FBXLoader2.js 97 KB

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