FBXLoader2.js 105 KB

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