FBXLoader.js 115 KB

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