FBXLoader2.js 101 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. *
  4. * Loader loads FBX file and generates Group representing FBX scene.
  5. * Requires FBX file to be >= 7.0 and in ASCII format.
  6. *
  7. * Supports:
  8. * Mesh Generation (Positional Data)
  9. * Normal Data (Per Vertex Drawing Instance)
  10. * UV Data (Per Vertex Drawing Instance)
  11. * Skinning
  12. * Animation
  13. * - Separated Animations based on stacks.
  14. * - Skeletal & Non-Skeletal Animations
  15. *
  16. * Needs Support:
  17. * Indexed Buffers
  18. * PreRotation support.
  19. */
  20. ( function () {
  21. /**
  22. * Generates a loader for loading FBX files from URL and parsing into
  23. * a THREE.Group.
  24. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  25. */
  26. THREE.FBXLoader = function ( manager ) {
  27. THREE.Loader.call( this );
  28. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  29. this.fileLoader = new THREE.FileLoader( this.manager );
  30. this.textureLoader = new THREE.TextureLoader( this.manager );
  31. };
  32. Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
  33. THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. /**
  36. * Loads an ASCII FBX file from URL and parses into a THREE.Group.
  37. * THREE.Group will have an animations property of AnimationClips
  38. * of the different animations exported with the FBX.
  39. * @param {string} url - URL of the FBX file.
  40. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  41. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  42. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  43. */
  44. load: function ( url, onLoad, onProgress, onError ) {
  45. var self = this;
  46. var resourceDirectory = url.split( /[\\\/]/ );
  47. resourceDirectory.pop();
  48. resourceDirectory = resourceDirectory.join( '/' );
  49. this.fileLoader.load( url, function ( text ) {
  50. if ( ! isFbxFormatASCII( text ) ) {
  51. console.error( 'FBXLoader: FBX Binary format not supported.' );
  52. self.manager.itemError( url );
  53. return;
  54. }
  55. if ( getFbxVersion( text ) < 7000 ) {
  56. console.error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
  57. self.manager.itemError( url );
  58. return;
  59. }
  60. var scene = self.parse( text, resourceDirectory );
  61. onLoad( scene );
  62. }, onProgress, onError );
  63. },
  64. /**
  65. * Parses an ASCII FBX file and returns a THREE.Group.
  66. * THREE.Group will have an animations property of AnimationClips
  67. * of the different animations within the FBX file.
  68. * @param {string} FBXText - Contents of FBX file to parse.
  69. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  70. * @returns {THREE.Group}
  71. */
  72. parse: function ( FBXText, resourceDirectory ) {
  73. var loader = this;
  74. var FBXTree = new TextParser().parse( FBXText );
  75. var connections = parseConnections( FBXTree );
  76. var textures = parseTextures( FBXTree );
  77. var materials = parseMaterials( FBXTree, textures, connections );
  78. var deformerMap = parseDeformers( FBXTree, connections );
  79. var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
  80. var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
  81. return sceneGraph;
  82. /**
  83. * @typedef {{value: number}} FBXValue
  84. */
  85. /**
  86. * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
  87. */
  88. /**
  89. * @typedef {{properties: {a: string}}} FBXArrayNode
  90. */
  91. /**
  92. * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
  93. */
  94. /**
  95. * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
  96. */
  97. /**
  98. * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
  99. */
  100. /**
  101. * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
  102. */
  103. /**
  104. * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
  105. */
  106. /**
  107. * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
  108. */
  109. /**
  110. * Parses map of relationships between objects.
  111. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  112. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  113. */
  114. function parseConnections( FBXTree ) {
  115. /**
  116. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  117. */
  118. var connectionMap = new Map();
  119. if ( 'Connections' in FBXTree ) {
  120. /**
  121. * @type {[number, number, string][]}
  122. */
  123. var connectionArray = FBXTree.Connections.properties.connections;
  124. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  125. var connection = connectionArray[ connectionArrayIndex ];
  126. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  127. connectionMap.set( connection[ 0 ], {
  128. parents: [],
  129. children: []
  130. } );
  131. }
  132. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  133. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  134. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  135. connectionMap.set( connection[ 1 ], {
  136. parents: [],
  137. children: []
  138. } );
  139. }
  140. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  141. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  142. }
  143. }
  144. return connectionMap;
  145. }
  146. /**
  147. * Parses map of textures referenced in FBXTree.
  148. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  149. * @returns {Map<number, THREE.Texture>}
  150. */
  151. function parseTextures( FBXTree ) {
  152. /**
  153. * @type {Map<number, THREE.Texture>}
  154. */
  155. var textureMap = new Map();
  156. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  157. var textureNodes = FBXTree.Objects.subNodes.Texture;
  158. for ( var nodeID in textureNodes ) {
  159. var texture = parseTexture( textureNodes[ nodeID ] );
  160. textureMap.set( parseInt( nodeID ), texture );
  161. }
  162. }
  163. return textureMap;
  164. /**
  165. * @param {textureNode} textureNode - Node to get texture information from.
  166. * @returns {THREE.Texture}
  167. */
  168. function parseTexture( textureNode ) {
  169. var FBX_ID = textureNode.id;
  170. var name = textureNode.name;
  171. var filePath = textureNode.properties.FileName;
  172. var split = filePath.split( /[\\\/]/ );
  173. if ( split.length > 0 ) {
  174. var fileName = split[ split.length - 1 ];
  175. } else {
  176. var fileName = filePath;
  177. }
  178. /**
  179. * @type {THREE.Texture}
  180. */
  181. var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
  182. texture.name = name;
  183. texture.FBX_ID = FBX_ID;
  184. return texture;
  185. }
  186. }
  187. /**
  188. * Parses map of Material information.
  189. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  190. * @param {Map<number, THREE.Texture>} textureMap
  191. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  192. * @returns {Map<number, THREE.Material>}
  193. */
  194. function parseMaterials( FBXTree, textureMap, connections ) {
  195. var materialMap = new Map();
  196. if ( 'Material' in FBXTree.Objects.subNodes ) {
  197. var materialNodes = FBXTree.Objects.subNodes.Material;
  198. for ( var nodeID in materialNodes ) {
  199. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  200. materialMap.set( parseInt( nodeID ), material );
  201. }
  202. }
  203. return materialMap;
  204. /**
  205. * Takes information from Material node and returns a generated THREE.Material
  206. * @param {FBXMaterialNode} materialNode
  207. * @param {Map<number, THREE.Texture>} textureMap
  208. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  209. * @returns {THREE.Material}
  210. */
  211. function parseMaterial( materialNode, textureMap, connections ) {
  212. var FBX_ID = materialNode.id;
  213. var name = materialNode.attrName;
  214. var type = materialNode.properties.ShadingModel;
  215. //Case where FBXs wrap shading model in property object.
  216. if ( typeof type === 'object' ) {
  217. type = type.value;
  218. }
  219. var children = connections.get( FBX_ID ).children;
  220. var parameters = parseParameters( materialNode.properties, textureMap, children );
  221. var material;
  222. switch ( type ) {
  223. case 'phong':
  224. material = new THREE.MeshPhongMaterial();
  225. break;
  226. case 'lambert':
  227. material = new THREE.MeshLambertMaterial();
  228. break;
  229. default:
  230. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  231. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  232. break;
  233. }
  234. material.setValues( parameters );
  235. material.name = name;
  236. return material;
  237. /**
  238. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  239. */
  240. /**
  241. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  242. */
  243. /**
  244. * @param {FBXMaterialProperties} properties
  245. * @param {Map<number, THREE.Texture>} textureMap
  246. * @param {{ID: number, relationship: string}[]} childrenRelationships
  247. * @returns {THREEMaterialParameterPack}
  248. */
  249. function parseParameters( properties, textureMap, childrenRelationships ) {
  250. var parameters = {};
  251. if ( properties.Diffuse ) {
  252. parameters.color = parseColor( properties.Diffuse );
  253. }
  254. if ( properties.Specular ) {
  255. parameters.specular = parseColor( properties.Specular );
  256. }
  257. if ( properties.Shininess ) {
  258. parameters.shininess = properties.Shininess.value;
  259. }
  260. if ( properties.Emissive ) {
  261. parameters.emissive = parseColor( properties.Emissive );
  262. }
  263. if ( properties.EmissiveFactor ) {
  264. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  265. }
  266. if ( properties.Opacity ) {
  267. parameters.opacity = properties.Opacity.value;
  268. }
  269. if ( parameters.opacity < 1.0 ) {
  270. parameters.transparent = true;
  271. }
  272. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  273. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  274. var type = relationship.relationship;
  275. switch ( type ) {
  276. case " \"AmbientColor":
  277. //TODO: Support AmbientColor textures
  278. break;
  279. case " \"DiffuseColor":
  280. parameters.map = textureMap.get( relationship.ID );
  281. break;
  282. default:
  283. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  284. break;
  285. }
  286. }
  287. return parameters;
  288. }
  289. }
  290. }
  291. /**
  292. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  293. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  294. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  295. * @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}>}
  296. */
  297. function parseDeformers( FBXTree, connections ) {
  298. var skeletonMap = new Map();
  299. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  300. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  301. for ( var nodeID in DeformerNodes ) {
  302. var deformerNode = DeformerNodes[ nodeID ];
  303. if ( deformerNode.attrType === 'Skin' ) {
  304. var conns = connections.get( parseInt( nodeID ) );
  305. var skeleton = parseSkeleton( conns, DeformerNodes );
  306. skeleton.FBX_ID = parseInt( nodeID );
  307. skeletonMap.set( parseInt( nodeID ), skeleton );
  308. }
  309. }
  310. }
  311. return skeletonMap;
  312. /**
  313. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  314. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  315. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  316. * @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}}
  317. */
  318. function parseSkeleton( connections, DeformerNodes ) {
  319. var subDeformers = new Map();
  320. var subDeformerArray = [];
  321. for ( var childrenIndex = 0, childrenLength = connections.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  322. var child = connections.children[ childrenIndex ];
  323. var subDeformerNode = DeformerNodes[ child.ID ];
  324. var subDeformer = {
  325. FBX_ID: child.ID,
  326. indices: [],
  327. weights: [],
  328. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  329. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  330. linkMode: subDeformerNode.properties.Mode
  331. };
  332. if ( 'Indexes' in subDeformerNode.subNodes ) {
  333. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  334. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  335. }
  336. subDeformers.set( child.ID, subDeformer );
  337. subDeformerArray.push( subDeformer );
  338. }
  339. return {
  340. map: subDeformers,
  341. array: subDeformerArray,
  342. bones: []
  343. };
  344. }
  345. }
  346. /**
  347. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  348. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  349. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  350. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  351. * @returns {Map<number, THREE.BufferGeometry>}
  352. */
  353. function parseGeometries( FBXTree, connections, deformerMap ) {
  354. var geometryMap = new Map();
  355. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  356. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  357. for ( var nodeID in geometryNodes ) {
  358. var relationships = connections.get( parseInt( nodeID ) );
  359. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
  360. geometryMap.set( parseInt( nodeID ), geo );
  361. }
  362. }
  363. return geometryMap;
  364. /**
  365. * Generates BufferGeometry from FBXGeometryNode.
  366. * @param {FBXGeometryNode} geometryNode
  367. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  368. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
  369. * @returns {THREE.BufferGeometry}
  370. */
  371. function parseGeometry( geometryNode, relationships, deformerMap ) {
  372. switch ( geometryNode.attrType ) {
  373. case 'Mesh':
  374. return parseMeshGeometry( geometryNode, relationships, deformerMap );
  375. break;
  376. case 'NurbsCurve':
  377. return parseNurbsGeometry( geometryNode, relationships, deformerMap );
  378. break;
  379. }
  380. /**
  381. * Specialty function for parsing Mesh based Geometry Nodes.
  382. * @param {FBXGeometryNode} geometryNode
  383. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  384. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
  385. * @returns {THREE.BufferGeometry}
  386. */
  387. function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
  388. var FBX_ID = geometryNode.id;
  389. var name = geometryNode.attrName;
  390. for ( var i = 0; i < relationships.children.length; ++ i ) {
  391. if ( deformerMap.has( relationships.children[ i ].ID ) ) {
  392. var deformer = deformerMap.get( relationships.children[ i ].ID );
  393. break;
  394. }
  395. }
  396. var geometry = genGeometry( geometryNode, deformer );
  397. return geometry;
  398. /**
  399. * @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.
  400. * @returns {THREE.BufferGeometry}
  401. */
  402. function genGeometry( geometryNode, deformer ) {
  403. var geometry = new Geometry();
  404. //First, each index is going to be its own vertex.
  405. var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
  406. var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
  407. if ( 'LayerElementNormal' in geometryNode.subNodes ) {
  408. var normalInfo = getNormals( geometryNode );
  409. }
  410. if ( 'LayerElementUV' in geometryNode.subNodes ) {
  411. var uvInfo = getUVs( geometryNode );
  412. }
  413. if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
  414. var materialInfo = getMaterials( geometryNode );
  415. }
  416. var faceVertexBuffer = [];
  417. var polygonIndex = 0;
  418. indexBuffer.forEach( function ( vertexIndex, polygonVertexIndex, indexBuffer ) {
  419. var endOfFace = false;
  420. if ( vertexIndex < 0 ) {
  421. vertexIndex = vertexIndex ^ - 1;
  422. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  423. endOfFace = true;
  424. }
  425. var vertex = new Vertex();
  426. var weightIndices = [];
  427. var weights = [];
  428. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  429. if ( deformer ) {
  430. deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
  431. var index = subDeformer.indices.findIndex( function ( indx ) {
  432. return indx === vertexIndex;
  433. } );
  434. if ( index !== - 1 ) {
  435. weights.push( subDeformer.weights[ index ] );
  436. weightIndices.push( subDeformerIndex );
  437. }
  438. } );
  439. if ( weights.length > 4 ) {
  440. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  441. var WIndex = [ 0, 0, 0, 0 ];
  442. var Weight = [ 0, 0, 0, 0 ];
  443. weights.forEach( function ( weight, weightIndex ) {
  444. var currentWeight = weight;
  445. var currentIndex = weightIndices[ weightIndex ];
  446. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  447. if ( currentWeight > comparedWeight ) {
  448. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  449. currentWeight = comparedWeight;
  450. var tmp = WIndex[ comparedWeightIndex ];
  451. WIndex[ comparedWeightIndex ] = currentIndex;
  452. currentIndex = tmp;
  453. }
  454. } );
  455. } );
  456. weightIndices = WIndex;
  457. weights = Weight;
  458. }
  459. for ( var i = weights.length; i < 4; ++ i ) {
  460. weights[ i ] = 0;
  461. weightIndices[ i ] = 0;
  462. }
  463. vertex.skinWeights.fromArray( weights );
  464. vertex.skinIndices.fromArray( weightIndices );
  465. }
  466. if ( normalInfo ) {
  467. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  468. }
  469. if ( uvInfo ) {
  470. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  471. }
  472. faceVertexBuffer.push( vertex );
  473. if ( endOfFace ) {
  474. var face = new Face();
  475. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  476. face.genTrianglesFromVertices( faceVertexBuffer );
  477. face.materialIndex = materials[ 0 ];
  478. geometry.faces.push( face );
  479. faceVertexBuffer = [];
  480. polygonIndex ++;
  481. endOfFace = false;
  482. }
  483. } );
  484. /**
  485. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  486. */
  487. var bufferInfo = geometry.flattenToBuffers();
  488. var geo = new THREE.BufferGeometry();
  489. geo.name = geometryNode.name;
  490. geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
  491. if ( bufferInfo.normalBuffer.length > 0 ) {
  492. geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
  493. }
  494. if ( bufferInfo.uvBuffer.length > 0 ) {
  495. geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
  496. }
  497. if ( deformer ) {
  498. geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
  499. geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
  500. geo.FBX_Deformer = deformer;
  501. }
  502. // Convert the material indices of each vertex into rendering groups on the geometry.
  503. var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
  504. var startIndex = 0;
  505. for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
  506. if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
  507. geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
  508. startIndex = materialBufferIndex;
  509. prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
  510. }
  511. }
  512. return geo;
  513. /**
  514. * Parses normal information for geometry.
  515. * @param {FBXGeometryNode} geometryNode
  516. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  517. */
  518. function getNormals( geometryNode ) {
  519. var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
  520. var mappingType = NormalNode.properties.MappingInformationType;
  521. var referenceType = NormalNode.properties.ReferenceInformationType;
  522. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  523. var indexBuffer = [];
  524. if ( referenceType === 'IndexToDirect' ) {
  525. if ( 'NormalIndex' in NormalNode.subNodes ) {
  526. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  527. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  528. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  529. }
  530. }
  531. return {
  532. dataSize: 3,
  533. buffer: buffer,
  534. indices: indexBuffer,
  535. mappingType: mappingType,
  536. referenceType: referenceType
  537. };
  538. }
  539. /**
  540. * Parses UV information for geometry.
  541. * @param {FBXGeometryNode} geometryNode
  542. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  543. */
  544. function getUVs( geometryNode ) {
  545. var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
  546. var mappingType = UVNode.properties.MappingInformationType;
  547. var referenceType = UVNode.properties.ReferenceInformationType;
  548. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  549. var indexBuffer = [];
  550. if ( referenceType === 'IndexToDirect' ) {
  551. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  552. }
  553. return {
  554. dataSize: 2,
  555. buffer: buffer,
  556. indices: indexBuffer,
  557. mappingType: mappingType,
  558. referenceType: referenceType
  559. };
  560. }
  561. /**
  562. * Parses material application information for geometry.
  563. * @param {FBXGeometryNode}
  564. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  565. */
  566. function getMaterials( geometryNode ) {
  567. var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
  568. var mappingType = MaterialNode.properties.MappingInformationType;
  569. var referenceType = MaterialNode.properties.ReferenceInformationType;
  570. if ( mappingType === 'NoMappingInformation' ) {
  571. return {
  572. dataSize: 1,
  573. buffer: [ 0 ],
  574. indices: [ 0 ],
  575. mappingType: 'AllSame',
  576. referenceType: referenceType
  577. };
  578. }
  579. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  580. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  581. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  582. // for conforming with the other functions we've written for other data.
  583. var materialIndices = [];
  584. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  585. materialIndices.push( materialIndexBufferIndex );
  586. }
  587. return {
  588. dataSize: 1,
  589. buffer: materialIndexBuffer,
  590. indices: materialIndices,
  591. mappingType: mappingType,
  592. referenceType: referenceType
  593. };
  594. }
  595. /**
  596. * Function uses the infoObject and given indices to return value array of object.
  597. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  598. * @param {number} polygonIndex - Index of polygon in geometry.
  599. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  600. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  601. * @returns {number[]}
  602. */
  603. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  604. var GetData = {
  605. ByPolygonVertex: {
  606. /**
  607. * Function uses the infoObject and given indices to return value array of object.
  608. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  609. * @param {number} polygonIndex - Index of polygon in geometry.
  610. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  611. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  612. * @returns {number[]}
  613. */
  614. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  615. return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  616. },
  617. /**
  618. * Function uses the infoObject and given indices to return value array of object.
  619. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  620. * @param {number} polygonIndex - Index of polygon in geometry.
  621. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  622. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  623. * @returns {number[]}
  624. */
  625. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  626. var index = infoObject.indices[ polygonVertexIndex ];
  627. return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
  628. }
  629. },
  630. ByPolygon: {
  631. /**
  632. * Function uses the infoObject and given indices to return value array of object.
  633. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  634. * @param {number} polygonIndex - Index of polygon in geometry.
  635. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  636. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  637. * @returns {number[]}
  638. */
  639. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  640. return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
  641. },
  642. /**
  643. * Function uses the infoObject and given indices to return value array of object.
  644. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  645. * @param {number} polygonIndex - Index of polygon in geometry.
  646. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  647. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  648. * @returns {number[]}
  649. */
  650. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  651. var index = infoObject.indices[ polygonIndex ];
  652. return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
  653. }
  654. },
  655. AllSame: {
  656. /**
  657. * Function uses the infoObject and given indices to return value array of object.
  658. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  659. * @param {number} polygonIndex - Index of polygon in geometry.
  660. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  661. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  662. * @returns {number[]}
  663. */
  664. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  665. return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
  666. }
  667. }
  668. };
  669. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  670. }
  671. }
  672. }
  673. /**
  674. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  675. * @param {FBXGeometryNode} geometryNode
  676. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  677. * @returns {THREE.BufferGeometry}
  678. */
  679. function parseNurbsGeometry( geometryNode, relationships ) {
  680. if ( THREE.NURBSCurve === undefined ) {
  681. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  682. return new THREE.BufferGeometry();
  683. }
  684. var order = parseInt( geometryNode.properties.Order );
  685. if ( isNaN( order ) ) {
  686. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  687. return new THREE.BufferGeometry();
  688. }
  689. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  690. var controlPoints = [];
  691. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  692. for ( var i = 0; i < pointsValues.length; i += 4 ) {
  693. controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
  694. }
  695. if ( geometryNode.properties.Form === 'Closed' ) {
  696. controlPoints.push( controlPoints[ 0 ] );
  697. }
  698. var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
  699. var vertices = curve.getPoints( controlPoints.length * 1.5 );
  700. var vertexBuffer = [];
  701. for ( var verticesIndex = 0, verticesLength = vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  702. var position = vertices[ verticesIndex ];
  703. var array = position.toArray();
  704. vertexBuffer = vertexBuffer.concat( array );
  705. }
  706. var geometry = new THREE.BufferGeometry();
  707. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
  708. return geometry;
  709. }
  710. }
  711. }
  712. /**
  713. * Finally generates Scene graph and Scene graph Objects.
  714. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  715. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  716. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  717. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  718. * @param {Map<number, THREE.Material>} materialMap
  719. * @returns {THREE.Group}
  720. */
  721. function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
  722. var sceneGraph = new THREE.Group();
  723. var ModelNode = FBXTree.Objects.subNodes.Model;
  724. /**
  725. * @type {Array.<THREE.Object3D>}
  726. */
  727. var modelArray = [];
  728. /**
  729. * @type {Map.<number, THREE.Object3D>}
  730. */
  731. var modelMap = new Map();
  732. for ( var nodeID in ModelNode ) {
  733. var id = parseInt( nodeID );
  734. var node = ModelNode[ nodeID ];
  735. var conns = connections.get( id );
  736. var model = null;
  737. for ( var i = 0; i < conns.parents.length; ++ i ) {
  738. deformerMap.forEach( function ( deformer ) {
  739. if ( deformer.map.has( conns.parents[ i ].ID ) ) {
  740. model = new THREE.Bone();
  741. var index = deformer.array.findIndex( function ( subDeformer ) {
  742. return subDeformer.FBX_ID === conns.parents[ i ].ID;
  743. } );
  744. deformer.bones[ index ] = model;
  745. }
  746. } );
  747. }
  748. if ( ! model ) {
  749. switch ( node.attrType ) {
  750. case "Mesh":
  751. /**
  752. * @type {?THREE.BufferGeometry}
  753. */
  754. var geometry = null;
  755. /**
  756. * @type {THREE.MultiMaterial|THREE.Material}
  757. */
  758. var material = null;
  759. /**
  760. * @type {Array.<THREE.Material>}
  761. */
  762. var materials = [];
  763. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  764. var child = conns.children[ childrenIndex ];
  765. if ( geometryMap.has( child.ID ) ) {
  766. geometry = geometryMap.get( child.ID );
  767. }
  768. if ( materialMap.has( child.ID ) ) {
  769. materials.push( materialMap.get( child.ID ) );
  770. }
  771. }
  772. if ( materials.length > 1 ) {
  773. material = new THREE.MultiMaterial( materials );
  774. } else if ( materials.length > 0 ) {
  775. material = materials[ 0 ];
  776. } else {
  777. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  778. }
  779. if ( geometry.FBX_Deformer ) {
  780. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  781. var material = materials[ materialsIndex ];
  782. material.skinning = true;
  783. }
  784. material.skinning = true;
  785. model = new THREE.SkinnedMesh( geometry, material );
  786. } else {
  787. model = new THREE.Mesh( geometry, material );
  788. }
  789. break;
  790. case "NurbsCurve":
  791. var geometry = null;
  792. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  793. var child = conns.children[ childrenIndex ];
  794. if ( geometryMap.has( child.ID ) ) {
  795. geometry = geometryMap.get( child.ID );
  796. }
  797. }
  798. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  799. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  800. model = new THREE.Line( geometry, material );
  801. break;
  802. default:
  803. model = new THREE.Object3D();
  804. break;
  805. }
  806. }
  807. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  808. model.FBX_ID = id;
  809. modelArray.push( model );
  810. modelMap.set( id, model );
  811. }
  812. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  813. var model = modelArray[ modelArrayIndex ];
  814. var node = ModelNode[ model.FBX_ID ];
  815. if ( 'Lcl_Translation' in node.properties ) {
  816. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  817. }
  818. if ( 'Lcl_Rotation' in node.properties ) {
  819. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  820. return value * Math.PI / 180;
  821. } );
  822. rotation.push( 'ZYX' );
  823. model.rotation.fromArray( rotation );
  824. }
  825. if ( 'Lcl_Scaling' in node.properties ) {
  826. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  827. }
  828. var conns = connections.get( model.FBX_ID );
  829. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  830. var pIndex = modelArray.findIndex( function ( mod ) {
  831. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  832. } );
  833. if ( pIndex > - 1 ) {
  834. modelArray[ pIndex ].add( model );
  835. break;
  836. }
  837. }
  838. if ( model.parent === null ) {
  839. sceneGraph.add( model );
  840. }
  841. }
  842. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  843. sceneGraph.updateMatrixWorld( true );
  844. // Put skeleton into bind pose.
  845. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  846. for ( var nodeID in BindPoseNode ) {
  847. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  848. BindPoseNode = BindPoseNode[ nodeID ];
  849. break;
  850. }
  851. }
  852. if ( BindPoseNode ) {
  853. var PoseNode = BindPoseNode.subNodes.PoseNode;
  854. var worldMatrices = new Map();
  855. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  856. var node = PoseNode[ PoseNodeIndex ];
  857. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  858. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  859. }
  860. }
  861. deformerMap.forEach( function ( deformer, FBX_ID ) {
  862. for ( var deformerArrayIndex = 0, deformerArrayLength = deformer.array.length; deformerArrayIndex < deformerArrayLength; ++ deformerArrayIndex ) {
  863. //var subDeformer = deformer.array[ deformerArrayIndex ];
  864. var subDeformerIndex = deformerArrayIndex;
  865. /**
  866. * @type {THREE.Bone}
  867. */
  868. var bone = deformer.bones[ subDeformerIndex ];
  869. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  870. break;
  871. }
  872. var mat = worldMatrices.get( bone.FBX_ID );
  873. bone.matrixWorld.copy( mat );
  874. }
  875. // Now that skeleton is in bind pose, bind to model.
  876. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  877. var conns = connections.get( FBX_ID );
  878. for ( var parentsIndex = 0, parentsLength = conns.parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  879. var parent = conns.parents[ parentsIndex ];
  880. if ( geometryMap.has( parent.ID ) ) {
  881. var geoID = parent.ID;
  882. var geoConns = connections.get( geoID );
  883. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  884. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  885. var model = modelMap.get( geoConns.parents[ i ].ID );
  886. //ASSERT model typeof SkinnedMesh
  887. model.bind( deformer.skeleton, model.matrixWorld );
  888. break;
  889. }
  890. }
  891. }
  892. }
  893. } );
  894. // Skeleton is now bound, we are now free to set up the
  895. // scene graph.
  896. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  897. var model = modelArray[ modelArrayIndex ];
  898. var node = ModelNode[ model.FBX_ID ];
  899. if ( 'Lcl_Translation' in node.properties ) {
  900. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  901. }
  902. if ( 'Lcl_Rotation' in node.properties ) {
  903. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  904. return value * Math.PI / 180;
  905. } );
  906. rotation.push( 'ZYX' );
  907. model.rotation.fromArray( rotation );
  908. }
  909. if ( 'Lcl_Scaling' in node.properties ) {
  910. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  911. }
  912. }
  913. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  914. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  915. // not just for individual objects.
  916. sceneGraph.skeleton = {
  917. bones: modelArray
  918. };
  919. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  920. addAnimations( sceneGraph, animations );
  921. return sceneGraph;
  922. }
  923. /**
  924. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  925. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  926. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  927. */
  928. function parseAnimations( FBXTree, connections, sceneGraph ) {
  929. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  930. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  931. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  932. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  933. /**
  934. * @type {{
  935. curves: Map<number, {
  936. T: {
  937. id: number;
  938. attr: string;
  939. internalID: number;
  940. attrX: boolean;
  941. attrY: boolean;
  942. attrZ: boolean;
  943. containerBoneID: number;
  944. containerID: number;
  945. curves: {
  946. x: {
  947. version: any;
  948. id: number;
  949. internalID: number;
  950. times: number[];
  951. values: number[];
  952. attrFlag: number[];
  953. attrData: number[];
  954. };
  955. y: {
  956. version: any;
  957. id: number;
  958. internalID: number;
  959. times: number[];
  960. values: number[];
  961. attrFlag: number[];
  962. attrData: number[];
  963. };
  964. z: {
  965. version: any;
  966. id: number;
  967. internalID: number;
  968. times: number[];
  969. values: number[];
  970. attrFlag: number[];
  971. attrData: number[];
  972. };
  973. };
  974. },
  975. R: {
  976. id: number;
  977. attr: string;
  978. internalID: number;
  979. attrX: boolean;
  980. attrY: boolean;
  981. attrZ: boolean;
  982. containerBoneID: number;
  983. containerID: number;
  984. curves: {
  985. x: {
  986. version: any;
  987. id: number;
  988. internalID: number;
  989. times: number[];
  990. values: number[];
  991. attrFlag: number[];
  992. attrData: number[];
  993. };
  994. y: {
  995. version: any;
  996. id: number;
  997. internalID: number;
  998. times: number[];
  999. values: number[];
  1000. attrFlag: number[];
  1001. attrData: number[];
  1002. };
  1003. z: {
  1004. version: any;
  1005. id: number;
  1006. internalID: number;
  1007. times: number[];
  1008. values: number[];
  1009. attrFlag: number[];
  1010. attrData: number[];
  1011. };
  1012. };
  1013. },
  1014. S: {
  1015. id: number;
  1016. attr: string;
  1017. internalID: number;
  1018. attrX: boolean;
  1019. attrY: boolean;
  1020. attrZ: boolean;
  1021. containerBoneID: number;
  1022. containerID: number;
  1023. curves: {
  1024. x: {
  1025. version: any;
  1026. id: number;
  1027. internalID: number;
  1028. times: number[];
  1029. values: number[];
  1030. attrFlag: number[];
  1031. attrData: number[];
  1032. };
  1033. y: {
  1034. version: any;
  1035. id: number;
  1036. internalID: number;
  1037. times: number[];
  1038. values: number[];
  1039. attrFlag: number[];
  1040. attrData: number[];
  1041. };
  1042. z: {
  1043. version: any;
  1044. id: number;
  1045. internalID: number;
  1046. times: number[];
  1047. values: number[];
  1048. attrFlag: number[];
  1049. attrData: number[];
  1050. };
  1051. };
  1052. }
  1053. }>,
  1054. layers: Map<number, {
  1055. T: {
  1056. id: number;
  1057. attr: string;
  1058. internalID: number;
  1059. attrX: boolean;
  1060. attrY: boolean;
  1061. attrZ: boolean;
  1062. containerBoneID: number;
  1063. containerID: number;
  1064. curves: {
  1065. x: {
  1066. version: any;
  1067. id: number;
  1068. internalID: number;
  1069. times: number[];
  1070. values: number[];
  1071. attrFlag: number[];
  1072. attrData: number[];
  1073. };
  1074. y: {
  1075. version: any;
  1076. id: number;
  1077. internalID: number;
  1078. times: number[];
  1079. values: number[];
  1080. attrFlag: number[];
  1081. attrData: number[];
  1082. };
  1083. z: {
  1084. version: any;
  1085. id: number;
  1086. internalID: number;
  1087. times: number[];
  1088. values: number[];
  1089. attrFlag: number[];
  1090. attrData: number[];
  1091. };
  1092. },
  1093. },
  1094. R: {
  1095. id: number;
  1096. attr: string;
  1097. internalID: number;
  1098. attrX: boolean;
  1099. attrY: boolean;
  1100. attrZ: boolean;
  1101. containerBoneID: number;
  1102. containerID: number;
  1103. curves: {
  1104. x: {
  1105. version: any;
  1106. id: number;
  1107. internalID: number;
  1108. times: number[];
  1109. values: number[];
  1110. attrFlag: number[];
  1111. attrData: number[];
  1112. };
  1113. y: {
  1114. version: any;
  1115. id: number;
  1116. internalID: number;
  1117. times: number[];
  1118. values: number[];
  1119. attrFlag: number[];
  1120. attrData: number[];
  1121. };
  1122. z: {
  1123. version: any;
  1124. id: number;
  1125. internalID: number;
  1126. times: number[];
  1127. values: number[];
  1128. attrFlag: number[];
  1129. attrData: number[];
  1130. };
  1131. },
  1132. },
  1133. S: {
  1134. id: number;
  1135. attr: string;
  1136. internalID: number;
  1137. attrX: boolean;
  1138. attrY: boolean;
  1139. attrZ: boolean;
  1140. containerBoneID: number;
  1141. containerID: number;
  1142. curves: {
  1143. x: {
  1144. version: any;
  1145. id: number;
  1146. internalID: number;
  1147. times: number[];
  1148. values: number[];
  1149. attrFlag: number[];
  1150. attrData: number[];
  1151. };
  1152. y: {
  1153. version: any;
  1154. id: number;
  1155. internalID: number;
  1156. times: number[];
  1157. values: number[];
  1158. attrFlag: number[];
  1159. attrData: number[];
  1160. };
  1161. z: {
  1162. version: any;
  1163. id: number;
  1164. internalID: number;
  1165. times: number[];
  1166. values: number[];
  1167. attrFlag: number[];
  1168. attrData: number[];
  1169. };
  1170. },
  1171. }
  1172. }[]>,
  1173. stacks: Map<number, {
  1174. name: string,
  1175. layers: {
  1176. T: {
  1177. id: number;
  1178. attr: string;
  1179. internalID: number;
  1180. attrX: boolean;
  1181. attrY: boolean;
  1182. attrZ: boolean;
  1183. containerBoneID: number;
  1184. containerID: number;
  1185. curves: {
  1186. x: {
  1187. version: any;
  1188. id: number;
  1189. internalID: number;
  1190. times: number[];
  1191. values: number[];
  1192. attrFlag: number[];
  1193. attrData: number[];
  1194. };
  1195. y: {
  1196. version: any;
  1197. id: number;
  1198. internalID: number;
  1199. times: number[];
  1200. values: number[];
  1201. attrFlag: number[];
  1202. attrData: number[];
  1203. };
  1204. z: {
  1205. version: any;
  1206. id: number;
  1207. internalID: number;
  1208. times: number[];
  1209. values: number[];
  1210. attrFlag: number[];
  1211. attrData: number[];
  1212. };
  1213. };
  1214. };
  1215. R: {
  1216. id: number;
  1217. attr: string;
  1218. internalID: number;
  1219. attrX: boolean;
  1220. attrY: boolean;
  1221. attrZ: boolean;
  1222. containerBoneID: number;
  1223. containerID: number;
  1224. curves: {
  1225. x: {
  1226. version: any;
  1227. id: number;
  1228. internalID: number;
  1229. times: number[];
  1230. values: number[];
  1231. attrFlag: number[];
  1232. attrData: number[];
  1233. };
  1234. y: {
  1235. version: any;
  1236. id: number;
  1237. internalID: number;
  1238. times: number[];
  1239. values: number[];
  1240. attrFlag: number[];
  1241. attrData: number[];
  1242. };
  1243. z: {
  1244. version: any;
  1245. id: number;
  1246. internalID: number;
  1247. times: number[];
  1248. values: number[];
  1249. attrFlag: number[];
  1250. attrData: number[];
  1251. };
  1252. };
  1253. };
  1254. S: {
  1255. id: number;
  1256. attr: string;
  1257. internalID: number;
  1258. attrX: boolean;
  1259. attrY: boolean;
  1260. attrZ: boolean;
  1261. containerBoneID: number;
  1262. containerID: number;
  1263. curves: {
  1264. x: {
  1265. version: any;
  1266. id: number;
  1267. internalID: number;
  1268. times: number[];
  1269. values: number[];
  1270. attrFlag: number[];
  1271. attrData: number[];
  1272. };
  1273. y: {
  1274. version: any;
  1275. id: number;
  1276. internalID: number;
  1277. times: number[];
  1278. values: number[];
  1279. attrFlag: number[];
  1280. attrData: number[];
  1281. };
  1282. z: {
  1283. version: any;
  1284. id: number;
  1285. internalID: number;
  1286. times: number[];
  1287. values: number[];
  1288. attrFlag: number[];
  1289. attrData: number[];
  1290. };
  1291. };
  1292. };
  1293. }[][],
  1294. length: number,
  1295. frames: number }>,
  1296. length: number,
  1297. fps: number,
  1298. frames: number
  1299. }}
  1300. */
  1301. var returnObject = {
  1302. curves: new Map(),
  1303. layers: new Map(),
  1304. stacks: new Map(),
  1305. length: 0,
  1306. fps: 30,
  1307. frames: 0
  1308. };
  1309. /**
  1310. * @type {Array.<{
  1311. id: number;
  1312. attr: string;
  1313. internalID: number;
  1314. attrX: boolean;
  1315. attrY: boolean;
  1316. attrZ: boolean;
  1317. containerBoneID: number;
  1318. containerID: number;
  1319. }>}
  1320. */
  1321. var animationCurveNodes = [];
  1322. for ( var nodeID in rawNodes ) {
  1323. if ( nodeID.match( /\d+/ ) ) {
  1324. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1325. animationCurveNodes.push( animationNode );
  1326. }
  1327. }
  1328. /**
  1329. * @type {Map.<number, {
  1330. id: number,
  1331. attr: string,
  1332. internalID: number,
  1333. attrX: boolean,
  1334. attrY: boolean,
  1335. attrZ: boolean,
  1336. containerBoneID: number,
  1337. containerID: number,
  1338. curves: {
  1339. x: {
  1340. version: any,
  1341. id: number,
  1342. internalID: number,
  1343. times: number[],
  1344. values: number[],
  1345. attrFlag: number[],
  1346. attrData: number[],
  1347. },
  1348. y: {
  1349. version: any,
  1350. id: number,
  1351. internalID: number,
  1352. times: number[],
  1353. values: number[],
  1354. attrFlag: number[],
  1355. attrData: number[],
  1356. },
  1357. z: {
  1358. version: any,
  1359. id: number,
  1360. internalID: number,
  1361. times: number[],
  1362. values: number[],
  1363. attrFlag: number[],
  1364. attrData: number[],
  1365. }
  1366. }
  1367. }>}
  1368. */
  1369. var tmpMap = new Map();
  1370. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1371. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1372. continue;
  1373. }
  1374. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1375. }
  1376. /**
  1377. * @type {{
  1378. version: any,
  1379. id: number,
  1380. internalID: number,
  1381. times: number[],
  1382. values: number[],
  1383. attrFlag: number[],
  1384. attrData: number[],
  1385. }[]}
  1386. */
  1387. var animationCurves = [];
  1388. for ( nodeID in rawCurves ) {
  1389. if ( nodeID.match( /\d+/ ) ) {
  1390. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1391. animationCurves.push( animationCurve );
  1392. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1393. var firstParentID = firstParentConn.ID;
  1394. var firstParentRelationship = firstParentConn.relationship;
  1395. var axis = '';
  1396. if ( firstParentRelationship.match( /X/ ) ) {
  1397. axis = 'x';
  1398. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1399. axis = 'y';
  1400. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1401. axis = 'z';
  1402. } else {
  1403. continue;
  1404. }
  1405. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1406. }
  1407. }
  1408. tmpMap.forEach( function ( curveNode ) {
  1409. var id = curveNode.containerBoneID;
  1410. if ( ! returnObject.curves.has( id ) ) {
  1411. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1412. }
  1413. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1414. } );
  1415. for ( var nodeID in rawLayers ) {
  1416. /**
  1417. * @type {{
  1418. T: {
  1419. id: number;
  1420. attr: string;
  1421. internalID: number;
  1422. attrX: boolean;
  1423. attrY: boolean;
  1424. attrZ: boolean;
  1425. containerBoneID: number;
  1426. containerID: number;
  1427. curves: {
  1428. x: {
  1429. version: any;
  1430. id: number;
  1431. internalID: number;
  1432. times: number[];
  1433. values: number[];
  1434. attrFlag: number[];
  1435. attrData: number[];
  1436. };
  1437. y: {
  1438. version: any;
  1439. id: number;
  1440. internalID: number;
  1441. times: number[];
  1442. values: number[];
  1443. attrFlag: number[];
  1444. attrData: number[];
  1445. };
  1446. z: {
  1447. version: any;
  1448. id: number;
  1449. internalID: number;
  1450. times: number[];
  1451. values: number[];
  1452. attrFlag: number[];
  1453. attrData: number[];
  1454. };
  1455. },
  1456. },
  1457. R: {
  1458. id: number;
  1459. attr: string;
  1460. internalID: number;
  1461. attrX: boolean;
  1462. attrY: boolean;
  1463. attrZ: boolean;
  1464. containerBoneID: number;
  1465. containerID: number;
  1466. curves: {
  1467. x: {
  1468. version: any;
  1469. id: number;
  1470. internalID: number;
  1471. times: number[];
  1472. values: number[];
  1473. attrFlag: number[];
  1474. attrData: number[];
  1475. };
  1476. y: {
  1477. version: any;
  1478. id: number;
  1479. internalID: number;
  1480. times: number[];
  1481. values: number[];
  1482. attrFlag: number[];
  1483. attrData: number[];
  1484. };
  1485. z: {
  1486. version: any;
  1487. id: number;
  1488. internalID: number;
  1489. times: number[];
  1490. values: number[];
  1491. attrFlag: number[];
  1492. attrData: number[];
  1493. };
  1494. },
  1495. },
  1496. S: {
  1497. id: number;
  1498. attr: string;
  1499. internalID: number;
  1500. attrX: boolean;
  1501. attrY: boolean;
  1502. attrZ: boolean;
  1503. containerBoneID: number;
  1504. containerID: number;
  1505. curves: {
  1506. x: {
  1507. version: any;
  1508. id: number;
  1509. internalID: number;
  1510. times: number[];
  1511. values: number[];
  1512. attrFlag: number[];
  1513. attrData: number[];
  1514. };
  1515. y: {
  1516. version: any;
  1517. id: number;
  1518. internalID: number;
  1519. times: number[];
  1520. values: number[];
  1521. attrFlag: number[];
  1522. attrData: number[];
  1523. };
  1524. z: {
  1525. version: any;
  1526. id: number;
  1527. internalID: number;
  1528. times: number[];
  1529. values: number[];
  1530. attrFlag: number[];
  1531. attrData: number[];
  1532. };
  1533. },
  1534. }
  1535. }[]}
  1536. */
  1537. var layer = [];
  1538. var children = connections.get( parseInt( nodeID ) ).children;
  1539. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1540. // Skip lockInfluenceWeights
  1541. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1542. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1543. var boneID = curveNode.containerBoneID;
  1544. if ( layer[ boneID ] === undefined ) {
  1545. layer[ boneID ] = {
  1546. T: null,
  1547. R: null,
  1548. S: null
  1549. };
  1550. }
  1551. layer[ boneID ][ curveNode.attr ] = curveNode;
  1552. }
  1553. }
  1554. returnObject.layers.set( parseInt( nodeID ), layer );
  1555. }
  1556. for ( var nodeID in rawStacks ) {
  1557. var layers = [];
  1558. var children = connections.get( parseInt( nodeID ) ).children;
  1559. var maxTimeStamp = 0;
  1560. var minTimeStamp = Number.MAX_VALUE;
  1561. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1562. if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
  1563. var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
  1564. layers.push( currentLayer );
  1565. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1566. var layer = currentLayer[ currentLayerIndex ];
  1567. if ( layer ) {
  1568. getCurveNodeMaxMinTimeStamps( layer );
  1569. }
  1570. /**
  1571. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1572. * than the max or min respectively.
  1573. * @param {{
  1574. T: {
  1575. id: number,
  1576. attr: string,
  1577. internalID: number,
  1578. attrX: boolean,
  1579. attrY: boolean,
  1580. attrZ: boolean,
  1581. containerBoneID: number,
  1582. containerID: number,
  1583. curves: {
  1584. x: {
  1585. version: any,
  1586. id: number,
  1587. internalID: number,
  1588. times: number[],
  1589. values: number[],
  1590. attrFlag: number[],
  1591. attrData: number[],
  1592. },
  1593. y: {
  1594. version: any,
  1595. id: number,
  1596. internalID: number,
  1597. times: number[],
  1598. values: number[],
  1599. attrFlag: number[],
  1600. attrData: number[],
  1601. },
  1602. z: {
  1603. version: any,
  1604. id: number,
  1605. internalID: number,
  1606. times: number[],
  1607. values: number[],
  1608. attrFlag: number[],
  1609. attrData: number[],
  1610. },
  1611. },
  1612. },
  1613. R: {
  1614. id: number,
  1615. attr: string,
  1616. internalID: number,
  1617. attrX: boolean,
  1618. attrY: boolean,
  1619. attrZ: boolean,
  1620. containerBoneID: number,
  1621. containerID: number,
  1622. curves: {
  1623. x: {
  1624. version: any,
  1625. id: number,
  1626. internalID: number,
  1627. times: number[],
  1628. values: number[],
  1629. attrFlag: number[],
  1630. attrData: number[],
  1631. },
  1632. y: {
  1633. version: any,
  1634. id: number,
  1635. internalID: number,
  1636. times: number[],
  1637. values: number[],
  1638. attrFlag: number[],
  1639. attrData: number[],
  1640. },
  1641. z: {
  1642. version: any,
  1643. id: number,
  1644. internalID: number,
  1645. times: number[],
  1646. values: number[],
  1647. attrFlag: number[],
  1648. attrData: number[],
  1649. },
  1650. },
  1651. },
  1652. S: {
  1653. id: number,
  1654. attr: string,
  1655. internalID: number,
  1656. attrX: boolean,
  1657. attrY: boolean,
  1658. attrZ: boolean,
  1659. containerBoneID: number,
  1660. containerID: number,
  1661. curves: {
  1662. x: {
  1663. version: any,
  1664. id: number,
  1665. internalID: number,
  1666. times: number[],
  1667. values: number[],
  1668. attrFlag: number[],
  1669. attrData: number[],
  1670. },
  1671. y: {
  1672. version: any,
  1673. id: number,
  1674. internalID: number,
  1675. times: number[],
  1676. values: number[],
  1677. attrFlag: number[],
  1678. attrData: number[],
  1679. },
  1680. z: {
  1681. version: any,
  1682. id: number,
  1683. internalID: number,
  1684. times: number[],
  1685. values: number[],
  1686. attrFlag: number[],
  1687. attrData: number[],
  1688. },
  1689. },
  1690. },
  1691. }} layer
  1692. */
  1693. function getCurveNodeMaxMinTimeStamps( layer ) {
  1694. /**
  1695. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1696. * exceeds the maximum or minimum.
  1697. * @param {{
  1698. x: {
  1699. version: any,
  1700. id: number,
  1701. internalID: number,
  1702. times: number[],
  1703. values: number[],
  1704. attrFlag: number[],
  1705. attrData: number[],
  1706. },
  1707. y: {
  1708. version: any,
  1709. id: number,
  1710. internalID: number,
  1711. times: number[],
  1712. values: number[],
  1713. attrFlag: number[],
  1714. attrData: number[],
  1715. },
  1716. z: {
  1717. version: any,
  1718. id: number,
  1719. internalID: number,
  1720. times: number[],
  1721. values: number[],
  1722. attrFlag: number[],
  1723. attrData: number[],
  1724. }
  1725. }} curve
  1726. */
  1727. function getCurveMaxMinTimeStamp( curve ) {
  1728. /**
  1729. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1730. * @param {{times: number[]}} axis
  1731. */
  1732. function getCurveAxisMaxMinTimeStamps( axis ) {
  1733. maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
  1734. minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
  1735. }
  1736. if ( curve.x ) {
  1737. getCurveAxisMaxMinTimeStamps( curve.x );
  1738. }
  1739. if ( curve.y ) {
  1740. getCurveAxisMaxMinTimeStamps( curve.y );
  1741. }
  1742. if ( curve.z ) {
  1743. getCurveAxisMaxMinTimeStamps( curve.z );
  1744. }
  1745. }
  1746. if ( layer.R ) {
  1747. getCurveMaxMinTimeStamp( layer.R.curves );
  1748. }
  1749. if ( layer.S ) {
  1750. getCurveMaxMinTimeStamp( layer.S.curves );
  1751. }
  1752. if ( layer.T ) {
  1753. getCurveMaxMinTimeStamp( layer.T.curves );
  1754. }
  1755. }
  1756. }
  1757. }
  1758. }
  1759. // Do we have an animation clip with actual length?
  1760. if ( maxTimeStamp > minTimeStamp ) {
  1761. returnObject.stacks.set( parseInt( nodeID ), {
  1762. name: rawStacks[ nodeID ].attrName,
  1763. layers: layers,
  1764. length: maxTimeStamp - minTimeStamp,
  1765. frames: ( maxTimeStamp - minTimeStamp ) * 30
  1766. } );
  1767. }
  1768. }
  1769. return returnObject;
  1770. /**
  1771. * @param {Object} FBXTree
  1772. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1773. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1774. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1775. */
  1776. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1777. var returnObject = {
  1778. /**
  1779. * @type {number}
  1780. */
  1781. id: animationCurveNode.id,
  1782. /**
  1783. * @type {string}
  1784. */
  1785. attr: animationCurveNode.attrName,
  1786. /**
  1787. * @type {number}
  1788. */
  1789. internalID: animationCurveNode.id,
  1790. /**
  1791. * @type {boolean}
  1792. */
  1793. attrX: false,
  1794. /**
  1795. * @type {boolean}
  1796. */
  1797. attrY: false,
  1798. /**
  1799. * @type {boolean}
  1800. */
  1801. attrZ: false,
  1802. /**
  1803. * @type {number}
  1804. */
  1805. containerBoneID: - 1,
  1806. /**
  1807. * @type {number}
  1808. */
  1809. containerID: - 1,
  1810. curves: {
  1811. x: null,
  1812. y: null,
  1813. z: null
  1814. }
  1815. };
  1816. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1817. for ( var attributeKey in animationCurveNode.properties ) {
  1818. if ( attributeKey.match( /X/ ) ) {
  1819. returnObject.attrX = true;
  1820. }
  1821. if ( attributeKey.match( /Y/ ) ) {
  1822. returnObject.attrY = true;
  1823. }
  1824. if ( attributeKey.match( /Z/ ) ) {
  1825. returnObject.attrZ = true;
  1826. }
  1827. }
  1828. } else {
  1829. return null;
  1830. }
  1831. var conns = connections.get( returnObject.id );
  1832. var containerIndices = conns.parents;
  1833. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1834. var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
  1835. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1836. } );
  1837. if ( boneID > - 1 ) {
  1838. returnObject.containerBoneID = boneID;
  1839. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1840. break;
  1841. }
  1842. }
  1843. return returnObject;
  1844. }
  1845. /**
  1846. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1847. */
  1848. function parseAnimationCurve( animationCurve ) {
  1849. return {
  1850. version: null,
  1851. id: animationCurve.id,
  1852. internalID: animationCurve.id,
  1853. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
  1854. return ConvertFBXTimeToSeconds( time );
  1855. } ),
  1856. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1857. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1858. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1859. };
  1860. }
  1861. }
  1862. /**
  1863. * @param {{
  1864. curves: Map<number, {
  1865. T: {
  1866. id: number;
  1867. attr: string;
  1868. internalID: number;
  1869. attrX: boolean;
  1870. attrY: boolean;
  1871. attrZ: boolean;
  1872. containerBoneID: number;
  1873. containerID: number;
  1874. curves: {
  1875. x: {
  1876. version: any;
  1877. id: number;
  1878. internalID: number;
  1879. times: number[];
  1880. values: number[];
  1881. attrFlag: number[];
  1882. attrData: number[];
  1883. };
  1884. y: {
  1885. version: any;
  1886. id: number;
  1887. internalID: number;
  1888. times: number[];
  1889. values: number[];
  1890. attrFlag: number[];
  1891. attrData: number[];
  1892. };
  1893. z: {
  1894. version: any;
  1895. id: number;
  1896. internalID: number;
  1897. times: number[];
  1898. values: number[];
  1899. attrFlag: number[];
  1900. attrData: number[];
  1901. };
  1902. };
  1903. };
  1904. R: {
  1905. id: number;
  1906. attr: string;
  1907. internalID: number;
  1908. attrX: boolean;
  1909. attrY: boolean;
  1910. attrZ: boolean;
  1911. containerBoneID: number;
  1912. containerID: number;
  1913. curves: {
  1914. x: {
  1915. version: any;
  1916. id: number;
  1917. internalID: number;
  1918. times: number[];
  1919. values: number[];
  1920. attrFlag: number[];
  1921. attrData: number[];
  1922. };
  1923. y: {
  1924. version: any;
  1925. id: number;
  1926. internalID: number;
  1927. times: number[];
  1928. values: number[];
  1929. attrFlag: number[];
  1930. attrData: number[];
  1931. };
  1932. z: {
  1933. version: any;
  1934. id: number;
  1935. internalID: number;
  1936. times: number[];
  1937. values: number[];
  1938. attrFlag: number[];
  1939. attrData: number[];
  1940. };
  1941. };
  1942. };
  1943. S: {
  1944. id: number;
  1945. attr: string;
  1946. internalID: number;
  1947. attrX: boolean;
  1948. attrY: boolean;
  1949. attrZ: boolean;
  1950. containerBoneID: number;
  1951. containerID: number;
  1952. curves: {
  1953. x: {
  1954. version: any;
  1955. id: number;
  1956. internalID: number;
  1957. times: number[];
  1958. values: number[];
  1959. attrFlag: number[];
  1960. attrData: number[];
  1961. };
  1962. y: {
  1963. version: any;
  1964. id: number;
  1965. internalID: number;
  1966. times: number[];
  1967. values: number[];
  1968. attrFlag: number[];
  1969. attrData: number[];
  1970. };
  1971. z: {
  1972. version: any;
  1973. id: number;
  1974. internalID: number;
  1975. times: number[];
  1976. values: number[];
  1977. attrFlag: number[];
  1978. attrData: number[];
  1979. };
  1980. };
  1981. };
  1982. }>;
  1983. layers: Map<number, {
  1984. T: {
  1985. id: number;
  1986. attr: string;
  1987. internalID: number;
  1988. attrX: boolean;
  1989. attrY: boolean;
  1990. attrZ: boolean;
  1991. containerBoneID: number;
  1992. containerID: number;
  1993. curves: {
  1994. x: {
  1995. version: any;
  1996. id: number;
  1997. internalID: number;
  1998. times: number[];
  1999. values: number[];
  2000. attrFlag: number[];
  2001. attrData: number[];
  2002. };
  2003. y: {
  2004. version: any;
  2005. id: number;
  2006. internalID: number;
  2007. times: number[];
  2008. values: number[];
  2009. attrFlag: number[];
  2010. attrData: number[];
  2011. };
  2012. z: {
  2013. version: any;
  2014. id: number;
  2015. internalID: number;
  2016. times: number[];
  2017. values: number[];
  2018. attrFlag: number[];
  2019. attrData: number[];
  2020. };
  2021. };
  2022. };
  2023. R: {
  2024. id: number;
  2025. attr: string;
  2026. internalID: number;
  2027. attrX: boolean;
  2028. attrY: boolean;
  2029. attrZ: boolean;
  2030. containerBoneID: number;
  2031. containerID: number;
  2032. curves: {
  2033. x: {
  2034. version: any;
  2035. id: number;
  2036. internalID: number;
  2037. times: number[];
  2038. values: number[];
  2039. attrFlag: number[];
  2040. attrData: number[];
  2041. };
  2042. y: {
  2043. version: any;
  2044. id: number;
  2045. internalID: number;
  2046. times: number[];
  2047. values: number[];
  2048. attrFlag: number[];
  2049. attrData: number[];
  2050. };
  2051. z: {
  2052. version: any;
  2053. id: number;
  2054. internalID: number;
  2055. times: number[];
  2056. values: number[];
  2057. attrFlag: number[];
  2058. attrData: number[];
  2059. };
  2060. };
  2061. };
  2062. S: {
  2063. id: number;
  2064. attr: string;
  2065. internalID: number;
  2066. attrX: boolean;
  2067. attrY: boolean;
  2068. attrZ: boolean;
  2069. containerBoneID: number;
  2070. containerID: number;
  2071. curves: {
  2072. x: {
  2073. version: any;
  2074. id: number;
  2075. internalID: number;
  2076. times: number[];
  2077. values: number[];
  2078. attrFlag: number[];
  2079. attrData: number[];
  2080. };
  2081. y: {
  2082. version: any;
  2083. id: number;
  2084. internalID: number;
  2085. times: number[];
  2086. values: number[];
  2087. attrFlag: number[];
  2088. attrData: number[];
  2089. };
  2090. z: {
  2091. version: any;
  2092. id: number;
  2093. internalID: number;
  2094. times: number[];
  2095. values: number[];
  2096. attrFlag: number[];
  2097. attrData: number[];
  2098. };
  2099. };
  2100. };
  2101. }[]>;
  2102. stacks: Map<number, {
  2103. name: string;
  2104. layers: {
  2105. T: {
  2106. id: number;
  2107. attr: string;
  2108. internalID: number;
  2109. attrX: boolean;
  2110. attrY: boolean;
  2111. attrZ: boolean;
  2112. containerBoneID: number;
  2113. containerID: number;
  2114. curves: {
  2115. x: {
  2116. version: any;
  2117. id: number;
  2118. internalID: number;
  2119. times: number[];
  2120. values: number[];
  2121. attrFlag: number[];
  2122. attrData: number[];
  2123. };
  2124. y: {
  2125. version: any;
  2126. id: number;
  2127. internalID: number;
  2128. times: number[];
  2129. values: number[];
  2130. attrFlag: number[];
  2131. attrData: number[];
  2132. };
  2133. z: {
  2134. version: any;
  2135. id: number;
  2136. internalID: number;
  2137. times: number[];
  2138. values: number[];
  2139. attrFlag: number[];
  2140. attrData: number[];
  2141. };
  2142. };
  2143. };
  2144. R: {
  2145. id: number;
  2146. attr: string;
  2147. internalID: number;
  2148. attrX: boolean;
  2149. attrY: boolean;
  2150. attrZ: boolean;
  2151. containerBoneID: number;
  2152. containerID: number;
  2153. curves: {
  2154. x: {
  2155. version: any;
  2156. id: number;
  2157. internalID: number;
  2158. times: number[];
  2159. values: number[];
  2160. attrFlag: number[];
  2161. attrData: number[];
  2162. };
  2163. y: {
  2164. version: any;
  2165. id: number;
  2166. internalID: number;
  2167. times: number[];
  2168. values: number[];
  2169. attrFlag: number[];
  2170. attrData: number[];
  2171. };
  2172. z: {
  2173. version: any;
  2174. id: number;
  2175. internalID: number;
  2176. times: number[];
  2177. values: number[];
  2178. attrFlag: number[];
  2179. attrData: number[];
  2180. };
  2181. };
  2182. };
  2183. S: {
  2184. id: number;
  2185. attr: string;
  2186. internalID: number;
  2187. attrX: boolean;
  2188. attrY: boolean;
  2189. attrZ: boolean;
  2190. containerBoneID: number;
  2191. containerID: number;
  2192. curves: {
  2193. x: {
  2194. version: any;
  2195. id: number;
  2196. internalID: number;
  2197. times: number[];
  2198. values: number[];
  2199. attrFlag: number[];
  2200. attrData: number[];
  2201. };
  2202. y: {
  2203. version: any;
  2204. id: number;
  2205. internalID: number;
  2206. times: number[];
  2207. values: number[];
  2208. attrFlag: number[];
  2209. attrData: number[];
  2210. };
  2211. z: {
  2212. version: any;
  2213. id: number;
  2214. internalID: number;
  2215. times: number[];
  2216. values: number[];
  2217. attrFlag: number[];
  2218. attrData: number[];
  2219. };
  2220. };
  2221. };
  2222. }[][];
  2223. length: number;
  2224. frames: number;
  2225. }>;
  2226. length: number;
  2227. fps: number;
  2228. frames: number;
  2229. }} animations,
  2230. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2231. */
  2232. function addAnimations( group, animations ) {
  2233. if ( group.animations === undefined ) {
  2234. group.animations = [];
  2235. }
  2236. animations.stacks.forEach( function ( stack ) {
  2237. /**
  2238. * @type {{
  2239. * name: string,
  2240. * fps: number,
  2241. * length: number,
  2242. * hierarchy: Array.<{
  2243. * parent: number,
  2244. * name: string,
  2245. * keys: Array.<{
  2246. * time: number,
  2247. * pos: Array.<number>,
  2248. * rot: Array.<number>,
  2249. * scl: Array.<number>
  2250. * }>
  2251. * }>
  2252. * }}
  2253. */
  2254. var animationData = {
  2255. name: stack.name,
  2256. fps: 30,
  2257. length: stack.length,
  2258. hierarchy: []
  2259. };
  2260. var bones = group.skeleton.bones;
  2261. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2262. var bone = bones[ bonesIndex ];
  2263. var name = bone.name.replace( /.*:/, '' );
  2264. var parentIndex = bones.findIndex( function ( parentBone ) {
  2265. return bone.parent === parentBone;
  2266. } );
  2267. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2268. }
  2269. for ( var frame = 0; frame < stack.frames; frame ++ ) {
  2270. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2271. var bone = bones[ bonesIndex ];
  2272. var boneIndex = bonesIndex;
  2273. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2274. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2275. var node = animationData.hierarchy[ hierarchyIndex ];
  2276. if ( node.name === bone.name ) {
  2277. node.keys.push( generateKey( animationNode, bone, frame ) );
  2278. }
  2279. }
  2280. }
  2281. }
  2282. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2283. /**
  2284. * @param {THREE.Bone} bone
  2285. */
  2286. function generateKey( animationNode, bone, frame ) {
  2287. var key = {
  2288. time: frame / animations.fps,
  2289. pos: bone.position.toArray(),
  2290. rot: bone.quaternion.toArray(),
  2291. scl: bone.scale.toArray()
  2292. };
  2293. if ( animationNode === undefined ) {
  2294. return key;
  2295. }
  2296. try {
  2297. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2298. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2299. }
  2300. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2301. var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
  2302. var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
  2303. var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
  2304. var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
  2305. key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
  2306. }
  2307. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2308. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2309. }
  2310. } catch ( error ) {
  2311. // Curve is not fully plotted.
  2312. console.log( bone );
  2313. console.log( error );
  2314. }
  2315. return key;
  2316. function hasCurve( animationNode, attribute ) {
  2317. if ( animationNode === undefined ) {
  2318. return false;
  2319. }
  2320. var attributeNode = animationNode[ attribute ];
  2321. if ( ! attributeNode ) {
  2322. return false;
  2323. }
  2324. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2325. return attributeNode.curves[ key ] !== null;
  2326. } );
  2327. }
  2328. function hasKeyOnFrame( attributeNode, frame ) {
  2329. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2330. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2331. function isKeyExistOnFrame( curve, frame ) {
  2332. return curve.values[ frame ] !== undefined;
  2333. }
  2334. } );
  2335. }
  2336. }
  2337. } );
  2338. }
  2339. // UTILS
  2340. /**
  2341. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  2342. * @param {FBXVector3} property - Property to parse as Vector3.
  2343. * @returns {THREE.Vector3}
  2344. */
  2345. function parseVector3( property ) {
  2346. return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
  2347. }
  2348. /**
  2349. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  2350. * @param {FBXVector3} property - Property to parse as Color.
  2351. * @returns {THREE.Color}
  2352. */
  2353. function parseColor( property ) {
  2354. return new THREE.Color().fromArray( parseVector3( property ).toArray() );
  2355. }
  2356. }
  2357. } );
  2358. /**
  2359. * An instance of a Vertex with data for drawing vertices to the screen.
  2360. * @constructor
  2361. */
  2362. function Vertex() {
  2363. /**
  2364. * Position of the vertex.
  2365. * @type {THREE.Vector3}
  2366. */
  2367. this.position = new THREE.Vector3( );
  2368. /**
  2369. * Normal of the vertex
  2370. * @type {THREE.Vector3}
  2371. */
  2372. this.normal = new THREE.Vector3( );
  2373. /**
  2374. * UV coordinates of the vertex.
  2375. * @type {THREE.Vector2}
  2376. */
  2377. this.uv = new THREE.Vector2( );
  2378. /**
  2379. * Indices of the bones vertex is influenced by.
  2380. * @type {THREE.Vector4}
  2381. */
  2382. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2383. /**
  2384. * Weights that each bone influences the vertex.
  2385. * @type {THREE.Vector4}
  2386. */
  2387. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2388. }
  2389. Object.assign( Vertex.prototype, {
  2390. copy: function ( target ) {
  2391. var returnVar = target || new Vertex();
  2392. returnVar.position.copy( this.position );
  2393. returnVar.normal.copy( this.normal );
  2394. returnVar.uv.copy( this.uv );
  2395. returnVar.skinIndices.copy( this.skinIndices );
  2396. returnVar.skinWeights.copy( this.skinWeights );
  2397. return returnVar;
  2398. },
  2399. flattenToBuffers: function () {
  2400. var vertexBuffer = this.position.toArray();
  2401. var normalBuffer = this.normal.toArray();
  2402. var uvBuffer = this.uv.toArray();
  2403. var skinIndexBuffer = this.skinIndices.toArray();
  2404. var skinWeightBuffer = this.skinWeights.toArray();
  2405. return {
  2406. vertexBuffer: vertexBuffer,
  2407. normalBuffer: normalBuffer,
  2408. uvBuffer: uvBuffer,
  2409. skinIndexBuffer: skinIndexBuffer,
  2410. skinWeightBuffer: skinWeightBuffer,
  2411. };
  2412. }
  2413. } );
  2414. /**
  2415. * @constructor
  2416. */
  2417. function Triangle() {
  2418. /**
  2419. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2420. */
  2421. this.vertices = [ ];
  2422. }
  2423. Object.assign( Triangle.prototype, {
  2424. copy: function ( target ) {
  2425. var returnVar = target || new Triangle();
  2426. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2427. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2428. }
  2429. return returnVar;
  2430. },
  2431. flattenToBuffers: function () {
  2432. var vertexBuffer = [];
  2433. var normalBuffer = [];
  2434. var uvBuffer = [];
  2435. var skinIndexBuffer = [];
  2436. var skinWeightBuffer = [];
  2437. for ( var verticesIndex = 0, verticesLength = this.vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  2438. var vertex = this.vertices[ verticesIndex ];
  2439. var flatVertex = vertex.flattenToBuffers();
  2440. vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
  2441. normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
  2442. uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
  2443. skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
  2444. skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
  2445. }
  2446. return {
  2447. vertexBuffer: vertexBuffer,
  2448. normalBuffer: normalBuffer,
  2449. uvBuffer: uvBuffer,
  2450. skinIndexBuffer: skinIndexBuffer,
  2451. skinWeightBuffer: skinWeightBuffer,
  2452. };
  2453. }
  2454. } );
  2455. /**
  2456. * @constructor
  2457. */
  2458. function Face() {
  2459. /**
  2460. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2461. */
  2462. this.triangles = [ ];
  2463. this.materialIndex = 0;
  2464. }
  2465. Object.assign( Face.prototype, {
  2466. copy: function ( target ) {
  2467. var returnVar = target || new Face();
  2468. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2469. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2470. }
  2471. returnVar.materialIndex = this.materialIndex;
  2472. return returnVar;
  2473. },
  2474. genTrianglesFromVertices: function ( vertexArray ) {
  2475. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2476. var triangle = new Triangle();
  2477. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2478. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2479. triangle.vertices[ 2 ] = vertexArray[ i ];
  2480. this.triangles.push( triangle );
  2481. }
  2482. },
  2483. flattenToBuffers: function () {
  2484. var vertexBuffer = [];
  2485. var normalBuffer = [];
  2486. var uvBuffer = [];
  2487. var skinIndexBuffer = [];
  2488. var skinWeightBuffer = [];
  2489. var materialIndexBuffer = [];
  2490. var materialIndex = this.materialIndex;
  2491. for ( var triangleIndex = 0, triangleLength = this.triangles.length; triangleIndex < triangleLength; ++ triangleIndex ) {
  2492. var triangle = this.triangles[ triangleIndex ];
  2493. var flatTriangle = triangle.flattenToBuffers();
  2494. vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
  2495. normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
  2496. uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
  2497. skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
  2498. skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
  2499. materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
  2500. }
  2501. return {
  2502. vertexBuffer: vertexBuffer,
  2503. normalBuffer: normalBuffer,
  2504. uvBuffer: uvBuffer,
  2505. skinIndexBuffer: skinIndexBuffer,
  2506. skinWeightBuffer: skinWeightBuffer,
  2507. materialIndexBuffer: materialIndexBuffer
  2508. };
  2509. }
  2510. } );
  2511. /**
  2512. * @constructor
  2513. */
  2514. function Geometry() {
  2515. /**
  2516. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2517. */
  2518. this.faces = [ ];
  2519. /**
  2520. * @type {{}|THREE.Skeleton}
  2521. */
  2522. this.skeleton = null;
  2523. }
  2524. Object.assign( Geometry.prototype, {
  2525. /**
  2526. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2527. */
  2528. flattenToBuffers: function () {
  2529. var vertexBuffer = [];
  2530. var normalBuffer = [];
  2531. var uvBuffer = [];
  2532. var skinIndexBuffer = [];
  2533. var skinWeightBuffer = [];
  2534. var materialIndexBuffer = [];
  2535. for ( var faceIndex = 0, faceLength = this.faces.length; faceIndex < faceLength; ++ faceIndex ) {
  2536. var face = this.faces[ faceIndex ];
  2537. var flatFace = face.flattenToBuffers();
  2538. vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
  2539. normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
  2540. uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
  2541. skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
  2542. skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
  2543. materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
  2544. }
  2545. return {
  2546. vertexBuffer: vertexBuffer,
  2547. normalBuffer: normalBuffer,
  2548. uvBuffer: uvBuffer,
  2549. skinIndexBuffer: skinIndexBuffer,
  2550. skinWeightBuffer: skinWeightBuffer,
  2551. materialIndexBuffer: materialIndexBuffer
  2552. };
  2553. }
  2554. } );
  2555. function TextParser() {}
  2556. Object.assign( TextParser.prototype, {
  2557. getPrevNode: function () {
  2558. return this.nodeStack[ this.currentIndent - 2 ];
  2559. },
  2560. getCurrentNode: function () {
  2561. return this.nodeStack[ this.currentIndent - 1 ];
  2562. },
  2563. getCurrentProp: function () {
  2564. return this.currentProp;
  2565. },
  2566. pushStack: function ( node ) {
  2567. this.nodeStack.push( node );
  2568. this.currentIndent += 1;
  2569. },
  2570. popStack: function () {
  2571. this.nodeStack.pop();
  2572. this.currentIndent -= 1;
  2573. },
  2574. setCurrentProp: function ( val, name ) {
  2575. this.currentProp = val;
  2576. this.currentPropName = name;
  2577. },
  2578. // ----------parse ---------------------------------------------------
  2579. parse: function ( text ) {
  2580. this.currentIndent = 0;
  2581. this.allNodes = new FBXTree();
  2582. this.nodeStack = [];
  2583. this.currentProp = [];
  2584. this.currentPropName = '';
  2585. var split = text.split( "\n" );
  2586. for ( var line in split ) {
  2587. var l = split[ line ];
  2588. // short cut
  2589. if ( l.match( /^[\s\t]*;/ ) ) {
  2590. continue;
  2591. } // skip comment line
  2592. if ( l.match( /^[\s\t]*$/ ) ) {
  2593. continue;
  2594. } // skip empty line
  2595. // beginning of node
  2596. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2597. var match = l.match( beginningOfNodeExp );
  2598. if ( match ) {
  2599. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2600. var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  2601. return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  2602. } );
  2603. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2604. continue;
  2605. }
  2606. // node's property
  2607. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2608. var match = l.match( propExp );
  2609. if ( match ) {
  2610. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2611. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2612. this.parseNodeProperty( l, propName, propValue );
  2613. continue;
  2614. }
  2615. // end of node
  2616. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2617. if ( l.match( endOfNodeExp ) ) {
  2618. this.nodeEnd();
  2619. continue;
  2620. }
  2621. // for special case,
  2622. //
  2623. // Vertices: *8670 {
  2624. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2625. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2626. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2627. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2628. //
  2629. // these case the lines must contiue with previous line
  2630. if ( l.match( /^[^\s\t}]/ ) ) {
  2631. this.parseNodePropertyContinued( l );
  2632. }
  2633. }
  2634. return this.allNodes;
  2635. },
  2636. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2637. // var nodeName = match[1];
  2638. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2639. var attrs = this.parseNodeAttr( nodeAttrs );
  2640. var currentNode = this.getCurrentNode();
  2641. // a top node
  2642. if ( this.currentIndent === 0 ) {
  2643. this.allNodes.add( nodeName, node );
  2644. } else {
  2645. // a subnode
  2646. // already exists subnode, then append it
  2647. if ( nodeName in currentNode.subNodes ) {
  2648. var tmp = currentNode.subNodes[ nodeName ];
  2649. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2650. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2651. if ( attrs.id === '' ) {
  2652. currentNode.subNodes[ nodeName ] = [];
  2653. currentNode.subNodes[ nodeName ].push( tmp );
  2654. } else {
  2655. currentNode.subNodes[ nodeName ] = {};
  2656. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2657. }
  2658. }
  2659. if ( attrs.id === '' ) {
  2660. currentNode.subNodes[ nodeName ].push( node );
  2661. } else {
  2662. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2663. }
  2664. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2665. currentNode.subNodes[ nodeName ] = {};
  2666. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2667. } else {
  2668. currentNode.subNodes[ nodeName ] = node;
  2669. }
  2670. }
  2671. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2672. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2673. if ( nodeAttrs ) {
  2674. node.id = attrs.id;
  2675. node.attrName = attrs.name;
  2676. node.attrType = attrs.type;
  2677. }
  2678. this.pushStack( node );
  2679. },
  2680. parseNodeAttr: function ( attrs ) {
  2681. var id = attrs[ 0 ];
  2682. if ( attrs[ 0 ] !== "" ) {
  2683. id = parseInt( attrs[ 0 ] );
  2684. if ( isNaN( id ) ) {
  2685. // PolygonVertexIndex: *16380 {
  2686. id = attrs[ 0 ];
  2687. }
  2688. }
  2689. var name;
  2690. var type;
  2691. if ( attrs.length > 1 ) {
  2692. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2693. type = attrs[ 2 ];
  2694. }
  2695. return { id: id, name: name || '', type: type || '' };
  2696. },
  2697. parseNodeProperty: function ( line, propName, propValue ) {
  2698. var currentNode = this.getCurrentNode();
  2699. var parentName = currentNode.name;
  2700. // special case parent node's is like "Properties70"
  2701. // these chilren nodes must treat with careful
  2702. if ( parentName !== undefined ) {
  2703. var propMatch = parentName.match( /Properties(\d)+/ );
  2704. if ( propMatch ) {
  2705. this.parseNodeSpecialProperty( line, propName, propValue );
  2706. return;
  2707. }
  2708. }
  2709. // special case Connections
  2710. if ( propName == 'C' ) {
  2711. var connProps = propValue.split( ',' ).slice( 1 );
  2712. var from = parseInt( connProps[ 0 ] );
  2713. var to = parseInt( connProps[ 1 ] );
  2714. var rest = propValue.split( ',' ).slice( 3 );
  2715. propName = 'connections';
  2716. propValue = [ from, to ];
  2717. propValue = propValue.concat( rest );
  2718. if ( currentNode.properties[ propName ] === undefined ) {
  2719. currentNode.properties[ propName ] = [];
  2720. }
  2721. }
  2722. // special case Connections
  2723. if ( propName == 'Node' ) {
  2724. var id = parseInt( propValue );
  2725. currentNode.properties.id = id;
  2726. currentNode.id = id;
  2727. }
  2728. // already exists in properties, then append this
  2729. if ( propName in currentNode.properties ) {
  2730. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2731. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2732. currentNode.properties[ propName ].push( propValue );
  2733. } else {
  2734. currentNode.properties[ propName ] += propValue;
  2735. }
  2736. } else {
  2737. // console.log( propName + ": " + propValue );
  2738. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2739. currentNode.properties[ propName ].push( propValue );
  2740. } else {
  2741. currentNode.properties[ propName ] = propValue;
  2742. }
  2743. }
  2744. this.setCurrentProp( currentNode.properties, propName );
  2745. },
  2746. // TODO:
  2747. parseNodePropertyContinued: function ( line ) {
  2748. this.currentProp[ this.currentPropName ] += line;
  2749. },
  2750. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2751. // split this
  2752. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2753. // into array like below
  2754. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2755. var props = propValue.split( '",' ).map( function ( element ) {
  2756. return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2757. } );
  2758. var innerPropName = props[ 0 ];
  2759. var innerPropType1 = props[ 1 ];
  2760. var innerPropType2 = props[ 2 ];
  2761. var innerPropFlag = props[ 3 ];
  2762. var innerPropValue = props[ 4 ];
  2763. /*
  2764. if ( innerPropValue === undefined ) {
  2765. innerPropValue = props[3];
  2766. }
  2767. */
  2768. // cast value in its type
  2769. switch ( innerPropType1 ) {
  2770. case "int":
  2771. innerPropValue = parseInt( innerPropValue );
  2772. break;
  2773. case "double":
  2774. innerPropValue = parseFloat( innerPropValue );
  2775. break;
  2776. case "ColorRGB":
  2777. case "Vector3D":
  2778. var tmp = innerPropValue.split( ',' );
  2779. innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  2780. break;
  2781. }
  2782. // CAUTION: these props must append to parent's parent
  2783. this.getPrevNode().properties[ innerPropName ] = {
  2784. 'type': innerPropType1,
  2785. 'type2': innerPropType2,
  2786. 'flag': innerPropFlag,
  2787. 'value': innerPropValue
  2788. };
  2789. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2790. },
  2791. nodeEnd: function () {
  2792. this.popStack();
  2793. },
  2794. /* ---------------------------------------------------------------- */
  2795. /* util */
  2796. isFlattenNode: function ( node ) {
  2797. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2798. }
  2799. } );
  2800. function FBXTree() {}
  2801. Object.assign( FBXTree.prototype, {
  2802. add: function ( key, val ) {
  2803. this[ key ] = val;
  2804. },
  2805. searchConnectionParent: function ( id ) {
  2806. if ( this.__cache_search_connection_parent === undefined ) {
  2807. this.__cache_search_connection_parent = [];
  2808. }
  2809. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  2810. return this.__cache_search_connection_parent[ id ];
  2811. } else {
  2812. this.__cache_search_connection_parent[ id ] = [];
  2813. }
  2814. var conns = this.Connections.properties.connections;
  2815. var results = [];
  2816. for ( var i = 0; i < conns.length; ++ i ) {
  2817. if ( conns[ i ][ 0 ] == id ) {
  2818. // 0 means scene root
  2819. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  2820. results.push( res );
  2821. }
  2822. }
  2823. if ( results.length > 0 ) {
  2824. this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  2825. return results;
  2826. } else {
  2827. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  2828. return [ - 1 ];
  2829. }
  2830. },
  2831. searchConnectionChildren: function ( id ) {
  2832. if ( this.__cache_search_connection_children === undefined ) {
  2833. this.__cache_search_connection_children = [];
  2834. }
  2835. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  2836. return this.__cache_search_connection_children[ id ];
  2837. } else {
  2838. this.__cache_search_connection_children[ id ] = [];
  2839. }
  2840. var conns = this.Connections.properties.connections;
  2841. var res = [];
  2842. for ( var i = 0; i < conns.length; ++ i ) {
  2843. if ( conns[ i ][ 1 ] == id ) {
  2844. // 0 means scene root
  2845. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  2846. // there may more than one kid, then search to the end
  2847. }
  2848. }
  2849. if ( res.length > 0 ) {
  2850. this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  2851. return res;
  2852. } else {
  2853. this.__cache_search_connection_children[ id ] = [ ];
  2854. return [ ];
  2855. }
  2856. },
  2857. searchConnectionType: function ( id, to ) {
  2858. var key = id + ',' + to; // TODO: to hash
  2859. if ( this.__cache_search_connection_type === undefined ) {
  2860. this.__cache_search_connection_type = {};
  2861. }
  2862. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  2863. return this.__cache_search_connection_type[ key ];
  2864. } else {
  2865. this.__cache_search_connection_type[ key ] = '';
  2866. }
  2867. var conns = this.Connections.properties.connections;
  2868. for ( var i = 0; i < conns.length; ++ i ) {
  2869. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  2870. // 0 means scene root
  2871. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  2872. return conns[ i ][ 2 ];
  2873. }
  2874. }
  2875. this.__cache_search_connection_type[ id ] = null;
  2876. return null;
  2877. }
  2878. } );
  2879. /**
  2880. * @returns {boolean}
  2881. */
  2882. function isFbxFormatASCII( text ) {
  2883. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2884. var cursor = 0;
  2885. var read = function ( offset ) {
  2886. var result = text[ offset - 1 ];
  2887. text = text.slice( cursor + offset );
  2888. cursor ++;
  2889. return result;
  2890. };
  2891. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2892. var num = read( 1 );
  2893. if ( num == CORRECT[ i ] ) {
  2894. return false;
  2895. }
  2896. }
  2897. return true;
  2898. }
  2899. /**
  2900. * @returns {number}
  2901. */
  2902. function getFbxVersion( text ) {
  2903. var versionRegExp = /FBXVersion: (\d+)/;
  2904. var match = text.match( versionRegExp );
  2905. if ( match ) {
  2906. var version = parseInt( match[ 1 ] );
  2907. return version;
  2908. }
  2909. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  2910. }
  2911. /**
  2912. * Converts FBX ticks into real time seconds.
  2913. * @param {number} time - FBX tick timestamp to convert.
  2914. * @returns {number} - FBX tick in real world time.
  2915. */
  2916. function ConvertFBXTimeToSeconds( time ) {
  2917. // Constant is FBX ticks per second.
  2918. return time / 46186158000;
  2919. }
  2920. /**
  2921. * Parses comma separated list of float numbers and returns them in an array.
  2922. * @example
  2923. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  2924. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  2925. * @returns {number[]}
  2926. */
  2927. function parseFloatArray( floatString ) {
  2928. return floatString.split( ',' ).map( function ( stringValue ) {
  2929. return parseFloat( stringValue );
  2930. } );
  2931. }
  2932. /**
  2933. * Parses comma separated list of int numbers and returns them in an array.
  2934. * @example
  2935. * // Returns [ 5, 8, 2, 3 ]
  2936. * parseFloatArray( "5,8,2,3" )
  2937. * @returns {number[]}
  2938. */
  2939. function parseIntArray( intString ) {
  2940. return intString.split( ',' ).map( function ( stringValue ) {
  2941. return parseInt( stringValue );
  2942. } );
  2943. }
  2944. function parseMatrixArray( floatString ) {
  2945. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  2946. }
  2947. /**
  2948. * Converts number from degrees into radians.
  2949. * @param {number} value
  2950. * @returns {number}
  2951. */
  2952. function degreeToRadian( value ) {
  2953. return value * Math.PI / 180;
  2954. }
  2955. } )();