FBXLoader.js 115 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. */
  22. ( function () {
  23. /**
  24. * Generates a loader for loading FBX files from URL and parsing into
  25. * a THREE.Group.
  26. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  27. */
  28. THREE.FBXLoader = function ( manager ) {
  29. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  30. };
  31. Object.assign( THREE.FBXLoader.prototype, {
  32. /**
  33. * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
  34. * THREE.Group will have an animations property of AnimationClips
  35. * of the different animations exported with the FBX.
  36. * @param {string} url - URL of the FBX file.
  37. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  38. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  39. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  40. */
  41. load: function ( url, onLoad, onProgress, onError ) {
  42. var self = this;
  43. var resourceDirectory = url.split( /[\\\/]/ );
  44. resourceDirectory.pop();
  45. resourceDirectory = resourceDirectory.join( '/' ) + '/';
  46. var loader = new THREE.FileLoader( this.manager );
  47. loader.setResponseType( 'arraybuffer' );
  48. loader.load( url, function ( buffer ) {
  49. try {
  50. var scene = self.parse( buffer, resourceDirectory );
  51. onLoad( scene );
  52. } catch ( error ) {
  53. window.setTimeout( function () {
  54. if ( onError ) onError( error );
  55. self.manager.itemError( url );
  56. }, 0 );
  57. }
  58. }, onProgress, onError );
  59. },
  60. /**
  61. * Parses an ASCII/Binary FBX file and returns a THREE.Group.
  62. * THREE.Group will have an animations property of AnimationClips
  63. * of the different animations within the FBX file.
  64. * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
  65. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  66. * @returns {THREE.Group}
  67. */
  68. parse: function ( FBXBuffer, resourceDirectory ) {
  69. var FBXTree;
  70. if ( isFbxFormatBinary( FBXBuffer ) ) {
  71. FBXTree = new BinaryParser().parse( FBXBuffer );
  72. } else {
  73. var FBXText = convertArrayBufferToString( FBXBuffer );
  74. if ( ! isFbxFormatASCII( FBXText ) ) {
  75. self.manager.itemError( url );
  76. throw new Error( 'FBXLoader: Unknown format.' );
  77. }
  78. if ( getFbxVersion( FBXText ) < 7000 ) {
  79. self.manager.itemError( url );
  80. throw new Error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( FBXText ) );
  81. }
  82. FBXTree = new TextParser().parse( FBXText );
  83. }
  84. // console.log( FBXTree );
  85. var connections = parseConnections( FBXTree );
  86. var images = parseImages( FBXTree );
  87. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  88. var materials = parseMaterials( FBXTree, textures, connections );
  89. var deformers = parseDeformers( FBXTree, connections );
  90. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  91. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  92. return sceneGraph;
  93. }
  94. } );
  95. /**
  96. * Parses map of relationships between objects.
  97. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  98. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  99. */
  100. function parseConnections( FBXTree ) {
  101. /**
  102. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  103. */
  104. var connectionMap = new Map();
  105. if ( 'Connections' in FBXTree ) {
  106. /**
  107. * @type {[number, number, string][]}
  108. */
  109. var connectionArray = FBXTree.Connections.properties.connections;
  110. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  111. var connection = connectionArray[ connectionArrayIndex ];
  112. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  113. connectionMap.set( connection[ 0 ], {
  114. parents: [],
  115. children: []
  116. } );
  117. }
  118. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  119. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  120. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  121. connectionMap.set( connection[ 1 ], {
  122. parents: [],
  123. children: []
  124. } );
  125. }
  126. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  127. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  128. }
  129. }
  130. return connectionMap;
  131. }
  132. /**
  133. * Parses map of images referenced in FBXTree.
  134. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  135. * @returns {Map<number, string(image blob URL)>}
  136. */
  137. function parseImages( FBXTree ) {
  138. /**
  139. * @type {Map<number, string(image blob URL)>}
  140. */
  141. var imageMap = new Map();
  142. if ( 'Video' in FBXTree.Objects.subNodes ) {
  143. var videoNodes = FBXTree.Objects.subNodes.Video;
  144. for ( var nodeID in videoNodes ) {
  145. var videoNode = videoNodes[ nodeID ];
  146. // raw image data is in videoNode.properties.Content
  147. if ( 'Content' in videoNode.properties ) {
  148. var image = parseImage( videoNodes[ nodeID ] );
  149. imageMap.set( parseInt( nodeID ), image );
  150. }
  151. }
  152. }
  153. return imageMap;
  154. }
  155. /**
  156. * @param {videoNode} videoNode - Node to get texture image information from.
  157. * @returns {string} - image blob URL
  158. */
  159. function parseImage( videoNode ) {
  160. var buffer = videoNode.properties.Content;
  161. var array = new Uint8Array( buffer );
  162. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  163. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  164. var type;
  165. switch ( extension ) {
  166. case 'bmp':
  167. type = 'image/bmp';
  168. break;
  169. case 'jpg':
  170. type = 'image/jpeg';
  171. break;
  172. case 'png':
  173. type = 'image/png';
  174. break;
  175. case 'tif':
  176. type = 'image/tiff';
  177. break;
  178. default:
  179. console.warn( 'FBXLoader: No support image type ' + extension );
  180. return;
  181. }
  182. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  183. }
  184. /**
  185. * Parses map of textures referenced in FBXTree.
  186. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  187. * @param {THREE.TextureLoader} loader
  188. * @param {Map<number, string(image blob URL)>} imageMap
  189. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  190. * @returns {Map<number, THREE.Texture>}
  191. */
  192. function parseTextures( FBXTree, loader, imageMap, connections ) {
  193. /**
  194. * @type {Map<number, THREE.Texture>}
  195. */
  196. var textureMap = new Map();
  197. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  198. var textureNodes = FBXTree.Objects.subNodes.Texture;
  199. for ( var nodeID in textureNodes ) {
  200. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  201. textureMap.set( parseInt( nodeID ), texture );
  202. }
  203. }
  204. return textureMap;
  205. }
  206. /**
  207. * @param {textureNode} textureNode - Node to get texture information from.
  208. * @param {THREE.TextureLoader} loader
  209. * @param {Map<number, string(image blob URL)>} imageMap
  210. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  211. * @returns {THREE.Texture}
  212. */
  213. function parseTexture( textureNode, loader, imageMap, connections ) {
  214. var FBX_ID = textureNode.id;
  215. var name = textureNode.name;
  216. var fileName;
  217. var filePath = textureNode.properties.FileName;
  218. var relativeFilePath = textureNode.properties.RelativeFilename;
  219. var children = connections.get( FBX_ID ).children;
  220. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  221. fileName = imageMap.get( children[ 0 ].ID );
  222. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
  223. relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  224. // use textureNode.properties.RelativeFilename
  225. // if it exists and it doesn't seem an absolute path
  226. fileName = relativeFilePath;
  227. } else {
  228. var split = filePath.split( /[\\\/]/ );
  229. if ( split.length > 0 ) {
  230. fileName = split[ split.length - 1 ];
  231. } else {
  232. fileName = filePath;
  233. }
  234. }
  235. var currentPath = loader.path;
  236. if ( fileName.indexOf( 'blob:' ) === 0 ) {
  237. loader.setPath( undefined );
  238. }
  239. /**
  240. * @type {THREE.Texture}
  241. */
  242. var texture = loader.load( fileName );
  243. texture.name = name;
  244. texture.FBX_ID = FBX_ID;
  245. var wrapModeU = textureNode.properties.WrapModeU;
  246. var wrapModeV = textureNode.properties.WrapModeV;
  247. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  248. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  249. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  250. // 0: repeat(default), 1: clamp
  251. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  252. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  253. loader.setPath( currentPath );
  254. return texture;
  255. }
  256. /**
  257. * Parses map of Material information.
  258. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  259. * @param {Map<number, THREE.Texture>} textureMap
  260. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  261. * @returns {Map<number, THREE.Material>}
  262. */
  263. function parseMaterials( FBXTree, textureMap, connections ) {
  264. var materialMap = new Map();
  265. if ( 'Material' in FBXTree.Objects.subNodes ) {
  266. var materialNodes = FBXTree.Objects.subNodes.Material;
  267. for ( var nodeID in materialNodes ) {
  268. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  269. materialMap.set( parseInt( nodeID ), material );
  270. }
  271. }
  272. return materialMap;
  273. }
  274. /**
  275. * Takes information from Material node and returns a generated THREE.Material
  276. * @param {FBXMaterialNode} materialNode
  277. * @param {Map<number, THREE.Texture>} textureMap
  278. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  279. * @returns {THREE.Material}
  280. */
  281. function parseMaterial( materialNode, textureMap, connections ) {
  282. var FBX_ID = materialNode.id;
  283. var name = materialNode.attrName;
  284. var type = materialNode.properties.ShadingModel;
  285. //Case where FBXs wrap shading model in property object.
  286. if ( typeof type === 'object' ) {
  287. type = type.value;
  288. }
  289. var children = connections.get( FBX_ID ).children;
  290. var parameters = parseParameters( materialNode.properties, textureMap, children );
  291. var material;
  292. switch ( type.toLowerCase() ) {
  293. case 'phong':
  294. material = new THREE.MeshPhongMaterial();
  295. break;
  296. case 'lambert':
  297. material = new THREE.MeshLambertMaterial();
  298. break;
  299. default:
  300. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  301. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  302. break;
  303. }
  304. material.setValues( parameters );
  305. material.name = name;
  306. return material;
  307. }
  308. /**
  309. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  310. */
  311. /**
  312. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  313. */
  314. /**
  315. * @param {FBXMaterialProperties} properties
  316. * @param {Map<number, THREE.Texture>} textureMap
  317. * @param {{ID: number, relationship: string}[]} childrenRelationships
  318. * @returns {THREEMaterialParameterPack}
  319. */
  320. function parseParameters( properties, textureMap, childrenRelationships ) {
  321. var parameters = {};
  322. if ( properties.Diffuse ) {
  323. parameters.color = parseColor( properties.Diffuse );
  324. }
  325. if ( properties.Specular ) {
  326. parameters.specular = parseColor( properties.Specular );
  327. }
  328. if ( properties.Shininess ) {
  329. parameters.shininess = properties.Shininess.value;
  330. }
  331. if ( properties.Emissive ) {
  332. parameters.emissive = parseColor( properties.Emissive );
  333. }
  334. if ( properties.EmissiveFactor ) {
  335. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  336. }
  337. if ( properties.Opacity ) {
  338. parameters.opacity = properties.Opacity.value;
  339. }
  340. if ( parameters.opacity < 1.0 ) {
  341. parameters.transparent = true;
  342. }
  343. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  344. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  345. var type = relationship.relationship;
  346. switch ( type ) {
  347. case "DiffuseColor":
  348. case " \"DiffuseColor":
  349. parameters.map = textureMap.get( relationship.ID );
  350. break;
  351. case "Bump":
  352. case " \"Bump":
  353. parameters.bumpMap = textureMap.get( relationship.ID );
  354. break;
  355. case "NormalMap":
  356. case " \"NormalMap":
  357. parameters.normalMap = textureMap.get( relationship.ID );
  358. break;
  359. case " \"AmbientColor":
  360. case " \"EmissiveColor":
  361. case "AmbientColor":
  362. case "EmissiveColor":
  363. default:
  364. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  365. break;
  366. }
  367. }
  368. return parameters;
  369. }
  370. /**
  371. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  372. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  373. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  374. * @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}>}
  375. */
  376. function parseDeformers( FBXTree, connections ) {
  377. var deformers = {};
  378. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  379. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  380. for ( var nodeID in DeformerNodes ) {
  381. var deformerNode = DeformerNodes[ nodeID ];
  382. if ( deformerNode.attrType === 'Skin' ) {
  383. var conns = connections.get( parseInt( nodeID ) );
  384. var skeleton = parseSkeleton( conns, DeformerNodes );
  385. skeleton.FBX_ID = parseInt( nodeID );
  386. deformers[ nodeID ] = skeleton;
  387. }
  388. }
  389. }
  390. return deformers;
  391. }
  392. /**
  393. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  394. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  395. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  396. * @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}}
  397. */
  398. function parseSkeleton( connections, DeformerNodes ) {
  399. var subDeformers = {};
  400. var children = connections.children;
  401. for ( var i = 0, l = children.length; i < l; ++ i ) {
  402. var child = children[ i ];
  403. var subDeformerNode = DeformerNodes[ child.ID ];
  404. var subDeformer = {
  405. FBX_ID: child.ID,
  406. index: i,
  407. indices: [],
  408. weights: [],
  409. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  410. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  411. linkMode: subDeformerNode.properties.Mode
  412. };
  413. if ( 'Indexes' in subDeformerNode.subNodes ) {
  414. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  415. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  416. }
  417. subDeformers[ child.ID ] = subDeformer;
  418. }
  419. return {
  420. map: subDeformers,
  421. bones: []
  422. };
  423. }
  424. /**
  425. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  426. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  427. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  428. * @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}>} deformers
  429. * @returns {Map<number, THREE.BufferGeometry>}
  430. */
  431. function parseGeometries( FBXTree, connections, deformers ) {
  432. var geometryMap = new Map();
  433. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  434. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  435. for ( var nodeID in geometryNodes ) {
  436. var relationships = connections.get( parseInt( nodeID ) );
  437. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  438. geometryMap.set( parseInt( nodeID ), geo );
  439. }
  440. }
  441. return geometryMap;
  442. }
  443. /**
  444. * Generates BufferGeometry from FBXGeometryNode.
  445. * @param {FBXGeometryNode} geometryNode
  446. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  447. * @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}[]}>} deformers
  448. * @returns {THREE.BufferGeometry}
  449. */
  450. function parseGeometry( geometryNode, relationships, deformers ) {
  451. switch ( geometryNode.attrType ) {
  452. case 'Mesh':
  453. return parseMeshGeometry( geometryNode, relationships, deformers );
  454. break;
  455. case 'NurbsCurve':
  456. return parseNurbsGeometry( geometryNode );
  457. break;
  458. }
  459. }
  460. /**
  461. * Specialty function for parsing Mesh based Geometry Nodes.
  462. * @param {FBXGeometryNode} geometryNode
  463. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  464. * @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}[]}>} deformers - Map object of deformers and subDeformers by ID.
  465. * @returns {THREE.BufferGeometry}
  466. */
  467. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  468. for ( var i = 0; i < relationships.children.length; ++ i ) {
  469. var deformer = deformers[ relationships.children[ i ].ID ];
  470. if ( deformer !== undefined ) break;
  471. }
  472. return genGeometry( geometryNode, deformer );
  473. }
  474. /**
  475. * @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.
  476. * @returns {THREE.BufferGeometry}
  477. */
  478. function genGeometry( geometryNode, deformer ) {
  479. var geometry = new Geometry();
  480. var subNodes = geometryNode.subNodes;
  481. // First, each index is going to be its own vertex.
  482. var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
  483. var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
  484. if ( subNodes.LayerElementNormal ) {
  485. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  486. }
  487. if ( subNodes.LayerElementUV ) {
  488. var uvInfo = getUVs( subNodes.LayerElementUV[ 0 ] );
  489. }
  490. if ( subNodes.LayerElementColor ) {
  491. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  492. }
  493. if ( subNodes.LayerElementMaterial ) {
  494. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  495. }
  496. var faceVertexBuffer = [];
  497. var polygonIndex = 0;
  498. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  499. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  500. var endOfFace = false;
  501. if ( vertexIndex < 0 ) {
  502. vertexIndex = vertexIndex ^ - 1;
  503. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  504. endOfFace = true;
  505. }
  506. var vertex = new Vertex();
  507. var weightIndices = [];
  508. var weights = [];
  509. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  510. if ( deformer ) {
  511. var subDeformers = deformer.map;
  512. for ( var key in subDeformers ) {
  513. var subDeformer = subDeformers[ key ];
  514. var indices = subDeformer.indices;
  515. for ( var j = 0; j < indices.length; j ++ ) {
  516. var index = indices[ j ];
  517. if ( index === vertexIndex ) {
  518. weights.push( subDeformer.weights[ j ] );
  519. weightIndices.push( subDeformer.index );
  520. break;
  521. }
  522. }
  523. }
  524. if ( weights.length > 4 ) {
  525. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  526. var WIndex = [ 0, 0, 0, 0 ];
  527. var Weight = [ 0, 0, 0, 0 ];
  528. weights.forEach( function ( weight, weightIndex ) {
  529. var currentWeight = weight;
  530. var currentIndex = weightIndices[ weightIndex ];
  531. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  532. if ( currentWeight > comparedWeight ) {
  533. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  534. currentWeight = comparedWeight;
  535. var tmp = WIndex[ comparedWeightIndex ];
  536. WIndex[ comparedWeightIndex ] = currentIndex;
  537. currentIndex = tmp;
  538. }
  539. } );
  540. } );
  541. weightIndices = WIndex;
  542. weights = Weight;
  543. }
  544. for ( var i = weights.length; i < 4; ++ i ) {
  545. weights[ i ] = 0;
  546. weightIndices[ i ] = 0;
  547. }
  548. vertex.skinWeights.fromArray( weights );
  549. vertex.skinIndices.fromArray( weightIndices );
  550. }
  551. if ( normalInfo ) {
  552. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  553. }
  554. if ( uvInfo ) {
  555. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  556. }
  557. if ( colorInfo ) {
  558. vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
  559. }
  560. faceVertexBuffer.push( vertex );
  561. if ( endOfFace ) {
  562. var face = new Face();
  563. face.genTrianglesFromVertices( faceVertexBuffer );
  564. if ( materialInfo !== undefined ) {
  565. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  566. face.materialIndex = materials[ 0 ];
  567. } else {
  568. // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
  569. // Set 0 in such a case.
  570. face.materialIndex = 0;
  571. }
  572. geometry.faces.push( face );
  573. faceVertexBuffer = [];
  574. polygonIndex ++;
  575. endOfFace = false;
  576. }
  577. }
  578. /**
  579. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  580. */
  581. var bufferInfo = geometry.flattenToBuffers();
  582. var geo = new THREE.BufferGeometry();
  583. geo.name = geometryNode.name;
  584. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
  585. if ( bufferInfo.normalBuffer.length > 0 ) {
  586. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
  587. }
  588. if ( bufferInfo.uvBuffer.length > 0 ) {
  589. geo.addAttribute( 'uv', new THREE.Float32BufferAttribute( bufferInfo.uvBuffer, 2 ) );
  590. }
  591. if ( subNodes.LayerElementColor ) {
  592. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
  593. }
  594. if ( deformer ) {
  595. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  596. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  597. geo.FBX_Deformer = deformer;
  598. }
  599. // Convert the material indices of each vertex into rendering groups on the geometry.
  600. var materialIndexBuffer = bufferInfo.materialIndexBuffer;
  601. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  602. var startIndex = 0;
  603. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  604. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  605. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  606. prevMaterialIndex = materialIndexBuffer[ i ];
  607. startIndex = i;
  608. }
  609. }
  610. return geo;
  611. }
  612. /**
  613. * Parses normal information for geometry.
  614. * @param {FBXGeometryNode} geometryNode
  615. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  616. */
  617. function getNormals( NormalNode ) {
  618. var mappingType = NormalNode.properties.MappingInformationType;
  619. var referenceType = NormalNode.properties.ReferenceInformationType;
  620. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  621. var indexBuffer = [];
  622. if ( referenceType === 'IndexToDirect' ) {
  623. if ( 'NormalIndex' in NormalNode.subNodes ) {
  624. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  625. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  626. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  627. }
  628. }
  629. return {
  630. dataSize: 3,
  631. buffer: buffer,
  632. indices: indexBuffer,
  633. mappingType: mappingType,
  634. referenceType: referenceType
  635. };
  636. }
  637. /**
  638. * Parses UV information for geometry.
  639. * @param {FBXGeometryNode} geometryNode
  640. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  641. */
  642. function getUVs( UVNode ) {
  643. var mappingType = UVNode.properties.MappingInformationType;
  644. var referenceType = UVNode.properties.ReferenceInformationType;
  645. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  646. var indexBuffer = [];
  647. if ( referenceType === 'IndexToDirect' ) {
  648. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  649. }
  650. return {
  651. dataSize: 2,
  652. buffer: buffer,
  653. indices: indexBuffer,
  654. mappingType: mappingType,
  655. referenceType: referenceType
  656. };
  657. }
  658. /**
  659. * Parses Vertex Color information for geometry.
  660. * @param {FBXGeometryNode} geometryNode
  661. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  662. */
  663. function getColors( ColorNode ) {
  664. var mappingType = ColorNode.properties.MappingInformationType;
  665. var referenceType = ColorNode.properties.ReferenceInformationType;
  666. var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
  667. var indexBuffer = [];
  668. if ( referenceType === 'IndexToDirect' ) {
  669. indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
  670. }
  671. return {
  672. dataSize: 4,
  673. buffer: buffer,
  674. indices: indexBuffer,
  675. mappingType: mappingType,
  676. referenceType: referenceType
  677. };
  678. }
  679. /**
  680. * Parses material application information for geometry.
  681. * @param {FBXGeometryNode}
  682. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  683. */
  684. function getMaterials( MaterialNode ) {
  685. var mappingType = MaterialNode.properties.MappingInformationType;
  686. var referenceType = MaterialNode.properties.ReferenceInformationType;
  687. if ( mappingType === 'NoMappingInformation' ) {
  688. return {
  689. dataSize: 1,
  690. buffer: [ 0 ],
  691. indices: [ 0 ],
  692. mappingType: 'AllSame',
  693. referenceType: referenceType
  694. };
  695. }
  696. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  697. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  698. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  699. // for conforming with the other functions we've written for other data.
  700. var materialIndices = [];
  701. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  702. materialIndices.push( materialIndexBufferIndex );
  703. }
  704. return {
  705. dataSize: 1,
  706. buffer: materialIndexBuffer,
  707. indices: materialIndices,
  708. mappingType: mappingType,
  709. referenceType: referenceType
  710. };
  711. }
  712. /**
  713. * Function uses the infoObject and given indices to return value array of object.
  714. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  715. * @param {number} polygonIndex - Index of polygon in geometry.
  716. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  717. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  718. * @returns {number[]}
  719. */
  720. var dataArray = [];
  721. var GetData = {
  722. ByPolygonVertex: {
  723. /**
  724. * Function uses the infoObject and given indices to return value array of object.
  725. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  726. * @param {number} polygonIndex - Index of polygon in geometry.
  727. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  728. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  729. * @returns {number[]}
  730. */
  731. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  732. var from = ( polygonVertexIndex * infoObject.dataSize );
  733. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  734. // return infoObject.buffer.slice( from, to );
  735. return slice( dataArray, infoObject.buffer, from, to );
  736. },
  737. /**
  738. * Function uses the infoObject and given indices to return value array of object.
  739. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  740. * @param {number} polygonIndex - Index of polygon in geometry.
  741. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  742. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  743. * @returns {number[]}
  744. */
  745. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  746. var index = infoObject.indices[ polygonVertexIndex ];
  747. var from = ( index * infoObject.dataSize );
  748. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  749. // return infoObject.buffer.slice( from, to );
  750. return slice( dataArray, infoObject.buffer, from, to );
  751. }
  752. },
  753. ByPolygon: {
  754. /**
  755. * Function uses the infoObject and given indices to return value array of object.
  756. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  757. * @param {number} polygonIndex - Index of polygon in geometry.
  758. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  759. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  760. * @returns {number[]}
  761. */
  762. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  763. var from = polygonIndex * infoObject.dataSize;
  764. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  765. // return infoObject.buffer.slice( from, to );
  766. return slice( dataArray, infoObject.buffer, from, to );
  767. },
  768. /**
  769. * Function uses the infoObject and given indices to return value array of object.
  770. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  771. * @param {number} polygonIndex - Index of polygon in geometry.
  772. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  773. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  774. * @returns {number[]}
  775. */
  776. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  777. var index = infoObject.indices[ polygonIndex ];
  778. var from = index * infoObject.dataSize;
  779. var to = index * infoObject.dataSize + infoObject.dataSize;
  780. // return infoObject.buffer.slice( from, to );
  781. return slice( dataArray, infoObject.buffer, from, to );
  782. }
  783. },
  784. ByVertice: {
  785. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  786. var from = ( vertexIndex * infoObject.dataSize );
  787. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  788. // return infoObject.buffer.slice( from, to );
  789. return slice( dataArray, infoObject.buffer, from, to );
  790. }
  791. },
  792. AllSame: {
  793. /**
  794. * Function uses the infoObject and given indices to return value array of object.
  795. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  796. * @param {number} polygonIndex - Index of polygon in geometry.
  797. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  798. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  799. * @returns {number[]}
  800. */
  801. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  802. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  803. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  804. // return infoObject.buffer.slice( from, to );
  805. return slice( dataArray, infoObject.buffer, from, to );
  806. }
  807. }
  808. };
  809. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  810. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  811. }
  812. /**
  813. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  814. * @param {FBXGeometryNode} geometryNode
  815. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  816. * @returns {THREE.BufferGeometry}
  817. */
  818. function parseNurbsGeometry( geometryNode ) {
  819. if ( THREE.NURBSCurve === undefined ) {
  820. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  821. return new THREE.BufferGeometry();
  822. }
  823. var order = parseInt( geometryNode.properties.Order );
  824. if ( isNaN( order ) ) {
  825. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  826. return new THREE.BufferGeometry();
  827. }
  828. var degree = order - 1;
  829. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  830. var controlPoints = [];
  831. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  832. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  833. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  834. }
  835. var startKnot, endKnot;
  836. if ( geometryNode.properties.Form === 'Closed' ) {
  837. controlPoints.push( controlPoints[ 0 ] );
  838. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  839. startKnot = degree;
  840. endKnot = knots.length - 1 - startKnot;
  841. for ( var i = 0; i < degree; ++ i ) {
  842. controlPoints.push( controlPoints[ i ] );
  843. }
  844. }
  845. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  846. var vertices = curve.getPoints( controlPoints.length * 7 );
  847. var positions = new Float32Array( vertices.length * 3 );
  848. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  849. vertices[ i ].toArray( positions, i * 3 );
  850. }
  851. var geometry = new THREE.BufferGeometry();
  852. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  853. return geometry;
  854. }
  855. /**
  856. * Finally generates Scene graph and Scene graph Objects.
  857. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  858. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  859. * @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}>} deformers
  860. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  861. * @param {Map<number, THREE.Material>} materialMap
  862. * @returns {THREE.Group}
  863. */
  864. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  865. var sceneGraph = new THREE.Group();
  866. var ModelNode = FBXTree.Objects.subNodes.Model;
  867. /**
  868. * @type {Array.<THREE.Object3D>}
  869. */
  870. var modelArray = [];
  871. /**
  872. * @type {Map.<number, THREE.Object3D>}
  873. */
  874. var modelMap = new Map();
  875. for ( var nodeID in ModelNode ) {
  876. var id = parseInt( nodeID );
  877. var node = ModelNode[ nodeID ];
  878. var conns = connections.get( id );
  879. var model = null;
  880. for ( var i = 0; i < conns.parents.length; ++ i ) {
  881. for ( var FBX_ID in deformers ) {
  882. var deformer = deformers[ FBX_ID ];
  883. var subDeformers = deformer.map;
  884. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  885. if ( subDeformer ) {
  886. var model2 = model;
  887. model = new THREE.Bone();
  888. deformer.bones[ subDeformer.index ] = model;
  889. // seems like we need this not to make non-connected bone, maybe?
  890. // TODO: confirm
  891. if ( model2 !== null ) model.add( model2 );
  892. }
  893. }
  894. }
  895. if ( ! model ) {
  896. switch ( node.attrType ) {
  897. case "Mesh":
  898. /**
  899. * @type {?THREE.BufferGeometry}
  900. */
  901. var geometry = null;
  902. /**
  903. * @type {THREE.MultiMaterial|THREE.Material}
  904. */
  905. var material = null;
  906. /**
  907. * @type {Array.<THREE.Material>}
  908. */
  909. var materials = [];
  910. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  911. var child = conns.children[ childrenIndex ];
  912. if ( geometryMap.has( child.ID ) ) {
  913. geometry = geometryMap.get( child.ID );
  914. }
  915. if ( materialMap.has( child.ID ) ) {
  916. materials.push( materialMap.get( child.ID ) );
  917. }
  918. }
  919. if ( materials.length > 1 ) {
  920. material = materials;
  921. } else if ( materials.length > 0 ) {
  922. material = materials[ 0 ];
  923. } else {
  924. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  925. materials.push( material );
  926. }
  927. if ( 'color' in geometry.attributes ) {
  928. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) {
  929. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  930. }
  931. }
  932. if ( geometry.FBX_Deformer ) {
  933. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  934. materials[ materialsIndex ].skinning = true;
  935. }
  936. model = new THREE.SkinnedMesh( geometry, material );
  937. } else {
  938. model = new THREE.Mesh( geometry, material );
  939. }
  940. break;
  941. case "NurbsCurve":
  942. var geometry = null;
  943. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  944. var child = conns.children[ childrenIndex ];
  945. if ( geometryMap.has( child.ID ) ) {
  946. geometry = geometryMap.get( child.ID );
  947. }
  948. }
  949. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  950. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  951. model = new THREE.Line( geometry, material );
  952. break;
  953. default:
  954. model = new THREE.Object3D();
  955. break;
  956. }
  957. }
  958. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  959. model.FBX_ID = id;
  960. modelArray.push( model );
  961. modelMap.set( id, model );
  962. }
  963. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  964. var model = modelArray[ modelArrayIndex ];
  965. var node = ModelNode[ model.FBX_ID ];
  966. if ( 'Lcl_Translation' in node.properties ) {
  967. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  968. }
  969. if ( 'Lcl_Rotation' in node.properties ) {
  970. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
  971. rotation.push( 'ZYX' );
  972. model.rotation.fromArray( rotation );
  973. }
  974. if ( 'Lcl_Scaling' in node.properties ) {
  975. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  976. }
  977. if ( 'PreRotation' in node.properties ) {
  978. var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
  979. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  980. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  981. preRotations.multiply( currentRotation );
  982. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  983. }
  984. var conns = connections.get( model.FBX_ID );
  985. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  986. var pIndex = findIndex( modelArray, function ( mod ) {
  987. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  988. } );
  989. if ( pIndex > - 1 ) {
  990. modelArray[ pIndex ].add( model );
  991. break;
  992. }
  993. }
  994. if ( model.parent === null ) {
  995. sceneGraph.add( model );
  996. }
  997. }
  998. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  999. sceneGraph.updateMatrixWorld( true );
  1000. // Put skeleton into bind pose.
  1001. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1002. for ( var nodeID in BindPoseNode ) {
  1003. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1004. BindPoseNode = BindPoseNode[ nodeID ];
  1005. break;
  1006. }
  1007. }
  1008. if ( BindPoseNode ) {
  1009. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1010. var worldMatrices = new Map();
  1011. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1012. var node = PoseNode[ PoseNodeIndex ];
  1013. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  1014. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1015. }
  1016. }
  1017. for ( var FBX_ID in deformers ) {
  1018. var deformer = deformers[ FBX_ID ];
  1019. var subDeformers = deformer.map;
  1020. for ( var key in subDeformers ) {
  1021. var subDeformer = subDeformers[ key ];
  1022. var subDeformerIndex = subDeformer.index;
  1023. /**
  1024. * @type {THREE.Bone}
  1025. */
  1026. var bone = deformer.bones[ subDeformerIndex ];
  1027. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1028. break;
  1029. }
  1030. var mat = worldMatrices.get( bone.FBX_ID );
  1031. bone.matrixWorld.copy( mat );
  1032. }
  1033. // Now that skeleton is in bind pose, bind to model.
  1034. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1035. var conns = connections.get( deformer.FBX_ID );
  1036. var parents = conns.parents;
  1037. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1038. var parent = parents[ parentsIndex ];
  1039. if ( geometryMap.has( parent.ID ) ) {
  1040. var geoID = parent.ID;
  1041. var geoConns = connections.get( geoID );
  1042. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1043. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1044. var model = modelMap.get( geoConns.parents[ i ].ID );
  1045. //ASSERT model typeof SkinnedMesh
  1046. model.bind( deformer.skeleton, model.matrixWorld );
  1047. break;
  1048. }
  1049. }
  1050. }
  1051. }
  1052. }
  1053. //Skeleton is now bound, return objects to starting
  1054. //world positions.
  1055. sceneGraph.updateMatrixWorld( true );
  1056. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1057. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  1058. // not just for individual objects.
  1059. sceneGraph.skeleton = {
  1060. bones: modelArray
  1061. };
  1062. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1063. addAnimations( sceneGraph, animations );
  1064. return sceneGraph;
  1065. }
  1066. /**
  1067. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  1068. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  1069. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1070. */
  1071. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1072. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1073. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1074. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1075. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1076. /**
  1077. * @type {{
  1078. curves: Map<number, {
  1079. T: {
  1080. id: number;
  1081. attr: string;
  1082. internalID: number;
  1083. attrX: boolean;
  1084. attrY: boolean;
  1085. attrZ: boolean;
  1086. containerBoneID: number;
  1087. containerID: number;
  1088. curves: {
  1089. x: {
  1090. version: any;
  1091. id: number;
  1092. internalID: number;
  1093. times: number[];
  1094. values: number[];
  1095. attrFlag: number[];
  1096. attrData: number[];
  1097. };
  1098. y: {
  1099. version: any;
  1100. id: number;
  1101. internalID: number;
  1102. times: number[];
  1103. values: number[];
  1104. attrFlag: number[];
  1105. attrData: number[];
  1106. };
  1107. z: {
  1108. version: any;
  1109. id: number;
  1110. internalID: number;
  1111. times: number[];
  1112. values: number[];
  1113. attrFlag: number[];
  1114. attrData: number[];
  1115. };
  1116. };
  1117. },
  1118. R: {
  1119. id: number;
  1120. attr: string;
  1121. internalID: number;
  1122. attrX: boolean;
  1123. attrY: boolean;
  1124. attrZ: boolean;
  1125. containerBoneID: number;
  1126. containerID: number;
  1127. curves: {
  1128. x: {
  1129. version: any;
  1130. id: number;
  1131. internalID: number;
  1132. times: number[];
  1133. values: number[];
  1134. attrFlag: number[];
  1135. attrData: number[];
  1136. };
  1137. y: {
  1138. version: any;
  1139. id: number;
  1140. internalID: number;
  1141. times: number[];
  1142. values: number[];
  1143. attrFlag: number[];
  1144. attrData: number[];
  1145. };
  1146. z: {
  1147. version: any;
  1148. id: number;
  1149. internalID: number;
  1150. times: number[];
  1151. values: number[];
  1152. attrFlag: number[];
  1153. attrData: number[];
  1154. };
  1155. };
  1156. },
  1157. S: {
  1158. id: number;
  1159. attr: string;
  1160. internalID: number;
  1161. attrX: boolean;
  1162. attrY: boolean;
  1163. attrZ: boolean;
  1164. containerBoneID: number;
  1165. containerID: number;
  1166. curves: {
  1167. x: {
  1168. version: any;
  1169. id: number;
  1170. internalID: number;
  1171. times: number[];
  1172. values: number[];
  1173. attrFlag: number[];
  1174. attrData: number[];
  1175. };
  1176. y: {
  1177. version: any;
  1178. id: number;
  1179. internalID: number;
  1180. times: number[];
  1181. values: number[];
  1182. attrFlag: number[];
  1183. attrData: number[];
  1184. };
  1185. z: {
  1186. version: any;
  1187. id: number;
  1188. internalID: number;
  1189. times: number[];
  1190. values: number[];
  1191. attrFlag: number[];
  1192. attrData: number[];
  1193. };
  1194. };
  1195. }
  1196. }>,
  1197. layers: Map<number, {
  1198. T: {
  1199. id: number;
  1200. attr: string;
  1201. internalID: number;
  1202. attrX: boolean;
  1203. attrY: boolean;
  1204. attrZ: boolean;
  1205. containerBoneID: number;
  1206. containerID: number;
  1207. curves: {
  1208. x: {
  1209. version: any;
  1210. id: number;
  1211. internalID: number;
  1212. times: number[];
  1213. values: number[];
  1214. attrFlag: number[];
  1215. attrData: number[];
  1216. };
  1217. y: {
  1218. version: any;
  1219. id: number;
  1220. internalID: number;
  1221. times: number[];
  1222. values: number[];
  1223. attrFlag: number[];
  1224. attrData: number[];
  1225. };
  1226. z: {
  1227. version: any;
  1228. id: number;
  1229. internalID: number;
  1230. times: number[];
  1231. values: number[];
  1232. attrFlag: number[];
  1233. attrData: number[];
  1234. };
  1235. },
  1236. },
  1237. R: {
  1238. id: number;
  1239. attr: string;
  1240. internalID: number;
  1241. attrX: boolean;
  1242. attrY: boolean;
  1243. attrZ: boolean;
  1244. containerBoneID: number;
  1245. containerID: number;
  1246. curves: {
  1247. x: {
  1248. version: any;
  1249. id: number;
  1250. internalID: number;
  1251. times: number[];
  1252. values: number[];
  1253. attrFlag: number[];
  1254. attrData: number[];
  1255. };
  1256. y: {
  1257. version: any;
  1258. id: number;
  1259. internalID: number;
  1260. times: number[];
  1261. values: number[];
  1262. attrFlag: number[];
  1263. attrData: number[];
  1264. };
  1265. z: {
  1266. version: any;
  1267. id: number;
  1268. internalID: number;
  1269. times: number[];
  1270. values: number[];
  1271. attrFlag: number[];
  1272. attrData: number[];
  1273. };
  1274. },
  1275. },
  1276. S: {
  1277. id: number;
  1278. attr: string;
  1279. internalID: number;
  1280. attrX: boolean;
  1281. attrY: boolean;
  1282. attrZ: boolean;
  1283. containerBoneID: number;
  1284. containerID: number;
  1285. curves: {
  1286. x: {
  1287. version: any;
  1288. id: number;
  1289. internalID: number;
  1290. times: number[];
  1291. values: number[];
  1292. attrFlag: number[];
  1293. attrData: number[];
  1294. };
  1295. y: {
  1296. version: any;
  1297. id: number;
  1298. internalID: number;
  1299. times: number[];
  1300. values: number[];
  1301. attrFlag: number[];
  1302. attrData: number[];
  1303. };
  1304. z: {
  1305. version: any;
  1306. id: number;
  1307. internalID: number;
  1308. times: number[];
  1309. values: number[];
  1310. attrFlag: number[];
  1311. attrData: number[];
  1312. };
  1313. },
  1314. }
  1315. }[]>,
  1316. stacks: Map<number, {
  1317. name: string,
  1318. layers: {
  1319. T: {
  1320. id: number;
  1321. attr: string;
  1322. internalID: number;
  1323. attrX: boolean;
  1324. attrY: boolean;
  1325. attrZ: boolean;
  1326. containerBoneID: number;
  1327. containerID: number;
  1328. curves: {
  1329. x: {
  1330. version: any;
  1331. id: number;
  1332. internalID: number;
  1333. times: number[];
  1334. values: number[];
  1335. attrFlag: number[];
  1336. attrData: number[];
  1337. };
  1338. y: {
  1339. version: any;
  1340. id: number;
  1341. internalID: number;
  1342. times: number[];
  1343. values: number[];
  1344. attrFlag: number[];
  1345. attrData: number[];
  1346. };
  1347. z: {
  1348. version: any;
  1349. id: number;
  1350. internalID: number;
  1351. times: number[];
  1352. values: number[];
  1353. attrFlag: number[];
  1354. attrData: number[];
  1355. };
  1356. };
  1357. };
  1358. R: {
  1359. id: number;
  1360. attr: string;
  1361. internalID: number;
  1362. attrX: boolean;
  1363. attrY: boolean;
  1364. attrZ: boolean;
  1365. containerBoneID: number;
  1366. containerID: number;
  1367. curves: {
  1368. x: {
  1369. version: any;
  1370. id: number;
  1371. internalID: number;
  1372. times: number[];
  1373. values: number[];
  1374. attrFlag: number[];
  1375. attrData: number[];
  1376. };
  1377. y: {
  1378. version: any;
  1379. id: number;
  1380. internalID: number;
  1381. times: number[];
  1382. values: number[];
  1383. attrFlag: number[];
  1384. attrData: number[];
  1385. };
  1386. z: {
  1387. version: any;
  1388. id: number;
  1389. internalID: number;
  1390. times: number[];
  1391. values: number[];
  1392. attrFlag: number[];
  1393. attrData: number[];
  1394. };
  1395. };
  1396. };
  1397. S: {
  1398. id: number;
  1399. attr: string;
  1400. internalID: number;
  1401. attrX: boolean;
  1402. attrY: boolean;
  1403. attrZ: boolean;
  1404. containerBoneID: number;
  1405. containerID: number;
  1406. curves: {
  1407. x: {
  1408. version: any;
  1409. id: number;
  1410. internalID: number;
  1411. times: number[];
  1412. values: number[];
  1413. attrFlag: number[];
  1414. attrData: number[];
  1415. };
  1416. y: {
  1417. version: any;
  1418. id: number;
  1419. internalID: number;
  1420. times: number[];
  1421. values: number[];
  1422. attrFlag: number[];
  1423. attrData: number[];
  1424. };
  1425. z: {
  1426. version: any;
  1427. id: number;
  1428. internalID: number;
  1429. times: number[];
  1430. values: number[];
  1431. attrFlag: number[];
  1432. attrData: number[];
  1433. };
  1434. };
  1435. };
  1436. }[][],
  1437. length: number,
  1438. frames: number }>,
  1439. length: number,
  1440. fps: number,
  1441. frames: number
  1442. }}
  1443. */
  1444. var returnObject = {
  1445. curves: new Map(),
  1446. layers: {},
  1447. stacks: {},
  1448. length: 0,
  1449. fps: 30,
  1450. frames: 0
  1451. };
  1452. /**
  1453. * @type {Array.<{
  1454. id: number;
  1455. attr: string;
  1456. internalID: number;
  1457. attrX: boolean;
  1458. attrY: boolean;
  1459. attrZ: boolean;
  1460. containerBoneID: number;
  1461. containerID: number;
  1462. }>}
  1463. */
  1464. var animationCurveNodes = [];
  1465. for ( var nodeID in rawNodes ) {
  1466. if ( nodeID.match( /\d+/ ) ) {
  1467. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1468. animationCurveNodes.push( animationNode );
  1469. }
  1470. }
  1471. /**
  1472. * @type {Map.<number, {
  1473. id: number,
  1474. attr: string,
  1475. internalID: number,
  1476. attrX: boolean,
  1477. attrY: boolean,
  1478. attrZ: boolean,
  1479. containerBoneID: number,
  1480. containerID: number,
  1481. curves: {
  1482. x: {
  1483. version: any,
  1484. id: number,
  1485. internalID: number,
  1486. times: number[],
  1487. values: number[],
  1488. attrFlag: number[],
  1489. attrData: number[],
  1490. },
  1491. y: {
  1492. version: any,
  1493. id: number,
  1494. internalID: number,
  1495. times: number[],
  1496. values: number[],
  1497. attrFlag: number[],
  1498. attrData: number[],
  1499. },
  1500. z: {
  1501. version: any,
  1502. id: number,
  1503. internalID: number,
  1504. times: number[],
  1505. values: number[],
  1506. attrFlag: number[],
  1507. attrData: number[],
  1508. }
  1509. }
  1510. }>}
  1511. */
  1512. var tmpMap = new Map();
  1513. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1514. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1515. continue;
  1516. }
  1517. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1518. }
  1519. /**
  1520. * @type {{
  1521. version: any,
  1522. id: number,
  1523. internalID: number,
  1524. times: number[],
  1525. values: number[],
  1526. attrFlag: number[],
  1527. attrData: number[],
  1528. }[]}
  1529. */
  1530. var animationCurves = [];
  1531. for ( nodeID in rawCurves ) {
  1532. if ( nodeID.match( /\d+/ ) ) {
  1533. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1534. // seems like this check would be necessary?
  1535. if ( ! connections.has( animationCurve.id ) ) continue;
  1536. animationCurves.push( animationCurve );
  1537. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1538. var firstParentID = firstParentConn.ID;
  1539. var firstParentRelationship = firstParentConn.relationship;
  1540. var axis = '';
  1541. if ( firstParentRelationship.match( /X/ ) ) {
  1542. axis = 'x';
  1543. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1544. axis = 'y';
  1545. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1546. axis = 'z';
  1547. } else {
  1548. continue;
  1549. }
  1550. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1551. }
  1552. }
  1553. tmpMap.forEach( function ( curveNode ) {
  1554. var id = curveNode.containerBoneID;
  1555. if ( ! returnObject.curves.has( id ) ) {
  1556. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1557. }
  1558. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1559. if ( curveNode.attr === 'R' ) {
  1560. var curves = curveNode.curves;
  1561. // Seems like some FBX files have AnimationCurveNode
  1562. // which doesn't have any connected AnimationCurve.
  1563. // Setting animation parameter for them here.
  1564. if ( curves.x === null ) {
  1565. curves.x = {
  1566. version: null,
  1567. times: [ 0.0 ],
  1568. values: [ 0.0 ]
  1569. };
  1570. }
  1571. if ( curves.y === null ) {
  1572. curves.y = {
  1573. version: null,
  1574. times: [ 0.0 ],
  1575. values: [ 0.0 ]
  1576. };
  1577. }
  1578. if ( curves.z === null ) {
  1579. curves.z = {
  1580. version: null,
  1581. times: [ 0.0 ],
  1582. values: [ 0.0 ]
  1583. };
  1584. }
  1585. curves.x.values = curves.x.values.map( degreeToRadian );
  1586. curves.y.values = curves.y.values.map( degreeToRadian );
  1587. curves.z.values = curves.z.values.map( degreeToRadian );
  1588. if ( curveNode.preRotations !== null ) {
  1589. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1590. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1591. var frameRotation = new THREE.Euler();
  1592. var frameRotationQuaternion = new THREE.Quaternion();
  1593. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1594. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1595. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1596. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1597. curves.x.values[ frame ] = frameRotation.x;
  1598. curves.y.values[ frame ] = frameRotation.y;
  1599. curves.z.values[ frame ] = frameRotation.z;
  1600. }
  1601. }
  1602. }
  1603. } );
  1604. for ( var nodeID in rawLayers ) {
  1605. /**
  1606. * @type {{
  1607. T: {
  1608. id: number;
  1609. attr: string;
  1610. internalID: number;
  1611. attrX: boolean;
  1612. attrY: boolean;
  1613. attrZ: boolean;
  1614. containerBoneID: number;
  1615. containerID: number;
  1616. curves: {
  1617. x: {
  1618. version: any;
  1619. id: number;
  1620. internalID: number;
  1621. times: number[];
  1622. values: number[];
  1623. attrFlag: number[];
  1624. attrData: number[];
  1625. };
  1626. y: {
  1627. version: any;
  1628. id: number;
  1629. internalID: number;
  1630. times: number[];
  1631. values: number[];
  1632. attrFlag: number[];
  1633. attrData: number[];
  1634. };
  1635. z: {
  1636. version: any;
  1637. id: number;
  1638. internalID: number;
  1639. times: number[];
  1640. values: number[];
  1641. attrFlag: number[];
  1642. attrData: number[];
  1643. };
  1644. },
  1645. },
  1646. R: {
  1647. id: number;
  1648. attr: string;
  1649. internalID: number;
  1650. attrX: boolean;
  1651. attrY: boolean;
  1652. attrZ: boolean;
  1653. containerBoneID: number;
  1654. containerID: number;
  1655. curves: {
  1656. x: {
  1657. version: any;
  1658. id: number;
  1659. internalID: number;
  1660. times: number[];
  1661. values: number[];
  1662. attrFlag: number[];
  1663. attrData: number[];
  1664. };
  1665. y: {
  1666. version: any;
  1667. id: number;
  1668. internalID: number;
  1669. times: number[];
  1670. values: number[];
  1671. attrFlag: number[];
  1672. attrData: number[];
  1673. };
  1674. z: {
  1675. version: any;
  1676. id: number;
  1677. internalID: number;
  1678. times: number[];
  1679. values: number[];
  1680. attrFlag: number[];
  1681. attrData: number[];
  1682. };
  1683. },
  1684. },
  1685. S: {
  1686. id: number;
  1687. attr: string;
  1688. internalID: number;
  1689. attrX: boolean;
  1690. attrY: boolean;
  1691. attrZ: boolean;
  1692. containerBoneID: number;
  1693. containerID: number;
  1694. curves: {
  1695. x: {
  1696. version: any;
  1697. id: number;
  1698. internalID: number;
  1699. times: number[];
  1700. values: number[];
  1701. attrFlag: number[];
  1702. attrData: number[];
  1703. };
  1704. y: {
  1705. version: any;
  1706. id: number;
  1707. internalID: number;
  1708. times: number[];
  1709. values: number[];
  1710. attrFlag: number[];
  1711. attrData: number[];
  1712. };
  1713. z: {
  1714. version: any;
  1715. id: number;
  1716. internalID: number;
  1717. times: number[];
  1718. values: number[];
  1719. attrFlag: number[];
  1720. attrData: number[];
  1721. };
  1722. },
  1723. }
  1724. }[]}
  1725. */
  1726. var layer = [];
  1727. var children = connections.get( parseInt( nodeID ) ).children;
  1728. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1729. // Skip lockInfluenceWeights
  1730. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1731. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1732. var boneID = curveNode.containerBoneID;
  1733. if ( layer[ boneID ] === undefined ) {
  1734. layer[ boneID ] = {
  1735. T: null,
  1736. R: null,
  1737. S: null
  1738. };
  1739. }
  1740. layer[ boneID ][ curveNode.attr ] = curveNode;
  1741. }
  1742. }
  1743. returnObject.layers[ nodeID ] = layer;
  1744. }
  1745. for ( var nodeID in rawStacks ) {
  1746. var layers = [];
  1747. var children = connections.get( parseInt( nodeID ) ).children;
  1748. var timestamps = { max: 0, min: Number.MAX_VALUE };
  1749. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1750. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  1751. if ( currentLayer !== undefined ) {
  1752. layers.push( currentLayer );
  1753. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1754. var layer = currentLayer[ currentLayerIndex ];
  1755. if ( layer ) {
  1756. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  1757. }
  1758. }
  1759. }
  1760. }
  1761. // Do we have an animation clip with actual length?
  1762. if ( timestamps.max > timestamps.min ) {
  1763. returnObject.stacks[ nodeID ] = {
  1764. name: rawStacks[ nodeID ].attrName,
  1765. layers: layers,
  1766. length: timestamps.max - timestamps.min,
  1767. frames: ( timestamps.max - timestamps.min ) * 30
  1768. };
  1769. }
  1770. }
  1771. return returnObject;
  1772. }
  1773. /**
  1774. * @param {Object} FBXTree
  1775. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1776. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1777. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1778. */
  1779. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1780. var rawModels = FBXTree.Objects.subNodes.Model;
  1781. var returnObject = {
  1782. /**
  1783. * @type {number}
  1784. */
  1785. id: animationCurveNode.id,
  1786. /**
  1787. * @type {string}
  1788. */
  1789. attr: animationCurveNode.attrName,
  1790. /**
  1791. * @type {number}
  1792. */
  1793. internalID: animationCurveNode.id,
  1794. /**
  1795. * @type {boolean}
  1796. */
  1797. attrX: false,
  1798. /**
  1799. * @type {boolean}
  1800. */
  1801. attrY: false,
  1802. /**
  1803. * @type {boolean}
  1804. */
  1805. attrZ: false,
  1806. /**
  1807. * @type {number}
  1808. */
  1809. containerBoneID: - 1,
  1810. /**
  1811. * @type {number}
  1812. */
  1813. containerID: - 1,
  1814. curves: {
  1815. x: null,
  1816. y: null,
  1817. z: null
  1818. },
  1819. /**
  1820. * @type {number[]}
  1821. */
  1822. preRotations: null
  1823. };
  1824. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1825. for ( var attributeKey in animationCurveNode.properties ) {
  1826. if ( attributeKey.match( /X/ ) ) {
  1827. returnObject.attrX = true;
  1828. }
  1829. if ( attributeKey.match( /Y/ ) ) {
  1830. returnObject.attrY = true;
  1831. }
  1832. if ( attributeKey.match( /Z/ ) ) {
  1833. returnObject.attrZ = true;
  1834. }
  1835. }
  1836. } else {
  1837. return null;
  1838. }
  1839. var conns = connections.get( returnObject.id );
  1840. var containerIndices = conns.parents;
  1841. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1842. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  1843. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1844. } );
  1845. if ( boneID > - 1 ) {
  1846. returnObject.containerBoneID = boneID;
  1847. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1848. var model = rawModels[ returnObject.containerID.toString() ];
  1849. if ( 'PreRotation' in model.properties ) {
  1850. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  1851. }
  1852. break;
  1853. }
  1854. }
  1855. return returnObject;
  1856. }
  1857. /**
  1858. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1859. */
  1860. function parseAnimationCurve( animationCurve ) {
  1861. return {
  1862. version: null,
  1863. id: animationCurve.id,
  1864. internalID: animationCurve.id,
  1865. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
  1866. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1867. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1868. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1869. };
  1870. }
  1871. /**
  1872. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1873. * than the max or min respectively.
  1874. * @param {{
  1875. T: {
  1876. id: number,
  1877. attr: string,
  1878. internalID: number,
  1879. attrX: boolean,
  1880. attrY: boolean,
  1881. attrZ: boolean,
  1882. containerBoneID: number,
  1883. containerID: number,
  1884. curves: {
  1885. x: {
  1886. version: any,
  1887. id: number,
  1888. internalID: number,
  1889. times: number[],
  1890. values: number[],
  1891. attrFlag: number[],
  1892. attrData: number[],
  1893. },
  1894. y: {
  1895. version: any,
  1896. id: number,
  1897. internalID: number,
  1898. times: number[],
  1899. values: number[],
  1900. attrFlag: number[],
  1901. attrData: number[],
  1902. },
  1903. z: {
  1904. version: any,
  1905. id: number,
  1906. internalID: number,
  1907. times: number[],
  1908. values: number[],
  1909. attrFlag: number[],
  1910. attrData: number[],
  1911. },
  1912. },
  1913. },
  1914. R: {
  1915. id: number,
  1916. attr: string,
  1917. internalID: number,
  1918. attrX: boolean,
  1919. attrY: boolean,
  1920. attrZ: boolean,
  1921. containerBoneID: number,
  1922. containerID: number,
  1923. curves: {
  1924. x: {
  1925. version: any,
  1926. id: number,
  1927. internalID: number,
  1928. times: number[],
  1929. values: number[],
  1930. attrFlag: number[],
  1931. attrData: number[],
  1932. },
  1933. y: {
  1934. version: any,
  1935. id: number,
  1936. internalID: number,
  1937. times: number[],
  1938. values: number[],
  1939. attrFlag: number[],
  1940. attrData: number[],
  1941. },
  1942. z: {
  1943. version: any,
  1944. id: number,
  1945. internalID: number,
  1946. times: number[],
  1947. values: number[],
  1948. attrFlag: number[],
  1949. attrData: number[],
  1950. },
  1951. },
  1952. },
  1953. S: {
  1954. id: number,
  1955. attr: string,
  1956. internalID: number,
  1957. attrX: boolean,
  1958. attrY: boolean,
  1959. attrZ: boolean,
  1960. containerBoneID: number,
  1961. containerID: number,
  1962. curves: {
  1963. x: {
  1964. version: any,
  1965. id: number,
  1966. internalID: number,
  1967. times: number[],
  1968. values: number[],
  1969. attrFlag: number[],
  1970. attrData: number[],
  1971. },
  1972. y: {
  1973. version: any,
  1974. id: number,
  1975. internalID: number,
  1976. times: number[],
  1977. values: number[],
  1978. attrFlag: number[],
  1979. attrData: number[],
  1980. },
  1981. z: {
  1982. version: any,
  1983. id: number,
  1984. internalID: number,
  1985. times: number[],
  1986. values: number[],
  1987. attrFlag: number[],
  1988. attrData: number[],
  1989. },
  1990. },
  1991. },
  1992. }} layer
  1993. */
  1994. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  1995. if ( layer.R ) {
  1996. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  1997. }
  1998. if ( layer.S ) {
  1999. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  2000. }
  2001. if ( layer.T ) {
  2002. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  2003. }
  2004. }
  2005. /**
  2006. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  2007. * exceeds the maximum or minimum.
  2008. * @param {{
  2009. x: {
  2010. version: any,
  2011. id: number,
  2012. internalID: number,
  2013. times: number[],
  2014. values: number[],
  2015. attrFlag: number[],
  2016. attrData: number[],
  2017. },
  2018. y: {
  2019. version: any,
  2020. id: number,
  2021. internalID: number,
  2022. times: number[],
  2023. values: number[],
  2024. attrFlag: number[],
  2025. attrData: number[],
  2026. },
  2027. z: {
  2028. version: any,
  2029. id: number,
  2030. internalID: number,
  2031. times: number[],
  2032. values: number[],
  2033. attrFlag: number[],
  2034. attrData: number[],
  2035. }
  2036. }} curve
  2037. */
  2038. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  2039. if ( curve.x ) {
  2040. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  2041. }
  2042. if ( curve.y ) {
  2043. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  2044. }
  2045. if ( curve.z ) {
  2046. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  2047. }
  2048. }
  2049. /**
  2050. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  2051. * @param {{times: number[]}} axis
  2052. */
  2053. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  2054. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  2055. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  2056. }
  2057. /**
  2058. * @param {{
  2059. curves: Map<number, {
  2060. T: {
  2061. id: number;
  2062. attr: string;
  2063. internalID: number;
  2064. attrX: boolean;
  2065. attrY: boolean;
  2066. attrZ: boolean;
  2067. containerBoneID: number;
  2068. containerID: number;
  2069. curves: {
  2070. x: {
  2071. version: any;
  2072. id: number;
  2073. internalID: number;
  2074. times: number[];
  2075. values: number[];
  2076. attrFlag: number[];
  2077. attrData: number[];
  2078. };
  2079. y: {
  2080. version: any;
  2081. id: number;
  2082. internalID: number;
  2083. times: number[];
  2084. values: number[];
  2085. attrFlag: number[];
  2086. attrData: number[];
  2087. };
  2088. z: {
  2089. version: any;
  2090. id: number;
  2091. internalID: number;
  2092. times: number[];
  2093. values: number[];
  2094. attrFlag: number[];
  2095. attrData: number[];
  2096. };
  2097. };
  2098. };
  2099. R: {
  2100. id: number;
  2101. attr: string;
  2102. internalID: number;
  2103. attrX: boolean;
  2104. attrY: boolean;
  2105. attrZ: boolean;
  2106. containerBoneID: number;
  2107. containerID: number;
  2108. curves: {
  2109. x: {
  2110. version: any;
  2111. id: number;
  2112. internalID: number;
  2113. times: number[];
  2114. values: number[];
  2115. attrFlag: number[];
  2116. attrData: number[];
  2117. };
  2118. y: {
  2119. version: any;
  2120. id: number;
  2121. internalID: number;
  2122. times: number[];
  2123. values: number[];
  2124. attrFlag: number[];
  2125. attrData: number[];
  2126. };
  2127. z: {
  2128. version: any;
  2129. id: number;
  2130. internalID: number;
  2131. times: number[];
  2132. values: number[];
  2133. attrFlag: number[];
  2134. attrData: number[];
  2135. };
  2136. };
  2137. };
  2138. S: {
  2139. id: number;
  2140. attr: string;
  2141. internalID: number;
  2142. attrX: boolean;
  2143. attrY: boolean;
  2144. attrZ: boolean;
  2145. containerBoneID: number;
  2146. containerID: number;
  2147. curves: {
  2148. x: {
  2149. version: any;
  2150. id: number;
  2151. internalID: number;
  2152. times: number[];
  2153. values: number[];
  2154. attrFlag: number[];
  2155. attrData: number[];
  2156. };
  2157. y: {
  2158. version: any;
  2159. id: number;
  2160. internalID: number;
  2161. times: number[];
  2162. values: number[];
  2163. attrFlag: number[];
  2164. attrData: number[];
  2165. };
  2166. z: {
  2167. version: any;
  2168. id: number;
  2169. internalID: number;
  2170. times: number[];
  2171. values: number[];
  2172. attrFlag: number[];
  2173. attrData: number[];
  2174. };
  2175. };
  2176. };
  2177. }>;
  2178. layers: Map<number, {
  2179. T: {
  2180. id: number;
  2181. attr: string;
  2182. internalID: number;
  2183. attrX: boolean;
  2184. attrY: boolean;
  2185. attrZ: boolean;
  2186. containerBoneID: number;
  2187. containerID: number;
  2188. curves: {
  2189. x: {
  2190. version: any;
  2191. id: number;
  2192. internalID: number;
  2193. times: number[];
  2194. values: number[];
  2195. attrFlag: number[];
  2196. attrData: number[];
  2197. };
  2198. y: {
  2199. version: any;
  2200. id: number;
  2201. internalID: number;
  2202. times: number[];
  2203. values: number[];
  2204. attrFlag: number[];
  2205. attrData: number[];
  2206. };
  2207. z: {
  2208. version: any;
  2209. id: number;
  2210. internalID: number;
  2211. times: number[];
  2212. values: number[];
  2213. attrFlag: number[];
  2214. attrData: number[];
  2215. };
  2216. };
  2217. };
  2218. R: {
  2219. id: number;
  2220. attr: string;
  2221. internalID: number;
  2222. attrX: boolean;
  2223. attrY: boolean;
  2224. attrZ: boolean;
  2225. containerBoneID: number;
  2226. containerID: number;
  2227. curves: {
  2228. x: {
  2229. version: any;
  2230. id: number;
  2231. internalID: number;
  2232. times: number[];
  2233. values: number[];
  2234. attrFlag: number[];
  2235. attrData: number[];
  2236. };
  2237. y: {
  2238. version: any;
  2239. id: number;
  2240. internalID: number;
  2241. times: number[];
  2242. values: number[];
  2243. attrFlag: number[];
  2244. attrData: number[];
  2245. };
  2246. z: {
  2247. version: any;
  2248. id: number;
  2249. internalID: number;
  2250. times: number[];
  2251. values: number[];
  2252. attrFlag: number[];
  2253. attrData: number[];
  2254. };
  2255. };
  2256. };
  2257. S: {
  2258. id: number;
  2259. attr: string;
  2260. internalID: number;
  2261. attrX: boolean;
  2262. attrY: boolean;
  2263. attrZ: boolean;
  2264. containerBoneID: number;
  2265. containerID: number;
  2266. curves: {
  2267. x: {
  2268. version: any;
  2269. id: number;
  2270. internalID: number;
  2271. times: number[];
  2272. values: number[];
  2273. attrFlag: number[];
  2274. attrData: number[];
  2275. };
  2276. y: {
  2277. version: any;
  2278. id: number;
  2279. internalID: number;
  2280. times: number[];
  2281. values: number[];
  2282. attrFlag: number[];
  2283. attrData: number[];
  2284. };
  2285. z: {
  2286. version: any;
  2287. id: number;
  2288. internalID: number;
  2289. times: number[];
  2290. values: number[];
  2291. attrFlag: number[];
  2292. attrData: number[];
  2293. };
  2294. };
  2295. };
  2296. }[]>;
  2297. stacks: Map<number, {
  2298. name: string;
  2299. layers: {
  2300. T: {
  2301. id: number;
  2302. attr: string;
  2303. internalID: number;
  2304. attrX: boolean;
  2305. attrY: boolean;
  2306. attrZ: boolean;
  2307. containerBoneID: number;
  2308. containerID: number;
  2309. curves: {
  2310. x: {
  2311. version: any;
  2312. id: number;
  2313. internalID: number;
  2314. times: number[];
  2315. values: number[];
  2316. attrFlag: number[];
  2317. attrData: number[];
  2318. };
  2319. y: {
  2320. version: any;
  2321. id: number;
  2322. internalID: number;
  2323. times: number[];
  2324. values: number[];
  2325. attrFlag: number[];
  2326. attrData: number[];
  2327. };
  2328. z: {
  2329. version: any;
  2330. id: number;
  2331. internalID: number;
  2332. times: number[];
  2333. values: number[];
  2334. attrFlag: number[];
  2335. attrData: number[];
  2336. };
  2337. };
  2338. };
  2339. R: {
  2340. id: number;
  2341. attr: string;
  2342. internalID: number;
  2343. attrX: boolean;
  2344. attrY: boolean;
  2345. attrZ: boolean;
  2346. containerBoneID: number;
  2347. containerID: number;
  2348. curves: {
  2349. x: {
  2350. version: any;
  2351. id: number;
  2352. internalID: number;
  2353. times: number[];
  2354. values: number[];
  2355. attrFlag: number[];
  2356. attrData: number[];
  2357. };
  2358. y: {
  2359. version: any;
  2360. id: number;
  2361. internalID: number;
  2362. times: number[];
  2363. values: number[];
  2364. attrFlag: number[];
  2365. attrData: number[];
  2366. };
  2367. z: {
  2368. version: any;
  2369. id: number;
  2370. internalID: number;
  2371. times: number[];
  2372. values: number[];
  2373. attrFlag: number[];
  2374. attrData: number[];
  2375. };
  2376. };
  2377. };
  2378. S: {
  2379. id: number;
  2380. attr: string;
  2381. internalID: number;
  2382. attrX: boolean;
  2383. attrY: boolean;
  2384. attrZ: boolean;
  2385. containerBoneID: number;
  2386. containerID: number;
  2387. curves: {
  2388. x: {
  2389. version: any;
  2390. id: number;
  2391. internalID: number;
  2392. times: number[];
  2393. values: number[];
  2394. attrFlag: number[];
  2395. attrData: number[];
  2396. };
  2397. y: {
  2398. version: any;
  2399. id: number;
  2400. internalID: number;
  2401. times: number[];
  2402. values: number[];
  2403. attrFlag: number[];
  2404. attrData: number[];
  2405. };
  2406. z: {
  2407. version: any;
  2408. id: number;
  2409. internalID: number;
  2410. times: number[];
  2411. values: number[];
  2412. attrFlag: number[];
  2413. attrData: number[];
  2414. };
  2415. };
  2416. };
  2417. }[][];
  2418. length: number;
  2419. frames: number;
  2420. }>;
  2421. length: number;
  2422. fps: number;
  2423. frames: number;
  2424. }} animations,
  2425. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2426. */
  2427. function addAnimations( group, animations ) {
  2428. if ( group.animations === undefined ) {
  2429. group.animations = [];
  2430. }
  2431. var stacks = animations.stacks;
  2432. for ( var key in stacks ) {
  2433. var stack = stacks[ key ];
  2434. /**
  2435. * @type {{
  2436. * name: string,
  2437. * fps: number,
  2438. * length: number,
  2439. * hierarchy: Array.<{
  2440. * parent: number,
  2441. * name: string,
  2442. * keys: Array.<{
  2443. * time: number,
  2444. * pos: Array.<number>,
  2445. * rot: Array.<number>,
  2446. * scl: Array.<number>
  2447. * }>
  2448. * }>
  2449. * }}
  2450. */
  2451. var animationData = {
  2452. name: stack.name,
  2453. fps: 30,
  2454. length: stack.length,
  2455. hierarchy: []
  2456. };
  2457. var bones = group.skeleton.bones;
  2458. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2459. var bone = bones[ bonesIndex ];
  2460. var name = bone.name.replace( /.*:/, '' );
  2461. var parentIndex = findIndex( bones, function ( parentBone ) {
  2462. return bone.parent === parentBone;
  2463. } );
  2464. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2465. }
  2466. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2467. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2468. var bone = bones[ bonesIndex ];
  2469. var boneIndex = bonesIndex;
  2470. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2471. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2472. var node = animationData.hierarchy[ hierarchyIndex ];
  2473. if ( node.name === bone.name ) {
  2474. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  2475. }
  2476. }
  2477. }
  2478. }
  2479. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2480. }
  2481. }
  2482. var euler = new THREE.Euler();
  2483. var quaternion = new THREE.Quaternion();
  2484. /**
  2485. * @param {THREE.Bone} bone
  2486. */
  2487. function generateKey( animations, animationNode, bone, frame ) {
  2488. var key = {
  2489. time: frame / animations.fps,
  2490. pos: bone.position.toArray(),
  2491. rot: bone.quaternion.toArray(),
  2492. scl: bone.scale.toArray()
  2493. };
  2494. if ( animationNode === undefined ) return key;
  2495. try {
  2496. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2497. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2498. }
  2499. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2500. var rotationX = animationNode.R.curves.x.values[ frame ];
  2501. var rotationY = animationNode.R.curves.y.values[ frame ];
  2502. var rotationZ = animationNode.R.curves.z.values[ frame ];
  2503. quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
  2504. key.rot = quaternion.toArray();
  2505. }
  2506. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2507. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2508. }
  2509. } catch ( error ) {
  2510. // Curve is not fully plotted.
  2511. console.log( bone );
  2512. console.log( error );
  2513. }
  2514. return key;
  2515. }
  2516. var AXES = [ 'x', 'y', 'z' ];
  2517. function hasCurve( animationNode, attribute ) {
  2518. if ( animationNode === undefined ) {
  2519. return false;
  2520. }
  2521. var attributeNode = animationNode[ attribute ];
  2522. if ( ! attributeNode ) {
  2523. return false;
  2524. }
  2525. return AXES.every( function ( key ) {
  2526. return attributeNode.curves[ key ] !== null;
  2527. } );
  2528. }
  2529. function hasKeyOnFrame( attributeNode, frame ) {
  2530. return AXES.every( function ( key ) {
  2531. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2532. } );
  2533. }
  2534. function isKeyExistOnFrame( curve, frame ) {
  2535. return curve.values[ frame ] !== undefined;
  2536. }
  2537. /**
  2538. * An instance of a Vertex with data for drawing vertices to the screen.
  2539. * @constructor
  2540. */
  2541. function Vertex() {
  2542. /**
  2543. * Position of the vertex.
  2544. * @type {THREE.Vector3}
  2545. */
  2546. this.position = new THREE.Vector3();
  2547. /**
  2548. * Normal of the vertex
  2549. * @type {THREE.Vector3}
  2550. */
  2551. this.normal = new THREE.Vector3();
  2552. /**
  2553. * UV coordinates of the vertex.
  2554. * @type {THREE.Vector2}
  2555. */
  2556. this.uv = new THREE.Vector2();
  2557. /**
  2558. * Color of the vertex
  2559. * @type {THREE.Vector3}
  2560. */
  2561. this.color = new THREE.Vector3();
  2562. /**
  2563. * Indices of the bones vertex is influenced by.
  2564. * @type {THREE.Vector4}
  2565. */
  2566. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2567. /**
  2568. * Weights that each bone influences the vertex.
  2569. * @type {THREE.Vector4}
  2570. */
  2571. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2572. }
  2573. Object.assign( Vertex.prototype, {
  2574. copy: function ( target ) {
  2575. var returnVar = target || new Vertex();
  2576. returnVar.position.copy( this.position );
  2577. returnVar.normal.copy( this.normal );
  2578. returnVar.uv.copy( this.uv );
  2579. returnVar.skinIndices.copy( this.skinIndices );
  2580. returnVar.skinWeights.copy( this.skinWeights );
  2581. return returnVar;
  2582. },
  2583. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2584. this.position.toArray( vertexBuffer, vertexBuffer.length );
  2585. this.normal.toArray( normalBuffer, normalBuffer.length );
  2586. this.uv.toArray( uvBuffer, uvBuffer.length );
  2587. this.color.toArray( colorBuffer, colorBuffer.length );
  2588. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  2589. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  2590. }
  2591. } );
  2592. /**
  2593. * @constructor
  2594. */
  2595. function Triangle() {
  2596. /**
  2597. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2598. */
  2599. this.vertices = [];
  2600. }
  2601. Object.assign( Triangle.prototype, {
  2602. copy: function ( target ) {
  2603. var returnVar = target || new Triangle();
  2604. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2605. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2606. }
  2607. return returnVar;
  2608. },
  2609. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2610. var vertices = this.vertices;
  2611. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  2612. vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2613. }
  2614. }
  2615. } );
  2616. /**
  2617. * @constructor
  2618. */
  2619. function Face() {
  2620. /**
  2621. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2622. */
  2623. this.triangles = [];
  2624. this.materialIndex = 0;
  2625. }
  2626. Object.assign( Face.prototype, {
  2627. copy: function ( target ) {
  2628. var returnVar = target || new Face();
  2629. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2630. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2631. }
  2632. returnVar.materialIndex = this.materialIndex;
  2633. return returnVar;
  2634. },
  2635. genTrianglesFromVertices: function ( vertexArray ) {
  2636. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2637. var triangle = new Triangle();
  2638. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2639. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2640. triangle.vertices[ 2 ] = vertexArray[ i ];
  2641. this.triangles.push( triangle );
  2642. }
  2643. },
  2644. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
  2645. var triangles = this.triangles;
  2646. var materialIndex = this.materialIndex;
  2647. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  2648. triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2649. append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
  2650. }
  2651. }
  2652. } );
  2653. /**
  2654. * @constructor
  2655. */
  2656. function Geometry() {
  2657. /**
  2658. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2659. */
  2660. this.faces = [];
  2661. /**
  2662. * @type {{}|THREE.Skeleton}
  2663. */
  2664. this.skeleton = null;
  2665. }
  2666. Object.assign( Geometry.prototype, {
  2667. /**
  2668. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2669. */
  2670. flattenToBuffers: function () {
  2671. var vertexBuffer = [];
  2672. var normalBuffer = [];
  2673. var uvBuffer = [];
  2674. var colorBuffer = [];
  2675. var skinIndexBuffer = [];
  2676. var skinWeightBuffer = [];
  2677. var materialIndexBuffer = [];
  2678. var faces = this.faces;
  2679. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  2680. faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
  2681. }
  2682. return {
  2683. vertexBuffer: vertexBuffer,
  2684. normalBuffer: normalBuffer,
  2685. uvBuffer: uvBuffer,
  2686. colorBuffer: colorBuffer,
  2687. skinIndexBuffer: skinIndexBuffer,
  2688. skinWeightBuffer: skinWeightBuffer,
  2689. materialIndexBuffer: materialIndexBuffer
  2690. };
  2691. }
  2692. } );
  2693. function TextParser() {}
  2694. Object.assign( TextParser.prototype, {
  2695. getPrevNode: function () {
  2696. return this.nodeStack[ this.currentIndent - 2 ];
  2697. },
  2698. getCurrentNode: function () {
  2699. return this.nodeStack[ this.currentIndent - 1 ];
  2700. },
  2701. getCurrentProp: function () {
  2702. return this.currentProp;
  2703. },
  2704. pushStack: function ( node ) {
  2705. this.nodeStack.push( node );
  2706. this.currentIndent += 1;
  2707. },
  2708. popStack: function () {
  2709. this.nodeStack.pop();
  2710. this.currentIndent -= 1;
  2711. },
  2712. setCurrentProp: function ( val, name ) {
  2713. this.currentProp = val;
  2714. this.currentPropName = name;
  2715. },
  2716. // ----------parse ---------------------------------------------------
  2717. parse: function ( text ) {
  2718. this.currentIndent = 0;
  2719. this.allNodes = new FBXTree();
  2720. this.nodeStack = [];
  2721. this.currentProp = [];
  2722. this.currentPropName = '';
  2723. var split = text.split( "\n" );
  2724. for ( var line in split ) {
  2725. var l = split[ line ];
  2726. // short cut
  2727. if ( l.match( /^[\s\t]*;/ ) ) {
  2728. continue;
  2729. } // skip comment line
  2730. if ( l.match( /^[\s\t]*$/ ) ) {
  2731. continue;
  2732. } // skip empty line
  2733. // beginning of node
  2734. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2735. var match = l.match( beginningOfNodeExp );
  2736. if ( match ) {
  2737. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2738. var nodeAttrs = match[ 2 ].split( ',' );
  2739. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  2740. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2741. }
  2742. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2743. continue;
  2744. }
  2745. // node's property
  2746. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2747. var match = l.match( propExp );
  2748. if ( match ) {
  2749. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2750. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2751. this.parseNodeProperty( l, propName, propValue );
  2752. continue;
  2753. }
  2754. // end of node
  2755. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2756. if ( l.match( endOfNodeExp ) ) {
  2757. this.nodeEnd();
  2758. continue;
  2759. }
  2760. // for special case,
  2761. //
  2762. // Vertices: *8670 {
  2763. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2764. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2765. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2766. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2767. //
  2768. // these case the lines must contiue with previous line
  2769. if ( l.match( /^[^\s\t}]/ ) ) {
  2770. this.parseNodePropertyContinued( l );
  2771. }
  2772. }
  2773. return this.allNodes;
  2774. },
  2775. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2776. // var nodeName = match[1];
  2777. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2778. var attrs = this.parseNodeAttr( nodeAttrs );
  2779. var currentNode = this.getCurrentNode();
  2780. // a top node
  2781. if ( this.currentIndent === 0 ) {
  2782. this.allNodes.add( nodeName, node );
  2783. } else {
  2784. // a subnode
  2785. // already exists subnode, then append it
  2786. if ( nodeName in currentNode.subNodes ) {
  2787. var tmp = currentNode.subNodes[ nodeName ];
  2788. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2789. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2790. if ( attrs.id === '' ) {
  2791. currentNode.subNodes[ nodeName ] = [];
  2792. currentNode.subNodes[ nodeName ].push( tmp );
  2793. } else {
  2794. currentNode.subNodes[ nodeName ] = {};
  2795. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2796. }
  2797. }
  2798. if ( attrs.id === '' ) {
  2799. currentNode.subNodes[ nodeName ].push( node );
  2800. } else {
  2801. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2802. }
  2803. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2804. currentNode.subNodes[ nodeName ] = {};
  2805. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2806. } else {
  2807. currentNode.subNodes[ nodeName ] = node;
  2808. }
  2809. }
  2810. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2811. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2812. if ( nodeAttrs ) {
  2813. node.id = attrs.id;
  2814. node.attrName = attrs.name;
  2815. node.attrType = attrs.type;
  2816. }
  2817. this.pushStack( node );
  2818. },
  2819. parseNodeAttr: function ( attrs ) {
  2820. var id = attrs[ 0 ];
  2821. if ( attrs[ 0 ] !== "" ) {
  2822. id = parseInt( attrs[ 0 ] );
  2823. if ( isNaN( id ) ) {
  2824. // PolygonVertexIndex: *16380 {
  2825. id = attrs[ 0 ];
  2826. }
  2827. }
  2828. var name = '', type = '';
  2829. if ( attrs.length > 1 ) {
  2830. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2831. type = attrs[ 2 ];
  2832. }
  2833. return { id: id, name: name, type: type };
  2834. },
  2835. parseNodeProperty: function ( line, propName, propValue ) {
  2836. var currentNode = this.getCurrentNode();
  2837. var parentName = currentNode.name;
  2838. // special case parent node's is like "Properties70"
  2839. // these chilren nodes must treat with careful
  2840. if ( parentName !== undefined ) {
  2841. var propMatch = parentName.match( /Properties(\d)+/ );
  2842. if ( propMatch ) {
  2843. this.parseNodeSpecialProperty( line, propName, propValue );
  2844. return;
  2845. }
  2846. }
  2847. // special case Connections
  2848. if ( propName == 'C' ) {
  2849. var connProps = propValue.split( ',' ).slice( 1 );
  2850. var from = parseInt( connProps[ 0 ] );
  2851. var to = parseInt( connProps[ 1 ] );
  2852. var rest = propValue.split( ',' ).slice( 3 );
  2853. propName = 'connections';
  2854. propValue = [ from, to ];
  2855. append( propValue, rest );
  2856. if ( currentNode.properties[ propName ] === undefined ) {
  2857. currentNode.properties[ propName ] = [];
  2858. }
  2859. }
  2860. // special case Connections
  2861. if ( propName == 'Node' ) {
  2862. var id = parseInt( propValue );
  2863. currentNode.properties.id = id;
  2864. currentNode.id = id;
  2865. }
  2866. // already exists in properties, then append this
  2867. if ( propName in currentNode.properties ) {
  2868. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2869. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2870. currentNode.properties[ propName ].push( propValue );
  2871. } else {
  2872. currentNode.properties[ propName ] += propValue;
  2873. }
  2874. } else {
  2875. // console.log( propName + ": " + propValue );
  2876. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2877. currentNode.properties[ propName ].push( propValue );
  2878. } else {
  2879. currentNode.properties[ propName ] = propValue;
  2880. }
  2881. }
  2882. this.setCurrentProp( currentNode.properties, propName );
  2883. },
  2884. // TODO:
  2885. parseNodePropertyContinued: function ( line ) {
  2886. this.currentProp[ this.currentPropName ] += line;
  2887. },
  2888. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2889. // split this
  2890. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2891. // into array like below
  2892. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2893. var props = propValue.split( '",' );
  2894. for ( var i = 0, l = props.length; i < l; i ++ ) {
  2895. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2896. }
  2897. var innerPropName = props[ 0 ];
  2898. var innerPropType1 = props[ 1 ];
  2899. var innerPropType2 = props[ 2 ];
  2900. var innerPropFlag = props[ 3 ];
  2901. var innerPropValue = props[ 4 ];
  2902. /*
  2903. if ( innerPropValue === undefined ) {
  2904. innerPropValue = props[3];
  2905. }
  2906. */
  2907. // cast value in its type
  2908. switch ( innerPropType1 ) {
  2909. case "int":
  2910. innerPropValue = parseInt( innerPropValue );
  2911. break;
  2912. case "double":
  2913. innerPropValue = parseFloat( innerPropValue );
  2914. break;
  2915. case "ColorRGB":
  2916. case "Vector3D":
  2917. innerPropValue = parseFloatArray( innerPropValue );
  2918. break;
  2919. }
  2920. // CAUTION: these props must append to parent's parent
  2921. this.getPrevNode().properties[ innerPropName ] = {
  2922. 'type': innerPropType1,
  2923. 'type2': innerPropType2,
  2924. 'flag': innerPropFlag,
  2925. 'value': innerPropValue
  2926. };
  2927. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2928. },
  2929. nodeEnd: function () {
  2930. this.popStack();
  2931. },
  2932. /* ---------------------------------------------------------------- */
  2933. /* util */
  2934. isFlattenNode: function ( node ) {
  2935. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2936. }
  2937. } );
  2938. // Binary format specification:
  2939. // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  2940. // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  2941. function BinaryParser() {}
  2942. Object.assign( BinaryParser.prototype, {
  2943. /**
  2944. * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
  2945. * @param {ArrayBuffer} buffer
  2946. * @returns {THREE.FBXTree}
  2947. */
  2948. parse: function ( buffer ) {
  2949. var reader = new BinaryReader( buffer );
  2950. reader.skip( 23 ); // skip magic 23 bytes
  2951. var version = reader.getUint32();
  2952. console.log( 'FBX binary version: ' + version );
  2953. var allNodes = new FBXTree();
  2954. while ( ! this.endOfContent( reader ) ) {
  2955. var node = this.parseNode( reader, version );
  2956. if ( node !== null ) allNodes.add( node.name, node );
  2957. }
  2958. return allNodes;
  2959. },
  2960. /**
  2961. * Checks if reader has reached the end of content.
  2962. * @param {BinaryReader} reader
  2963. * @returns {boolean}
  2964. */
  2965. endOfContent: function( reader ) {
  2966. // footer size: 160bytes + 16-byte alignment padding
  2967. // - 16bytes: magic
  2968. // - padding til 16-byte alignment (at least 1byte?)
  2969. // (seems like some exporters embed fixed 15bytes?)
  2970. // - 4bytes: magic
  2971. // - 4bytes: version
  2972. // - 120bytes: zero
  2973. // - 16bytes: magic
  2974. if ( reader.size() % 16 === 0 ) {
  2975. return ( ( reader.getOffset() + 160 + 16 ) & ~0xf ) >= reader.size();
  2976. } else {
  2977. return reader.getOffset() + 160 + 15 >= reader.size();
  2978. }
  2979. },
  2980. /**
  2981. * Parses Node as much compatible as possible with the one parsed by TextParser
  2982. * TODO: could be optimized more?
  2983. * @param {BinaryReader} reader
  2984. * @param {number} version
  2985. * @returns {Object} - Returns an Object as node, or null if NULL-record.
  2986. */
  2987. parseNode: function ( reader, version ) {
  2988. // The first three data sizes depends on version.
  2989. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2990. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2991. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2992. var nameLen = reader.getUint8();
  2993. var name = reader.getString( nameLen );
  2994. // Regards this node as NULL-record if endOffset is zero
  2995. if ( endOffset === 0 ) return null;
  2996. var propertyList = [];
  2997. for ( var i = 0; i < numProperties; i ++ ) {
  2998. propertyList.push( this.parseProperty( reader ) );
  2999. }
  3000. // Regards the first three elements in propertyList as id, attrName, and attrType
  3001. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  3002. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  3003. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  3004. var subNodes = {};
  3005. var properties = {};
  3006. var isSingleProperty = false;
  3007. // if this node represents just a single property
  3008. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  3009. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  3010. isSingleProperty = true;
  3011. }
  3012. while ( endOffset > reader.getOffset() ) {
  3013. var node = this.parseNode( reader, version );
  3014. if ( node === null ) continue;
  3015. // special case: child node is single property
  3016. if ( node.singleProperty === true ) {
  3017. var value = node.propertyList[ 0 ];
  3018. if ( Array.isArray( value ) ) {
  3019. // node represents
  3020. // Vertices: *3 {
  3021. // a: 0.01, 0.02, 0.03
  3022. // }
  3023. // of text format here.
  3024. node.properties[ node.name ] = node.propertyList[ 0 ];
  3025. subNodes[ node.name ] = node;
  3026. // Later phase expects single property array is in node.properties.a as String.
  3027. // TODO: optimize
  3028. node.properties.a = value.toString();
  3029. } else {
  3030. // node represents
  3031. // Version: 100
  3032. // of text format here.
  3033. properties[ node.name ] = value;
  3034. }
  3035. continue;
  3036. }
  3037. // special case: connections
  3038. if ( name === 'Connections' && node.name === 'C' ) {
  3039. var array = [];
  3040. // node.propertyList would be like
  3041. // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
  3042. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  3043. array[ i - 1 ] = node.propertyList[ i ];
  3044. }
  3045. if ( properties.connections === undefined ) {
  3046. properties.connections = [];
  3047. }
  3048. properties.connections.push( array );
  3049. continue;
  3050. }
  3051. // special case: child node is Properties\d+
  3052. if ( node.name.match( /^Properties\d+$/ ) ) {
  3053. // move child node's properties to this node.
  3054. var keys = Object.keys( node.properties );
  3055. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  3056. var key = keys[ i ];
  3057. properties[ key ] = node.properties[ key ];
  3058. }
  3059. continue;
  3060. }
  3061. // special case: properties
  3062. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  3063. var innerPropName = node.propertyList[ 0 ];
  3064. var innerPropType1 = node.propertyList[ 1 ];
  3065. var innerPropType2 = node.propertyList[ 2 ];
  3066. var innerPropFlag = node.propertyList[ 3 ];
  3067. var innerPropValue;
  3068. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  3069. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  3070. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
  3071. innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3072. innerPropValue = [
  3073. node.propertyList[ 4 ],
  3074. node.propertyList[ 5 ],
  3075. node.propertyList[ 6 ]
  3076. ];
  3077. } else {
  3078. innerPropValue = node.propertyList[ 4 ];
  3079. }
  3080. if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3081. innerPropValue = innerPropValue.toString();
  3082. }
  3083. // this will be copied to parent. see above.
  3084. properties[ innerPropName ] = {
  3085. 'type': innerPropType1,
  3086. 'type2': innerPropType2,
  3087. 'flag': innerPropFlag,
  3088. 'value': innerPropValue
  3089. };
  3090. continue;
  3091. }
  3092. // standard case
  3093. // follows TextParser's manner.
  3094. if ( subNodes[ node.name ] === undefined ) {
  3095. if ( typeof node.id === 'number' ) {
  3096. subNodes[ node.name ] = {};
  3097. subNodes[ node.name ][ node.id ] = node;
  3098. } else {
  3099. subNodes[ node.name ] = node;
  3100. }
  3101. } else {
  3102. if ( node.id === '' ) {
  3103. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  3104. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  3105. }
  3106. subNodes[ node.name ].push( node );
  3107. } else {
  3108. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  3109. subNodes[ node.name ][ node.id ] = node;
  3110. } else {
  3111. // conflict id. irregular?
  3112. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  3113. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  3114. }
  3115. subNodes[ node.name ][ node.id ].push( node );
  3116. }
  3117. }
  3118. }
  3119. }
  3120. return {
  3121. singleProperty: isSingleProperty,
  3122. id: id,
  3123. attrName: attrName,
  3124. attrType: attrType,
  3125. name: name,
  3126. properties: properties,
  3127. propertyList: propertyList, // raw property list, would be used by parent
  3128. subNodes: subNodes
  3129. };
  3130. },
  3131. parseProperty: function ( reader ) {
  3132. var type = reader.getChar();
  3133. switch ( type ) {
  3134. case 'F':
  3135. return reader.getFloat32();
  3136. case 'D':
  3137. return reader.getFloat64();
  3138. case 'L':
  3139. return reader.getInt64();
  3140. case 'I':
  3141. return reader.getInt32();
  3142. case 'Y':
  3143. return reader.getInt16();
  3144. case 'C':
  3145. return reader.getBoolean();
  3146. case 'f':
  3147. case 'd':
  3148. case 'l':
  3149. case 'i':
  3150. case 'b':
  3151. var arrayLength = reader.getUint32();
  3152. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  3153. var compressedLength = reader.getUint32();
  3154. if ( encoding === 0 ) {
  3155. switch ( type ) {
  3156. case 'f':
  3157. return reader.getFloat32Array( arrayLength );
  3158. case 'd':
  3159. return reader.getFloat64Array( arrayLength );
  3160. case 'l':
  3161. return reader.getInt64Array( arrayLength );
  3162. case 'i':
  3163. return reader.getInt32Array( arrayLength );
  3164. case 'b':
  3165. return reader.getBooleanArray( arrayLength );
  3166. }
  3167. }
  3168. if ( window.Zlib === undefined ) {
  3169. throw new Error( 'FBXLoader: Import inflate.min.js from https://github.com/imaya/zlib.js' );
  3170. }
  3171. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) );
  3172. var reader2 = new BinaryReader( inflate.decompress().buffer );
  3173. switch ( type ) {
  3174. case 'f':
  3175. return reader2.getFloat32Array( arrayLength );
  3176. case 'd':
  3177. return reader2.getFloat64Array( arrayLength );
  3178. case 'l':
  3179. return reader2.getInt64Array( arrayLength );
  3180. case 'i':
  3181. return reader2.getInt32Array( arrayLength );
  3182. case 'b':
  3183. return reader2.getBooleanArray( arrayLength );
  3184. }
  3185. case 'S':
  3186. var length = reader.getUint32();
  3187. return reader.getString( length );
  3188. case 'R':
  3189. var length = reader.getUint32();
  3190. return reader.getArrayBuffer( length );
  3191. default:
  3192. throw new Error( 'FBXLoader: Unknown property type ' + type );
  3193. }
  3194. }
  3195. } );
  3196. function BinaryReader( buffer, littleEndian ) {
  3197. this.dv = new DataView( buffer );
  3198. this.offset = 0;
  3199. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  3200. }
  3201. Object.assign( BinaryReader.prototype, {
  3202. getOffset: function () {
  3203. return this.offset;
  3204. },
  3205. size: function () {
  3206. return this.dv.buffer.byteLength;
  3207. },
  3208. skip: function ( length ) {
  3209. this.offset += length;
  3210. },
  3211. // seems like true/false representation depends on exporter.
  3212. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  3213. // then sees LSB.
  3214. getBoolean: function () {
  3215. return ( this.getUint8() & 1 ) === 1;
  3216. },
  3217. getBooleanArray: function ( size ) {
  3218. var a = [];
  3219. for ( var i = 0; i < size; i ++ ) {
  3220. a.push( this.getBoolean() );
  3221. }
  3222. return a;
  3223. },
  3224. getInt8: function () {
  3225. var value = this.dv.getInt8( this.offset );
  3226. this.offset += 1;
  3227. return value;
  3228. },
  3229. getInt8Array: function ( size ) {
  3230. var a = [];
  3231. for ( var i = 0; i < size; i ++ ) {
  3232. a.push( this.getInt8() );
  3233. }
  3234. return a;
  3235. },
  3236. getUint8: function () {
  3237. var value = this.dv.getUint8( this.offset );
  3238. this.offset += 1;
  3239. return value;
  3240. },
  3241. getUint8Array: function ( size ) {
  3242. var a = [];
  3243. for ( var i = 0; i < size; i ++ ) {
  3244. a.push( this.getUint8() );
  3245. }
  3246. return a;
  3247. },
  3248. getInt16: function () {
  3249. var value = this.dv.getInt16( this.offset, this.littleEndian );
  3250. this.offset += 2;
  3251. return value;
  3252. },
  3253. getInt16Array: function ( size ) {
  3254. var a = [];
  3255. for ( var i = 0; i < size; i ++ ) {
  3256. a.push( this.getInt16() );
  3257. }
  3258. return a;
  3259. },
  3260. getUint16: function () {
  3261. var value = this.dv.getUint16( this.offset, this.littleEndian );
  3262. this.offset += 2;
  3263. return value;
  3264. },
  3265. getUint16Array: function ( size ) {
  3266. var a = [];
  3267. for ( var i = 0; i < size; i ++ ) {
  3268. a.push( this.getUint16() );
  3269. }
  3270. return a;
  3271. },
  3272. getInt32: function () {
  3273. var value = this.dv.getInt32( this.offset, this.littleEndian );
  3274. this.offset += 4;
  3275. return value;
  3276. },
  3277. getInt32Array: function ( size ) {
  3278. var a = [];
  3279. for ( var i = 0; i < size; i ++ ) {
  3280. a.push( this.getInt32() );
  3281. }
  3282. return a;
  3283. },
  3284. getUint32: function () {
  3285. var value = this.dv.getUint32( this.offset, this.littleEndian );
  3286. this.offset += 4;
  3287. return value;
  3288. },
  3289. getUint32Array: function ( size ) {
  3290. var a = [];
  3291. for ( var i = 0; i < size; i ++ ) {
  3292. a.push( this.getUint32() );
  3293. }
  3294. return a;
  3295. },
  3296. // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
  3297. // 1 << 32 will return 1 so using multiply operation instead here.
  3298. // There'd be a possibility that this method returns wrong value if the value
  3299. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  3300. // TODO: safely handle 64-bit integer
  3301. getInt64: function () {
  3302. var low, high;
  3303. if ( this.littleEndian ) {
  3304. low = this.getUint32();
  3305. high = this.getUint32();
  3306. } else {
  3307. high = this.getUint32();
  3308. low = this.getUint32();
  3309. }
  3310. // calculate negative value
  3311. if ( high & 0x80000000 ) {
  3312. high = ~high & 0xFFFFFFFF;
  3313. low = ~low & 0xFFFFFFFF;
  3314. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  3315. low = ( low + 1 ) & 0xFFFFFFFF;
  3316. return - ( high * 0x100000000 + low );
  3317. }
  3318. return high * 0x100000000 + low;
  3319. },
  3320. getInt64Array: function ( size ) {
  3321. var a = [];
  3322. for ( var i = 0; i < size; i ++ ) {
  3323. a.push( this.getInt64() );
  3324. }
  3325. return a;
  3326. },
  3327. // Note: see getInt64() comment
  3328. getUint64: function () {
  3329. var low, high;
  3330. if ( this.littleEndian ) {
  3331. low = this.getUint32();
  3332. high = this.getUint32();
  3333. } else {
  3334. high = this.getUint32();
  3335. low = this.getUint32();
  3336. }
  3337. return high * 0x100000000 + low;
  3338. },
  3339. getUint64Array: function ( size ) {
  3340. var a = [];
  3341. for ( var i = 0; i < size; i ++ ) {
  3342. a.push( this.getUint64() );
  3343. }
  3344. return a;
  3345. },
  3346. getFloat32: function () {
  3347. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  3348. this.offset += 4;
  3349. return value;
  3350. },
  3351. getFloat32Array: function ( size ) {
  3352. var a = [];
  3353. for ( var i = 0; i < size; i ++ ) {
  3354. a.push( this.getFloat32() );
  3355. }
  3356. return a;
  3357. },
  3358. getFloat64: function () {
  3359. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  3360. this.offset += 8;
  3361. return value;
  3362. },
  3363. getFloat64Array: function ( size ) {
  3364. var a = [];
  3365. for ( var i = 0; i < size; i ++ ) {
  3366. a.push( this.getFloat64() );
  3367. }
  3368. return a;
  3369. },
  3370. getArrayBuffer: function ( size ) {
  3371. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  3372. this.offset += size;
  3373. return value;
  3374. },
  3375. getChar: function () {
  3376. return String.fromCharCode( this.getUint8() );
  3377. },
  3378. getString: function ( size ) {
  3379. var s = '';
  3380. while ( size > 0 ) {
  3381. var value = this.getUint8();
  3382. size--;
  3383. if ( value === 0 ) break;
  3384. s += String.fromCharCode( value );
  3385. }
  3386. this.skip( size );
  3387. return s;
  3388. }
  3389. } );
  3390. function FBXTree() {}
  3391. Object.assign( FBXTree.prototype, {
  3392. add: function ( key, val ) {
  3393. this[ key ] = val;
  3394. },
  3395. searchConnectionParent: function ( id ) {
  3396. if ( this.__cache_search_connection_parent === undefined ) {
  3397. this.__cache_search_connection_parent = [];
  3398. }
  3399. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  3400. return this.__cache_search_connection_parent[ id ];
  3401. } else {
  3402. this.__cache_search_connection_parent[ id ] = [];
  3403. }
  3404. var conns = this.Connections.properties.connections;
  3405. var results = [];
  3406. for ( var i = 0; i < conns.length; ++ i ) {
  3407. if ( conns[ i ][ 0 ] == id ) {
  3408. // 0 means scene root
  3409. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  3410. results.push( res );
  3411. }
  3412. }
  3413. if ( results.length > 0 ) {
  3414. append( this.__cache_search_connection_parent[ id ], results );
  3415. return results;
  3416. } else {
  3417. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  3418. return [ - 1 ];
  3419. }
  3420. },
  3421. searchConnectionChildren: function ( id ) {
  3422. if ( this.__cache_search_connection_children === undefined ) {
  3423. this.__cache_search_connection_children = [];
  3424. }
  3425. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  3426. return this.__cache_search_connection_children[ id ];
  3427. } else {
  3428. this.__cache_search_connection_children[ id ] = [];
  3429. }
  3430. var conns = this.Connections.properties.connections;
  3431. var res = [];
  3432. for ( var i = 0; i < conns.length; ++ i ) {
  3433. if ( conns[ i ][ 1 ] == id ) {
  3434. // 0 means scene root
  3435. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  3436. // there may more than one kid, then search to the end
  3437. }
  3438. }
  3439. if ( res.length > 0 ) {
  3440. append( this.__cache_search_connection_children[ id ], res );
  3441. return res;
  3442. } else {
  3443. this.__cache_search_connection_children[ id ] = [ ];
  3444. return [ ];
  3445. }
  3446. },
  3447. searchConnectionType: function ( id, to ) {
  3448. var key = id + ',' + to; // TODO: to hash
  3449. if ( this.__cache_search_connection_type === undefined ) {
  3450. this.__cache_search_connection_type = {};
  3451. }
  3452. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  3453. return this.__cache_search_connection_type[ key ];
  3454. } else {
  3455. this.__cache_search_connection_type[ key ] = '';
  3456. }
  3457. var conns = this.Connections.properties.connections;
  3458. for ( var i = 0; i < conns.length; ++ i ) {
  3459. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  3460. // 0 means scene root
  3461. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  3462. return conns[ i ][ 2 ];
  3463. }
  3464. }
  3465. this.__cache_search_connection_type[ id ] = null;
  3466. return null;
  3467. }
  3468. } );
  3469. /**
  3470. * @param {ArrayBuffer} buffer
  3471. * @returns {boolean}
  3472. */
  3473. function isFbxFormatBinary( buffer ) {
  3474. var CORRECT = 'Kaydara FBX Binary \0';
  3475. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  3476. }
  3477. /**
  3478. * @returns {boolean}
  3479. */
  3480. function isFbxFormatASCII( text ) {
  3481. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  3482. var cursor = 0;
  3483. function read( offset ) {
  3484. var result = text[ offset - 1 ];
  3485. text = text.slice( cursor + offset );
  3486. cursor ++;
  3487. return result;
  3488. }
  3489. for ( var i = 0; i < CORRECT.length; ++ i ) {
  3490. var num = read( 1 );
  3491. if ( num == CORRECT[ i ] ) {
  3492. return false;
  3493. }
  3494. }
  3495. return true;
  3496. }
  3497. /**
  3498. * @returns {number}
  3499. */
  3500. function getFbxVersion( text ) {
  3501. var versionRegExp = /FBXVersion: (\d+)/;
  3502. var match = text.match( versionRegExp );
  3503. if ( match ) {
  3504. var version = parseInt( match[ 1 ] );
  3505. return version;
  3506. }
  3507. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  3508. }
  3509. /**
  3510. * Converts FBX ticks into real time seconds.
  3511. * @param {number} time - FBX tick timestamp to convert.
  3512. * @returns {number} - FBX tick in real world time.
  3513. */
  3514. function convertFBXTimeToSeconds( time ) {
  3515. // Constant is FBX ticks per second.
  3516. return time / 46186158000;
  3517. }
  3518. /**
  3519. * Parses comma separated list of float numbers and returns them in an array.
  3520. * @example
  3521. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3522. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  3523. * @returns {number[]}
  3524. */
  3525. function parseFloatArray( string ) {
  3526. var array = string.split( ',' );
  3527. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3528. array[ i ] = parseFloat( array[ i ] );
  3529. }
  3530. return array;
  3531. }
  3532. /**
  3533. * Parses comma separated list of int numbers and returns them in an array.
  3534. * @example
  3535. * // Returns [ 5, 8, 2, 3 ]
  3536. * parseFloatArray( "5,8,2,3" )
  3537. * @returns {number[]}
  3538. */
  3539. function parseIntArray( string ) {
  3540. var array = string.split( ',' );
  3541. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3542. array[ i ] = parseInt( array[ i ] );
  3543. }
  3544. return array;
  3545. }
  3546. /**
  3547. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  3548. * @param {FBXVector3} property - Property to parse as Vector3.
  3549. * @returns {THREE.Vector3}
  3550. */
  3551. function parseVector3( property ) {
  3552. return new THREE.Vector3().fromArray( property.value );
  3553. }
  3554. /**
  3555. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  3556. * @param {FBXVector3} property - Property to parse as Color.
  3557. * @returns {THREE.Color}
  3558. */
  3559. function parseColor( property ) {
  3560. return new THREE.Color().fromArray( property.value );
  3561. }
  3562. function parseMatrixArray( floatString ) {
  3563. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  3564. }
  3565. /**
  3566. * Converts ArrayBuffer to String.
  3567. * @param {ArrayBuffer} buffer
  3568. * @param {number} from
  3569. * @param {number} to
  3570. * @returns {String}
  3571. */
  3572. function convertArrayBufferToString( buffer, from, to ) {
  3573. if ( from === undefined ) from = 0;
  3574. if ( to === undefined ) to = buffer.byteLength;
  3575. var array = new Uint8Array( buffer, from, to );
  3576. if ( window.TextDecoder !== undefined ) {
  3577. return new TextDecoder().decode( array );
  3578. }
  3579. var s = '';
  3580. for ( var i = 0, il = array.length; i < il; i ++ ) {
  3581. s += String.fromCharCode( array[ i ] );
  3582. }
  3583. return s;
  3584. }
  3585. /**
  3586. * Converts number from degrees into radians.
  3587. * @param {number} value
  3588. * @returns {number}
  3589. */
  3590. function degreeToRadian( value ) {
  3591. return value * DEG2RAD;
  3592. }
  3593. var DEG2RAD = Math.PI / 180;
  3594. //
  3595. function findIndex( array, func ) {
  3596. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3597. if ( func( array[ i ] ) ) return i;
  3598. }
  3599. return -1;
  3600. }
  3601. function append( a, b ) {
  3602. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  3603. a[ j ] = b[ i ];
  3604. }
  3605. }
  3606. function slice( a, b, from, to ) {
  3607. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  3608. a[ j ] = b[ i ];
  3609. }
  3610. return a;
  3611. }
  3612. } )();