FBXLoader.js 124 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. */
  22. ( function () {
  23. /**
  24. * Generates a loader for loading FBX files from URL and parsing into
  25. * a THREE.Group.
  26. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  27. */
  28. THREE.FBXLoader = function ( manager ) {
  29. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  30. };
  31. Object.assign( THREE.FBXLoader.prototype, {
  32. /**
  33. * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
  34. * THREE.Group will have an animations property of AnimationClips
  35. * of the different animations exported with the FBX.
  36. * @param {string} url - URL of the FBX file.
  37. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  38. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  39. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  40. */
  41. load: function ( url, onLoad, onProgress, onError ) {
  42. var self = this;
  43. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  44. var loader = new THREE.FileLoader( this.manager );
  45. loader.setResponseType( 'arraybuffer' );
  46. loader.load( url, function ( buffer ) {
  47. try {
  48. var scene = self.parse( buffer, resourceDirectory );
  49. onLoad( scene );
  50. } catch ( error ) {
  51. window.setTimeout( function () {
  52. if ( onError ) onError( error );
  53. self.manager.itemError( url );
  54. }, 0 );
  55. }
  56. }, onProgress, onError );
  57. },
  58. /**
  59. * Parses an ASCII/Binary FBX file and returns a THREE.Group.
  60. * THREE.Group will have an animations property of AnimationClips
  61. * of the different animations within the FBX file.
  62. * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
  63. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  64. * @returns {THREE.Group}
  65. */
  66. parse: function ( FBXBuffer, resourceDirectory ) {
  67. var FBXTree;
  68. if ( isFbxFormatBinary( FBXBuffer ) ) {
  69. FBXTree = new BinaryParser().parse( FBXBuffer );
  70. } else {
  71. var FBXText = convertArrayBufferToString( FBXBuffer );
  72. if ( ! isFbxFormatASCII( FBXText ) ) {
  73. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  74. }
  75. if ( getFbxVersion( FBXText ) < 7000 ) {
  76. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  77. }
  78. FBXTree = new TextParser().parse( FBXText );
  79. }
  80. // console.log( FBXTree );
  81. var connections = parseConnections( FBXTree );
  82. var images = parseImages( FBXTree );
  83. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  84. var materials = parseMaterials( FBXTree, textures, connections );
  85. var deformers = parseDeformers( FBXTree, connections );
  86. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  87. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  88. return sceneGraph;
  89. }
  90. } );
  91. /**
  92. * Parses map of relationships between objects.
  93. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  94. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  95. */
  96. function parseConnections( FBXTree ) {
  97. /**
  98. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  99. */
  100. var connectionMap = new Map();
  101. if ( 'Connections' in FBXTree ) {
  102. /**
  103. * @type {[number, number, string][]}
  104. */
  105. var connectionArray = FBXTree.Connections.properties.connections;
  106. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  107. var connection = connectionArray[ connectionArrayIndex ];
  108. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  109. connectionMap.set( connection[ 0 ], {
  110. parents: [],
  111. children: []
  112. } );
  113. }
  114. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  115. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  116. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  117. connectionMap.set( connection[ 1 ], {
  118. parents: [],
  119. children: []
  120. } );
  121. }
  122. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  123. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  124. }
  125. }
  126. return connectionMap;
  127. }
  128. /**
  129. * Parses map of images referenced in FBXTree.
  130. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  131. * @returns {Map<number, string(image blob/data URL)>}
  132. */
  133. function parseImages( FBXTree ) {
  134. /**
  135. * @type {Map<number, string(image blob/data URL)>}
  136. */
  137. var imageMap = new Map();
  138. if ( 'Video' in FBXTree.Objects.subNodes ) {
  139. var videoNodes = FBXTree.Objects.subNodes.Video;
  140. for ( var nodeID in videoNodes ) {
  141. var videoNode = videoNodes[ nodeID ];
  142. // raw image data is in videoNode.properties.Content
  143. if ( 'Content' in videoNode.properties ) {
  144. var image = parseImage( videoNodes[ nodeID ] );
  145. imageMap.set( parseInt( nodeID ), image );
  146. }
  147. }
  148. }
  149. return imageMap;
  150. }
  151. /**
  152. * @param {videoNode} videoNode - Node to get texture image information from.
  153. * @returns {string} - image blob/data URL
  154. */
  155. function parseImage( videoNode ) {
  156. var content = videoNode.properties.Content;
  157. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  158. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  159. var type;
  160. switch ( extension ) {
  161. case 'bmp':
  162. type = 'image/bmp';
  163. break;
  164. case 'jpg':
  165. type = 'image/jpeg';
  166. break;
  167. case 'png':
  168. type = 'image/png';
  169. break;
  170. case 'tif':
  171. type = 'image/tiff';
  172. break;
  173. default:
  174. console.warn( 'FBXLoader: No support image type ' + extension );
  175. return;
  176. }
  177. if ( typeof content === 'string' ) {
  178. return 'data:' + type + ';base64,' + content;
  179. } else {
  180. var array = new Uint8Array( content );
  181. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  182. }
  183. }
  184. /**
  185. * Parses map of textures referenced in FBXTree.
  186. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  187. * @param {THREE.TextureLoader} loader
  188. * @param {Map<number, string(image blob/data URL)>} imageMap
  189. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  190. * @returns {Map<number, THREE.Texture>}
  191. */
  192. function parseTextures( FBXTree, loader, imageMap, connections ) {
  193. /**
  194. * @type {Map<number, THREE.Texture>}
  195. */
  196. var textureMap = new Map();
  197. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  198. var textureNodes = FBXTree.Objects.subNodes.Texture;
  199. for ( var nodeID in textureNodes ) {
  200. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  201. textureMap.set( parseInt( nodeID ), texture );
  202. }
  203. }
  204. return textureMap;
  205. }
  206. /**
  207. * @param {textureNode} textureNode - Node to get texture information from.
  208. * @param {THREE.TextureLoader} loader
  209. * @param {Map<number, string(image blob/data URL)>} imageMap
  210. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  211. * @returns {THREE.Texture}
  212. */
  213. function parseTexture( textureNode, loader, imageMap, connections ) {
  214. var FBX_ID = textureNode.id;
  215. var name = textureNode.name;
  216. var fileName;
  217. var filePath = textureNode.properties.FileName;
  218. var relativeFilePath = textureNode.properties.RelativeFilename;
  219. var children = connections.get( FBX_ID ).children;
  220. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  221. fileName = imageMap.get( children[ 0 ].ID );
  222. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
  223. relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  224. // use textureNode.properties.RelativeFilename
  225. // if it exists and it doesn't seem an absolute path
  226. fileName = relativeFilePath;
  227. } else {
  228. var split = filePath.split( /[\\\/]/ );
  229. if ( split.length > 0 ) {
  230. fileName = split[ split.length - 1 ];
  231. } else {
  232. fileName = filePath;
  233. }
  234. }
  235. var currentPath = loader.path;
  236. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  237. loader.setPath( undefined );
  238. }
  239. /**
  240. * @type {THREE.Texture}
  241. */
  242. var texture = loader.load( fileName );
  243. texture.name = name;
  244. texture.FBX_ID = FBX_ID;
  245. var wrapModeU = textureNode.properties.WrapModeU;
  246. var wrapModeV = textureNode.properties.WrapModeV;
  247. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  248. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  249. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  250. // 0: repeat(default), 1: clamp
  251. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  252. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  253. loader.setPath( currentPath );
  254. return texture;
  255. }
  256. /**
  257. * Parses map of Material information.
  258. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  259. * @param {Map<number, THREE.Texture>} textureMap
  260. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  261. * @returns {Map<number, THREE.Material>}
  262. */
  263. function parseMaterials( FBXTree, textureMap, connections ) {
  264. var materialMap = new Map();
  265. if ( 'Material' in FBXTree.Objects.subNodes ) {
  266. var materialNodes = FBXTree.Objects.subNodes.Material;
  267. for ( var nodeID in materialNodes ) {
  268. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  269. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  270. }
  271. }
  272. return materialMap;
  273. }
  274. /**
  275. * Takes information from Material node and returns a generated THREE.Material
  276. * @param {FBXMaterialNode} materialNode
  277. * @param {Map<number, THREE.Texture>} textureMap
  278. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  279. * @returns {THREE.Material}
  280. */
  281. function parseMaterial( materialNode, textureMap, connections ) {
  282. var FBX_ID = materialNode.id;
  283. var name = materialNode.attrName;
  284. var type = materialNode.properties.ShadingModel;
  285. //Case where FBXs wrap shading model in property object.
  286. if ( typeof type === 'object' ) {
  287. type = type.value;
  288. }
  289. // Seems like FBX can include unused materials which don't have any connections.
  290. // Ignores them so far.
  291. if ( ! connections.has( FBX_ID ) ) return null;
  292. var children = connections.get( FBX_ID ).children;
  293. var parameters = parseParameters( materialNode.properties, textureMap, children );
  294. var material;
  295. switch ( type.toLowerCase() ) {
  296. case 'phong':
  297. material = new THREE.MeshPhongMaterial();
  298. break;
  299. case 'lambert':
  300. material = new THREE.MeshLambertMaterial();
  301. break;
  302. default:
  303. console.warn( 'THREE.FBXLoader: No implementation given for material type %s in FBXLoader.js. Defaulting to standard material.', type );
  304. material = new THREE.MeshStandardMaterial( { color: 0x3300ff } );
  305. break;
  306. }
  307. material.setValues( parameters );
  308. material.name = name;
  309. return material;
  310. }
  311. /**
  312. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  313. */
  314. /**
  315. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  316. */
  317. /**
  318. * @param {FBXMaterialProperties} properties
  319. * @param {Map<number, THREE.Texture>} textureMap
  320. * @param {{ID: number, relationship: string}[]} childrenRelationships
  321. * @returns {THREEMaterialParameterPack}
  322. */
  323. function parseParameters( properties, textureMap, childrenRelationships ) {
  324. var parameters = {};
  325. if ( properties.Diffuse ) {
  326. parameters.color = parseColor( properties.Diffuse );
  327. }
  328. if ( properties.Specular ) {
  329. parameters.specular = parseColor( properties.Specular );
  330. }
  331. if ( properties.Shininess ) {
  332. parameters.shininess = properties.Shininess.value;
  333. }
  334. if ( properties.Emissive ) {
  335. parameters.emissive = parseColor( properties.Emissive );
  336. }
  337. if ( properties.EmissiveFactor ) {
  338. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  339. }
  340. if ( properties.Opacity ) {
  341. parameters.opacity = properties.Opacity.value;
  342. }
  343. if ( parameters.opacity < 1.0 ) {
  344. parameters.transparent = true;
  345. }
  346. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  347. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  348. var type = relationship.relationship;
  349. switch ( type ) {
  350. case 'DiffuseColor':
  351. case ' "DiffuseColor':
  352. parameters.map = textureMap.get( relationship.ID );
  353. break;
  354. case 'Bump':
  355. case ' "Bump':
  356. parameters.bumpMap = textureMap.get( relationship.ID );
  357. break;
  358. case 'NormalMap':
  359. case ' "NormalMap':
  360. parameters.normalMap = textureMap.get( relationship.ID );
  361. break;
  362. case 'AmbientColor':
  363. case 'EmissiveColor':
  364. case ' "AmbientColor':
  365. case ' "EmissiveColor':
  366. default:
  367. console.warn( 'THREE.FBXLoader: Unknown texture application of type %s, skipping texture.', type );
  368. break;
  369. }
  370. }
  371. return parameters;
  372. }
  373. /**
  374. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  375. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  376. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  377. * @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}>}
  378. */
  379. function parseDeformers( FBXTree, connections ) {
  380. var deformers = {};
  381. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  382. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  383. for ( var nodeID in DeformerNodes ) {
  384. var deformerNode = DeformerNodes[ nodeID ];
  385. if ( deformerNode.attrType === 'Skin' ) {
  386. var conns = connections.get( parseInt( nodeID ) );
  387. var skeleton = parseSkeleton( conns, DeformerNodes );
  388. skeleton.FBX_ID = parseInt( nodeID );
  389. deformers[ nodeID ] = skeleton;
  390. }
  391. }
  392. }
  393. return deformers;
  394. }
  395. /**
  396. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  397. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  398. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  399. * @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}}
  400. */
  401. function parseSkeleton( connections, DeformerNodes ) {
  402. var subDeformers = {};
  403. var children = connections.children;
  404. for ( var i = 0, l = children.length; i < l; ++ i ) {
  405. var child = children[ i ];
  406. var subDeformerNode = DeformerNodes[ child.ID ];
  407. var subDeformer = {
  408. FBX_ID: child.ID,
  409. index: i,
  410. indices: [],
  411. weights: [],
  412. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  413. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  414. linkMode: subDeformerNode.properties.Mode
  415. };
  416. if ( 'Indexes' in subDeformerNode.subNodes ) {
  417. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  418. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  419. }
  420. subDeformers[ child.ID ] = subDeformer;
  421. }
  422. return {
  423. map: subDeformers,
  424. bones: []
  425. };
  426. }
  427. /**
  428. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  429. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  430. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  431. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
  432. * @returns {Map<number, THREE.BufferGeometry>}
  433. */
  434. function parseGeometries( FBXTree, connections, deformers ) {
  435. var geometryMap = new Map();
  436. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  437. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  438. for ( var nodeID in geometryNodes ) {
  439. var relationships = connections.get( parseInt( nodeID ) );
  440. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  441. geometryMap.set( parseInt( nodeID ), geo );
  442. }
  443. }
  444. return geometryMap;
  445. }
  446. /**
  447. * Generates BufferGeometry from FBXGeometryNode.
  448. * @param {FBXGeometryNode} geometryNode
  449. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  450. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers
  451. * @returns {THREE.BufferGeometry}
  452. */
  453. function parseGeometry( geometryNode, relationships, deformers ) {
  454. switch ( geometryNode.attrType ) {
  455. case 'Mesh':
  456. return parseMeshGeometry( geometryNode, relationships, deformers );
  457. break;
  458. case 'NurbsCurve':
  459. return parseNurbsGeometry( geometryNode );
  460. break;
  461. }
  462. }
  463. /**
  464. * Specialty function for parsing Mesh based Geometry Nodes.
  465. * @param {FBXGeometryNode} geometryNode
  466. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  467. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers - Map object of deformers and subDeformers by ID.
  468. * @returns {THREE.BufferGeometry}
  469. */
  470. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  471. for ( var i = 0; i < relationships.children.length; ++ i ) {
  472. var deformer = deformers[ relationships.children[ i ].ID ];
  473. if ( deformer !== undefined ) break;
  474. }
  475. return genGeometry( geometryNode, deformer );
  476. }
  477. /**
  478. * @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.
  479. * @returns {THREE.BufferGeometry}
  480. */
  481. function genGeometry( geometryNode, deformer ) {
  482. var geometry = new Geometry();
  483. var subNodes = geometryNode.subNodes;
  484. // First, each index is going to be its own vertex.
  485. var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
  486. var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
  487. if ( subNodes.LayerElementNormal ) {
  488. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  489. }
  490. if ( subNodes.LayerElementUV ) {
  491. var uvInfo = [];
  492. var i = 0;
  493. while ( subNodes.LayerElementUV[ i ] ){
  494. uvInfo.push(getUVs( subNodes.LayerElementUV[ i ] ));
  495. i++;
  496. }
  497. }
  498. if ( subNodes.LayerElementColor ) {
  499. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  500. }
  501. if ( subNodes.LayerElementMaterial ) {
  502. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  503. }
  504. var weightTable = {};
  505. if ( deformer ) {
  506. var subDeformers = deformer.map;
  507. for ( var key in subDeformers ) {
  508. var subDeformer = subDeformers[ key ];
  509. var indices = subDeformer.indices;
  510. for ( var j = 0; j < indices.length; j ++ ) {
  511. var index = indices[ j ];
  512. var weight = subDeformer.weights[ j ];
  513. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  514. weightTable[ index ].push( {
  515. id: subDeformer.index,
  516. weight: weight
  517. } );
  518. }
  519. }
  520. }
  521. var faceVertexBuffer = [];
  522. var polygonIndex = 0;
  523. var displayedWeightsWarning = false;
  524. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  525. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  526. var endOfFace = false;
  527. if ( vertexIndex < 0 ) {
  528. vertexIndex = vertexIndex ^ - 1;
  529. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  530. endOfFace = true;
  531. }
  532. var vertex = new Vertex();
  533. var weightIndices = [];
  534. var weights = [];
  535. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  536. if ( deformer ) {
  537. if ( weightTable[ vertexIndex ] !== undefined ) {
  538. var array = weightTable[ vertexIndex ];
  539. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  540. weights.push( array[ j ].weight );
  541. weightIndices.push( array[ j ].id );
  542. }
  543. }
  544. if ( weights.length > 4 ) {
  545. if ( ! displayedWeightsWarning ) {
  546. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  547. displayedWeightsWarning = true;
  548. }
  549. var WIndex = [ 0, 0, 0, 0 ];
  550. var Weight = [ 0, 0, 0, 0 ];
  551. weights.forEach( function ( weight, weightIndex ) {
  552. var currentWeight = weight;
  553. var currentIndex = weightIndices[ weightIndex ];
  554. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  555. if ( currentWeight > comparedWeight ) {
  556. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  557. currentWeight = comparedWeight;
  558. var tmp = WIndex[ comparedWeightIndex ];
  559. WIndex[ comparedWeightIndex ] = currentIndex;
  560. currentIndex = tmp;
  561. }
  562. } );
  563. } );
  564. weightIndices = WIndex;
  565. weights = Weight;
  566. }
  567. for ( var i = weights.length; i < 4; ++ i ) {
  568. weights[ i ] = 0;
  569. weightIndices[ i ] = 0;
  570. }
  571. vertex.skinWeights.fromArray( weights );
  572. vertex.skinIndices.fromArray( weightIndices );
  573. }
  574. if ( normalInfo ) {
  575. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  576. }
  577. if ( uvInfo ) {
  578. for ( var i = 0 ; i < uvInfo.length; i++ ) {
  579. uvTemp = new THREE.Vector2();
  580. vertex.uv.push( uvTemp.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[i] ) ) );
  581. }
  582. }
  583. if ( colorInfo ) {
  584. vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
  585. }
  586. faceVertexBuffer.push( vertex );
  587. if ( endOfFace ) {
  588. var face = new Face();
  589. face.genTrianglesFromVertices( faceVertexBuffer );
  590. if ( materialInfo !== undefined ) {
  591. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  592. face.materialIndex = materials[ 0 ];
  593. } else {
  594. // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
  595. // Set 0 in such a case.
  596. face.materialIndex = 0;
  597. }
  598. geometry.faces.push( face );
  599. faceVertexBuffer = [];
  600. polygonIndex ++;
  601. endOfFace = false;
  602. }
  603. }
  604. /**
  605. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  606. */
  607. var bufferInfo = geometry.flattenToBuffers();
  608. var geo = new THREE.BufferGeometry();
  609. geo.name = geometryNode.name;
  610. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
  611. if ( bufferInfo.normalBuffer.length > 0 ) {
  612. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
  613. }
  614. if ( bufferInfo.uvBuffers.length > 0 ) {
  615. for ( var i = 0; i < bufferInfo.uvBuffers.length; i ++ ) {
  616. var name = 'uv' + ( i + 1 ).toString();
  617. if ( i == 0 ) {
  618. name = 'uv';
  619. }
  620. geo.addAttribute( name, new THREE.Float32BufferAttribute( bufferInfo.uvBuffers[ i ], 2 ) );
  621. }
  622. }
  623. if ( subNodes.LayerElementColor ) {
  624. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
  625. }
  626. if ( deformer ) {
  627. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  628. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  629. geo.FBX_Deformer = deformer;
  630. }
  631. // Convert the material indices of each vertex into rendering groups on the geometry.
  632. var materialIndexBuffer = bufferInfo.materialIndexBuffer;
  633. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  634. var startIndex = 0;
  635. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  636. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  637. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  638. prevMaterialIndex = materialIndexBuffer[ i ];
  639. startIndex = i;
  640. }
  641. }
  642. return geo;
  643. }
  644. /**
  645. * Parses normal information for geometry.
  646. * @param {FBXGeometryNode} geometryNode
  647. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  648. */
  649. function getNormals( NormalNode ) {
  650. var mappingType = NormalNode.properties.MappingInformationType;
  651. var referenceType = NormalNode.properties.ReferenceInformationType;
  652. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  653. var indexBuffer = [];
  654. if ( referenceType === 'IndexToDirect' ) {
  655. if ( 'NormalIndex' in NormalNode.subNodes ) {
  656. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  657. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  658. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  659. }
  660. }
  661. return {
  662. dataSize: 3,
  663. buffer: buffer,
  664. indices: indexBuffer,
  665. mappingType: mappingType,
  666. referenceType: referenceType
  667. };
  668. }
  669. /**
  670. * Parses UV information for geometry.
  671. * @param {FBXGeometryNode} geometryNode
  672. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  673. */
  674. function getUVs( UVNode ) {
  675. var mappingType = UVNode.properties.MappingInformationType;
  676. var referenceType = UVNode.properties.ReferenceInformationType;
  677. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  678. var indexBuffer = [];
  679. if ( referenceType === 'IndexToDirect' ) {
  680. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  681. }
  682. return {
  683. dataSize: 2,
  684. buffer: buffer,
  685. indices: indexBuffer,
  686. mappingType: mappingType,
  687. referenceType: referenceType
  688. };
  689. }
  690. /**
  691. * Parses Vertex Color information for geometry.
  692. * @param {FBXGeometryNode} geometryNode
  693. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  694. */
  695. function getColors( ColorNode ) {
  696. var mappingType = ColorNode.properties.MappingInformationType;
  697. var referenceType = ColorNode.properties.ReferenceInformationType;
  698. var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
  699. var indexBuffer = [];
  700. if ( referenceType === 'IndexToDirect' ) {
  701. indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
  702. }
  703. return {
  704. dataSize: 4,
  705. buffer: buffer,
  706. indices: indexBuffer,
  707. mappingType: mappingType,
  708. referenceType: referenceType
  709. };
  710. }
  711. /**
  712. * Parses material application information for geometry.
  713. * @param {FBXGeometryNode}
  714. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  715. */
  716. function getMaterials( MaterialNode ) {
  717. var mappingType = MaterialNode.properties.MappingInformationType;
  718. var referenceType = MaterialNode.properties.ReferenceInformationType;
  719. if ( mappingType === 'NoMappingInformation' ) {
  720. return {
  721. dataSize: 1,
  722. buffer: [ 0 ],
  723. indices: [ 0 ],
  724. mappingType: 'AllSame',
  725. referenceType: referenceType
  726. };
  727. }
  728. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  729. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  730. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  731. // for conforming with the other functions we've written for other data.
  732. var materialIndices = [];
  733. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  734. materialIndices.push( materialIndexBufferIndex );
  735. }
  736. return {
  737. dataSize: 1,
  738. buffer: materialIndexBuffer,
  739. indices: materialIndices,
  740. mappingType: mappingType,
  741. referenceType: referenceType
  742. };
  743. }
  744. /**
  745. * Function uses the infoObject and given indices to return value array of object.
  746. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  747. * @param {number} polygonIndex - Index of polygon in geometry.
  748. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  749. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  750. * @returns {number[]}
  751. */
  752. var dataArray = [];
  753. var GetData = {
  754. ByPolygonVertex: {
  755. /**
  756. * Function uses the infoObject and given indices to return value array of object.
  757. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  758. * @param {number} polygonIndex - Index of polygon in geometry.
  759. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  760. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  761. * @returns {number[]}
  762. */
  763. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  764. var from = ( polygonVertexIndex * infoObject.dataSize );
  765. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  766. // return infoObject.buffer.slice( from, to );
  767. return slice( dataArray, infoObject.buffer, from, to );
  768. },
  769. /**
  770. * Function uses the infoObject and given indices to return value array of object.
  771. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  772. * @param {number} polygonIndex - Index of polygon in geometry.
  773. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  774. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  775. * @returns {number[]}
  776. */
  777. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  778. var index = infoObject.indices[ polygonVertexIndex ];
  779. var from = ( index * infoObject.dataSize );
  780. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  781. // return infoObject.buffer.slice( from, to );
  782. return slice( dataArray, infoObject.buffer, from, to );
  783. }
  784. },
  785. ByPolygon: {
  786. /**
  787. * Function uses the infoObject and given indices to return value array of object.
  788. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  789. * @param {number} polygonIndex - Index of polygon in geometry.
  790. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  791. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  792. * @returns {number[]}
  793. */
  794. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  795. var from = polygonIndex * infoObject.dataSize;
  796. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  797. // return infoObject.buffer.slice( from, to );
  798. return slice( dataArray, infoObject.buffer, from, to );
  799. },
  800. /**
  801. * Function uses the infoObject and given indices to return value array of object.
  802. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  803. * @param {number} polygonIndex - Index of polygon in geometry.
  804. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  805. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  806. * @returns {number[]}
  807. */
  808. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  809. var index = infoObject.indices[ polygonIndex ];
  810. var from = index * infoObject.dataSize;
  811. var to = index * infoObject.dataSize + infoObject.dataSize;
  812. // return infoObject.buffer.slice( from, to );
  813. return slice( dataArray, infoObject.buffer, from, to );
  814. }
  815. },
  816. ByVertice: {
  817. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  818. var from = ( vertexIndex * infoObject.dataSize );
  819. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  820. // return infoObject.buffer.slice( from, to );
  821. return slice( dataArray, infoObject.buffer, from, to );
  822. }
  823. },
  824. AllSame: {
  825. /**
  826. * Function uses the infoObject and given indices to return value array of object.
  827. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  828. * @param {number} polygonIndex - Index of polygon in geometry.
  829. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  830. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  831. * @returns {number[]}
  832. */
  833. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  834. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  835. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  836. // return infoObject.buffer.slice( from, to );
  837. return slice( dataArray, infoObject.buffer, from, to );
  838. }
  839. }
  840. };
  841. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  842. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  843. }
  844. /**
  845. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  846. * @param {FBXGeometryNode} geometryNode
  847. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  848. * @returns {THREE.BufferGeometry}
  849. */
  850. function parseNurbsGeometry( geometryNode ) {
  851. if ( THREE.NURBSCurve === undefined ) {
  852. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  853. return new THREE.BufferGeometry();
  854. }
  855. var order = parseInt( geometryNode.properties.Order );
  856. if ( isNaN( order ) ) {
  857. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  858. return new THREE.BufferGeometry();
  859. }
  860. var degree = order - 1;
  861. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  862. var controlPoints = [];
  863. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  864. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  865. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  866. }
  867. var startKnot, endKnot;
  868. if ( geometryNode.properties.Form === 'Closed' ) {
  869. controlPoints.push( controlPoints[ 0 ] );
  870. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  871. startKnot = degree;
  872. endKnot = knots.length - 1 - startKnot;
  873. for ( var i = 0; i < degree; ++ i ) {
  874. controlPoints.push( controlPoints[ i ] );
  875. }
  876. }
  877. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  878. var vertices = curve.getPoints( controlPoints.length * 7 );
  879. var positions = new Float32Array( vertices.length * 3 );
  880. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  881. vertices[ i ].toArray( positions, i * 3 );
  882. }
  883. var geometry = new THREE.BufferGeometry();
  884. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  885. return geometry;
  886. }
  887. /**
  888. * Finally generates Scene graph and Scene graph Objects.
  889. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  890. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  891. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
  892. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  893. * @param {Map<number, THREE.Material>} materialMap
  894. * @returns {THREE.Group}
  895. */
  896. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  897. var sceneGraph = new THREE.Group();
  898. var ModelNode = FBXTree.Objects.subNodes.Model;
  899. /**
  900. * @type {Array.<THREE.Object3D>}
  901. */
  902. var modelArray = [];
  903. /**
  904. * @type {Map.<number, THREE.Object3D>}
  905. */
  906. var modelMap = new Map();
  907. for ( var nodeID in ModelNode ) {
  908. var id = parseInt( nodeID );
  909. var node = ModelNode[ nodeID ];
  910. var conns = connections.get( id );
  911. var model = null;
  912. for ( var i = 0; i < conns.parents.length; ++ i ) {
  913. for ( var FBX_ID in deformers ) {
  914. var deformer = deformers[ FBX_ID ];
  915. var subDeformers = deformer.map;
  916. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  917. if ( subDeformer ) {
  918. var model2 = model;
  919. model = new THREE.Bone();
  920. deformer.bones[ subDeformer.index ] = model;
  921. // seems like we need this not to make non-connected bone, maybe?
  922. // TODO: confirm
  923. if ( model2 !== null ) model.add( model2 );
  924. }
  925. }
  926. }
  927. if ( ! model ) {
  928. switch ( node.attrType ) {
  929. case 'Camera':
  930. /* ***********
  931. * Supported camera types:
  932. * PerspectiveCamera
  933. * OrthographicCamera
  934. ************** */
  935. var cameraAttribute;
  936. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  937. var childID = conns.children[ childrenIndex ].ID;
  938. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  939. if ( attr !== undefined && attr.properties !== undefined ) {
  940. cameraAttribute = attr.properties;
  941. }
  942. }
  943. if ( cameraAttribute === undefined ) {
  944. model = new THREE.Object3D();
  945. } else {
  946. var type = 0;
  947. if ( cameraAttribute.CameraProjectionType !== undefined && ( cameraAttribute.CameraProjectionType.value === '1' || cameraAttribute.CameraProjectionType.value === 1 ) ) {
  948. type = 1;
  949. }
  950. var nearClippingPlane = 1;
  951. if ( cameraAttribute.NearPlane !== undefined ) {
  952. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  953. }
  954. var farClippingPlane = 1000;
  955. if ( cameraAttribute.FarPlane !== undefined ) {
  956. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  957. }
  958. var width = window.innerWidth;
  959. var height = window.innerHeight;
  960. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  961. width = parseFloat( cameraAttribute.AspectWidth.value );
  962. height = parseFloat( cameraAttribute.AspectHeight.value );
  963. }
  964. var aspect = width / height;
  965. var fov = 45;
  966. if ( cameraAttribute.FieldOfView !== undefined ) {
  967. fov = parseFloat( cameraAttribute.FieldOfView.value );
  968. }
  969. switch ( type ) {
  970. case '0': // Perspective
  971. case 0:
  972. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  973. break;
  974. case '1': // Orthographic
  975. case 1:
  976. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  977. break;
  978. default:
  979. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  980. model = new THREE.Object3D();
  981. break;
  982. }
  983. }
  984. break;
  985. case 'Light':
  986. /* ***********
  987. * Supported light types:
  988. * DirectionalLight
  989. * PointLight
  990. * SpotLight
  991. ************** */
  992. var lightAttribute;
  993. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  994. var childID = conns.children[ childrenIndex ].ID;
  995. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  996. if ( attr !== undefined && attr.properties !== undefined ) {
  997. lightAttribute = attr.properties;
  998. }
  999. }
  1000. if ( lightAttribute === undefined ) {
  1001. model = new THREE.Object3D();
  1002. } else {
  1003. var type;
  1004. // LightType can be undefined for Point lights
  1005. if ( lightAttribute.LightType === undefined ) {
  1006. type = 0;
  1007. } else {
  1008. type = lightAttribute.LightType.value;
  1009. }
  1010. var color = 0xffffff;
  1011. if ( lightAttribute.Color !== undefined ) {
  1012. var temp = lightAttribute.Color.value.split( ',' );
  1013. var r = parseFloat( temp[ 0 ] );
  1014. var g = parseFloat( temp[ 1 ] );
  1015. var b = parseFloat( temp[ 1 ] );
  1016. color = new THREE.Color( r, g, b );
  1017. }
  1018. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1019. // light disabled
  1020. if ( lightAttribute.CastLightOnObject !== undefined && ( lightAttribute.CastLightOnObject.value === '0' || lightAttribute.CastLightOnObject.value === 0 ) ) {
  1021. intensity = 0;
  1022. }
  1023. var distance = 0;
  1024. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1025. if ( lightAttribute.EnableFarAttenuation !== undefined && ( lightAttribute.EnableFarAttenuation.value === '0' || lightAttribute.EnableFarAttenuation.value === 0 ) ) {
  1026. distance = 0;
  1027. } else {
  1028. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1029. }
  1030. }
  1031. // TODO
  1032. // could be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1033. var decay = 1;
  1034. switch ( type ) {
  1035. case '0': // Point
  1036. case 0:
  1037. model = new THREE.PointLight( color, intensity, distance, decay );
  1038. break;
  1039. case '1': // Directional
  1040. case 1:
  1041. model = new THREE.DirectionalLight( color, intensity );
  1042. break;
  1043. case '2': // Spot
  1044. case 2:
  1045. var angle = Math.PI / 3;
  1046. if ( lightAttribute.InnerAngle !== undefined ) {
  1047. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1048. }
  1049. var penumbra = 0;
  1050. if ( lightAttribute.OuterAngle !== undefined ) {
  1051. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1052. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1053. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1054. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1055. penumbra = Math.max( penumbra, 1 );
  1056. }
  1057. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1058. break;
  1059. default:
  1060. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1061. model = new THREE.PointLight( color, intensity );
  1062. break;
  1063. }
  1064. if ( lightAttribute.CastShadows !== undefined && ( lightAttribute.CastShadows.value === '1' || lightAttribute.CastShadows.value === 1 ) ) {
  1065. model.castShadow = true;
  1066. }
  1067. }
  1068. break;
  1069. case 'Mesh':
  1070. /**
  1071. * @type {?THREE.BufferGeometry}
  1072. */
  1073. var geometry = null;
  1074. /**
  1075. * @type {THREE.MultiMaterial|THREE.Material}
  1076. */
  1077. var material = null;
  1078. /**
  1079. * @type {Array.<THREE.Material>}
  1080. */
  1081. var materials = [];
  1082. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1083. var child = conns.children[ childrenIndex ];
  1084. if ( geometryMap.has( child.ID ) ) {
  1085. geometry = geometryMap.get( child.ID );
  1086. }
  1087. if ( materialMap.has( child.ID ) ) {
  1088. materials.push( materialMap.get( child.ID ) );
  1089. }
  1090. }
  1091. if ( materials.length > 1 ) {
  1092. material = materials;
  1093. } else if ( materials.length > 0 ) {
  1094. material = materials[ 0 ];
  1095. } else {
  1096. material = new THREE.MeshStandardMaterial( { color: 0x3300ff } );
  1097. materials.push( material );
  1098. }
  1099. if ( 'color' in geometry.attributes ) {
  1100. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1101. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1102. }
  1103. }
  1104. if ( geometry.FBX_Deformer ) {
  1105. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1106. materials[ materialsIndex ].skinning = true;
  1107. }
  1108. model = new THREE.SkinnedMesh( geometry, material );
  1109. } else {
  1110. model = new THREE.Mesh( geometry, material );
  1111. }
  1112. break;
  1113. case 'NurbsCurve':
  1114. var geometry = null;
  1115. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1116. var child = conns.children[ childrenIndex ];
  1117. if ( geometryMap.has( child.ID ) ) {
  1118. geometry = geometryMap.get( child.ID );
  1119. }
  1120. }
  1121. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1122. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1123. model = new THREE.Line( geometry, material );
  1124. break;
  1125. default:
  1126. model = new THREE.Object3D();
  1127. break;
  1128. }
  1129. }
  1130. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  1131. model.FBX_ID = id;
  1132. modelArray.push( model );
  1133. modelMap.set( id, model );
  1134. }
  1135. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1136. var model = modelArray[ modelArrayIndex ];
  1137. var node = ModelNode[ model.FBX_ID ];
  1138. if ( 'Lcl_Translation' in node.properties ) {
  1139. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  1140. }
  1141. if ( 'Lcl_Rotation' in node.properties ) {
  1142. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
  1143. rotation.push( 'ZYX' );
  1144. model.rotation.fromArray( rotation );
  1145. }
  1146. if ( 'Lcl_Scaling' in node.properties ) {
  1147. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  1148. }
  1149. if ( 'PreRotation' in node.properties ) {
  1150. var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
  1151. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1152. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1153. preRotations.multiply( currentRotation );
  1154. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1155. }
  1156. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1157. if ( 'GeometricTranslation' in node.properties ) {
  1158. var array = node.properties.GeometricTranslation.value;
  1159. model.traverse( function ( child ) {
  1160. if ( child.geometry ) {
  1161. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1162. }
  1163. } );
  1164. }
  1165. if ( 'LookAtProperty' in node.properties ) {
  1166. var conns = connections.get( model.FBX_ID );
  1167. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1168. var child = conns.children[ childrenIndex ];
  1169. if ( child.relationship === 'LookAtProperty' || child.relationship === ' "LookAtProperty' ) {
  1170. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1171. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1172. var pos = lookAtTarget.properties.Lcl_Translation.value.split( ',' ).map( function ( val ) {
  1173. return parseFloat( val );
  1174. } );
  1175. // DirectionalLight, SpotLight
  1176. if ( model.target !== undefined ) {
  1177. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1178. sceneGraph.add( model.target );
  1179. } else { // Cameras and other Object3Ds
  1180. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1181. }
  1182. }
  1183. }
  1184. }
  1185. }
  1186. var conns = connections.get( model.FBX_ID );
  1187. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1188. var pIndex = findIndex( modelArray, function ( mod ) {
  1189. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1190. } );
  1191. if ( pIndex > - 1 ) {
  1192. modelArray[ pIndex ].add( model );
  1193. break;
  1194. }
  1195. }
  1196. if ( model.parent === null ) {
  1197. sceneGraph.add( model );
  1198. }
  1199. }
  1200. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1201. sceneGraph.updateMatrixWorld( true );
  1202. // Put skeleton into bind pose.
  1203. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1204. for ( var nodeID in BindPoseNode ) {
  1205. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1206. BindPoseNode = BindPoseNode[ nodeID ];
  1207. break;
  1208. }
  1209. }
  1210. if ( BindPoseNode ) {
  1211. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1212. var worldMatrices = new Map();
  1213. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1214. var node = PoseNode[ PoseNodeIndex ];
  1215. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  1216. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1217. }
  1218. }
  1219. for ( var FBX_ID in deformers ) {
  1220. var deformer = deformers[ FBX_ID ];
  1221. var subDeformers = deformer.map;
  1222. for ( var key in subDeformers ) {
  1223. var subDeformer = subDeformers[ key ];
  1224. var subDeformerIndex = subDeformer.index;
  1225. /**
  1226. * @type {THREE.Bone}
  1227. */
  1228. var bone = deformer.bones[ subDeformerIndex ];
  1229. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1230. break;
  1231. }
  1232. var mat = worldMatrices.get( bone.FBX_ID );
  1233. bone.matrixWorld.copy( mat );
  1234. }
  1235. // Now that skeleton is in bind pose, bind to model.
  1236. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1237. var conns = connections.get( deformer.FBX_ID );
  1238. var parents = conns.parents;
  1239. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1240. var parent = parents[ parentsIndex ];
  1241. if ( geometryMap.has( parent.ID ) ) {
  1242. var geoID = parent.ID;
  1243. var geoConns = connections.get( geoID );
  1244. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1245. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1246. var model = modelMap.get( geoConns.parents[ i ].ID );
  1247. //ASSERT model typeof SkinnedMesh
  1248. model.bind( deformer.skeleton, model.matrixWorld );
  1249. break;
  1250. }
  1251. }
  1252. }
  1253. }
  1254. }
  1255. //Skeleton is now bound, return objects to starting
  1256. //world positions.
  1257. sceneGraph.updateMatrixWorld( true );
  1258. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1259. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  1260. // not just for individual objects.
  1261. sceneGraph.skeleton = {
  1262. bones: modelArray
  1263. };
  1264. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1265. addAnimations( sceneGraph, animations );
  1266. // Parse ambient color - if it's not set to black (default), create an ambient light
  1267. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1268. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1269. var r = ambientColor[ 0 ];
  1270. var g = ambientColor[ 1 ];
  1271. var b = ambientColor[ 2 ];
  1272. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1273. var color = new THREE.Color( r, g, b );
  1274. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1275. }
  1276. }
  1277. return sceneGraph;
  1278. }
  1279. /**
  1280. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  1281. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  1282. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1283. */
  1284. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1285. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1286. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1287. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1288. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1289. /**
  1290. * @type {{
  1291. curves: Map<number, {
  1292. T: {
  1293. id: number;
  1294. attr: string;
  1295. internalID: number;
  1296. attrX: boolean;
  1297. attrY: boolean;
  1298. attrZ: boolean;
  1299. containerBoneID: number;
  1300. containerID: number;
  1301. curves: {
  1302. x: {
  1303. version: any;
  1304. id: number;
  1305. internalID: number;
  1306. times: number[];
  1307. values: number[];
  1308. attrFlag: number[];
  1309. attrData: number[];
  1310. };
  1311. y: {
  1312. version: any;
  1313. id: number;
  1314. internalID: number;
  1315. times: number[];
  1316. values: number[];
  1317. attrFlag: number[];
  1318. attrData: number[];
  1319. };
  1320. z: {
  1321. version: any;
  1322. id: number;
  1323. internalID: number;
  1324. times: number[];
  1325. values: number[];
  1326. attrFlag: number[];
  1327. attrData: number[];
  1328. };
  1329. };
  1330. },
  1331. R: {
  1332. id: number;
  1333. attr: string;
  1334. internalID: number;
  1335. attrX: boolean;
  1336. attrY: boolean;
  1337. attrZ: boolean;
  1338. containerBoneID: number;
  1339. containerID: number;
  1340. curves: {
  1341. x: {
  1342. version: any;
  1343. id: number;
  1344. internalID: number;
  1345. times: number[];
  1346. values: number[];
  1347. attrFlag: number[];
  1348. attrData: number[];
  1349. };
  1350. y: {
  1351. version: any;
  1352. id: number;
  1353. internalID: number;
  1354. times: number[];
  1355. values: number[];
  1356. attrFlag: number[];
  1357. attrData: number[];
  1358. };
  1359. z: {
  1360. version: any;
  1361. id: number;
  1362. internalID: number;
  1363. times: number[];
  1364. values: number[];
  1365. attrFlag: number[];
  1366. attrData: number[];
  1367. };
  1368. };
  1369. },
  1370. S: {
  1371. id: number;
  1372. attr: string;
  1373. internalID: number;
  1374. attrX: boolean;
  1375. attrY: boolean;
  1376. attrZ: boolean;
  1377. containerBoneID: number;
  1378. containerID: number;
  1379. curves: {
  1380. x: {
  1381. version: any;
  1382. id: number;
  1383. internalID: number;
  1384. times: number[];
  1385. values: number[];
  1386. attrFlag: number[];
  1387. attrData: number[];
  1388. };
  1389. y: {
  1390. version: any;
  1391. id: number;
  1392. internalID: number;
  1393. times: number[];
  1394. values: number[];
  1395. attrFlag: number[];
  1396. attrData: number[];
  1397. };
  1398. z: {
  1399. version: any;
  1400. id: number;
  1401. internalID: number;
  1402. times: number[];
  1403. values: number[];
  1404. attrFlag: number[];
  1405. attrData: number[];
  1406. };
  1407. };
  1408. }
  1409. }>,
  1410. layers: Map<number, {
  1411. T: {
  1412. id: number;
  1413. attr: string;
  1414. internalID: number;
  1415. attrX: boolean;
  1416. attrY: boolean;
  1417. attrZ: boolean;
  1418. containerBoneID: number;
  1419. containerID: number;
  1420. curves: {
  1421. x: {
  1422. version: any;
  1423. id: number;
  1424. internalID: number;
  1425. times: number[];
  1426. values: number[];
  1427. attrFlag: number[];
  1428. attrData: number[];
  1429. };
  1430. y: {
  1431. version: any;
  1432. id: number;
  1433. internalID: number;
  1434. times: number[];
  1435. values: number[];
  1436. attrFlag: number[];
  1437. attrData: number[];
  1438. };
  1439. z: {
  1440. version: any;
  1441. id: number;
  1442. internalID: number;
  1443. times: number[];
  1444. values: number[];
  1445. attrFlag: number[];
  1446. attrData: number[];
  1447. };
  1448. },
  1449. },
  1450. R: {
  1451. id: number;
  1452. attr: string;
  1453. internalID: number;
  1454. attrX: boolean;
  1455. attrY: boolean;
  1456. attrZ: boolean;
  1457. containerBoneID: number;
  1458. containerID: number;
  1459. curves: {
  1460. x: {
  1461. version: any;
  1462. id: number;
  1463. internalID: number;
  1464. times: number[];
  1465. values: number[];
  1466. attrFlag: number[];
  1467. attrData: number[];
  1468. };
  1469. y: {
  1470. version: any;
  1471. id: number;
  1472. internalID: number;
  1473. times: number[];
  1474. values: number[];
  1475. attrFlag: number[];
  1476. attrData: number[];
  1477. };
  1478. z: {
  1479. version: any;
  1480. id: number;
  1481. internalID: number;
  1482. times: number[];
  1483. values: number[];
  1484. attrFlag: number[];
  1485. attrData: number[];
  1486. };
  1487. },
  1488. },
  1489. S: {
  1490. id: number;
  1491. attr: string;
  1492. internalID: number;
  1493. attrX: boolean;
  1494. attrY: boolean;
  1495. attrZ: boolean;
  1496. containerBoneID: number;
  1497. containerID: number;
  1498. curves: {
  1499. x: {
  1500. version: any;
  1501. id: number;
  1502. internalID: number;
  1503. times: number[];
  1504. values: number[];
  1505. attrFlag: number[];
  1506. attrData: number[];
  1507. };
  1508. y: {
  1509. version: any;
  1510. id: number;
  1511. internalID: number;
  1512. times: number[];
  1513. values: number[];
  1514. attrFlag: number[];
  1515. attrData: number[];
  1516. };
  1517. z: {
  1518. version: any;
  1519. id: number;
  1520. internalID: number;
  1521. times: number[];
  1522. values: number[];
  1523. attrFlag: number[];
  1524. attrData: number[];
  1525. };
  1526. },
  1527. }
  1528. }[]>,
  1529. stacks: Map<number, {
  1530. name: string,
  1531. layers: {
  1532. T: {
  1533. id: number;
  1534. attr: string;
  1535. internalID: number;
  1536. attrX: boolean;
  1537. attrY: boolean;
  1538. attrZ: boolean;
  1539. containerBoneID: number;
  1540. containerID: number;
  1541. curves: {
  1542. x: {
  1543. version: any;
  1544. id: number;
  1545. internalID: number;
  1546. times: number[];
  1547. values: number[];
  1548. attrFlag: number[];
  1549. attrData: number[];
  1550. };
  1551. y: {
  1552. version: any;
  1553. id: number;
  1554. internalID: number;
  1555. times: number[];
  1556. values: number[];
  1557. attrFlag: number[];
  1558. attrData: number[];
  1559. };
  1560. z: {
  1561. version: any;
  1562. id: number;
  1563. internalID: number;
  1564. times: number[];
  1565. values: number[];
  1566. attrFlag: number[];
  1567. attrData: number[];
  1568. };
  1569. };
  1570. };
  1571. R: {
  1572. id: number;
  1573. attr: string;
  1574. internalID: number;
  1575. attrX: boolean;
  1576. attrY: boolean;
  1577. attrZ: boolean;
  1578. containerBoneID: number;
  1579. containerID: number;
  1580. curves: {
  1581. x: {
  1582. version: any;
  1583. id: number;
  1584. internalID: number;
  1585. times: number[];
  1586. values: number[];
  1587. attrFlag: number[];
  1588. attrData: number[];
  1589. };
  1590. y: {
  1591. version: any;
  1592. id: number;
  1593. internalID: number;
  1594. times: number[];
  1595. values: number[];
  1596. attrFlag: number[];
  1597. attrData: number[];
  1598. };
  1599. z: {
  1600. version: any;
  1601. id: number;
  1602. internalID: number;
  1603. times: number[];
  1604. values: number[];
  1605. attrFlag: number[];
  1606. attrData: number[];
  1607. };
  1608. };
  1609. };
  1610. S: {
  1611. id: number;
  1612. attr: string;
  1613. internalID: number;
  1614. attrX: boolean;
  1615. attrY: boolean;
  1616. attrZ: boolean;
  1617. containerBoneID: number;
  1618. containerID: number;
  1619. curves: {
  1620. x: {
  1621. version: any;
  1622. id: number;
  1623. internalID: number;
  1624. times: number[];
  1625. values: number[];
  1626. attrFlag: number[];
  1627. attrData: number[];
  1628. };
  1629. y: {
  1630. version: any;
  1631. id: number;
  1632. internalID: number;
  1633. times: number[];
  1634. values: number[];
  1635. attrFlag: number[];
  1636. attrData: number[];
  1637. };
  1638. z: {
  1639. version: any;
  1640. id: number;
  1641. internalID: number;
  1642. times: number[];
  1643. values: number[];
  1644. attrFlag: number[];
  1645. attrData: number[];
  1646. };
  1647. };
  1648. };
  1649. }[][],
  1650. length: number,
  1651. frames: number }>,
  1652. length: number,
  1653. fps: number,
  1654. frames: number
  1655. }}
  1656. */
  1657. var returnObject = {
  1658. curves: new Map(),
  1659. layers: {},
  1660. stacks: {},
  1661. length: 0,
  1662. fps: 30,
  1663. frames: 0
  1664. };
  1665. /**
  1666. * @type {Array.<{
  1667. id: number;
  1668. attr: string;
  1669. internalID: number;
  1670. attrX: boolean;
  1671. attrY: boolean;
  1672. attrZ: boolean;
  1673. containerBoneID: number;
  1674. containerID: number;
  1675. }>}
  1676. */
  1677. var animationCurveNodes = [];
  1678. for ( var nodeID in rawNodes ) {
  1679. if ( nodeID.match( /\d+/ ) ) {
  1680. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1681. animationCurveNodes.push( animationNode );
  1682. }
  1683. }
  1684. /**
  1685. * @type {Map.<number, {
  1686. id: number,
  1687. attr: string,
  1688. internalID: number,
  1689. attrX: boolean,
  1690. attrY: boolean,
  1691. attrZ: boolean,
  1692. containerBoneID: number,
  1693. containerID: number,
  1694. curves: {
  1695. x: {
  1696. version: any,
  1697. id: number,
  1698. internalID: number,
  1699. times: number[],
  1700. values: number[],
  1701. attrFlag: number[],
  1702. attrData: number[],
  1703. },
  1704. y: {
  1705. version: any,
  1706. id: number,
  1707. internalID: number,
  1708. times: number[],
  1709. values: number[],
  1710. attrFlag: number[],
  1711. attrData: number[],
  1712. },
  1713. z: {
  1714. version: any,
  1715. id: number,
  1716. internalID: number,
  1717. times: number[],
  1718. values: number[],
  1719. attrFlag: number[],
  1720. attrData: number[],
  1721. }
  1722. }
  1723. }>}
  1724. */
  1725. var tmpMap = new Map();
  1726. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1727. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1728. continue;
  1729. }
  1730. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1731. }
  1732. /**
  1733. * @type {{
  1734. version: any,
  1735. id: number,
  1736. internalID: number,
  1737. times: number[],
  1738. values: number[],
  1739. attrFlag: number[],
  1740. attrData: number[],
  1741. }[]}
  1742. */
  1743. var animationCurves = [];
  1744. for ( nodeID in rawCurves ) {
  1745. if ( nodeID.match( /\d+/ ) ) {
  1746. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1747. // seems like this check would be necessary?
  1748. if ( ! connections.has( animationCurve.id ) ) continue;
  1749. animationCurves.push( animationCurve );
  1750. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1751. var firstParentID = firstParentConn.ID;
  1752. var firstParentRelationship = firstParentConn.relationship;
  1753. var axis = '';
  1754. if ( firstParentRelationship.match( /X/ ) ) {
  1755. axis = 'x';
  1756. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1757. axis = 'y';
  1758. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1759. axis = 'z';
  1760. } else {
  1761. continue;
  1762. }
  1763. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1764. }
  1765. }
  1766. tmpMap.forEach( function ( curveNode ) {
  1767. var id = curveNode.containerBoneID;
  1768. if ( ! returnObject.curves.has( id ) ) {
  1769. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1770. }
  1771. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1772. if ( curveNode.attr === 'R' ) {
  1773. var curves = curveNode.curves;
  1774. // Seems like some FBX files have AnimationCurveNode
  1775. // which doesn't have any connected AnimationCurve.
  1776. // Setting animation parameter for them here.
  1777. if ( curves.x === null ) {
  1778. curves.x = {
  1779. version: null,
  1780. times: [ 0.0 ],
  1781. values: [ 0.0 ]
  1782. };
  1783. }
  1784. if ( curves.y === null ) {
  1785. curves.y = {
  1786. version: null,
  1787. times: [ 0.0 ],
  1788. values: [ 0.0 ]
  1789. };
  1790. }
  1791. if ( curves.z === null ) {
  1792. curves.z = {
  1793. version: null,
  1794. times: [ 0.0 ],
  1795. values: [ 0.0 ]
  1796. };
  1797. }
  1798. curves.x.values = curves.x.values.map( degreeToRadian );
  1799. curves.y.values = curves.y.values.map( degreeToRadian );
  1800. curves.z.values = curves.z.values.map( degreeToRadian );
  1801. if ( curveNode.preRotations !== null ) {
  1802. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1803. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1804. var frameRotation = new THREE.Euler();
  1805. var frameRotationQuaternion = new THREE.Quaternion();
  1806. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1807. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1808. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1809. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1810. curves.x.values[ frame ] = frameRotation.x;
  1811. curves.y.values[ frame ] = frameRotation.y;
  1812. curves.z.values[ frame ] = frameRotation.z;
  1813. }
  1814. }
  1815. }
  1816. } );
  1817. for ( var nodeID in rawLayers ) {
  1818. /**
  1819. * @type {{
  1820. T: {
  1821. id: number;
  1822. attr: string;
  1823. internalID: number;
  1824. attrX: boolean;
  1825. attrY: boolean;
  1826. attrZ: boolean;
  1827. containerBoneID: number;
  1828. containerID: number;
  1829. curves: {
  1830. x: {
  1831. version: any;
  1832. id: number;
  1833. internalID: number;
  1834. times: number[];
  1835. values: number[];
  1836. attrFlag: number[];
  1837. attrData: number[];
  1838. };
  1839. y: {
  1840. version: any;
  1841. id: number;
  1842. internalID: number;
  1843. times: number[];
  1844. values: number[];
  1845. attrFlag: number[];
  1846. attrData: number[];
  1847. };
  1848. z: {
  1849. version: any;
  1850. id: number;
  1851. internalID: number;
  1852. times: number[];
  1853. values: number[];
  1854. attrFlag: number[];
  1855. attrData: number[];
  1856. };
  1857. },
  1858. },
  1859. R: {
  1860. id: number;
  1861. attr: string;
  1862. internalID: number;
  1863. attrX: boolean;
  1864. attrY: boolean;
  1865. attrZ: boolean;
  1866. containerBoneID: number;
  1867. containerID: number;
  1868. curves: {
  1869. x: {
  1870. version: any;
  1871. id: number;
  1872. internalID: number;
  1873. times: number[];
  1874. values: number[];
  1875. attrFlag: number[];
  1876. attrData: number[];
  1877. };
  1878. y: {
  1879. version: any;
  1880. id: number;
  1881. internalID: number;
  1882. times: number[];
  1883. values: number[];
  1884. attrFlag: number[];
  1885. attrData: number[];
  1886. };
  1887. z: {
  1888. version: any;
  1889. id: number;
  1890. internalID: number;
  1891. times: number[];
  1892. values: number[];
  1893. attrFlag: number[];
  1894. attrData: number[];
  1895. };
  1896. },
  1897. },
  1898. S: {
  1899. id: number;
  1900. attr: string;
  1901. internalID: number;
  1902. attrX: boolean;
  1903. attrY: boolean;
  1904. attrZ: boolean;
  1905. containerBoneID: number;
  1906. containerID: number;
  1907. curves: {
  1908. x: {
  1909. version: any;
  1910. id: number;
  1911. internalID: number;
  1912. times: number[];
  1913. values: number[];
  1914. attrFlag: number[];
  1915. attrData: number[];
  1916. };
  1917. y: {
  1918. version: any;
  1919. id: number;
  1920. internalID: number;
  1921. times: number[];
  1922. values: number[];
  1923. attrFlag: number[];
  1924. attrData: number[];
  1925. };
  1926. z: {
  1927. version: any;
  1928. id: number;
  1929. internalID: number;
  1930. times: number[];
  1931. values: number[];
  1932. attrFlag: number[];
  1933. attrData: number[];
  1934. };
  1935. },
  1936. }
  1937. }[]}
  1938. */
  1939. var layer = [];
  1940. var children = connections.get( parseInt( nodeID ) ).children;
  1941. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1942. // Skip lockInfluenceWeights
  1943. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1944. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1945. var boneID = curveNode.containerBoneID;
  1946. if ( layer[ boneID ] === undefined ) {
  1947. layer[ boneID ] = {
  1948. T: null,
  1949. R: null,
  1950. S: null
  1951. };
  1952. }
  1953. layer[ boneID ][ curveNode.attr ] = curveNode;
  1954. }
  1955. }
  1956. returnObject.layers[ nodeID ] = layer;
  1957. }
  1958. for ( var nodeID in rawStacks ) {
  1959. var layers = [];
  1960. var children = connections.get( parseInt( nodeID ) ).children;
  1961. var timestamps = { max: 0, min: Number.MAX_VALUE };
  1962. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1963. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  1964. if ( currentLayer !== undefined ) {
  1965. layers.push( currentLayer );
  1966. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1967. var layer = currentLayer[ currentLayerIndex ];
  1968. if ( layer ) {
  1969. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  1970. }
  1971. }
  1972. }
  1973. }
  1974. // Do we have an animation clip with actual length?
  1975. if ( timestamps.max > timestamps.min ) {
  1976. returnObject.stacks[ nodeID ] = {
  1977. name: rawStacks[ nodeID ].attrName,
  1978. layers: layers,
  1979. length: timestamps.max - timestamps.min,
  1980. frames: ( timestamps.max - timestamps.min ) * 30
  1981. };
  1982. }
  1983. }
  1984. return returnObject;
  1985. }
  1986. /**
  1987. * @param {Object} FBXTree
  1988. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1989. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1990. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1991. */
  1992. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1993. var rawModels = FBXTree.Objects.subNodes.Model;
  1994. var returnObject = {
  1995. /**
  1996. * @type {number}
  1997. */
  1998. id: animationCurveNode.id,
  1999. /**
  2000. * @type {string}
  2001. */
  2002. attr: animationCurveNode.attrName,
  2003. /**
  2004. * @type {number}
  2005. */
  2006. internalID: animationCurveNode.id,
  2007. /**
  2008. * @type {boolean}
  2009. */
  2010. attrX: false,
  2011. /**
  2012. * @type {boolean}
  2013. */
  2014. attrY: false,
  2015. /**
  2016. * @type {boolean}
  2017. */
  2018. attrZ: false,
  2019. /**
  2020. * @type {number}
  2021. */
  2022. containerBoneID: - 1,
  2023. /**
  2024. * @type {number}
  2025. */
  2026. containerID: - 1,
  2027. curves: {
  2028. x: null,
  2029. y: null,
  2030. z: null
  2031. },
  2032. /**
  2033. * @type {number[]}
  2034. */
  2035. preRotations: null
  2036. };
  2037. if ( returnObject.attr.match( /S|R|T/ ) ) {
  2038. for ( var attributeKey in animationCurveNode.properties ) {
  2039. if ( attributeKey.match( /X/ ) ) {
  2040. returnObject.attrX = true;
  2041. }
  2042. if ( attributeKey.match( /Y/ ) ) {
  2043. returnObject.attrY = true;
  2044. }
  2045. if ( attributeKey.match( /Z/ ) ) {
  2046. returnObject.attrZ = true;
  2047. }
  2048. }
  2049. } else {
  2050. return null;
  2051. }
  2052. var conns = connections.get( returnObject.id );
  2053. var containerIndices = conns.parents;
  2054. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  2055. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  2056. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  2057. } );
  2058. if ( boneID > - 1 ) {
  2059. returnObject.containerBoneID = boneID;
  2060. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  2061. var model = rawModels[ returnObject.containerID.toString() ];
  2062. if ( 'PreRotation' in model.properties ) {
  2063. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  2064. }
  2065. break;
  2066. }
  2067. }
  2068. return returnObject;
  2069. }
  2070. /**
  2071. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  2072. */
  2073. function parseAnimationCurve( animationCurve ) {
  2074. return {
  2075. version: null,
  2076. id: animationCurve.id,
  2077. internalID: animationCurve.id,
  2078. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
  2079. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  2080. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  2081. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  2082. };
  2083. }
  2084. /**
  2085. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  2086. * than the max or min respectively.
  2087. * @param {{
  2088. T: {
  2089. id: number,
  2090. attr: string,
  2091. internalID: number,
  2092. attrX: boolean,
  2093. attrY: boolean,
  2094. attrZ: boolean,
  2095. containerBoneID: number,
  2096. containerID: number,
  2097. curves: {
  2098. x: {
  2099. version: any,
  2100. id: number,
  2101. internalID: number,
  2102. times: number[],
  2103. values: number[],
  2104. attrFlag: number[],
  2105. attrData: number[],
  2106. },
  2107. y: {
  2108. version: any,
  2109. id: number,
  2110. internalID: number,
  2111. times: number[],
  2112. values: number[],
  2113. attrFlag: number[],
  2114. attrData: number[],
  2115. },
  2116. z: {
  2117. version: any,
  2118. id: number,
  2119. internalID: number,
  2120. times: number[],
  2121. values: number[],
  2122. attrFlag: number[],
  2123. attrData: number[],
  2124. },
  2125. },
  2126. },
  2127. R: {
  2128. id: number,
  2129. attr: string,
  2130. internalID: number,
  2131. attrX: boolean,
  2132. attrY: boolean,
  2133. attrZ: boolean,
  2134. containerBoneID: number,
  2135. containerID: number,
  2136. curves: {
  2137. x: {
  2138. version: any,
  2139. id: number,
  2140. internalID: number,
  2141. times: number[],
  2142. values: number[],
  2143. attrFlag: number[],
  2144. attrData: number[],
  2145. },
  2146. y: {
  2147. version: any,
  2148. id: number,
  2149. internalID: number,
  2150. times: number[],
  2151. values: number[],
  2152. attrFlag: number[],
  2153. attrData: number[],
  2154. },
  2155. z: {
  2156. version: any,
  2157. id: number,
  2158. internalID: number,
  2159. times: number[],
  2160. values: number[],
  2161. attrFlag: number[],
  2162. attrData: number[],
  2163. },
  2164. },
  2165. },
  2166. S: {
  2167. id: number,
  2168. attr: string,
  2169. internalID: number,
  2170. attrX: boolean,
  2171. attrY: boolean,
  2172. attrZ: boolean,
  2173. containerBoneID: number,
  2174. containerID: number,
  2175. curves: {
  2176. x: {
  2177. version: any,
  2178. id: number,
  2179. internalID: number,
  2180. times: number[],
  2181. values: number[],
  2182. attrFlag: number[],
  2183. attrData: number[],
  2184. },
  2185. y: {
  2186. version: any,
  2187. id: number,
  2188. internalID: number,
  2189. times: number[],
  2190. values: number[],
  2191. attrFlag: number[],
  2192. attrData: number[],
  2193. },
  2194. z: {
  2195. version: any,
  2196. id: number,
  2197. internalID: number,
  2198. times: number[],
  2199. values: number[],
  2200. attrFlag: number[],
  2201. attrData: number[],
  2202. },
  2203. },
  2204. },
  2205. }} layer
  2206. */
  2207. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  2208. if ( layer.R ) {
  2209. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  2210. }
  2211. if ( layer.S ) {
  2212. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  2213. }
  2214. if ( layer.T ) {
  2215. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  2216. }
  2217. }
  2218. /**
  2219. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  2220. * exceeds the maximum or minimum.
  2221. * @param {{
  2222. x: {
  2223. version: any,
  2224. id: number,
  2225. internalID: number,
  2226. times: number[],
  2227. values: number[],
  2228. attrFlag: number[],
  2229. attrData: number[],
  2230. },
  2231. y: {
  2232. version: any,
  2233. id: number,
  2234. internalID: number,
  2235. times: number[],
  2236. values: number[],
  2237. attrFlag: number[],
  2238. attrData: number[],
  2239. },
  2240. z: {
  2241. version: any,
  2242. id: number,
  2243. internalID: number,
  2244. times: number[],
  2245. values: number[],
  2246. attrFlag: number[],
  2247. attrData: number[],
  2248. }
  2249. }} curve
  2250. */
  2251. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  2252. if ( curve.x ) {
  2253. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  2254. }
  2255. if ( curve.y ) {
  2256. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  2257. }
  2258. if ( curve.z ) {
  2259. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  2260. }
  2261. }
  2262. /**
  2263. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  2264. * @param {{times: number[]}} axis
  2265. */
  2266. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  2267. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  2268. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  2269. }
  2270. /**
  2271. * @param {{
  2272. curves: Map<number, {
  2273. T: {
  2274. id: number;
  2275. attr: string;
  2276. internalID: number;
  2277. attrX: boolean;
  2278. attrY: boolean;
  2279. attrZ: boolean;
  2280. containerBoneID: number;
  2281. containerID: number;
  2282. curves: {
  2283. x: {
  2284. version: any;
  2285. id: number;
  2286. internalID: number;
  2287. times: number[];
  2288. values: number[];
  2289. attrFlag: number[];
  2290. attrData: number[];
  2291. };
  2292. y: {
  2293. version: any;
  2294. id: number;
  2295. internalID: number;
  2296. times: number[];
  2297. values: number[];
  2298. attrFlag: number[];
  2299. attrData: number[];
  2300. };
  2301. z: {
  2302. version: any;
  2303. id: number;
  2304. internalID: number;
  2305. times: number[];
  2306. values: number[];
  2307. attrFlag: number[];
  2308. attrData: number[];
  2309. };
  2310. };
  2311. };
  2312. R: {
  2313. id: number;
  2314. attr: string;
  2315. internalID: number;
  2316. attrX: boolean;
  2317. attrY: boolean;
  2318. attrZ: boolean;
  2319. containerBoneID: number;
  2320. containerID: number;
  2321. curves: {
  2322. x: {
  2323. version: any;
  2324. id: number;
  2325. internalID: number;
  2326. times: number[];
  2327. values: number[];
  2328. attrFlag: number[];
  2329. attrData: number[];
  2330. };
  2331. y: {
  2332. version: any;
  2333. id: number;
  2334. internalID: number;
  2335. times: number[];
  2336. values: number[];
  2337. attrFlag: number[];
  2338. attrData: number[];
  2339. };
  2340. z: {
  2341. version: any;
  2342. id: number;
  2343. internalID: number;
  2344. times: number[];
  2345. values: number[];
  2346. attrFlag: number[];
  2347. attrData: number[];
  2348. };
  2349. };
  2350. };
  2351. S: {
  2352. id: number;
  2353. attr: string;
  2354. internalID: number;
  2355. attrX: boolean;
  2356. attrY: boolean;
  2357. attrZ: boolean;
  2358. containerBoneID: number;
  2359. containerID: number;
  2360. curves: {
  2361. x: {
  2362. version: any;
  2363. id: number;
  2364. internalID: number;
  2365. times: number[];
  2366. values: number[];
  2367. attrFlag: number[];
  2368. attrData: number[];
  2369. };
  2370. y: {
  2371. version: any;
  2372. id: number;
  2373. internalID: number;
  2374. times: number[];
  2375. values: number[];
  2376. attrFlag: number[];
  2377. attrData: number[];
  2378. };
  2379. z: {
  2380. version: any;
  2381. id: number;
  2382. internalID: number;
  2383. times: number[];
  2384. values: number[];
  2385. attrFlag: number[];
  2386. attrData: number[];
  2387. };
  2388. };
  2389. };
  2390. }>;
  2391. layers: Map<number, {
  2392. T: {
  2393. id: number;
  2394. attr: string;
  2395. internalID: number;
  2396. attrX: boolean;
  2397. attrY: boolean;
  2398. attrZ: boolean;
  2399. containerBoneID: number;
  2400. containerID: number;
  2401. curves: {
  2402. x: {
  2403. version: any;
  2404. id: number;
  2405. internalID: number;
  2406. times: number[];
  2407. values: number[];
  2408. attrFlag: number[];
  2409. attrData: number[];
  2410. };
  2411. y: {
  2412. version: any;
  2413. id: number;
  2414. internalID: number;
  2415. times: number[];
  2416. values: number[];
  2417. attrFlag: number[];
  2418. attrData: number[];
  2419. };
  2420. z: {
  2421. version: any;
  2422. id: number;
  2423. internalID: number;
  2424. times: number[];
  2425. values: number[];
  2426. attrFlag: number[];
  2427. attrData: number[];
  2428. };
  2429. };
  2430. };
  2431. R: {
  2432. id: number;
  2433. attr: string;
  2434. internalID: number;
  2435. attrX: boolean;
  2436. attrY: boolean;
  2437. attrZ: boolean;
  2438. containerBoneID: number;
  2439. containerID: number;
  2440. curves: {
  2441. x: {
  2442. version: any;
  2443. id: number;
  2444. internalID: number;
  2445. times: number[];
  2446. values: number[];
  2447. attrFlag: number[];
  2448. attrData: number[];
  2449. };
  2450. y: {
  2451. version: any;
  2452. id: number;
  2453. internalID: number;
  2454. times: number[];
  2455. values: number[];
  2456. attrFlag: number[];
  2457. attrData: number[];
  2458. };
  2459. z: {
  2460. version: any;
  2461. id: number;
  2462. internalID: number;
  2463. times: number[];
  2464. values: number[];
  2465. attrFlag: number[];
  2466. attrData: number[];
  2467. };
  2468. };
  2469. };
  2470. S: {
  2471. id: number;
  2472. attr: string;
  2473. internalID: number;
  2474. attrX: boolean;
  2475. attrY: boolean;
  2476. attrZ: boolean;
  2477. containerBoneID: number;
  2478. containerID: number;
  2479. curves: {
  2480. x: {
  2481. version: any;
  2482. id: number;
  2483. internalID: number;
  2484. times: number[];
  2485. values: number[];
  2486. attrFlag: number[];
  2487. attrData: number[];
  2488. };
  2489. y: {
  2490. version: any;
  2491. id: number;
  2492. internalID: number;
  2493. times: number[];
  2494. values: number[];
  2495. attrFlag: number[];
  2496. attrData: number[];
  2497. };
  2498. z: {
  2499. version: any;
  2500. id: number;
  2501. internalID: number;
  2502. times: number[];
  2503. values: number[];
  2504. attrFlag: number[];
  2505. attrData: number[];
  2506. };
  2507. };
  2508. };
  2509. }[]>;
  2510. stacks: Map<number, {
  2511. name: string;
  2512. layers: {
  2513. T: {
  2514. id: number;
  2515. attr: string;
  2516. internalID: number;
  2517. attrX: boolean;
  2518. attrY: boolean;
  2519. attrZ: boolean;
  2520. containerBoneID: number;
  2521. containerID: number;
  2522. curves: {
  2523. x: {
  2524. version: any;
  2525. id: number;
  2526. internalID: number;
  2527. times: number[];
  2528. values: number[];
  2529. attrFlag: number[];
  2530. attrData: number[];
  2531. };
  2532. y: {
  2533. version: any;
  2534. id: number;
  2535. internalID: number;
  2536. times: number[];
  2537. values: number[];
  2538. attrFlag: number[];
  2539. attrData: number[];
  2540. };
  2541. z: {
  2542. version: any;
  2543. id: number;
  2544. internalID: number;
  2545. times: number[];
  2546. values: number[];
  2547. attrFlag: number[];
  2548. attrData: number[];
  2549. };
  2550. };
  2551. };
  2552. R: {
  2553. id: number;
  2554. attr: string;
  2555. internalID: number;
  2556. attrX: boolean;
  2557. attrY: boolean;
  2558. attrZ: boolean;
  2559. containerBoneID: number;
  2560. containerID: number;
  2561. curves: {
  2562. x: {
  2563. version: any;
  2564. id: number;
  2565. internalID: number;
  2566. times: number[];
  2567. values: number[];
  2568. attrFlag: number[];
  2569. attrData: number[];
  2570. };
  2571. y: {
  2572. version: any;
  2573. id: number;
  2574. internalID: number;
  2575. times: number[];
  2576. values: number[];
  2577. attrFlag: number[];
  2578. attrData: number[];
  2579. };
  2580. z: {
  2581. version: any;
  2582. id: number;
  2583. internalID: number;
  2584. times: number[];
  2585. values: number[];
  2586. attrFlag: number[];
  2587. attrData: number[];
  2588. };
  2589. };
  2590. };
  2591. S: {
  2592. id: number;
  2593. attr: string;
  2594. internalID: number;
  2595. attrX: boolean;
  2596. attrY: boolean;
  2597. attrZ: boolean;
  2598. containerBoneID: number;
  2599. containerID: number;
  2600. curves: {
  2601. x: {
  2602. version: any;
  2603. id: number;
  2604. internalID: number;
  2605. times: number[];
  2606. values: number[];
  2607. attrFlag: number[];
  2608. attrData: number[];
  2609. };
  2610. y: {
  2611. version: any;
  2612. id: number;
  2613. internalID: number;
  2614. times: number[];
  2615. values: number[];
  2616. attrFlag: number[];
  2617. attrData: number[];
  2618. };
  2619. z: {
  2620. version: any;
  2621. id: number;
  2622. internalID: number;
  2623. times: number[];
  2624. values: number[];
  2625. attrFlag: number[];
  2626. attrData: number[];
  2627. };
  2628. };
  2629. };
  2630. }[][];
  2631. length: number;
  2632. frames: number;
  2633. }>;
  2634. length: number;
  2635. fps: number;
  2636. frames: number;
  2637. }} animations,
  2638. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2639. */
  2640. function addAnimations( group, animations ) {
  2641. if ( group.animations === undefined ) {
  2642. group.animations = [];
  2643. }
  2644. var stacks = animations.stacks;
  2645. for ( var key in stacks ) {
  2646. var stack = stacks[ key ];
  2647. /**
  2648. * @type {{
  2649. * name: string,
  2650. * fps: number,
  2651. * length: number,
  2652. * hierarchy: Array.<{
  2653. * parent: number,
  2654. * name: string,
  2655. * keys: Array.<{
  2656. * time: number,
  2657. * pos: Array.<number>,
  2658. * rot: Array.<number>,
  2659. * scl: Array.<number>
  2660. * }>
  2661. * }>
  2662. * }}
  2663. */
  2664. var animationData = {
  2665. name: stack.name,
  2666. fps: 30,
  2667. length: stack.length,
  2668. hierarchy: []
  2669. };
  2670. var bones = group.skeleton.bones;
  2671. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2672. var bone = bones[ bonesIndex ];
  2673. var name = bone.name.replace( /.*:/, '' );
  2674. var parentIndex = findIndex( bones, function ( parentBone ) {
  2675. return bone.parent === parentBone;
  2676. } );
  2677. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2678. }
  2679. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2680. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2681. var bone = bones[ bonesIndex ];
  2682. var boneIndex = bonesIndex;
  2683. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2684. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2685. var node = animationData.hierarchy[ hierarchyIndex ];
  2686. if ( node.name === bone.name ) {
  2687. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  2688. }
  2689. }
  2690. }
  2691. }
  2692. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2693. }
  2694. }
  2695. var euler = new THREE.Euler();
  2696. var quaternion = new THREE.Quaternion();
  2697. /**
  2698. * @param {THREE.Bone} bone
  2699. */
  2700. function generateKey( animations, animationNode, bone, frame ) {
  2701. var key = {
  2702. time: frame / animations.fps,
  2703. pos: bone.position.toArray(),
  2704. rot: bone.quaternion.toArray(),
  2705. scl: bone.scale.toArray()
  2706. };
  2707. if ( animationNode === undefined ) return key;
  2708. try {
  2709. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2710. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2711. }
  2712. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2713. var rotationX = animationNode.R.curves.x.values[ frame ];
  2714. var rotationY = animationNode.R.curves.y.values[ frame ];
  2715. var rotationZ = animationNode.R.curves.z.values[ frame ];
  2716. quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
  2717. key.rot = quaternion.toArray();
  2718. }
  2719. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2720. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2721. }
  2722. } catch ( error ) {
  2723. // Curve is not fully plotted.
  2724. console.log( 'THREE.FBXLoader: ', bone );
  2725. console.log( 'THREE.FBXLoader: ', error );
  2726. }
  2727. return key;
  2728. }
  2729. var AXES = [ 'x', 'y', 'z' ];
  2730. function hasCurve( animationNode, attribute ) {
  2731. if ( animationNode === undefined ) {
  2732. return false;
  2733. }
  2734. var attributeNode = animationNode[ attribute ];
  2735. if ( ! attributeNode ) {
  2736. return false;
  2737. }
  2738. return AXES.every( function ( key ) {
  2739. return attributeNode.curves[ key ] !== null;
  2740. } );
  2741. }
  2742. function hasKeyOnFrame( attributeNode, frame ) {
  2743. return AXES.every( function ( key ) {
  2744. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2745. } );
  2746. }
  2747. function isKeyExistOnFrame( curve, frame ) {
  2748. return curve.values[ frame ] !== undefined;
  2749. }
  2750. /**
  2751. * An instance of a Vertex with data for drawing vertices to the screen.
  2752. * @constructor
  2753. */
  2754. function Vertex() {
  2755. /**
  2756. * Position of the vertex.
  2757. * @type {THREE.Vector3}
  2758. */
  2759. this.position = new THREE.Vector3();
  2760. /**
  2761. * Normal of the vertex
  2762. * @type {THREE.Vector3}
  2763. */
  2764. this.normal = new THREE.Vector3();
  2765. /**
  2766. * Array of UV coordinates of the vertex.
  2767. * @type {Array of THREE.Vector2}
  2768. */
  2769. this.uv = [];
  2770. /**
  2771. * Color of the vertex
  2772. * @type {THREE.Vector3}
  2773. */
  2774. this.color = new THREE.Vector3();
  2775. /**
  2776. * Indices of the bones vertex is influenced by.
  2777. * @type {THREE.Vector4}
  2778. */
  2779. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2780. /**
  2781. * Weights that each bone influences the vertex.
  2782. * @type {THREE.Vector4}
  2783. */
  2784. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2785. }
  2786. Object.assign( Vertex.prototype, {
  2787. copy: function ( target ) {
  2788. var returnVar = target || new Vertex();
  2789. returnVar.position.copy( this.position );
  2790. returnVar.normal.copy( this.normal );
  2791. returnVar.uv.copy( this.uv );
  2792. returnVar.skinIndices.copy( this.skinIndices );
  2793. returnVar.skinWeights.copy( this.skinWeights );
  2794. return returnVar;
  2795. },
  2796. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2797. this.position.toArray( vertexBuffer, vertexBuffer.length );
  2798. this.normal.toArray( normalBuffer, normalBuffer.length );
  2799. for ( var i = 0; i < this.uv.length; i ++ ) {
  2800. this.uv[ i ].toArray( uvBuffers[ i ], uvBuffers[ i ].length );
  2801. }
  2802. this.color.toArray( colorBuffer, colorBuffer.length );
  2803. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  2804. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  2805. }
  2806. } );
  2807. /**
  2808. * @constructor
  2809. */
  2810. function Triangle() {
  2811. /**
  2812. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2813. */
  2814. this.vertices = [];
  2815. }
  2816. Object.assign( Triangle.prototype, {
  2817. copy: function ( target ) {
  2818. var returnVar = target || new Triangle();
  2819. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2820. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2821. }
  2822. return returnVar;
  2823. },
  2824. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2825. var vertices = this.vertices;
  2826. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  2827. vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2828. }
  2829. }
  2830. } );
  2831. /**
  2832. * @constructor
  2833. */
  2834. function Face() {
  2835. /**
  2836. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2837. */
  2838. this.triangles = [];
  2839. this.materialIndex = 0;
  2840. }
  2841. Object.assign( Face.prototype, {
  2842. copy: function ( target ) {
  2843. var returnVar = target || new Face();
  2844. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2845. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2846. }
  2847. returnVar.materialIndex = this.materialIndex;
  2848. return returnVar;
  2849. },
  2850. genTrianglesFromVertices: function ( vertexArray ) {
  2851. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2852. var triangle = new Triangle();
  2853. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2854. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2855. triangle.vertices[ 2 ] = vertexArray[ i ];
  2856. this.triangles.push( triangle );
  2857. }
  2858. },
  2859. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
  2860. var triangles = this.triangles;
  2861. var materialIndex = this.materialIndex;
  2862. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  2863. triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2864. append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
  2865. }
  2866. }
  2867. } );
  2868. /**
  2869. * @constructor
  2870. */
  2871. function Geometry() {
  2872. /**
  2873. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: Array of THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2874. */
  2875. this.faces = [];
  2876. /**
  2877. * @type {{}|THREE.Skeleton}
  2878. */
  2879. this.skeleton = null;
  2880. }
  2881. Object.assign( Geometry.prototype, {
  2882. /**
  2883. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffers: Array of number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2884. */
  2885. flattenToBuffers: function () {
  2886. var vertexBuffer = [];
  2887. var normalBuffer = [];
  2888. var uvBuffers = [];
  2889. var colorBuffer = [];
  2890. var skinIndexBuffer = [];
  2891. var skinWeightBuffer = [];
  2892. var materialIndexBuffer = [];
  2893. var faces = this.faces;
  2894. for ( var i = 0; i < faces[ 0 ].triangles[ 0 ].vertices[ 0 ].uv.length; i ++ ) {
  2895. uvBuffers.push( [] );
  2896. }
  2897. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  2898. faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
  2899. }
  2900. return {
  2901. vertexBuffer: vertexBuffer,
  2902. normalBuffer: normalBuffer,
  2903. uvBuffers: uvBuffers,
  2904. colorBuffer: colorBuffer,
  2905. skinIndexBuffer: skinIndexBuffer,
  2906. skinWeightBuffer: skinWeightBuffer,
  2907. materialIndexBuffer: materialIndexBuffer
  2908. };
  2909. }
  2910. } );
  2911. function TextParser() {}
  2912. Object.assign( TextParser.prototype, {
  2913. getPrevNode: function () {
  2914. return this.nodeStack[ this.currentIndent - 2 ];
  2915. },
  2916. getCurrentNode: function () {
  2917. return this.nodeStack[ this.currentIndent - 1 ];
  2918. },
  2919. getCurrentProp: function () {
  2920. return this.currentProp;
  2921. },
  2922. pushStack: function ( node ) {
  2923. this.nodeStack.push( node );
  2924. this.currentIndent += 1;
  2925. },
  2926. popStack: function () {
  2927. this.nodeStack.pop();
  2928. this.currentIndent -= 1;
  2929. },
  2930. setCurrentProp: function ( val, name ) {
  2931. this.currentProp = val;
  2932. this.currentPropName = name;
  2933. },
  2934. // ----------parse ---------------------------------------------------
  2935. parse: function ( text ) {
  2936. this.currentIndent = 0;
  2937. this.allNodes = new FBXTree();
  2938. this.nodeStack = [];
  2939. this.currentProp = [];
  2940. this.currentPropName = '';
  2941. var split = text.split( '\n' );
  2942. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  2943. var l = split[ lineNum ];
  2944. // skip comment line
  2945. if ( l.match( /^[\s\t]*;/ ) ) {
  2946. continue;
  2947. }
  2948. // skip empty line
  2949. if ( l.match( /^[\s\t]*$/ ) ) {
  2950. continue;
  2951. }
  2952. // beginning of node
  2953. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  2954. var match = l.match( beginningOfNodeExp );
  2955. if ( match ) {
  2956. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2957. var nodeAttrs = match[ 2 ].split( ',' );
  2958. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  2959. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2960. }
  2961. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2962. continue;
  2963. }
  2964. // node's property
  2965. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  2966. var match = l.match( propExp );
  2967. if ( match ) {
  2968. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  2969. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  2970. // for special case: base64 image data follows "Content: ," line
  2971. // Content: ,
  2972. // "iVB..."
  2973. if ( propName === 'Content' && propValue === ',' ) {
  2974. propValue = split[ ++ lineNum ].replace( /"/g, '' ).trim();
  2975. }
  2976. this.parseNodeProperty( l, propName, propValue );
  2977. continue;
  2978. }
  2979. // end of node
  2980. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  2981. if ( l.match( endOfNodeExp ) ) {
  2982. this.nodeEnd();
  2983. continue;
  2984. }
  2985. // for special case,
  2986. //
  2987. // Vertices: *8670 {
  2988. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2989. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2990. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2991. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2992. //
  2993. // these case the lines must contiue with previous line
  2994. if ( l.match( /^[^\s\t}]/ ) ) {
  2995. this.parseNodePropertyContinued( l );
  2996. }
  2997. }
  2998. return this.allNodes;
  2999. },
  3000. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  3001. // var nodeName = match[1];
  3002. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  3003. var attrs = this.parseNodeAttr( nodeAttrs );
  3004. var currentNode = this.getCurrentNode();
  3005. // a top node
  3006. if ( this.currentIndent === 0 ) {
  3007. this.allNodes.add( nodeName, node );
  3008. } else {
  3009. // a subnode
  3010. // already exists subnode, then append it
  3011. if ( nodeName in currentNode.subNodes ) {
  3012. var tmp = currentNode.subNodes[ nodeName ];
  3013. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  3014. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  3015. if ( attrs.id === '' ) {
  3016. currentNode.subNodes[ nodeName ] = [];
  3017. currentNode.subNodes[ nodeName ].push( tmp );
  3018. } else {
  3019. currentNode.subNodes[ nodeName ] = {};
  3020. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  3021. }
  3022. }
  3023. if ( attrs.id === '' ) {
  3024. currentNode.subNodes[ nodeName ].push( node );
  3025. } else {
  3026. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3027. }
  3028. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  3029. currentNode.subNodes[ nodeName ] = {};
  3030. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3031. } else {
  3032. currentNode.subNodes[ nodeName ] = node;
  3033. }
  3034. }
  3035. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  3036. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  3037. if ( nodeAttrs ) {
  3038. node.id = attrs.id;
  3039. node.attrName = attrs.name;
  3040. node.attrType = attrs.type;
  3041. }
  3042. this.pushStack( node );
  3043. },
  3044. parseNodeAttr: function ( attrs ) {
  3045. var id = attrs[ 0 ];
  3046. if ( attrs[ 0 ] !== '' ) {
  3047. id = parseInt( attrs[ 0 ] );
  3048. if ( isNaN( id ) ) {
  3049. // PolygonVertexIndex: *16380 {
  3050. id = attrs[ 0 ];
  3051. }
  3052. }
  3053. var name = '', type = '';
  3054. if ( attrs.length > 1 ) {
  3055. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  3056. type = attrs[ 2 ];
  3057. }
  3058. return { id: id, name: name, type: type };
  3059. },
  3060. parseNodeProperty: function ( line, propName, propValue ) {
  3061. var currentNode = this.getCurrentNode();
  3062. var parentName = currentNode.name;
  3063. // special case parent node's is like "Properties70"
  3064. // these children nodes must treat with careful
  3065. if ( parentName !== undefined ) {
  3066. var propMatch = parentName.match( /Properties(\d)+/ );
  3067. if ( propMatch ) {
  3068. this.parseNodeSpecialProperty( line, propName, propValue );
  3069. return;
  3070. }
  3071. }
  3072. // special case Connections
  3073. if ( propName === 'C' ) {
  3074. var connProps = propValue.split( ',' ).slice( 1 );
  3075. var from = parseInt( connProps[ 0 ] );
  3076. var to = parseInt( connProps[ 1 ] );
  3077. var rest = propValue.split( ',' ).slice( 3 );
  3078. propName = 'connections';
  3079. propValue = [ from, to ];
  3080. append( propValue, rest );
  3081. if ( currentNode.properties[ propName ] === undefined ) {
  3082. currentNode.properties[ propName ] = [];
  3083. }
  3084. }
  3085. // special case Connections
  3086. if ( propName === 'Node' ) {
  3087. var id = parseInt( propValue );
  3088. currentNode.properties.id = id;
  3089. currentNode.id = id;
  3090. }
  3091. // already exists in properties, then append this
  3092. if ( propName in currentNode.properties ) {
  3093. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  3094. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3095. currentNode.properties[ propName ].push( propValue );
  3096. } else {
  3097. currentNode.properties[ propName ] += propValue;
  3098. }
  3099. } else {
  3100. // console.log( propName + ": " + propValue );
  3101. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3102. currentNode.properties[ propName ].push( propValue );
  3103. } else {
  3104. currentNode.properties[ propName ] = propValue;
  3105. }
  3106. }
  3107. this.setCurrentProp( currentNode.properties, propName );
  3108. },
  3109. // TODO:
  3110. parseNodePropertyContinued: function ( line ) {
  3111. this.currentProp[ this.currentPropName ] += line;
  3112. },
  3113. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  3114. // split this
  3115. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  3116. // into array like below
  3117. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  3118. var props = propValue.split( '",' );
  3119. for ( var i = 0, l = props.length; i < l; i ++ ) {
  3120. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  3121. }
  3122. var innerPropName = props[ 0 ];
  3123. var innerPropType1 = props[ 1 ];
  3124. var innerPropType2 = props[ 2 ];
  3125. var innerPropFlag = props[ 3 ];
  3126. var innerPropValue = props[ 4 ];
  3127. /*
  3128. if ( innerPropValue === undefined ) {
  3129. innerPropValue = props[3];
  3130. }
  3131. */
  3132. // cast value in its type
  3133. switch ( innerPropType1 ) {
  3134. case 'int':
  3135. innerPropValue = parseInt( innerPropValue );
  3136. break;
  3137. case 'double':
  3138. innerPropValue = parseFloat( innerPropValue );
  3139. break;
  3140. case 'ColorRGB':
  3141. case 'Vector3D':
  3142. innerPropValue = parseFloatArray( innerPropValue );
  3143. break;
  3144. }
  3145. // CAUTION: these props must append to parent's parent
  3146. this.getPrevNode().properties[ innerPropName ] = {
  3147. 'type': innerPropType1,
  3148. 'type2': innerPropType2,
  3149. 'flag': innerPropFlag,
  3150. 'value': innerPropValue
  3151. };
  3152. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  3153. },
  3154. nodeEnd: function () {
  3155. this.popStack();
  3156. },
  3157. /* ---------------------------------------------------------------- */
  3158. /* util */
  3159. isFlattenNode: function ( node ) {
  3160. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  3161. }
  3162. } );
  3163. // Binary format specification:
  3164. // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  3165. // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  3166. function BinaryParser() {}
  3167. Object.assign( BinaryParser.prototype, {
  3168. /**
  3169. * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
  3170. * @param {ArrayBuffer} buffer
  3171. * @returns {THREE.FBXTree}
  3172. */
  3173. parse: function ( buffer ) {
  3174. var reader = new BinaryReader( buffer );
  3175. reader.skip( 23 ); // skip magic 23 bytes
  3176. var version = reader.getUint32();
  3177. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  3178. var allNodes = new FBXTree();
  3179. while ( ! this.endOfContent( reader ) ) {
  3180. var node = this.parseNode( reader, version );
  3181. if ( node !== null ) allNodes.add( node.name, node );
  3182. }
  3183. return allNodes;
  3184. },
  3185. /**
  3186. * Checks if reader has reached the end of content.
  3187. * @param {BinaryReader} reader
  3188. * @returns {boolean}
  3189. */
  3190. endOfContent: function ( reader ) {
  3191. // footer size: 160bytes + 16-byte alignment padding
  3192. // - 16bytes: magic
  3193. // - padding til 16-byte alignment (at least 1byte?)
  3194. // (seems like some exporters embed fixed 15 or 16bytes?)
  3195. // - 4bytes: magic
  3196. // - 4bytes: version
  3197. // - 120bytes: zero
  3198. // - 16bytes: magic
  3199. if ( reader.size() % 16 === 0 ) {
  3200. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  3201. } else {
  3202. return reader.getOffset() + 160 + 16 >= reader.size();
  3203. }
  3204. },
  3205. /**
  3206. * Parses Node as much compatible as possible with the one parsed by TextParser
  3207. * TODO: could be optimized more?
  3208. * @param {BinaryReader} reader
  3209. * @param {number} version
  3210. * @returns {Object} - Returns an Object as node, or null if NULL-record.
  3211. */
  3212. parseNode: function ( reader, version ) {
  3213. // The first three data sizes depends on version.
  3214. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3215. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3216. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3217. var nameLen = reader.getUint8();
  3218. var name = reader.getString( nameLen );
  3219. // Regards this node as NULL-record if endOffset is zero
  3220. if ( endOffset === 0 ) return null;
  3221. var propertyList = [];
  3222. for ( var i = 0; i < numProperties; i ++ ) {
  3223. propertyList.push( this.parseProperty( reader ) );
  3224. }
  3225. // Regards the first three elements in propertyList as id, attrName, and attrType
  3226. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  3227. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  3228. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  3229. var subNodes = {};
  3230. var properties = {};
  3231. var isSingleProperty = false;
  3232. // if this node represents just a single property
  3233. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  3234. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  3235. isSingleProperty = true;
  3236. }
  3237. while ( endOffset > reader.getOffset() ) {
  3238. var node = this.parseNode( reader, version );
  3239. if ( node === null ) continue;
  3240. // special case: child node is single property
  3241. if ( node.singleProperty === true ) {
  3242. var value = node.propertyList[ 0 ];
  3243. if ( Array.isArray( value ) ) {
  3244. // node represents
  3245. // Vertices: *3 {
  3246. // a: 0.01, 0.02, 0.03
  3247. // }
  3248. // of text format here.
  3249. node.properties[ node.name ] = node.propertyList[ 0 ];
  3250. subNodes[ node.name ] = node;
  3251. // Later phase expects single property array is in node.properties.a as String.
  3252. // TODO: optimize
  3253. node.properties.a = value.toString();
  3254. } else {
  3255. // node represents
  3256. // Version: 100
  3257. // of text format here.
  3258. properties[ node.name ] = value;
  3259. }
  3260. continue;
  3261. }
  3262. // special case: connections
  3263. if ( name === 'Connections' && node.name === 'C' ) {
  3264. var array = [];
  3265. // node.propertyList would be like
  3266. // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
  3267. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  3268. array[ i - 1 ] = node.propertyList[ i ];
  3269. }
  3270. if ( properties.connections === undefined ) {
  3271. properties.connections = [];
  3272. }
  3273. properties.connections.push( array );
  3274. continue;
  3275. }
  3276. // special case: child node is Properties\d+
  3277. if ( node.name.match( /^Properties\d+$/ ) ) {
  3278. // move child node's properties to this node.
  3279. var keys = Object.keys( node.properties );
  3280. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  3281. var key = keys[ i ];
  3282. properties[ key ] = node.properties[ key ];
  3283. }
  3284. continue;
  3285. }
  3286. // special case: properties
  3287. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  3288. var innerPropName = node.propertyList[ 0 ];
  3289. var innerPropType1 = node.propertyList[ 1 ];
  3290. var innerPropType2 = node.propertyList[ 2 ];
  3291. var innerPropFlag = node.propertyList[ 3 ];
  3292. var innerPropValue;
  3293. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  3294. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  3295. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
  3296. innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3297. innerPropValue = [
  3298. node.propertyList[ 4 ],
  3299. node.propertyList[ 5 ],
  3300. node.propertyList[ 6 ]
  3301. ];
  3302. } else {
  3303. innerPropValue = node.propertyList[ 4 ];
  3304. }
  3305. if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3306. innerPropValue = innerPropValue.toString();
  3307. }
  3308. // this will be copied to parent. see above.
  3309. properties[ innerPropName ] = {
  3310. 'type': innerPropType1,
  3311. 'type2': innerPropType2,
  3312. 'flag': innerPropFlag,
  3313. 'value': innerPropValue
  3314. };
  3315. continue;
  3316. }
  3317. // standard case
  3318. // follows TextParser's manner.
  3319. if ( subNodes[ node.name ] === undefined ) {
  3320. if ( typeof node.id === 'number' ) {
  3321. subNodes[ node.name ] = {};
  3322. subNodes[ node.name ][ node.id ] = node;
  3323. } else {
  3324. subNodes[ node.name ] = node;
  3325. }
  3326. } else {
  3327. if ( node.id === '' ) {
  3328. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  3329. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  3330. }
  3331. subNodes[ node.name ].push( node );
  3332. } else {
  3333. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  3334. subNodes[ node.name ][ node.id ] = node;
  3335. } else {
  3336. // conflict id. irregular?
  3337. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  3338. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  3339. }
  3340. subNodes[ node.name ][ node.id ].push( node );
  3341. }
  3342. }
  3343. }
  3344. }
  3345. return {
  3346. singleProperty: isSingleProperty,
  3347. id: id,
  3348. attrName: attrName,
  3349. attrType: attrType,
  3350. name: name,
  3351. properties: properties,
  3352. propertyList: propertyList, // raw property list, would be used by parent
  3353. subNodes: subNodes
  3354. };
  3355. },
  3356. parseProperty: function ( reader ) {
  3357. var type = reader.getChar();
  3358. switch ( type ) {
  3359. case 'F':
  3360. return reader.getFloat32();
  3361. case 'D':
  3362. return reader.getFloat64();
  3363. case 'L':
  3364. return reader.getInt64();
  3365. case 'I':
  3366. return reader.getInt32();
  3367. case 'Y':
  3368. return reader.getInt16();
  3369. case 'C':
  3370. return reader.getBoolean();
  3371. case 'f':
  3372. case 'd':
  3373. case 'l':
  3374. case 'i':
  3375. case 'b':
  3376. var arrayLength = reader.getUint32();
  3377. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  3378. var compressedLength = reader.getUint32();
  3379. if ( encoding === 0 ) {
  3380. switch ( type ) {
  3381. case 'f':
  3382. return reader.getFloat32Array( arrayLength );
  3383. case 'd':
  3384. return reader.getFloat64Array( arrayLength );
  3385. case 'l':
  3386. return reader.getInt64Array( arrayLength );
  3387. case 'i':
  3388. return reader.getInt32Array( arrayLength );
  3389. case 'b':
  3390. return reader.getBooleanArray( arrayLength );
  3391. }
  3392. }
  3393. if ( window.Zlib === undefined ) {
  3394. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  3395. }
  3396. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  3397. var reader2 = new BinaryReader( inflate.decompress().buffer );
  3398. switch ( type ) {
  3399. case 'f':
  3400. return reader2.getFloat32Array( arrayLength );
  3401. case 'd':
  3402. return reader2.getFloat64Array( arrayLength );
  3403. case 'l':
  3404. return reader2.getInt64Array( arrayLength );
  3405. case 'i':
  3406. return reader2.getInt32Array( arrayLength );
  3407. case 'b':
  3408. return reader2.getBooleanArray( arrayLength );
  3409. }
  3410. case 'S':
  3411. var length = reader.getUint32();
  3412. return reader.getString( length );
  3413. case 'R':
  3414. var length = reader.getUint32();
  3415. return reader.getArrayBuffer( length );
  3416. default:
  3417. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  3418. }
  3419. }
  3420. } );
  3421. function BinaryReader( buffer, littleEndian ) {
  3422. this.dv = new DataView( buffer );
  3423. this.offset = 0;
  3424. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  3425. }
  3426. Object.assign( BinaryReader.prototype, {
  3427. getOffset: function () {
  3428. return this.offset;
  3429. },
  3430. size: function () {
  3431. return this.dv.buffer.byteLength;
  3432. },
  3433. skip: function ( length ) {
  3434. this.offset += length;
  3435. },
  3436. // seems like true/false representation depends on exporter.
  3437. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  3438. // then sees LSB.
  3439. getBoolean: function () {
  3440. return ( this.getUint8() & 1 ) === 1;
  3441. },
  3442. getBooleanArray: function ( size ) {
  3443. var a = [];
  3444. for ( var i = 0; i < size; i ++ ) {
  3445. a.push( this.getBoolean() );
  3446. }
  3447. return a;
  3448. },
  3449. getInt8: function () {
  3450. var value = this.dv.getInt8( this.offset );
  3451. this.offset += 1;
  3452. return value;
  3453. },
  3454. getInt8Array: function ( size ) {
  3455. var a = [];
  3456. for ( var i = 0; i < size; i ++ ) {
  3457. a.push( this.getInt8() );
  3458. }
  3459. return a;
  3460. },
  3461. getUint8: function () {
  3462. var value = this.dv.getUint8( this.offset );
  3463. this.offset += 1;
  3464. return value;
  3465. },
  3466. getUint8Array: function ( size ) {
  3467. var a = [];
  3468. for ( var i = 0; i < size; i ++ ) {
  3469. a.push( this.getUint8() );
  3470. }
  3471. return a;
  3472. },
  3473. getInt16: function () {
  3474. var value = this.dv.getInt16( this.offset, this.littleEndian );
  3475. this.offset += 2;
  3476. return value;
  3477. },
  3478. getInt16Array: function ( size ) {
  3479. var a = [];
  3480. for ( var i = 0; i < size; i ++ ) {
  3481. a.push( this.getInt16() );
  3482. }
  3483. return a;
  3484. },
  3485. getUint16: function () {
  3486. var value = this.dv.getUint16( this.offset, this.littleEndian );
  3487. this.offset += 2;
  3488. return value;
  3489. },
  3490. getUint16Array: function ( size ) {
  3491. var a = [];
  3492. for ( var i = 0; i < size; i ++ ) {
  3493. a.push( this.getUint16() );
  3494. }
  3495. return a;
  3496. },
  3497. getInt32: function () {
  3498. var value = this.dv.getInt32( this.offset, this.littleEndian );
  3499. this.offset += 4;
  3500. return value;
  3501. },
  3502. getInt32Array: function ( size ) {
  3503. var a = [];
  3504. for ( var i = 0; i < size; i ++ ) {
  3505. a.push( this.getInt32() );
  3506. }
  3507. return a;
  3508. },
  3509. getUint32: function () {
  3510. var value = this.dv.getUint32( this.offset, this.littleEndian );
  3511. this.offset += 4;
  3512. return value;
  3513. },
  3514. getUint32Array: function ( size ) {
  3515. var a = [];
  3516. for ( var i = 0; i < size; i ++ ) {
  3517. a.push( this.getUint32() );
  3518. }
  3519. return a;
  3520. },
  3521. // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
  3522. // 1 << 32 will return 1 so using multiply operation instead here.
  3523. // There'd be a possibility that this method returns wrong value if the value
  3524. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  3525. // TODO: safely handle 64-bit integer
  3526. getInt64: function () {
  3527. var low, high;
  3528. if ( this.littleEndian ) {
  3529. low = this.getUint32();
  3530. high = this.getUint32();
  3531. } else {
  3532. high = this.getUint32();
  3533. low = this.getUint32();
  3534. }
  3535. // calculate negative value
  3536. if ( high & 0x80000000 ) {
  3537. high = ~ high & 0xFFFFFFFF;
  3538. low = ~ low & 0xFFFFFFFF;
  3539. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  3540. low = ( low + 1 ) & 0xFFFFFFFF;
  3541. return - ( high * 0x100000000 + low );
  3542. }
  3543. return high * 0x100000000 + low;
  3544. },
  3545. getInt64Array: function ( size ) {
  3546. var a = [];
  3547. for ( var i = 0; i < size; i ++ ) {
  3548. a.push( this.getInt64() );
  3549. }
  3550. return a;
  3551. },
  3552. // Note: see getInt64() comment
  3553. getUint64: function () {
  3554. var low, high;
  3555. if ( this.littleEndian ) {
  3556. low = this.getUint32();
  3557. high = this.getUint32();
  3558. } else {
  3559. high = this.getUint32();
  3560. low = this.getUint32();
  3561. }
  3562. return high * 0x100000000 + low;
  3563. },
  3564. getUint64Array: function ( size ) {
  3565. var a = [];
  3566. for ( var i = 0; i < size; i ++ ) {
  3567. a.push( this.getUint64() );
  3568. }
  3569. return a;
  3570. },
  3571. getFloat32: function () {
  3572. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  3573. this.offset += 4;
  3574. return value;
  3575. },
  3576. getFloat32Array: function ( size ) {
  3577. var a = [];
  3578. for ( var i = 0; i < size; i ++ ) {
  3579. a.push( this.getFloat32() );
  3580. }
  3581. return a;
  3582. },
  3583. getFloat64: function () {
  3584. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  3585. this.offset += 8;
  3586. return value;
  3587. },
  3588. getFloat64Array: function ( size ) {
  3589. var a = [];
  3590. for ( var i = 0; i < size; i ++ ) {
  3591. a.push( this.getFloat64() );
  3592. }
  3593. return a;
  3594. },
  3595. getArrayBuffer: function ( size ) {
  3596. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  3597. this.offset += size;
  3598. return value;
  3599. },
  3600. getChar: function () {
  3601. return String.fromCharCode( this.getUint8() );
  3602. },
  3603. getString: function ( size ) {
  3604. var s = '';
  3605. while ( size > 0 ) {
  3606. var value = this.getUint8();
  3607. size --;
  3608. if ( value === 0 ) break;
  3609. s += String.fromCharCode( value );
  3610. }
  3611. // Manage UTF8 encoding
  3612. s = decodeURIComponent( escape( s ) );
  3613. this.skip( size );
  3614. return s;
  3615. }
  3616. } );
  3617. function FBXTree() {}
  3618. Object.assign( FBXTree.prototype, {
  3619. add: function ( key, val ) {
  3620. this[ key ] = val;
  3621. },
  3622. searchConnectionParent: function ( id ) {
  3623. if ( this.__cache_search_connection_parent === undefined ) {
  3624. this.__cache_search_connection_parent = [];
  3625. }
  3626. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  3627. return this.__cache_search_connection_parent[ id ];
  3628. } else {
  3629. this.__cache_search_connection_parent[ id ] = [];
  3630. }
  3631. var conns = this.Connections.properties.connections;
  3632. var results = [];
  3633. for ( var i = 0; i < conns.length; ++ i ) {
  3634. if ( conns[ i ][ 0 ] == id ) {
  3635. // 0 means scene root
  3636. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  3637. results.push( res );
  3638. }
  3639. }
  3640. if ( results.length > 0 ) {
  3641. append( this.__cache_search_connection_parent[ id ], results );
  3642. return results;
  3643. } else {
  3644. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  3645. return [ - 1 ];
  3646. }
  3647. },
  3648. searchConnectionChildren: function ( id ) {
  3649. if ( this.__cache_search_connection_children === undefined ) {
  3650. this.__cache_search_connection_children = [];
  3651. }
  3652. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  3653. return this.__cache_search_connection_children[ id ];
  3654. } else {
  3655. this.__cache_search_connection_children[ id ] = [];
  3656. }
  3657. var conns = this.Connections.properties.connections;
  3658. var res = [];
  3659. for ( var i = 0; i < conns.length; ++ i ) {
  3660. if ( conns[ i ][ 1 ] == id ) {
  3661. // 0 means scene root
  3662. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  3663. // there may more than one kid, then search to the end
  3664. }
  3665. }
  3666. if ( res.length > 0 ) {
  3667. append( this.__cache_search_connection_children[ id ], res );
  3668. return res;
  3669. } else {
  3670. this.__cache_search_connection_children[ id ] = [ ];
  3671. return [ ];
  3672. }
  3673. },
  3674. searchConnectionType: function ( id, to ) {
  3675. var key = id + ',' + to; // TODO: to hash
  3676. if ( this.__cache_search_connection_type === undefined ) {
  3677. this.__cache_search_connection_type = {};
  3678. }
  3679. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  3680. return this.__cache_search_connection_type[ key ];
  3681. } else {
  3682. this.__cache_search_connection_type[ key ] = '';
  3683. }
  3684. var conns = this.Connections.properties.connections;
  3685. for ( var i = 0; i < conns.length; ++ i ) {
  3686. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  3687. // 0 means scene root
  3688. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  3689. return conns[ i ][ 2 ];
  3690. }
  3691. }
  3692. this.__cache_search_connection_type[ id ] = null;
  3693. return null;
  3694. }
  3695. } );
  3696. /**
  3697. * @param {ArrayBuffer} buffer
  3698. * @returns {boolean}
  3699. */
  3700. function isFbxFormatBinary( buffer ) {
  3701. var CORRECT = 'Kaydara FBX Binary \0';
  3702. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  3703. }
  3704. /**
  3705. * @returns {boolean}
  3706. */
  3707. function isFbxFormatASCII( text ) {
  3708. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  3709. var cursor = 0;
  3710. function read( offset ) {
  3711. var result = text[ offset - 1 ];
  3712. text = text.slice( cursor + offset );
  3713. cursor ++;
  3714. return result;
  3715. }
  3716. for ( var i = 0; i < CORRECT.length; ++ i ) {
  3717. var num = read( 1 );
  3718. if ( num === CORRECT[ i ] ) {
  3719. return false;
  3720. }
  3721. }
  3722. return true;
  3723. }
  3724. /**
  3725. * @returns {number}
  3726. */
  3727. function getFbxVersion( text ) {
  3728. var versionRegExp = /FBXVersion: (\d+)/;
  3729. var match = text.match( versionRegExp );
  3730. if ( match ) {
  3731. var version = parseInt( match[ 1 ] );
  3732. return version;
  3733. }
  3734. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  3735. }
  3736. /**
  3737. * Converts FBX ticks into real time seconds.
  3738. * @param {number} time - FBX tick timestamp to convert.
  3739. * @returns {number} - FBX tick in real world time.
  3740. */
  3741. function convertFBXTimeToSeconds( time ) {
  3742. // Constant is FBX ticks per second.
  3743. return time / 46186158000;
  3744. }
  3745. /**
  3746. * Parses comma separated list of float numbers and returns them in an array.
  3747. * @example
  3748. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3749. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  3750. * @returns {number[]}
  3751. */
  3752. function parseFloatArray( string ) {
  3753. var array = string.split( ',' );
  3754. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3755. array[ i ] = parseFloat( array[ i ] );
  3756. }
  3757. return array;
  3758. }
  3759. /**
  3760. * Parses comma separated list of int numbers and returns them in an array.
  3761. * @example
  3762. * // Returns [ 5, 8, 2, 3 ]
  3763. * parseFloatArray( "5,8,2,3" )
  3764. * @returns {number[]}
  3765. */
  3766. function parseIntArray( string ) {
  3767. var array = string.split( ',' );
  3768. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3769. array[ i ] = parseInt( array[ i ] );
  3770. }
  3771. return array;
  3772. }
  3773. /**
  3774. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  3775. * @param {FBXVector3} property - Property to parse as Vector3.
  3776. * @returns {THREE.Vector3}
  3777. */
  3778. function parseVector3( property ) {
  3779. return new THREE.Vector3().fromArray( property.value );
  3780. }
  3781. /**
  3782. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  3783. * @param {FBXVector3} property - Property to parse as Color.
  3784. * @returns {THREE.Color}
  3785. */
  3786. function parseColor( property ) {
  3787. return new THREE.Color().fromArray( property.value );
  3788. }
  3789. function parseMatrixArray( floatString ) {
  3790. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  3791. }
  3792. /**
  3793. * Converts ArrayBuffer to String.
  3794. * @param {ArrayBuffer} buffer
  3795. * @param {number} from
  3796. * @param {number} to
  3797. * @returns {String}
  3798. */
  3799. function convertArrayBufferToString( buffer, from, to ) {
  3800. if ( from === undefined ) from = 0;
  3801. if ( to === undefined ) to = buffer.byteLength;
  3802. var array = new Uint8Array( buffer, from, to );
  3803. if ( window.TextDecoder !== undefined ) {
  3804. return new TextDecoder().decode( array );
  3805. }
  3806. var s = '';
  3807. for ( var i = 0, il = array.length; i < il; i ++ ) {
  3808. s += String.fromCharCode( array[ i ] );
  3809. }
  3810. return s;
  3811. }
  3812. /**
  3813. * Converts number from degrees into radians.
  3814. * @param {number} value
  3815. * @returns {number}
  3816. */
  3817. function degreeToRadian( value ) {
  3818. return value * DEG2RAD;
  3819. }
  3820. var DEG2RAD = Math.PI / 180;
  3821. //
  3822. function findIndex( array, func ) {
  3823. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3824. if ( func( array[ i ] ) ) return i;
  3825. }
  3826. return - 1;
  3827. }
  3828. function append( a, b ) {
  3829. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  3830. a[ j ] = b[ i ];
  3831. }
  3832. }
  3833. function slice( a, b, from, to ) {
  3834. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  3835. a[ j ] = b[ i ];
  3836. }
  3837. return a;
  3838. }
  3839. } )();