FBXLoader.js 114 KB

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