FBXLoader2.js 101 KB

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