return {
  2434. vertexBuffer: vertexBuffer,
  2435. normalBuffer: normalBuffer,
  2436. uvBuffer: uvBuffer,
  2437. skinIndexBuffer: skinIndexBuffer,
  2438. skinWeightBuffer: skinWeightBuffer,
  2439. };
  2440. }
  2441. } );
  2442. /**
  2443. * @constructor
  2444. */
  2445. function Face() {
  2446. /**
  2447. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2448. */
  2449. this.triangles = [ ];
  2450. this.materialIndex = 0;
  2451. }
  2452. Object.assign( Face.prototype, {
  2453. copy: function ( target ) {
  2454. var returnVar = target || new Face();
  2455. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2456. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2457. }
  2458. returnVar.materialIndex = this.materialIndex;
  2459. return returnVar;
  2460. },
  2461. genTrianglesFromVertices: function ( vertexArray ) {
  2462. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2463. var triangle = new Triangle();
  2464. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2465. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2466. triangle.vertices[ 2 ] = vertexArray[ i ];
  2467. this.triangles.push( triangle );
  2468. }
  2469. },
  2470. flattenToBuffers: function () {
  2471. var vertexBuffer = [];
  2472. var normalBuffer = [];
  2473. var uvBuffer = [];
  2474. var skinIndexBuffer = [];
  2475. var skinWeightBuffer = [];
  2476. var materialIndexBuffer = [];
  2477. var materialIndex = this.materialIndex;
  2478. for ( var triangleIndex = 0, triangleLength = this.triangles.length; triangleIndex < triangleLength; ++ triangleIndex ) {
  2479. var triangle = this.triangles[ triangleIndex ];
  2480. var flatTriangle = triangle.flattenToBuffers();
  2481. vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
  2482. normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
  2483. uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
  2484. skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
  2485. skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
  2486. materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
  2487. }
  2488. return {
  2489. vertexBuffer: vertexBuffer,
  2490. normalBuffer: normalBuffer,
  2491. uvBuffer: uvBuffer,
  2492. skinIndexBuffer: skinIndexBuffer,
  2493. skinWeightBuffer: skinWeightBuffer,
  2494. materialIndexBuffer: materialIndexBuffer
  2495. };
  2496. }
  2497. } );
  2498. /**
  2499. * @constructor
  2500. */
  2501. function Geometry() {
  2502. /**
  2503. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2504. */
  2505. this.faces = [ ];
  2506. /**
  2507. * @type {{}|THREE.Skeleton}
  2508. */
  2509. this.skeleton = null;
  2510. }
  2511. Object.assign( Geometry.prototype, {
  2512. /**
  2513. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2514. */
  2515. flattenToBuffers: function () {
  2516. var vertexBuffer = [];
  2517. var normalBuffer = [];
  2518. var uvBuffer = [];
  2519. var skinIndexBuffer = [];
  2520. var skinWeightBuffer = [];
  2521. var materialIndexBuffer = [];
  2522. for ( var faceIndex = 0, faceLength = this.faces.length; faceIndex < faceLength; ++ faceIndex ) {
  2523. var face = this.faces[ faceIndex ];
  2524. var flatFace = face.flattenToBuffers();
  2525. vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
  2526. normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
  2527. uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
  2528. skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
  2529. skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
  2530. materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
  2531. }
  2532. return {
  2533. vertexBuffer: vertexBuffer,
  2534. normalBuffer: normalBuffer,
  2535. uvBuffer: uvBuffer,
  2536. skinIndexBuffer: skinIndexBuffer,
  2537. skinWeightBuffer: skinWeightBuffer,
  2538. materialIndexBuffer: materialIndexBuffer
  2539. };
  2540. }
  2541. } );
  2542. function TextParser() {}
  2543. Object.assign( TextParser.prototype, {
  2544. getPrevNode: function () {
  2545. return this.nodeStack[ this.currentIndent - 2 ];
  2546. },
  2547. getCurrentNode: function () {
  2548. return this.nodeStack[ this.currentIndent - 1 ];
  2549. },
  2550. getCurrentProp: function () {
  2551. return this.currentProp;
  2552. },
  2553. pushStack: function ( node ) {
  2554. this.nodeStack.push( node );
  2555. this.currentIndent += 1;
  2556. },
  2557. popStack: function () {
  2558. this.nodeStack.pop();
  2559. this.currentIndent -= 1;
  2560. },
  2561. setCurrentProp: function ( val, name ) {
  2562. this.currentProp = val;
  2563. this.currentPropName = name;
  2564. },
  2565. // ----------parse ---------------------------------------------------
  2566. parse: function ( text ) {
  2567. this.currentIndent = 0;
  2568. this.allNodes = new FBXTree();
  2569. this.nodeStack = [];
  2570. this.currentProp = [];
  2571. this.currentPropName = '';
  2572. var split = text.split( "\n" );
  2573. for ( var line in split ) {
  2574. var l = split[ line ];
  2575. // short cut
  2576. if ( l.match( /^[\s\t]*;/ ) ) {
  2577. continue;
  2578. } // skip comment line
  2579. if ( l.match( /^[\s\t]*$/ ) ) {
  2580. continue;
  2581. } // skip empty line
  2582. // beginning of node
  2583. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2584. var match = l.match( beginningOfNodeExp );
  2585. if ( match ) {
  2586. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2587. var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  2588. return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  2589. } );
  2590. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2591. continue;
  2592. }
  2593. // node's property
  2594. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2595. var match = l.match( propExp );
  2596. if ( match ) {
  2597. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2598. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2599. this.parseNodeProperty( l, propName, propValue );
  2600. continue;
  2601. }
  2602. // end of node
  2603. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2604. if ( l.match( endOfNodeExp ) ) {
  2605. this.nodeEnd();
  2606. continue;
  2607. }
  2608. // for special case,
  2609. //
  2610. // Vertices: *8670 {
  2611. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2612. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2613. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2614. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2615. //
  2616. // these case the lines must contiue with previous line
  2617. if ( l.match( /^[^\s\t}]/ ) ) {
  2618. this.parseNodePropertyContinued( l );
  2619. }
  2620. }
  2621. return this.allNodes;
  2622. },
  2623. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2624. // var nodeName = match[1];
  2625. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2626. var attrs = this.parseNodeAttr( nodeAttrs );
  2627. var currentNode = this.getCurrentNode();
  2628. // a top node
  2629. if ( this.currentIndent === 0 ) {
  2630. this.allNodes.add( nodeName, node );
  2631. } else {
  2632. // a subnode
  2633. // already exists subnode, then append it
  2634. if ( nodeName in currentNode.subNodes ) {
  2635. var tmp = currentNode.subNodes[ nodeName ];
  2636. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2637. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2638. if ( attrs.id === '' ) {
  2639. currentNode.subNodes[ nodeName ] = [];
  2640. currentNode.subNodes[ nodeName ].push( tmp );
  2641. } else {
  2642. currentNode.subNodes[ nodeName ] = {};
  2643. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2644. }
  2645. }
  2646. if ( attrs.id === '' ) {
  2647. currentNode.subNodes[ nodeName ].push( node );
  2648. } else {
  2649. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2650. }
  2651. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2652. currentNode.subNodes[ nodeName ] = {};
  2653. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2654. } else {
  2655. currentNode.subNodes[ nodeName ] = node;
  2656. }
  2657. }
  2658. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2659. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2660. if ( nodeAttrs ) {
  2661. node.id = attrs.id;
  2662. node.attrName = attrs.name;
  2663. node.attrType = attrs.type;
  2664. }
  2665. this.pushStack( node );
  2666. },
  2667. parseNodeAttr: function ( attrs ) {
  2668. var id = attrs[ 0 ];
  2669. if ( attrs[ 0 ] !== "" ) {
  2670. id = parseInt( attrs[ 0 ] );
  2671. if ( isNaN( id ) ) {
  2672. // PolygonVertexIndex: *16380 {
  2673. id = attrs[ 0 ];
  2674. }
  2675. }
  2676. var name;
  2677. var type;
  2678. if ( attrs.length > 1 ) {
  2679. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2680. type = attrs[ 2 ];
  2681. }
  2682. return { id: id, name: name || '', type: type || '' };
  2683. },
  2684. parseNodeProperty: function ( line, propName, propValue ) {
  2685. var currentNode = this.getCurrentNode();
  2686. var parentName = currentNode.name;
  2687. // special case parent node's is like "Properties70"
  2688. // these chilren nodes must treat with careful
  2689. if ( parentName !== undefined ) {
  2690. var propMatch = parentName.match( /Properties(\d)+/ );
  2691. if ( propMatch ) {
  2692. this.parseNodeSpecialProperty( line, propName, propValue );
  2693. return;
  2694. }
  2695. }
  2696. // special case Connections
  2697. if ( propName == 'C' ) {
  2698. var connProps = propValue.split( ',' ).slice( 1 );
  2699. var from = parseInt( connProps[ 0 ] );
  2700. var to = parseInt( connProps[ 1 ] );
  2701. var rest = propValue.split( ',' ).slice( 3 );
  2702. propName = 'connections';
  2703. propValue = [ from, to ];
  2704. propValue = propValue.concat( rest );
  2705. if ( currentNode.properties[ propName ] === undefined ) {
  2706. currentNode.properties[ propName ] = [];
  2707. }
  2708. }
  2709. // special case Connections
  2710. if ( propName == 'Node' ) {
  2711. var id = parseInt( propValue );
  2712. currentNode.properties.id = id;
  2713. currentNode.id = id;
  2714. }
  2715. // already exists in properties, then append this
  2716. if ( propName in currentNode.properties ) {
  2717. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2718. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2719. currentNode.properties[ propName ].push( propValue );
  2720. } else {
  2721. currentNode.properties[ propName ] += propValue;
  2722. }
  2723. } else {
  2724. // console.log( propName + ": " + propValue );
  2725. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2726. currentNode.properties[ propName ].push( propValue );
  2727. } else {
  2728. currentNode.properties[ propName ] = propValue;
  2729. }
  2730. }
  2731. this.setCurrentProp( currentNode.properties, propName );
  2732. },
  2733. // TODO:
  2734. parseNodePropertyContinued: function ( line ) {
  2735. this.currentProp[ this.currentPropName ] += line;
  2736. },
  2737. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2738. // split this
  2739. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2740. // into array like below
  2741. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2742. var props = propValue.split( '",' ).map( function ( element ) {
  2743. return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2744. } );
  2745. var innerPropName = props[ 0 ];
  2746. var innerPropType1 = props[ 1 ];
  2747. var innerPropType2 = props[ 2 ];
  2748. var innerPropFlag = props[ 3 ];
  2749. var innerPropValue = props[ 4 ];
  2750. /*
  2751. if ( innerPropValue === undefined ) {
  2752. innerPropValue = props[3];
  2753. }
  2754. */
  2755. // cast value in its type
  2756. switch ( innerPropType1 ) {
  2757. case "int":
  2758. innerPropValue = parseInt( innerPropValue );
  2759. break;
  2760. case "double":
  2761. innerPropValue = parseFloat( innerPropValue );
  2762. break;
  2763. case "ColorRGB":
  2764. case "Vector3D":
  2765. var tmp = innerPropValue.split( ',' );
  2766. innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  2767. break;
  2768. }
  2769. // CAUTION: these props must append to parent's parent
  2770. this.getPrevNode().properties[ innerPropName ] = {
  2771. 'type': innerPropType1,
  2772. 'type2': innerPropType2,
  2773. 'flag': innerPropFlag,
  2774. 'value': innerPropValue
  2775. };
  2776. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2777. },
  2778. nodeEnd: function () {
  2779. this.popStack();
  2780. },
  2781. /* ---------------------------------------------------------------- */
  2782. /* util */
  2783. isFlattenNode: function ( node ) {
  2784. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2785. }
  2786. } );
  2787. function FBXTree() {}
  2788. Object.assign( FBXTree.prototype, {
  2789. add: function ( key, val ) {
  2790. this[ key ] = val;
  2791. },
  2792. searchConnectionParent: function ( id ) {
  2793. if ( this.__cache_search_connection_parent === undefined ) {
  2794. this.__cache_search_connection_parent = [];
  2795. }
  2796. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  2797. return this.__cache_search_connection_parent[ id ];
  2798. } else {
  2799. this.__cache_search_connection_parent[ id ] = [];
  2800. }
  2801. var conns = this.Connections.properties.connections;
  2802. var results = [];
  2803. for ( var i = 0; i < conns.length; ++ i ) {
  2804. if ( conns[ i ][ 0 ] == id ) {
  2805. // 0 means scene root
  2806. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  2807. results.push( res );
  2808. }
  2809. }
  2810. if ( results.length > 0 ) {
  2811. this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  2812. return results;
  2813. } else {
  2814. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  2815. return [ - 1 ];
  2816. }
  2817. },
  2818. searchConnectionChildren: function ( id ) {
  2819. if ( this.__cache_search_connection_children === undefined ) {
  2820. this.__cache_search_connection_children = [];
  2821. }
  2822. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  2823. return this.__cache_search_connection_children[ id ];
  2824. } else {
  2825. this.__cache_search_connection_children[ id ] = [];
  2826. }
  2827. var conns = this.Connections.properties.connections;
  2828. var res = [];
  2829. for ( var i = 0; i < conns.length; ++ i ) {
  2830. if ( conns[ i ][ 1 ] == id ) {
  2831. // 0 means scene root
  2832. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  2833. // there may more than one kid, then search to the end
  2834. }
  2835. }
  2836. if ( res.length > 0 ) {
  2837. this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  2838. return res;
  2839. } else {
  2840. this.__cache_search_connection_children[ id ] = [ ];
  2841. return [ ];
  2842. }
  2843. },
  2844. searchConnectionType: function ( id, to ) {
  2845. var key = id + ',' + to; // TODO: to hash
  2846. if ( this.__cache_search_connection_type === undefined ) {
  2847. this.__cache_search_connection_type = {};
  2848. }
  2849. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  2850. return this.__cache_search_connection_type[ key ];
  2851. } else {
  2852. this.__cache_search_connection_type[ key ] = '';
  2853. }
  2854. var conns = this.Connections.properties.connections;
  2855. for ( var i = 0; i < conns.length; ++ i ) {
  2856. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  2857. // 0 means scene root
  2858. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  2859. return conns[ i ][ 2 ];
  2860. }
  2861. }
  2862. this.__cache_search_connection_type[ id ] = null;
  2863. return null;
  2864. }
  2865. } );
  2866. /**
  2867. * @returns {boolean}
  2868. */
  2869. function isFbxFormatASCII( text ) {
  2870. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2871. var cursor = 0;
  2872. var read = function ( offset ) {
  2873. var result = text[ offset - 1 ];
  2874. text = text.slice( cursor + offset );
  2875. cursor ++;
  2876. return result;
  2877. };
  2878. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2879. var num = read( 1 );
  2880. if ( num == CORRECT[ i ] ) {
  2881. return false;
  2882. }
  2883. }
  2884. return true;
  2885. }
  2886. /**
  2887. * @returns {number}
  2888. */
  2889. function getFbxVersion( text ) {
  2890. var versionRegExp = /FBXVersion: (\d+)/;
  2891. var match = text.match( versionRegExp );
  2892. if ( match ) {
  2893. var version = parseInt( match[ 1 ] );
  2894. return version;
  2895. }
  2896. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  2897. }
  2898. /**
  2899. * Converts FBX ticks into real time seconds.
  2900. * @param {number} time - FBX tick timestamp to convert.
  2901. * @returns {number} - FBX tick in real world time.
  2902. */
  2903. function ConvertFBXTimeToSeconds( time ) {
  2904. // Constant is FBX ticks per second.
  2905. return time / 46186158000;
  2906. }
  2907. /**
  2908. * Parses comma separated list of float numbers and returns them in an array.
  2909. * @example
  2910. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  2911. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  2912. * @returns {number[]}
  2913. */
  2914. function parseFloatArray( floatString ) {
  2915. return floatString.split( ',' ).map( function ( stringValue ) {
  2916. return parseFloat( stringValue );
  2917. } );
  2918. }
  2919. /**
  2920. * Parses comma separated list of int numbers and returns them in an array.
  2921. * @example
  2922. * // Returns [ 5, 8, 2, 3 ]
  2923. * parseFloatArray( "5,8,2,3" )
  2924. * @returns {number[]}
  2925. */
  2926. function parseIntArray( intString ) {
  2927. return intString.split( ',' ).map( function ( stringValue ) {
  2928. return parseInt( stringValue );
  2929. } );
  2930. }
  2931. function parseMatrixArray( floatString ) {
  2932. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  2933. }
  2934. /**
  2935. * Converts number from degrees into radians.
  2936. * @param {number} value
  2937. * @returns {number}
  2938. */
  2939. function degreeToRadian( value ) {
  2940. return value * Math.PI / 180;
  2941. }
  2942. } )();