FBXLoader.js 125 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. */
  22. ( function () {
  23. /**
  24. * Generates a loader for loading FBX files from URL and parsing into
  25. * a THREE.Group.
  26. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  27. */
  28. THREE.FBXLoader = function ( manager ) {
  29. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  30. };
  31. Object.assign( THREE.FBXLoader.prototype, {
  32. /**
  33. * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
  34. * THREE.Group will have an animations property of AnimationClips
  35. * of the different animations exported with the FBX.
  36. * @param {string} url - URL of the FBX file.
  37. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  38. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  39. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  40. */
  41. load: function ( url, onLoad, onProgress, onError ) {
  42. var self = this;
  43. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  44. var loader = new THREE.FileLoader( this.manager );
  45. loader.setResponseType( 'arraybuffer' );
  46. loader.load( url, function ( buffer ) {
  47. try {
  48. var scene = self.parse( buffer, resourceDirectory );
  49. onLoad( scene );
  50. } catch ( error ) {
  51. window.setTimeout( function () {
  52. if ( onError ) onError( error );
  53. self.manager.itemError( url );
  54. }, 0 );
  55. }
  56. }, onProgress, onError );
  57. },
  58. /**
  59. * Parses an ASCII/Binary FBX file and returns a THREE.Group.
  60. * THREE.Group will have an animations property of AnimationClips
  61. * of the different animations within the FBX file.
  62. * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
  63. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  64. * @returns {THREE.Group}
  65. */
  66. parse: function ( FBXBuffer, resourceDirectory ) {
  67. var FBXTree;
  68. if ( isFbxFormatBinary( FBXBuffer ) ) {
  69. FBXTree = new BinaryParser().parse( FBXBuffer );
  70. } else {
  71. var FBXText = convertArrayBufferToString( FBXBuffer );
  72. if ( ! isFbxFormatASCII( FBXText ) ) {
  73. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  74. }
  75. if ( getFbxVersion( FBXText ) < 7000 ) {
  76. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  77. }
  78. FBXTree = new TextParser().parse( FBXText );
  79. }
  80. // console.log( FBXTree );
  81. var connections = parseConnections( FBXTree );
  82. var images = parseImages( FBXTree );
  83. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  84. var materials = parseMaterials( FBXTree, textures, connections );
  85. var deformers = parseDeformers( FBXTree, connections );
  86. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  87. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  88. return sceneGraph;
  89. }
  90. } );
  91. /**
  92. * Parses map of relationships between objects.
  93. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  94. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  95. */
  96. function parseConnections( FBXTree ) {
  97. /**
  98. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  99. */
  100. var connectionMap = new Map();
  101. if ( 'Connections' in FBXTree ) {
  102. /**
  103. * @type {[number, number, string][]}
  104. */
  105. var connectionArray = FBXTree.Connections.properties.connections;
  106. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  107. var connection = connectionArray[ connectionArrayIndex ];
  108. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  109. connectionMap.set( connection[ 0 ], {
  110. parents: [],
  111. children: []
  112. } );
  113. }
  114. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  115. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  116. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  117. connectionMap.set( connection[ 1 ], {
  118. parents: [],
  119. children: []
  120. } );
  121. }
  122. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  123. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  124. }
  125. }
  126. return connectionMap;
  127. }
  128. /**
  129. * Parses map of images referenced in FBXTree.
  130. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  131. * @returns {Map<number, string(image blob/data URL)>}
  132. */
  133. function parseImages( FBXTree ) {
  134. /**
  135. * @type {Map<number, string(image blob/data URL)>}
  136. */
  137. var imageMap = new Map();
  138. if ( 'Video' in FBXTree.Objects.subNodes ) {
  139. var videoNodes = FBXTree.Objects.subNodes.Video;
  140. for ( var nodeID in videoNodes ) {
  141. var videoNode = videoNodes[ nodeID ];
  142. // raw image data is in videoNode.properties.Content
  143. if ( 'Content' in videoNode.properties ) {
  144. var image = parseImage( videoNodes[ nodeID ] );
  145. imageMap.set( parseInt( nodeID ), image );
  146. }
  147. }
  148. }
  149. return imageMap;
  150. }
  151. /**
  152. * @param {videoNode} videoNode - Node to get texture image information from.
  153. * @returns {string} - image blob/data URL
  154. */
  155. function parseImage( videoNode ) {
  156. var content = videoNode.properties.Content;
  157. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  158. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  159. var type;
  160. switch ( extension ) {
  161. case 'bmp':
  162. type = 'image/bmp';
  163. break;
  164. case 'jpg':
  165. case 'jpeg':
  166. type = 'image/jpeg';
  167. break;
  168. case 'png':
  169. type = 'image/png';
  170. break;
  171. case 'tif':
  172. type = 'image/tiff';
  173. break;
  174. default:
  175. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  176. return;
  177. }
  178. if ( typeof content === 'string' ) {
  179. return 'data:' + type + ';base64,' + content;
  180. } else {
  181. var array = new Uint8Array( content );
  182. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  183. }
  184. }
  185. /**
  186. * Parses map of textures referenced in FBXTree.
  187. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  188. * @param {THREE.TextureLoader} loader
  189. * @param {Map<number, string(image blob/data URL)>} imageMap
  190. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  191. * @returns {Map<number, THREE.Texture>}
  192. */
  193. function parseTextures( FBXTree, loader, imageMap, connections ) {
  194. /**
  195. * @type {Map<number, THREE.Texture>}
  196. */
  197. var textureMap = new Map();
  198. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  199. var textureNodes = FBXTree.Objects.subNodes.Texture;
  200. for ( var nodeID in textureNodes ) {
  201. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  202. textureMap.set( parseInt( nodeID ), texture );
  203. }
  204. }
  205. return textureMap;
  206. }
  207. /**
  208. * @param {textureNode} textureNode - Node to get texture information from.
  209. * @param {THREE.TextureLoader} loader
  210. * @param {Map<number, string(image blob/data URL)>} imageMap
  211. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  212. * @returns {THREE.Texture}
  213. */
  214. function parseTexture( textureNode, loader, imageMap, connections ) {
  215. var FBX_ID = textureNode.id;
  216. var name = textureNode.attrName;
  217. var fileName;
  218. var filePath = textureNode.properties.FileName;
  219. var relativeFilePath = textureNode.properties.RelativeFilename;
  220. var children = connections.get( FBX_ID ).children;
  221. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  222. fileName = imageMap.get( children[ 0 ].ID );
  223. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  224. // use textureNode.properties.RelativeFilename
  225. // if it exists and it doesn't seem an absolute path
  226. fileName = relativeFilePath;
  227. } else {
  228. var split = filePath.split( /[\\\/]/ );
  229. if ( split.length > 0 ) {
  230. fileName = split[ split.length - 1 ];
  231. } else {
  232. fileName = filePath;
  233. }
  234. }
  235. var currentPath = loader.path;
  236. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  237. loader.setPath( undefined );
  238. }
  239. /**
  240. * @type {THREE.Texture}
  241. */
  242. var texture = loader.load( fileName );
  243. texture.name = name;
  244. texture.FBX_ID = FBX_ID;
  245. var wrapModeU = textureNode.properties.WrapModeU;
  246. var wrapModeV = textureNode.properties.WrapModeV;
  247. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  248. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  249. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  250. // 0: repeat(default), 1: clamp
  251. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  252. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  253. if ( 'Scaling' in textureNode.properties ) {
  254. var values = textureNode.properties.Scaling.value;
  255. texture.repeat.x = values[ 0 ];
  256. texture.repeat.y = values[ 1 ];
  257. }
  258. loader.setPath( currentPath );
  259. return texture;
  260. }
  261. /**
  262. * Parses map of Material information.
  263. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  264. * @param {Map<number, THREE.Texture>} textureMap
  265. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  266. * @returns {Map<number, THREE.Material>}
  267. */
  268. function parseMaterials( FBXTree, textureMap, connections ) {
  269. var materialMap = new Map();
  270. if ( 'Material' in FBXTree.Objects.subNodes ) {
  271. var materialNodes = FBXTree.Objects.subNodes.Material;
  272. for ( var nodeID in materialNodes ) {
  273. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  274. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  275. }
  276. }
  277. return materialMap;
  278. }
  279. /**
  280. * Takes information from Material node and returns a generated THREE.Material
  281. * @param {FBXMaterialNode} materialNode
  282. * @param {Map<number, THREE.Texture>} textureMap
  283. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  284. * @returns {THREE.Material}
  285. */
  286. function parseMaterial( materialNode, textureMap, connections ) {
  287. var FBX_ID = materialNode.id;
  288. var name = materialNode.attrName;
  289. var type = materialNode.properties.ShadingModel;
  290. //Case where FBX wraps shading model in property object.
  291. if ( typeof type === 'object' ) {
  292. type = type.value;
  293. }
  294. // Seems like FBX can include unused materials which don't have any connections.
  295. // Ignores them so far.
  296. if ( ! connections.has( FBX_ID ) ) return null;
  297. var children = connections.get( FBX_ID ).children;
  298. var parameters = parseParameters( materialNode.properties, textureMap, children );
  299. var material;
  300. switch ( type.toLowerCase() ) {
  301. case 'phong':
  302. material = new THREE.MeshPhongMaterial();
  303. break;
  304. case 'lambert':
  305. material = new THREE.MeshLambertMaterial();
  306. break;
  307. default:
  308. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  309. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  310. break;
  311. }
  312. material.setValues( parameters );
  313. material.name = name;
  314. return material;
  315. }
  316. /**
  317. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  318. */
  319. /**
  320. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  321. */
  322. /**
  323. * @param {FBXMaterialProperties} properties
  324. * @param {Map<number, THREE.Texture>} textureMap
  325. * @param {{ID: number, relationship: string}[]} childrenRelationships
  326. * @returns {THREEMaterialParameterPack}
  327. */
  328. function parseParameters( properties, textureMap, childrenRelationships ) {
  329. var parameters = {};
  330. if ( properties.BumpFactor ) {
  331. parameters.bumpScale = properties.BumpFactor.value;
  332. }
  333. if ( properties.Diffuse ) {
  334. parameters.color = parseColor( properties.Diffuse );
  335. }
  336. if ( properties.DisplacementFactor ) {
  337. parameters.displacementScale = properties.DisplacementFactor.value;
  338. }
  339. if ( properties.ReflectionFactor ) {
  340. parameters.reflectivity = properties.ReflectionFactor.value;
  341. }
  342. if ( properties.Specular ) {
  343. parameters.specular = parseColor( properties.Specular );
  344. }
  345. if ( properties.Shininess ) {
  346. parameters.shininess = properties.Shininess.value;
  347. }
  348. if ( properties.Emissive ) {
  349. parameters.emissive = parseColor( properties.Emissive );
  350. }
  351. if ( properties.EmissiveFactor ) {
  352. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  353. }
  354. if ( properties.Opacity ) {
  355. parameters.opacity = parseFloat( properties.Opacity.value );
  356. }
  357. if ( parameters.opacity < 1.0 ) {
  358. parameters.transparent = true;
  359. }
  360. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  361. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  362. var type = relationship.relationship;
  363. switch ( type ) {
  364. case 'Bump':
  365. parameters.bumpMap = textureMap.get( relationship.ID );
  366. break;
  367. case 'DiffuseColor':
  368. parameters.map = textureMap.get( relationship.ID );
  369. break;
  370. case 'DisplacementColor':
  371. parameters.displacementMap = textureMap.get( relationship.ID );
  372. break;
  373. case 'EmissiveColor':
  374. parameters.emissiveMap = textureMap.get( relationship.ID );
  375. break;
  376. case 'NormalMap':
  377. parameters.normalMap = textureMap.get( relationship.ID );
  378. break;
  379. case 'ReflectionColor':
  380. parameters.envMap = textureMap.get( relationship.ID );
  381. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  382. break;
  383. case 'SpecularColor':
  384. parameters.specularMap = textureMap.get( relationship.ID );
  385. break;
  386. case 'TransparentColor':
  387. parameters.alphaMap = textureMap.get( relationship.ID );
  388. parameters.transparent = true;
  389. break;
  390. case 'AmbientColor':
  391. case 'ShininessExponent': // AKA glossiness map
  392. case 'SpecularFactor': // AKA specularLevel
  393. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  394. default:
  395. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  396. break;
  397. }
  398. }
  399. return parameters;
  400. }
  401. /**
  402. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  403. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  404. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  405. * @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}>}
  406. */
  407. function parseDeformers( FBXTree, connections ) {
  408. var deformers = {};
  409. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  410. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  411. for ( var nodeID in DeformerNodes ) {
  412. var deformerNode = DeformerNodes[ nodeID ];
  413. if ( deformerNode.attrType === 'Skin' ) {
  414. var conns = connections.get( parseInt( nodeID ) );
  415. var skeleton = parseSkeleton( conns, DeformerNodes );
  416. skeleton.FBX_ID = parseInt( nodeID );
  417. deformers[ nodeID ] = skeleton;
  418. }
  419. }
  420. }
  421. return deformers;
  422. }
  423. /**
  424. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  425. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  426. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  427. * @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}}
  428. */
  429. function parseSkeleton( connections, DeformerNodes ) {
  430. var subDeformers = {};
  431. var children = connections.children;
  432. for ( var i = 0, l = children.length; i < l; ++ i ) {
  433. var child = children[ i ];
  434. var subDeformerNode = DeformerNodes[ child.ID ];
  435. var subDeformer = {
  436. FBX_ID: child.ID,
  437. index: i,
  438. indices: [],
  439. weights: [],
  440. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  441. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  442. linkMode: subDeformerNode.properties.Mode
  443. };
  444. if ( 'Indexes' in subDeformerNode.subNodes ) {
  445. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  446. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  447. }
  448. subDeformers[ child.ID ] = subDeformer;
  449. }
  450. return {
  451. map: subDeformers,
  452. bones: []
  453. };
  454. }
  455. /**
  456. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  457. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  458. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  459. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
  460. * @returns {Map<number, THREE.BufferGeometry>}
  461. */
  462. function parseGeometries( FBXTree, connections, deformers ) {
  463. var geometryMap = new Map();
  464. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  465. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  466. for ( var nodeID in geometryNodes ) {
  467. var relationships = connections.get( parseInt( nodeID ) );
  468. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  469. geometryMap.set( parseInt( nodeID ), geo );
  470. }
  471. }
  472. return geometryMap;
  473. }
  474. /**
  475. * Generates BufferGeometry from FBXGeometryNode.
  476. * @param {FBXGeometryNode} geometryNode
  477. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  478. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers
  479. * @returns {THREE.BufferGeometry}
  480. */
  481. function parseGeometry( geometryNode, relationships, deformers ) {
  482. switch ( geometryNode.attrType ) {
  483. case 'Mesh':
  484. return parseMeshGeometry( geometryNode, relationships, deformers );
  485. break;
  486. case 'NurbsCurve':
  487. return parseNurbsGeometry( geometryNode );
  488. break;
  489. }
  490. }
  491. /**
  492. * Specialty function for parsing Mesh based Geometry Nodes.
  493. * @param {FBXGeometryNode} geometryNode
  494. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  495. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers - Map object of deformers and subDeformers by ID.
  496. * @returns {THREE.BufferGeometry}
  497. */
  498. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  499. for ( var i = 0; i < relationships.children.length; ++ i ) {
  500. var deformer = deformers[ relationships.children[ i ].ID ];
  501. if ( deformer !== undefined ) break;
  502. }
  503. return genGeometry( geometryNode, deformer );
  504. }
  505. /**
  506. * @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.
  507. * @returns {THREE.BufferGeometry}
  508. */
  509. function genGeometry( geometryNode, deformer ) {
  510. var geometry = new Geometry();
  511. var subNodes = geometryNode.subNodes;
  512. // First, each index is going to be its own vertex.
  513. var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
  514. var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
  515. if ( subNodes.LayerElementNormal ) {
  516. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  517. }
  518. if ( subNodes.LayerElementUV ) {
  519. var uvInfo = [];
  520. var i = 0;
  521. while ( subNodes.LayerElementUV[ i ] ) {
  522. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  523. i ++;
  524. }
  525. }
  526. if ( subNodes.LayerElementColor ) {
  527. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  528. }
  529. if ( subNodes.LayerElementMaterial ) {
  530. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  531. }
  532. var weightTable = {};
  533. if ( deformer ) {
  534. var subDeformers = deformer.map;
  535. for ( var key in subDeformers ) {
  536. var subDeformer = subDeformers[ key ];
  537. var indices = subDeformer.indices;
  538. for ( var j = 0; j < indices.length; j ++ ) {
  539. var index = indices[ j ];
  540. var weight = subDeformer.weights[ j ];
  541. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  542. weightTable[ index ].push( {
  543. id: subDeformer.index,
  544. weight: weight
  545. } );
  546. }
  547. }
  548. }
  549. var faceVertexBuffer = [];
  550. var polygonIndex = 0;
  551. var displayedWeightsWarning = false;
  552. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  553. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  554. var endOfFace = false;
  555. if ( vertexIndex < 0 ) {
  556. vertexIndex = vertexIndex ^ - 1;
  557. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  558. endOfFace = true;
  559. }
  560. var vertex = new Vertex();
  561. var weightIndices = [];
  562. var weights = [];
  563. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  564. if ( deformer ) {
  565. if ( weightTable[ vertexIndex ] !== undefined ) {
  566. var array = weightTable[ vertexIndex ];
  567. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  568. weights.push( array[ j ].weight );
  569. weightIndices.push( array[ j ].id );
  570. }
  571. }
  572. if ( weights.length > 4 ) {
  573. if ( ! displayedWeightsWarning ) {
  574. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  575. displayedWeightsWarning = true;
  576. }
  577. var WIndex = [ 0, 0, 0, 0 ];
  578. var Weight = [ 0, 0, 0, 0 ];
  579. weights.forEach( function ( weight, weightIndex ) {
  580. var currentWeight = weight;
  581. var currentIndex = weightIndices[ weightIndex ];
  582. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  583. if ( currentWeight > comparedWeight ) {
  584. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  585. currentWeight = comparedWeight;
  586. var tmp = WIndex[ comparedWeightIndex ];
  587. WIndex[ comparedWeightIndex ] = currentIndex;
  588. currentIndex = tmp;
  589. }
  590. } );
  591. } );
  592. weightIndices = WIndex;
  593. weights = Weight;
  594. }
  595. for ( var i = weights.length; i < 4; ++ i ) {
  596. weights[ i ] = 0;
  597. weightIndices[ i ] = 0;
  598. }
  599. vertex.skinWeights.fromArray( weights );
  600. vertex.skinIndices.fromArray( weightIndices );
  601. }
  602. if ( normalInfo ) {
  603. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  604. }
  605. if ( uvInfo ) {
  606. for ( var i = 0; i < uvInfo.length; i ++ ) {
  607. var uvTemp = new THREE.Vector2();
  608. vertex.uv.push( uvTemp.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] ) ) );
  609. }
  610. }
  611. if ( colorInfo ) {
  612. vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
  613. }
  614. faceVertexBuffer.push( vertex );
  615. if ( endOfFace ) {
  616. var face = new Face();
  617. face.genTrianglesFromVertices( faceVertexBuffer );
  618. if ( materialInfo !== undefined ) {
  619. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  620. face.materialIndex = materials[ 0 ];
  621. } else {
  622. // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
  623. // Set 0 in such a case.
  624. face.materialIndex = 0;
  625. }
  626. geometry.faces.push( face );
  627. faceVertexBuffer = [];
  628. polygonIndex ++;
  629. endOfFace = false;
  630. }
  631. }
  632. /**
  633. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  634. */
  635. var bufferInfo = geometry.flattenToBuffers();
  636. var geo = new THREE.BufferGeometry();
  637. geo.name = geometryNode.name;
  638. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
  639. if ( bufferInfo.normalBuffer.length > 0 ) {
  640. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
  641. }
  642. if ( bufferInfo.uvBuffers.length > 0 ) {
  643. for ( var i = 0; i < bufferInfo.uvBuffers.length; i ++ ) {
  644. var name = 'uv' + ( i + 1 ).toString();
  645. if ( i == 0 ) {
  646. name = 'uv';
  647. }
  648. geo.addAttribute( name, new THREE.Float32BufferAttribute( bufferInfo.uvBuffers[ i ], 2 ) );
  649. }
  650. }
  651. if ( subNodes.LayerElementColor ) {
  652. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
  653. }
  654. if ( deformer ) {
  655. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  656. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  657. geo.FBX_Deformer = deformer;
  658. }
  659. // Convert the material indices of each vertex into rendering groups on the geometry.
  660. var materialIndexBuffer = bufferInfo.materialIndexBuffer;
  661. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  662. var startIndex = 0;
  663. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  664. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  665. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  666. prevMaterialIndex = materialIndexBuffer[ i ];
  667. startIndex = i;
  668. }
  669. }
  670. // the loop above doesn't add the last group, do that here.
  671. if ( geo.groups.length > 0 ) {
  672. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  673. var lastIndex = lastGroup.start + lastGroup.count;
  674. if ( lastIndex !== materialIndexBuffer.length ) {
  675. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  676. }
  677. }
  678. // catch case where the whole geometry has a single non-zero index
  679. if ( geo.groups.length === 0 && materialIndexBuffer[ 0 ] !== 0 ) {
  680. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  681. }
  682. return geo;
  683. }
  684. /**
  685. * Parses normal information for geometry.
  686. * @param {FBXGeometryNode} geometryNode
  687. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  688. */
  689. function getNormals( NormalNode ) {
  690. var mappingType = NormalNode.properties.MappingInformationType;
  691. var referenceType = NormalNode.properties.ReferenceInformationType;
  692. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  693. var indexBuffer = [];
  694. if ( referenceType === 'IndexToDirect' ) {
  695. if ( 'NormalIndex' in NormalNode.subNodes ) {
  696. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  697. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  698. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  699. }
  700. }
  701. return {
  702. dataSize: 3,
  703. buffer: buffer,
  704. indices: indexBuffer,
  705. mappingType: mappingType,
  706. referenceType: referenceType
  707. };
  708. }
  709. /**
  710. * Parses UV information for geometry.
  711. * @param {FBXGeometryNode} geometryNode
  712. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  713. */
  714. function getUVs( UVNode ) {
  715. var mappingType = UVNode.properties.MappingInformationType;
  716. var referenceType = UVNode.properties.ReferenceInformationType;
  717. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  718. var indexBuffer = [];
  719. if ( referenceType === 'IndexToDirect' ) {
  720. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  721. }
  722. return {
  723. dataSize: 2,
  724. buffer: buffer,
  725. indices: indexBuffer,
  726. mappingType: mappingType,
  727. referenceType: referenceType
  728. };
  729. }
  730. /**
  731. * Parses Vertex Color information for geometry.
  732. * @param {FBXGeometryNode} geometryNode
  733. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  734. */
  735. function getColors( ColorNode ) {
  736. var mappingType = ColorNode.properties.MappingInformationType;
  737. var referenceType = ColorNode.properties.ReferenceInformationType;
  738. var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
  739. var indexBuffer = [];
  740. if ( referenceType === 'IndexToDirect' ) {
  741. indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
  742. }
  743. return {
  744. dataSize: 4,
  745. buffer: buffer,
  746. indices: indexBuffer,
  747. mappingType: mappingType,
  748. referenceType: referenceType
  749. };
  750. }
  751. /**
  752. * Parses material application information for geometry.
  753. * @param {FBXGeometryNode}
  754. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  755. */
  756. function getMaterials( MaterialNode ) {
  757. var mappingType = MaterialNode.properties.MappingInformationType;
  758. var referenceType = MaterialNode.properties.ReferenceInformationType;
  759. if ( mappingType === 'NoMappingInformation' ) {
  760. return {
  761. dataSize: 1,
  762. buffer: [ 0 ],
  763. indices: [ 0 ],
  764. mappingType: 'AllSame',
  765. referenceType: referenceType
  766. };
  767. }
  768. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  769. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  770. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  771. // for conforming with the other functions we've written for other data.
  772. var materialIndices = [];
  773. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  774. materialIndices.push( materialIndexBufferIndex );
  775. }
  776. return {
  777. dataSize: 1,
  778. buffer: materialIndexBuffer,
  779. indices: materialIndices,
  780. mappingType: mappingType,
  781. referenceType: referenceType
  782. };
  783. }
  784. /**
  785. * Function uses the infoObject and given indices to return value array of object.
  786. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  787. * @param {number} polygonIndex - Index of polygon in geometry.
  788. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  789. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  790. * @returns {number[]}
  791. */
  792. var dataArray = [];
  793. var GetData = {
  794. ByPolygonVertex: {
  795. /**
  796. * Function uses the infoObject and given indices to return value array of object.
  797. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  798. * @param {number} polygonIndex - Index of polygon in geometry.
  799. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  800. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  801. * @returns {number[]}
  802. */
  803. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  804. var from = ( polygonVertexIndex * infoObject.dataSize );
  805. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  806. // return infoObject.buffer.slice( from, to );
  807. return slice( dataArray, infoObject.buffer, from, to );
  808. },
  809. /**
  810. * Function uses the infoObject and given indices to return value array of object.
  811. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  812. * @param {number} polygonIndex - Index of polygon in geometry.
  813. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  814. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  815. * @returns {number[]}
  816. */
  817. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  818. var index = infoObject.indices[ polygonVertexIndex ];
  819. var from = ( index * infoObject.dataSize );
  820. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  821. // return infoObject.buffer.slice( from, to );
  822. return slice( dataArray, infoObject.buffer, from, to );
  823. }
  824. },
  825. ByPolygon: {
  826. /**
  827. * Function uses the infoObject and given indices to return value array of object.
  828. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  829. * @param {number} polygonIndex - Index of polygon in geometry.
  830. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  831. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  832. * @returns {number[]}
  833. */
  834. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  835. var from = polygonIndex * infoObject.dataSize;
  836. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  837. // return infoObject.buffer.slice( from, to );
  838. return slice( dataArray, infoObject.buffer, from, to );
  839. },
  840. /**
  841. * Function uses the infoObject and given indices to return value array of object.
  842. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  843. * @param {number} polygonIndex - Index of polygon in geometry.
  844. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  845. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  846. * @returns {number[]}
  847. */
  848. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  849. var index = infoObject.indices[ polygonIndex ];
  850. var from = index * infoObject.dataSize;
  851. var to = index * infoObject.dataSize + infoObject.dataSize;
  852. // return infoObject.buffer.slice( from, to );
  853. return slice( dataArray, infoObject.buffer, from, to );
  854. }
  855. },
  856. ByVertice: {
  857. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  858. var from = ( vertexIndex * infoObject.dataSize );
  859. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  860. // return infoObject.buffer.slice( from, to );
  861. return slice( dataArray, infoObject.buffer, from, to );
  862. }
  863. },
  864. AllSame: {
  865. /**
  866. * Function uses the infoObject and given indices to return value array of object.
  867. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  868. * @param {number} polygonIndex - Index of polygon in geometry.
  869. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  870. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  871. * @returns {number[]}
  872. */
  873. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  874. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  875. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  876. // return infoObject.buffer.slice( from, to );
  877. return slice( dataArray, infoObject.buffer, from, to );
  878. }
  879. }
  880. };
  881. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  882. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  883. }
  884. /**
  885. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  886. * @param {FBXGeometryNode} geometryNode
  887. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  888. * @returns {THREE.BufferGeometry}
  889. */
  890. function parseNurbsGeometry( geometryNode ) {
  891. if ( THREE.NURBSCurve === undefined ) {
  892. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  893. return new THREE.BufferGeometry();
  894. }
  895. var order = parseInt( geometryNode.properties.Order );
  896. if ( isNaN( order ) ) {
  897. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  898. return new THREE.BufferGeometry();
  899. }
  900. var degree = order - 1;
  901. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  902. var controlPoints = [];
  903. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  904. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  905. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  906. }
  907. var startKnot, endKnot;
  908. if ( geometryNode.properties.Form === 'Closed' ) {
  909. controlPoints.push( controlPoints[ 0 ] );
  910. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  911. startKnot = degree;
  912. endKnot = knots.length - 1 - startKnot;
  913. for ( var i = 0; i < degree; ++ i ) {
  914. controlPoints.push( controlPoints[ i ] );
  915. }
  916. }
  917. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  918. var vertices = curve.getPoints( controlPoints.length * 7 );
  919. var positions = new Float32Array( vertices.length * 3 );
  920. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  921. vertices[ i ].toArray( positions, i * 3 );
  922. }
  923. var geometry = new THREE.BufferGeometry();
  924. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  925. return geometry;
  926. }
  927. /**
  928. * Finally generates Scene graph and Scene graph Objects.
  929. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  930. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  931. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
  932. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  933. * @param {Map<number, THREE.Material>} materialMap
  934. * @returns {THREE.Group}
  935. */
  936. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  937. var sceneGraph = new THREE.Group();
  938. var ModelNode = FBXTree.Objects.subNodes.Model;
  939. /**
  940. * @type {Array.<THREE.Object3D>}
  941. */
  942. var modelArray = [];
  943. /**
  944. * @type {Map.<number, THREE.Object3D>}
  945. */
  946. var modelMap = new Map();
  947. for ( var nodeID in ModelNode ) {
  948. var id = parseInt( nodeID );
  949. var node = ModelNode[ nodeID ];
  950. var conns = connections.get( id );
  951. var model = null;
  952. for ( var i = 0; i < conns.parents.length; ++ i ) {
  953. for ( var FBX_ID in deformers ) {
  954. var deformer = deformers[ FBX_ID ];
  955. var subDeformers = deformer.map;
  956. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  957. if ( subDeformer ) {
  958. var model2 = model;
  959. model = new THREE.Bone();
  960. deformer.bones[ subDeformer.index ] = model;
  961. // seems like we need this not to make non-connected bone, maybe?
  962. // TODO: confirm
  963. if ( model2 !== null ) model.add( model2 );
  964. }
  965. }
  966. }
  967. if ( ! model ) {
  968. switch ( node.attrType ) {
  969. case 'Camera':
  970. /* ***********
  971. * Supported camera types:
  972. * PerspectiveCamera
  973. * OrthographicCamera
  974. ************** */
  975. var cameraAttribute;
  976. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  977. var childID = conns.children[ childrenIndex ].ID;
  978. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  979. if ( attr !== undefined && attr.properties !== undefined ) {
  980. cameraAttribute = attr.properties;
  981. }
  982. }
  983. if ( cameraAttribute === undefined ) {
  984. model = new THREE.Object3D();
  985. } else {
  986. var type = 0;
  987. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  988. type = 1;
  989. }
  990. var nearClippingPlane = 1;
  991. if ( cameraAttribute.NearPlane !== undefined ) {
  992. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  993. }
  994. var farClippingPlane = 1000;
  995. if ( cameraAttribute.FarPlane !== undefined ) {
  996. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  997. }
  998. var width = window.innerWidth;
  999. var height = window.innerHeight;
  1000. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1001. width = cameraAttribute.AspectWidth.value;
  1002. height = cameraAttribute.AspectHeight.value;
  1003. }
  1004. var aspect = width / height;
  1005. var fov = 45;
  1006. if ( cameraAttribute.FieldOfView !== undefined ) {
  1007. fov = cameraAttribute.FieldOfView.value;
  1008. }
  1009. switch ( type ) {
  1010. case 0: // Perspective
  1011. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1012. break;
  1013. case 1: // Orthographic
  1014. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1015. break;
  1016. default:
  1017. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1018. model = new THREE.Object3D();
  1019. break;
  1020. }
  1021. }
  1022. break;
  1023. case 'Light':
  1024. /* ***********
  1025. * Supported light types:
  1026. * DirectionalLight
  1027. * PointLight
  1028. * SpotLight
  1029. ************** */
  1030. var lightAttribute;
  1031. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1032. var childID = conns.children[ childrenIndex ].ID;
  1033. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  1034. if ( attr !== undefined && attr.properties !== undefined ) {
  1035. lightAttribute = attr.properties;
  1036. }
  1037. }
  1038. if ( lightAttribute === undefined ) {
  1039. model = new THREE.Object3D();
  1040. } else {
  1041. var type;
  1042. // LightType can be undefined for Point lights
  1043. if ( lightAttribute.LightType === undefined ) {
  1044. type = 0;
  1045. } else {
  1046. type = lightAttribute.LightType.value;
  1047. }
  1048. var color = 0xffffff;
  1049. if ( lightAttribute.Color !== undefined ) {
  1050. color = parseColor( lightAttribute.Color.value );
  1051. }
  1052. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1053. // light disabled
  1054. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1055. intensity = 0;
  1056. }
  1057. var distance = 0;
  1058. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1059. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1060. distance = 0;
  1061. } else {
  1062. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1063. }
  1064. }
  1065. // TODO
  1066. // could be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1067. var decay = 1;
  1068. switch ( type ) {
  1069. case 0: // Point
  1070. model = new THREE.PointLight( color, intensity, distance, decay );
  1071. break;
  1072. case 1: // Directional
  1073. model = new THREE.DirectionalLight( color, intensity );
  1074. break;
  1075. case 2: // Spot
  1076. var angle = Math.PI / 3;
  1077. if ( lightAttribute.InnerAngle !== undefined ) {
  1078. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1079. }
  1080. var penumbra = 0;
  1081. if ( lightAttribute.OuterAngle !== undefined ) {
  1082. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1083. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1084. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1085. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1086. penumbra = Math.max( penumbra, 1 );
  1087. }
  1088. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1089. break;
  1090. default:
  1091. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1092. model = new THREE.PointLight( color, intensity );
  1093. break;
  1094. }
  1095. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1096. model.castShadow = true;
  1097. }
  1098. }
  1099. break;
  1100. case 'Mesh':
  1101. /**
  1102. * @type {?THREE.BufferGeometry}
  1103. */
  1104. var geometry = null;
  1105. /**
  1106. * @type {THREE.MultiMaterial|THREE.Material}
  1107. */
  1108. var material = null;
  1109. /**
  1110. * @type {Array.<THREE.Material>}
  1111. */
  1112. var materials = [];
  1113. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1114. var child = conns.children[ childrenIndex ];
  1115. if ( geometryMap.has( child.ID ) ) {
  1116. geometry = geometryMap.get( child.ID );
  1117. }
  1118. if ( materialMap.has( child.ID ) ) {
  1119. materials.push( materialMap.get( child.ID ) );
  1120. }
  1121. }
  1122. if ( materials.length > 1 ) {
  1123. material = materials;
  1124. } else if ( materials.length > 0 ) {
  1125. material = materials[ 0 ];
  1126. } else {
  1127. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1128. materials.push( material );
  1129. }
  1130. if ( 'color' in geometry.attributes ) {
  1131. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1132. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1133. }
  1134. }
  1135. if ( geometry.FBX_Deformer ) {
  1136. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1137. materials[ materialsIndex ].skinning = true;
  1138. }
  1139. model = new THREE.SkinnedMesh( geometry, material );
  1140. } else {
  1141. model = new THREE.Mesh( geometry, material );
  1142. }
  1143. break;
  1144. case 'NurbsCurve':
  1145. var geometry = null;
  1146. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1147. var child = conns.children[ childrenIndex ];
  1148. if ( geometryMap.has( child.ID ) ) {
  1149. geometry = geometryMap.get( child.ID );
  1150. }
  1151. }
  1152. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1153. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1154. model = new THREE.Line( geometry, material );
  1155. break;
  1156. default:
  1157. model = new THREE.Group();
  1158. break;
  1159. }
  1160. }
  1161. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  1162. model.FBX_ID = id;
  1163. modelArray.push( model );
  1164. modelMap.set( id, model );
  1165. }
  1166. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1167. var model = modelArray[ modelArrayIndex ];
  1168. var node = ModelNode[ model.FBX_ID ];
  1169. if ( 'Lcl_Translation' in node.properties ) {
  1170. model.position.fromArray( node.properties.Lcl_Translation.value );
  1171. }
  1172. if ( 'Lcl_Rotation' in node.properties ) {
  1173. var rotation = node.properties.Lcl_Rotation.value.map( degreeToRadian );
  1174. rotation.push( 'ZYX' );
  1175. model.rotation.fromArray( rotation );
  1176. }
  1177. if ( 'Lcl_Scaling' in node.properties ) {
  1178. model.scale.fromArray( node.properties.Lcl_Scaling.value );
  1179. }
  1180. if ( 'PreRotation' in node.properties ) {
  1181. var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
  1182. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1183. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1184. preRotations.multiply( currentRotation );
  1185. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1186. }
  1187. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1188. if ( 'GeometricTranslation' in node.properties ) {
  1189. var array = node.properties.GeometricTranslation.value;
  1190. model.traverse( function ( child ) {
  1191. if ( child.geometry ) {
  1192. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1193. }
  1194. } );
  1195. }
  1196. if ( 'LookAtProperty' in node.properties ) {
  1197. var conns = connections.get( model.FBX_ID );
  1198. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1199. var child = conns.children[ childrenIndex ];
  1200. if ( child.relationship === 'LookAtProperty' ) {
  1201. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1202. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1203. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1204. // DirectionalLight, SpotLight
  1205. if ( model.target !== undefined ) {
  1206. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1207. sceneGraph.add( model.target );
  1208. } else { // Cameras and other Object3Ds
  1209. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1210. }
  1211. }
  1212. }
  1213. }
  1214. }
  1215. var conns = connections.get( model.FBX_ID );
  1216. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1217. var pIndex = findIndex( modelArray, function ( mod ) {
  1218. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1219. } );
  1220. if ( pIndex > - 1 ) {
  1221. modelArray[ pIndex ].add( model );
  1222. break;
  1223. }
  1224. }
  1225. if ( model.parent === null ) {
  1226. sceneGraph.add( model );
  1227. }
  1228. }
  1229. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1230. sceneGraph.updateMatrixWorld( true );
  1231. var worldMatrices = new Map();
  1232. // Put skeleton into bind pose.
  1233. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1234. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1235. for ( var nodeID in BindPoseNode ) {
  1236. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1237. BindPoseNode = BindPoseNode[ nodeID ];
  1238. break;
  1239. }
  1240. }
  1241. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1242. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1243. var node = PoseNode[ PoseNodeIndex ];
  1244. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  1245. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1246. }
  1247. }
  1248. for ( var FBX_ID in deformers ) {
  1249. var deformer = deformers[ FBX_ID ];
  1250. var subDeformers = deformer.map;
  1251. for ( var key in subDeformers ) {
  1252. var subDeformer = subDeformers[ key ];
  1253. var subDeformerIndex = subDeformer.index;
  1254. /**
  1255. * @type {THREE.Bone}
  1256. */
  1257. var bone = deformer.bones[ subDeformerIndex ];
  1258. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1259. break;
  1260. }
  1261. var mat = worldMatrices.get( bone.FBX_ID );
  1262. bone.matrixWorld.copy( mat );
  1263. }
  1264. // Now that skeleton is in bind pose, bind to model.
  1265. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1266. var conns = connections.get( deformer.FBX_ID );
  1267. var parents = conns.parents;
  1268. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1269. var parent = parents[ parentsIndex ];
  1270. if ( geometryMap.has( parent.ID ) ) {
  1271. var geoID = parent.ID;
  1272. var geoConns = connections.get( geoID );
  1273. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1274. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1275. var model = modelMap.get( geoConns.parents[ i ].ID );
  1276. //ASSERT model typeof SkinnedMesh
  1277. model.bind( deformer.skeleton, model.matrixWorld );
  1278. break;
  1279. }
  1280. }
  1281. }
  1282. }
  1283. }
  1284. //Skeleton is now bound, return objects to starting
  1285. //world positions.
  1286. sceneGraph.updateMatrixWorld( true );
  1287. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1288. // to attach animations to, since FBX treats animations as animations for the entire scene,
  1289. // not just for individual objects.
  1290. sceneGraph.skeleton = {
  1291. bones: modelArray
  1292. };
  1293. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1294. addAnimations( sceneGraph, animations );
  1295. // Parse ambient color - if it's not set to black (default), create an ambient light
  1296. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1297. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1298. var r = ambientColor[ 0 ];
  1299. var g = ambientColor[ 1 ];
  1300. var b = ambientColor[ 2 ];
  1301. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1302. var color = new THREE.Color( r, g, b );
  1303. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1304. }
  1305. }
  1306. return sceneGraph;
  1307. }
  1308. /**
  1309. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  1310. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  1311. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1312. */
  1313. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1314. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1315. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1316. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1317. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1318. var fps = 30; // default framerate
  1319. if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
  1320. /* Autodesk time mode documentation can be found here:
  1321. * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
  1322. */
  1323. var timeModeEnum = [
  1324. 30, // 0: eDefaultMode
  1325. 120, // 1: eFrames120
  1326. 100, // 2: eFrames100
  1327. 60, // 3: eFrames60
  1328. 50, // 4: eFrames50
  1329. 48, // 5: eFrames48
  1330. 30, // 6: eFrames30 (black and white NTSC )
  1331. 30, // 7: eFrames30Drop
  1332. 29.97, // 8: eNTSCDropFrame
  1333. 29.97, // 90: eNTSCFullFrame
  1334. 25, // 10: ePal ( PAL/SECAM )
  1335. 24, // 11: eFrames24 (Film/Cinema)
  1336. 1, // 12: eFrames1000 (use for date time))
  1337. 23.976, // 13: eFilmFullFrame
  1338. 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
  1339. 96, // 15: eFrames96
  1340. 72, // 16: eFrames72
  1341. 59.94, // 17: eFrames59dot94
  1342. ];
  1343. var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
  1344. if ( eMode === 14 ) {
  1345. if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
  1346. fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
  1347. fps = ( fps === - 1 ) ? 30 : fps;
  1348. }
  1349. } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
  1350. fps = timeModeEnum[ eMode ];
  1351. }
  1352. }
  1353. /**
  1354. * @type {{
  1355. curves: Map<number, {
  1356. T: {
  1357. id: number;
  1358. attr: string;
  1359. internalID: number;
  1360. attrX: boolean;
  1361. attrY: boolean;
  1362. attrZ: boolean;
  1363. containerBoneID: number;
  1364. containerID: number;
  1365. curves: {
  1366. x: {
  1367. version: any;
  1368. id: number;
  1369. internalID: number;
  1370. times: number[];
  1371. values: number[];
  1372. attrFlag: number[];
  1373. attrData: number[];
  1374. };
  1375. y: {
  1376. version: any;
  1377. id: number;
  1378. internalID: number;
  1379. times: number[];
  1380. values: number[];
  1381. attrFlag: number[];
  1382. attrData: number[];
  1383. };
  1384. z: {
  1385. version: any;
  1386. id: number;
  1387. internalID: number;
  1388. times: number[];
  1389. values: number[];
  1390. attrFlag: number[];
  1391. attrData: number[];
  1392. };
  1393. };
  1394. },
  1395. R: {
  1396. id: number;
  1397. attr: string;
  1398. internalID: number;
  1399. attrX: boolean;
  1400. attrY: boolean;
  1401. attrZ: boolean;
  1402. containerBoneID: number;
  1403. containerID: number;
  1404. curves: {
  1405. x: {
  1406. version: any;
  1407. id: number;
  1408. internalID: number;
  1409. times: number[];
  1410. values: number[];
  1411. attrFlag: number[];
  1412. attrData: number[];
  1413. };
  1414. y: {
  1415. version: any;
  1416. id: number;
  1417. internalID: number;
  1418. times: number[];
  1419. values: number[];
  1420. attrFlag: number[];
  1421. attrData: number[];
  1422. };
  1423. z: {
  1424. version: any;
  1425. id: number;
  1426. internalID: number;
  1427. times: number[];
  1428. values: number[];
  1429. attrFlag: number[];
  1430. attrData: number[];
  1431. };
  1432. };
  1433. },
  1434. S: {
  1435. id: number;
  1436. attr: string;
  1437. internalID: number;
  1438. attrX: boolean;
  1439. attrY: boolean;
  1440. attrZ: boolean;
  1441. containerBoneID: number;
  1442. containerID: number;
  1443. curves: {
  1444. x: {
  1445. version: any;
  1446. id: number;
  1447. internalID: number;
  1448. times: number[];
  1449. values: number[];
  1450. attrFlag: number[];
  1451. attrData: number[];
  1452. };
  1453. y: {
  1454. version: any;
  1455. id: number;
  1456. internalID: number;
  1457. times: number[];
  1458. values: number[];
  1459. attrFlag: number[];
  1460. attrData: number[];
  1461. };
  1462. z: {
  1463. version: any;
  1464. id: number;
  1465. internalID: number;
  1466. times: number[];
  1467. values: number[];
  1468. attrFlag: number[];
  1469. attrData: number[];
  1470. };
  1471. };
  1472. }
  1473. }>,
  1474. layers: Map<number, {
  1475. T: {
  1476. id: number;
  1477. attr: string;
  1478. internalID: number;
  1479. attrX: boolean;
  1480. attrY: boolean;
  1481. attrZ: boolean;
  1482. containerBoneID: number;
  1483. containerID: number;
  1484. curves: {
  1485. x: {
  1486. version: any;
  1487. id: number;
  1488. internalID: number;
  1489. times: number[];
  1490. values: number[];
  1491. attrFlag: number[];
  1492. attrData: number[];
  1493. };
  1494. y: {
  1495. version: any;
  1496. id: number;
  1497. internalID: number;
  1498. times: number[];
  1499. values: number[];
  1500. attrFlag: number[];
  1501. attrData: number[];
  1502. };
  1503. z: {
  1504. version: any;
  1505. id: number;
  1506. internalID: number;
  1507. times: number[];
  1508. values: number[];
  1509. attrFlag: number[];
  1510. attrData: number[];
  1511. };
  1512. },
  1513. },
  1514. R: {
  1515. id: number;
  1516. attr: string;
  1517. internalID: number;
  1518. attrX: boolean;
  1519. attrY: boolean;
  1520. attrZ: boolean;
  1521. containerBoneID: number;
  1522. containerID: number;
  1523. curves: {
  1524. x: {
  1525. version: any;
  1526. id: number;
  1527. internalID: number;
  1528. times: number[];
  1529. values: number[];
  1530. attrFlag: number[];
  1531. attrData: number[];
  1532. };
  1533. y: {
  1534. version: any;
  1535. id: number;
  1536. internalID: number;
  1537. times: number[];
  1538. values: number[];
  1539. attrFlag: number[];
  1540. attrData: number[];
  1541. };
  1542. z: {
  1543. version: any;
  1544. id: number;
  1545. internalID: number;
  1546. times: number[];
  1547. values: number[];
  1548. attrFlag: number[];
  1549. attrData: number[];
  1550. };
  1551. },
  1552. },
  1553. S: {
  1554. id: number;
  1555. attr: string;
  1556. internalID: number;
  1557. attrX: boolean;
  1558. attrY: boolean;
  1559. attrZ: boolean;
  1560. containerBoneID: number;
  1561. containerID: number;
  1562. curves: {
  1563. x: {
  1564. version: any;
  1565. id: number;
  1566. internalID: number;
  1567. times: number[];
  1568. values: number[];
  1569. attrFlag: number[];
  1570. attrData: number[];
  1571. };
  1572. y: {
  1573. version: any;
  1574. id: number;
  1575. internalID: number;
  1576. times: number[];
  1577. values: number[];
  1578. attrFlag: number[];
  1579. attrData: number[];
  1580. };
  1581. z: {
  1582. version: any;
  1583. id: number;
  1584. internalID: number;
  1585. times: number[];
  1586. values: number[];
  1587. attrFlag: number[];
  1588. attrData: number[];
  1589. };
  1590. },
  1591. }
  1592. }[]>,
  1593. stacks: Map<number, {
  1594. name: string,
  1595. layers: {
  1596. T: {
  1597. id: number;
  1598. attr: string;
  1599. internalID: number;
  1600. attrX: boolean;
  1601. attrY: boolean;
  1602. attrZ: boolean;
  1603. containerBoneID: number;
  1604. containerID: number;
  1605. curves: {
  1606. x: {
  1607. version: any;
  1608. id: number;
  1609. internalID: number;
  1610. times: number[];
  1611. values: number[];
  1612. attrFlag: number[];
  1613. attrData: number[];
  1614. };
  1615. y: {
  1616. version: any;
  1617. id: number;
  1618. internalID: number;
  1619. times: number[];
  1620. values: number[];
  1621. attrFlag: number[];
  1622. attrData: number[];
  1623. };
  1624. z: {
  1625. version: any;
  1626. id: number;
  1627. internalID: number;
  1628. times: number[];
  1629. values: number[];
  1630. attrFlag: number[];
  1631. attrData: number[];
  1632. };
  1633. };
  1634. };
  1635. R: {
  1636. id: number;
  1637. attr: string;
  1638. internalID: number;
  1639. attrX: boolean;
  1640. attrY: boolean;
  1641. attrZ: boolean;
  1642. containerBoneID: number;
  1643. containerID: number;
  1644. curves: {
  1645. x: {
  1646. version: any;
  1647. id: number;
  1648. internalID: number;
  1649. times: number[];
  1650. values: number[];
  1651. attrFlag: number[];
  1652. attrData: number[];
  1653. };
  1654. y: {
  1655. version: any;
  1656. id: number;
  1657. internalID: number;
  1658. times: number[];
  1659. values: number[];
  1660. attrFlag: number[];
  1661. attrData: number[];
  1662. };
  1663. z: {
  1664. version: any;
  1665. id: number;
  1666. internalID: number;
  1667. times: number[];
  1668. values: number[];
  1669. attrFlag: number[];
  1670. attrData: number[];
  1671. };
  1672. };
  1673. };
  1674. S: {
  1675. id: number;
  1676. attr: string;
  1677. internalID: number;
  1678. attrX: boolean;
  1679. attrY: boolean;
  1680. attrZ: boolean;
  1681. containerBoneID: number;
  1682. containerID: number;
  1683. curves: {
  1684. x: {
  1685. version: any;
  1686. id: number;
  1687. internalID: number;
  1688. times: number[];
  1689. values: number[];
  1690. attrFlag: number[];
  1691. attrData: number[];
  1692. };
  1693. y: {
  1694. version: any;
  1695. id: number;
  1696. internalID: number;
  1697. times: number[];
  1698. values: number[];
  1699. attrFlag: number[];
  1700. attrData: number[];
  1701. };
  1702. z: {
  1703. version: any;
  1704. id: number;
  1705. internalID: number;
  1706. times: number[];
  1707. values: number[];
  1708. attrFlag: number[];
  1709. attrData: number[];
  1710. };
  1711. };
  1712. };
  1713. }[][],
  1714. length: number,
  1715. frames: number }>,
  1716. length: number,
  1717. fps: number,
  1718. frames: number
  1719. }}
  1720. */
  1721. var returnObject = {
  1722. curves: new Map(),
  1723. layers: {},
  1724. stacks: {},
  1725. length: 0,
  1726. fps: fps,
  1727. frames: 0
  1728. };
  1729. /**
  1730. * @type {Array.<{
  1731. id: number;
  1732. attr: string;
  1733. internalID: number;
  1734. attrX: boolean;
  1735. attrY: boolean;
  1736. attrZ: boolean;
  1737. containerBoneID: number;
  1738. containerID: number;
  1739. }>}
  1740. */
  1741. var animationCurveNodes = [];
  1742. for ( var nodeID in rawNodes ) {
  1743. if ( nodeID.match( /\d+/ ) ) {
  1744. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1745. animationCurveNodes.push( animationNode );
  1746. }
  1747. }
  1748. /**
  1749. * @type {Map.<number, {
  1750. id: number,
  1751. attr: string,
  1752. internalID: number,
  1753. attrX: boolean,
  1754. attrY: boolean,
  1755. attrZ: boolean,
  1756. containerBoneID: number,
  1757. containerID: number,
  1758. curves: {
  1759. x: {
  1760. version: any,
  1761. id: number,
  1762. internalID: number,
  1763. times: number[],
  1764. values: number[],
  1765. attrFlag: number[],
  1766. attrData: number[],
  1767. },
  1768. y: {
  1769. version: any,
  1770. id: number,
  1771. internalID: number,
  1772. times: number[],
  1773. values: number[],
  1774. attrFlag: number[],
  1775. attrData: number[],
  1776. },
  1777. z: {
  1778. version: any,
  1779. id: number,
  1780. internalID: number,
  1781. times: number[],
  1782. values: number[],
  1783. attrFlag: number[],
  1784. attrData: number[],
  1785. }
  1786. }
  1787. }>}
  1788. */
  1789. var tmpMap = new Map();
  1790. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1791. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1792. continue;
  1793. }
  1794. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1795. }
  1796. /**
  1797. * @type {{
  1798. version: any,
  1799. id: number,
  1800. internalID: number,
  1801. times: number[],
  1802. values: number[],
  1803. attrFlag: number[],
  1804. attrData: number[],
  1805. }[]}
  1806. */
  1807. var animationCurves = [];
  1808. for ( nodeID in rawCurves ) {
  1809. if ( nodeID.match( /\d+/ ) ) {
  1810. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1811. // seems like this check would be necessary?
  1812. if ( ! connections.has( animationCurve.id ) ) continue;
  1813. animationCurves.push( animationCurve );
  1814. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1815. var firstParentID = firstParentConn.ID;
  1816. var firstParentRelationship = firstParentConn.relationship;
  1817. var axis = '';
  1818. if ( firstParentRelationship.match( /X/ ) ) {
  1819. axis = 'x';
  1820. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1821. axis = 'y';
  1822. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1823. axis = 'z';
  1824. } else {
  1825. continue;
  1826. }
  1827. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1828. }
  1829. }
  1830. tmpMap.forEach( function ( curveNode ) {
  1831. var id = curveNode.containerBoneID;
  1832. if ( ! returnObject.curves.has( id ) ) {
  1833. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1834. }
  1835. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1836. if ( curveNode.attr === 'R' ) {
  1837. var curves = curveNode.curves;
  1838. // Seems like some FBX files have AnimationCurveNode
  1839. // which doesn't have any connected AnimationCurve.
  1840. // Setting animation parameter for them here.
  1841. if ( curves.x === null ) {
  1842. curves.x = {
  1843. version: null,
  1844. times: [ 0.0 ],
  1845. values: [ 0.0 ]
  1846. };
  1847. }
  1848. if ( curves.y === null ) {
  1849. curves.y = {
  1850. version: null,
  1851. times: [ 0.0 ],
  1852. values: [ 0.0 ]
  1853. };
  1854. }
  1855. if ( curves.z === null ) {
  1856. curves.z = {
  1857. version: null,
  1858. times: [ 0.0 ],
  1859. values: [ 0.0 ]
  1860. };
  1861. }
  1862. curves.x.values = curves.x.values.map( degreeToRadian );
  1863. curves.y.values = curves.y.values.map( degreeToRadian );
  1864. curves.z.values = curves.z.values.map( degreeToRadian );
  1865. if ( curveNode.preRotations !== null ) {
  1866. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1867. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1868. var frameRotation = new THREE.Euler();
  1869. var frameRotationQuaternion = new THREE.Quaternion();
  1870. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1871. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1872. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1873. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1874. curves.x.values[ frame ] = frameRotation.x;
  1875. curves.y.values[ frame ] = frameRotation.y;
  1876. curves.z.values[ frame ] = frameRotation.z;
  1877. }
  1878. }
  1879. }
  1880. } );
  1881. for ( var nodeID in rawLayers ) {
  1882. /**
  1883. * @type {{
  1884. T: {
  1885. id: number;
  1886. attr: string;
  1887. internalID: number;
  1888. attrX: boolean;
  1889. attrY: boolean;
  1890. attrZ: boolean;
  1891. containerBoneID: number;
  1892. containerID: number;
  1893. curves: {
  1894. x: {
  1895. version: any;
  1896. id: number;
  1897. internalID: number;
  1898. times: number[];
  1899. values: number[];
  1900. attrFlag: number[];
  1901. attrData: number[];
  1902. };
  1903. y: {
  1904. version: any;
  1905. id: number;
  1906. internalID: number;
  1907. times: number[];
  1908. values: number[];
  1909. attrFlag: number[];
  1910. attrData: number[];
  1911. };
  1912. z: {
  1913. version: any;
  1914. id: number;
  1915. internalID: number;
  1916. times: number[];
  1917. values: number[];
  1918. attrFlag: number[];
  1919. attrData: number[];
  1920. };
  1921. },
  1922. },
  1923. R: {
  1924. id: number;
  1925. attr: string;
  1926. internalID: number;
  1927. attrX: boolean;
  1928. attrY: boolean;
  1929. attrZ: boolean;
  1930. containerBoneID: number;
  1931. containerID: number;
  1932. curves: {
  1933. x: {
  1934. version: any;
  1935. id: number;
  1936. internalID: number;
  1937. times: number[];
  1938. values: number[];
  1939. attrFlag: number[];
  1940. attrData: number[];
  1941. };
  1942. y: {
  1943. version: any;
  1944. id: number;
  1945. internalID: number;
  1946. times: number[];
  1947. values: number[];
  1948. attrFlag: number[];
  1949. attrData: number[];
  1950. };
  1951. z: {
  1952. version: any;
  1953. id: number;
  1954. internalID: number;
  1955. times: number[];
  1956. values: number[];
  1957. attrFlag: number[];
  1958. attrData: number[];
  1959. };
  1960. },
  1961. },
  1962. S: {
  1963. id: number;
  1964. attr: string;
  1965. internalID: number;
  1966. attrX: boolean;
  1967. attrY: boolean;
  1968. attrZ: boolean;
  1969. containerBoneID: number;
  1970. containerID: number;
  1971. curves: {
  1972. x: {
  1973. version: any;
  1974. id: number;
  1975. internalID: number;
  1976. times: number[];
  1977. values: number[];
  1978. attrFlag: number[];
  1979. attrData: number[];
  1980. };
  1981. y: {
  1982. version: any;
  1983. id: number;
  1984. internalID: number;
  1985. times: number[];
  1986. values: number[];
  1987. attrFlag: number[];
  1988. attrData: number[];
  1989. };
  1990. z: {
  1991. version: any;
  1992. id: number;
  1993. internalID: number;
  1994. times: number[];
  1995. values: number[];
  1996. attrFlag: number[];
  1997. attrData: number[];
  1998. };
  1999. },
  2000. }
  2001. }[]}
  2002. */
  2003. var layer = [];
  2004. var children = connections.get( parseInt( nodeID ) ).children;
  2005. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  2006. // Skip lockInfluenceWeights
  2007. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  2008. var curveNode = tmpMap.get( children[ childIndex ].ID );
  2009. var boneID = curveNode.containerBoneID;
  2010. if ( layer[ boneID ] === undefined ) {
  2011. layer[ boneID ] = {
  2012. T: null,
  2013. R: null,
  2014. S: null
  2015. };
  2016. }
  2017. layer[ boneID ][ curveNode.attr ] = curveNode;
  2018. }
  2019. }
  2020. returnObject.layers[ nodeID ] = layer;
  2021. }
  2022. for ( var nodeID in rawStacks ) {
  2023. var layers = [];
  2024. var children = connections.get( parseInt( nodeID ) ).children;
  2025. var timestamps = { max: 0, min: Number.MAX_VALUE };
  2026. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  2027. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  2028. if ( currentLayer !== undefined ) {
  2029. layers.push( currentLayer );
  2030. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  2031. var layer = currentLayer[ currentLayerIndex ];
  2032. if ( layer ) {
  2033. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  2034. }
  2035. }
  2036. }
  2037. }
  2038. // Do we have an animation clip with actual length?
  2039. if ( timestamps.max > timestamps.min ) {
  2040. returnObject.stacks[ nodeID ] = {
  2041. name: rawStacks[ nodeID ].attrName,
  2042. layers: layers,
  2043. length: timestamps.max - timestamps.min,
  2044. frames: ( timestamps.max - timestamps.min ) * returnObject.fps
  2045. };
  2046. }
  2047. }
  2048. return returnObject;
  2049. }
  2050. /**
  2051. * @param {Object} FBXTree
  2052. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  2053. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  2054. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  2055. */
  2056. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  2057. var rawModels = FBXTree.Objects.subNodes.Model;
  2058. var returnObject = {
  2059. /**
  2060. * @type {number}
  2061. */
  2062. id: animationCurveNode.id,
  2063. /**
  2064. * @type {string}
  2065. */
  2066. attr: animationCurveNode.attrName,
  2067. /**
  2068. * @type {number}
  2069. */
  2070. internalID: animationCurveNode.id,
  2071. /**
  2072. * @type {boolean}
  2073. */
  2074. attrX: false,
  2075. /**
  2076. * @type {boolean}
  2077. */
  2078. attrY: false,
  2079. /**
  2080. * @type {boolean}
  2081. */
  2082. attrZ: false,
  2083. /**
  2084. * @type {number}
  2085. */
  2086. containerBoneID: - 1,
  2087. /**
  2088. * @type {number}
  2089. */
  2090. containerID: - 1,
  2091. curves: {
  2092. x: null,
  2093. y: null,
  2094. z: null
  2095. },
  2096. /**
  2097. * @type {number[]}
  2098. */
  2099. preRotations: null
  2100. };
  2101. if ( returnObject.attr.match( /S|R|T/ ) ) {
  2102. for ( var attributeKey in animationCurveNode.properties ) {
  2103. if ( attributeKey.match( /X/ ) ) {
  2104. returnObject.attrX = true;
  2105. }
  2106. if ( attributeKey.match( /Y/ ) ) {
  2107. returnObject.attrY = true;
  2108. }
  2109. if ( attributeKey.match( /Z/ ) ) {
  2110. returnObject.attrZ = true;
  2111. }
  2112. }
  2113. } else {
  2114. return null;
  2115. }
  2116. var conns = connections.get( returnObject.id );
  2117. var containerIndices = conns.parents;
  2118. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  2119. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  2120. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  2121. } );
  2122. if ( boneID > - 1 ) {
  2123. returnObject.containerBoneID = boneID;
  2124. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  2125. var model = rawModels[ returnObject.containerID.toString() ];
  2126. if ( 'PreRotation' in model.properties ) {
  2127. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  2128. }
  2129. break;
  2130. }
  2131. }
  2132. return returnObject;
  2133. }
  2134. /**
  2135. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  2136. */
  2137. function parseAnimationCurve( animationCurve ) {
  2138. return {
  2139. version: null,
  2140. id: animationCurve.id,
  2141. internalID: animationCurve.id,
  2142. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
  2143. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  2144. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  2145. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  2146. };
  2147. }
  2148. /**
  2149. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  2150. * than the max or min respectively.
  2151. * @param {{
  2152. T: {
  2153. id: number,
  2154. attr: string,
  2155. internalID: number,
  2156. attrX: boolean,
  2157. attrY: boolean,
  2158. attrZ: boolean,
  2159. containerBoneID: number,
  2160. containerID: number,
  2161. curves: {
  2162. x: {
  2163. version: any,
  2164. id: number,
  2165. internalID: number,
  2166. times: number[],
  2167. values: number[],
  2168. attrFlag: number[],
  2169. attrData: number[],
  2170. },
  2171. y: {
  2172. version: any,
  2173. id: number,
  2174. internalID: number,
  2175. times: number[],
  2176. values: number[],
  2177. attrFlag: number[],
  2178. attrData: number[],
  2179. },
  2180. z: {
  2181. version: any,
  2182. id: number,
  2183. internalID: number,
  2184. times: number[],
  2185. values: number[],
  2186. attrFlag: number[],
  2187. attrData: number[],
  2188. },
  2189. },
  2190. },
  2191. R: {
  2192. id: number,
  2193. attr: string,
  2194. internalID: number,
  2195. attrX: boolean,
  2196. attrY: boolean,
  2197. attrZ: boolean,
  2198. containerBoneID: number,
  2199. containerID: number,
  2200. curves: {
  2201. x: {
  2202. version: any,
  2203. id: number,
  2204. internalID: number,
  2205. times: number[],
  2206. values: number[],
  2207. attrFlag: number[],
  2208. attrData: number[],
  2209. },
  2210. y: {
  2211. version: any,
  2212. id: number,
  2213. internalID: number,
  2214. times: number[],
  2215. values: number[],
  2216. attrFlag: number[],
  2217. attrData: number[],
  2218. },
  2219. z: {
  2220. version: any,
  2221. id: number,
  2222. internalID: number,
  2223. times: number[],
  2224. values: number[],
  2225. attrFlag: number[],
  2226. attrData: number[],
  2227. },
  2228. },
  2229. },
  2230. S: {
  2231. id: number,
  2232. attr: string,
  2233. internalID: number,
  2234. attrX: boolean,
  2235. attrY: boolean,
  2236. attrZ: boolean,
  2237. containerBoneID: number,
  2238. containerID: number,
  2239. curves: {
  2240. x: {
  2241. version: any,
  2242. id: number,
  2243. internalID: number,
  2244. times: number[],
  2245. values: number[],
  2246. attrFlag: number[],
  2247. attrData: number[],
  2248. },
  2249. y: {
  2250. version: any,
  2251. id: number,
  2252. internalID: number,
  2253. times: number[],
  2254. values: number[],
  2255. attrFlag: number[],
  2256. attrData: number[],
  2257. },
  2258. z: {
  2259. version: any,
  2260. id: number,
  2261. internalID: number,
  2262. times: number[],
  2263. values: number[],
  2264. attrFlag: number[],
  2265. attrData: number[],
  2266. },
  2267. },
  2268. },
  2269. }} layer
  2270. */
  2271. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  2272. if ( layer.R ) {
  2273. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  2274. }
  2275. if ( layer.S ) {
  2276. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  2277. }
  2278. if ( layer.T ) {
  2279. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  2280. }
  2281. }
  2282. /**
  2283. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  2284. * exceeds the maximum or minimum.
  2285. * @param {{
  2286. x: {
  2287. version: any,
  2288. id: number,
  2289. internalID: number,
  2290. times: number[],
  2291. values: number[],
  2292. attrFlag: number[],
  2293. attrData: number[],
  2294. },
  2295. y: {
  2296. version: any,
  2297. id: number,
  2298. internalID: number,
  2299. times: number[],
  2300. values: number[],
  2301. attrFlag: number[],
  2302. attrData: number[],
  2303. },
  2304. z: {
  2305. version: any,
  2306. id: number,
  2307. internalID: number,
  2308. times: number[],
  2309. values: number[],
  2310. attrFlag: number[],
  2311. attrData: number[],
  2312. }
  2313. }} curve
  2314. */
  2315. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  2316. if ( curve.x ) {
  2317. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  2318. }
  2319. if ( curve.y ) {
  2320. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  2321. }
  2322. if ( curve.z ) {
  2323. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  2324. }
  2325. }
  2326. /**
  2327. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  2328. * @param {{times: number[]}} axis
  2329. */
  2330. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  2331. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  2332. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  2333. }
  2334. /**
  2335. * @param {{
  2336. curves: Map<number, {
  2337. T: {
  2338. id: number;
  2339. attr: string;
  2340. internalID: number;
  2341. attrX: boolean;
  2342. attrY: boolean;
  2343. attrZ: boolean;
  2344. containerBoneID: number;
  2345. containerID: number;
  2346. curves: {
  2347. x: {
  2348. version: any;
  2349. id: number;
  2350. internalID: number;
  2351. times: number[];
  2352. values: number[];
  2353. attrFlag: number[];
  2354. attrData: number[];
  2355. };
  2356. y: {
  2357. version: any;
  2358. id: number;
  2359. internalID: number;
  2360. times: number[];
  2361. values: number[];
  2362. attrFlag: number[];
  2363. attrData: number[];
  2364. };
  2365. z: {
  2366. version: any;
  2367. id: number;
  2368. internalID: number;
  2369. times: number[];
  2370. values: number[];
  2371. attrFlag: number[];
  2372. attrData: number[];
  2373. };
  2374. };
  2375. };
  2376. R: {
  2377. id: number;
  2378. attr: string;
  2379. internalID: number;
  2380. attrX: boolean;
  2381. attrY: boolean;
  2382. attrZ: boolean;
  2383. containerBoneID: number;
  2384. containerID: number;
  2385. curves: {
  2386. x: {
  2387. version: any;
  2388. id: number;
  2389. internalID: number;
  2390. times: number[];
  2391. values: number[];
  2392. attrFlag: number[];
  2393. attrData: number[];
  2394. };
  2395. y: {
  2396. version: any;
  2397. id: number;
  2398. internalID: number;
  2399. times: number[];
  2400. values: number[];
  2401. attrFlag: number[];
  2402. attrData: number[];
  2403. };
  2404. z: {
  2405. version: any;
  2406. id: number;
  2407. internalID: number;
  2408. times: number[];
  2409. values: number[];
  2410. attrFlag: number[];
  2411. attrData: number[];
  2412. };
  2413. };
  2414. };
  2415. S: {
  2416. id: number;
  2417. attr: string;
  2418. internalID: number;
  2419. attrX: boolean;
  2420. attrY: boolean;
  2421. attrZ: boolean;
  2422. containerBoneID: number;
  2423. containerID: number;
  2424. curves: {
  2425. x: {
  2426. version: any;
  2427. id: number;
  2428. internalID: number;
  2429. times: number[];
  2430. values: number[];
  2431. attrFlag: number[];
  2432. attrData: number[];
  2433. };
  2434. y: {
  2435. version: any;
  2436. id: number;
  2437. internalID: number;
  2438. times: number[];
  2439. values: number[];
  2440. attrFlag: number[];
  2441. attrData: number[];
  2442. };
  2443. z: {
  2444. version: any;
  2445. id: number;
  2446. internalID: number;
  2447. times: number[];
  2448. values: number[];
  2449. attrFlag: number[];
  2450. attrData: number[];
  2451. };
  2452. };
  2453. };
  2454. }>;
  2455. layers: Map<number, {
  2456. T: {
  2457. id: number;
  2458. attr: string;
  2459. internalID: number;
  2460. attrX: boolean;
  2461. attrY: boolean;
  2462. attrZ: boolean;
  2463. containerBoneID: number;
  2464. containerID: number;
  2465. curves: {
  2466. x: {
  2467. version: any;
  2468. id: number;
  2469. internalID: number;
  2470. times: number[];
  2471. values: number[];
  2472. attrFlag: number[];
  2473. attrData: number[];
  2474. };
  2475. y: {
  2476. version: any;
  2477. id: number;
  2478. internalID: number;
  2479. times: number[];
  2480. values: number[];
  2481. attrFlag: number[];
  2482. attrData: number[];
  2483. };
  2484. z: {
  2485. version: any;
  2486. id: number;
  2487. internalID: number;
  2488. times: number[];
  2489. values: number[];
  2490. attrFlag: number[];
  2491. attrData: number[];
  2492. };
  2493. };
  2494. };
  2495. R: {
  2496. id: number;
  2497. attr: string;
  2498. internalID: number;
  2499. attrX: boolean;
  2500. attrY: boolean;
  2501. attrZ: boolean;
  2502. containerBoneID: number;
  2503. containerID: number;
  2504. curves: {
  2505. x: {
  2506. version: any;
  2507. id: number;
  2508. internalID: number;
  2509. times: number[];
  2510. values: number[];
  2511. attrFlag: number[];
  2512. attrData: number[];
  2513. };
  2514. y: {
  2515. version: any;
  2516. id: number;
  2517. internalID: number;
  2518. times: number[];
  2519. values: number[];
  2520. attrFlag: number[];
  2521. attrData: number[];
  2522. };
  2523. z: {
  2524. version: any;
  2525. id: number;
  2526. internalID: number;
  2527. times: number[];
  2528. values: number[];
  2529. attrFlag: number[];
  2530. attrData: number[];
  2531. };
  2532. };
  2533. };
  2534. S: {
  2535. id: number;
  2536. attr: string;
  2537. internalID: number;
  2538. attrX: boolean;
  2539. attrY: boolean;
  2540. attrZ: boolean;
  2541. containerBoneID: number;
  2542. containerID: number;
  2543. curves: {
  2544. x: {
  2545. version: any;
  2546. id: number;
  2547. internalID: number;
  2548. times: number[];
  2549. values: number[];
  2550. attrFlag: number[];
  2551. attrData: number[];
  2552. };
  2553. y: {
  2554. version: any;
  2555. id: number;
  2556. internalID: number;
  2557. times: number[];
  2558. values: number[];
  2559. attrFlag: number[];
  2560. attrData: number[];
  2561. };
  2562. z: {
  2563. version: any;
  2564. id: number;
  2565. internalID: number;
  2566. times: number[];
  2567. values: number[];
  2568. attrFlag: number[];
  2569. attrData: number[];
  2570. };
  2571. };
  2572. };
  2573. }[]>;
  2574. stacks: Map<number, {
  2575. name: string;
  2576. layers: {
  2577. T: {
  2578. id: number;
  2579. attr: string;
  2580. internalID: number;
  2581. attrX: boolean;
  2582. attrY: boolean;
  2583. attrZ: boolean;
  2584. containerBoneID: number;
  2585. containerID: number;
  2586. curves: {
  2587. x: {
  2588. version: any;
  2589. id: number;
  2590. internalID: number;
  2591. times: number[];
  2592. values: number[];
  2593. attrFlag: number[];
  2594. attrData: number[];
  2595. };
  2596. y: {
  2597. version: any;
  2598. id: number;
  2599. internalID: number;
  2600. times: number[];
  2601. values: number[];
  2602. attrFlag: number[];
  2603. attrData: number[];
  2604. };
  2605. z: {
  2606. version: any;
  2607. id: number;
  2608. internalID: number;
  2609. times: number[];
  2610. values: number[];
  2611. attrFlag: number[];
  2612. attrData: number[];
  2613. };
  2614. };
  2615. };
  2616. R: {
  2617. id: number;
  2618. attr: string;
  2619. internalID: number;
  2620. attrX: boolean;
  2621. attrY: boolean;
  2622. attrZ: boolean;
  2623. containerBoneID: number;
  2624. containerID: number;
  2625. curves: {
  2626. x: {
  2627. version: any;
  2628. id: number;
  2629. internalID: number;
  2630. times: number[];
  2631. values: number[];
  2632. attrFlag: number[];
  2633. attrData: number[];
  2634. };
  2635. y: {
  2636. version: any;
  2637. id: number;
  2638. internalID: number;
  2639. times: number[];
  2640. values: number[];
  2641. attrFlag: number[];
  2642. attrData: number[];
  2643. };
  2644. z: {
  2645. version: any;
  2646. id: number;
  2647. internalID: number;
  2648. times: number[];
  2649. values: number[];
  2650. attrFlag: number[];
  2651. attrData: number[];
  2652. };
  2653. };
  2654. };
  2655. S: {
  2656. id: number;
  2657. attr: string;
  2658. internalID: number;
  2659. attrX: boolean;
  2660. attrY: boolean;
  2661. attrZ: boolean;
  2662. containerBoneID: number;
  2663. containerID: number;
  2664. curves: {
  2665. x: {
  2666. version: any;
  2667. id: number;
  2668. internalID: number;
  2669. times: number[];
  2670. values: number[];
  2671. attrFlag: number[];
  2672. attrData: number[];
  2673. };
  2674. y: {
  2675. version: any;
  2676. id: number;
  2677. internalID: number;
  2678. times: number[];
  2679. values: number[];
  2680. attrFlag: number[];
  2681. attrData: number[];
  2682. };
  2683. z: {
  2684. version: any;
  2685. id: number;
  2686. internalID: number;
  2687. times: number[];
  2688. values: number[];
  2689. attrFlag: number[];
  2690. attrData: number[];
  2691. };
  2692. };
  2693. };
  2694. }[][];
  2695. length: number;
  2696. frames: number;
  2697. }>;
  2698. length: number;
  2699. fps: number;
  2700. frames: number;
  2701. }} animations,
  2702. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2703. */
  2704. function addAnimations( group, animations ) {
  2705. if ( group.animations === undefined ) {
  2706. group.animations = [];
  2707. }
  2708. var stacks = animations.stacks;
  2709. for ( var key in stacks ) {
  2710. var stack = stacks[ key ];
  2711. /**
  2712. * @type {{
  2713. * name: string,
  2714. * fps: number,
  2715. * length: number,
  2716. * hierarchy: Array.<{
  2717. * parent: number,
  2718. * name: string,
  2719. * keys: Array.<{
  2720. * time: number,
  2721. * pos: Array.<number>,
  2722. * rot: Array.<number>,
  2723. * scl: Array.<number>
  2724. * }>
  2725. * }>
  2726. * }}
  2727. */
  2728. var animationData = {
  2729. name: stack.name,
  2730. fps: animations.fps,
  2731. length: stack.length,
  2732. hierarchy: []
  2733. };
  2734. var bones = group.skeleton.bones;
  2735. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2736. var bone = bones[ bonesIndex ];
  2737. var name = bone.name.replace( /.*:/, '' );
  2738. var parentIndex = findIndex( bones, function ( parentBone ) {
  2739. return bone.parent === parentBone;
  2740. } );
  2741. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2742. }
  2743. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2744. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2745. var bone = bones[ bonesIndex ];
  2746. var boneIndex = bonesIndex;
  2747. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2748. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2749. var node = animationData.hierarchy[ hierarchyIndex ];
  2750. if ( node.name === bone.name ) {
  2751. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  2752. }
  2753. }
  2754. }
  2755. }
  2756. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2757. }
  2758. }
  2759. var euler = new THREE.Euler();
  2760. var quaternion = new THREE.Quaternion();
  2761. /**
  2762. * @param {THREE.Bone} bone
  2763. */
  2764. function generateKey( animations, animationNode, bone, frame ) {
  2765. var key = {
  2766. time: frame / animations.fps,
  2767. pos: bone.position.toArray(),
  2768. rot: bone.quaternion.toArray(),
  2769. scl: bone.scale.toArray()
  2770. };
  2771. if ( animationNode === undefined ) return key;
  2772. euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
  2773. try {
  2774. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2775. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2776. }
  2777. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2778. // Only update the euler's values if rotation is defined for the axis on this frame
  2779. if ( animationNode.R.curves.x.values[ frame ] ) {
  2780. euler.x = animationNode.R.curves.x.values[ frame ];
  2781. }
  2782. if ( animationNode.R.curves.y.values[ frame ] ) {
  2783. euler.y = animationNode.R.curves.y.values[ frame ];
  2784. }
  2785. if ( animationNode.R.curves.z.values[ frame ] ) {
  2786. euler.z = animationNode.R.curves.z.values[ frame ];
  2787. }
  2788. quaternion.setFromEuler( euler );
  2789. key.rot = quaternion.toArray();
  2790. }
  2791. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2792. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2793. }
  2794. } catch ( error ) {
  2795. // Curve is not fully plotted.
  2796. console.log( 'THREE.FBXLoader: ', bone );
  2797. console.log( 'THREE.FBXLoader: ', error );
  2798. }
  2799. return key;
  2800. }
  2801. var AXES = [ 'x', 'y', 'z' ];
  2802. function hasCurve( animationNode, attribute ) {
  2803. if ( animationNode === undefined ) {
  2804. return false;
  2805. }
  2806. var attributeNode = animationNode[ attribute ];
  2807. if ( ! attributeNode ) {
  2808. return false;
  2809. }
  2810. return AXES.every( function ( key ) {
  2811. return attributeNode.curves[ key ] !== null;
  2812. } );
  2813. }
  2814. function hasKeyOnFrame( attributeNode, frame ) {
  2815. return AXES.every( function ( key ) {
  2816. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2817. } );
  2818. }
  2819. function isKeyExistOnFrame( curve, frame ) {
  2820. return curve.values[ frame ] !== undefined;
  2821. }
  2822. /**
  2823. * An instance of a Vertex with data for drawing vertices to the screen.
  2824. * @constructor
  2825. */
  2826. function Vertex() {
  2827. /**
  2828. * Position of the vertex.
  2829. * @type {THREE.Vector3}
  2830. */
  2831. this.position = new THREE.Vector3();
  2832. /**
  2833. * Normal of the vertex
  2834. * @type {THREE.Vector3}
  2835. */
  2836. this.normal = new THREE.Vector3();
  2837. /**
  2838. * Array of UV coordinates of the vertex.
  2839. * @type {Array of THREE.Vector2}
  2840. */
  2841. this.uv = [];
  2842. /**
  2843. * Color of the vertex
  2844. * @type {THREE.Vector3}
  2845. */
  2846. this.color = new THREE.Vector3();
  2847. /**
  2848. * Indices of the bones vertex is influenced by.
  2849. * @type {THREE.Vector4}
  2850. */
  2851. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2852. /**
  2853. * Weights that each bone influences the vertex.
  2854. * @type {THREE.Vector4}
  2855. */
  2856. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2857. }
  2858. Object.assign( Vertex.prototype, {
  2859. copy: function ( target ) {
  2860. var returnVar = target || new Vertex();
  2861. returnVar.position.copy( this.position );
  2862. returnVar.normal.copy( this.normal );
  2863. returnVar.uv.copy( this.uv );
  2864. returnVar.skinIndices.copy( this.skinIndices );
  2865. returnVar.skinWeights.copy( this.skinWeights );
  2866. return returnVar;
  2867. },
  2868. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2869. this.position.toArray( vertexBuffer, vertexBuffer.length );
  2870. this.normal.toArray( normalBuffer, normalBuffer.length );
  2871. for ( var i = 0; i < this.uv.length; i ++ ) {
  2872. this.uv[ i ].toArray( uvBuffers[ i ], uvBuffers[ i ].length );
  2873. }
  2874. this.color.toArray( colorBuffer, colorBuffer.length );
  2875. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  2876. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  2877. }
  2878. } );
  2879. /**
  2880. * @constructor
  2881. */
  2882. function Triangle() {
  2883. /**
  2884. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2885. */
  2886. this.vertices = [];
  2887. }
  2888. Object.assign( Triangle.prototype, {
  2889. copy: function ( target ) {
  2890. var returnVar = target || new Triangle();
  2891. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2892. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2893. }
  2894. return returnVar;
  2895. },
  2896. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2897. var vertices = this.vertices;
  2898. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  2899. vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2900. }
  2901. }
  2902. } );
  2903. /**
  2904. * @constructor
  2905. */
  2906. function Face() {
  2907. /**
  2908. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2909. */
  2910. this.triangles = [];
  2911. this.materialIndex = 0;
  2912. }
  2913. Object.assign( Face.prototype, {
  2914. copy: function ( target ) {
  2915. var returnVar = target || new Face();
  2916. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2917. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2918. }
  2919. returnVar.materialIndex = this.materialIndex;
  2920. return returnVar;
  2921. },
  2922. genTrianglesFromVertices: function ( vertexArray ) {
  2923. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2924. var triangle = new Triangle();
  2925. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2926. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2927. triangle.vertices[ 2 ] = vertexArray[ i ];
  2928. this.triangles.push( triangle );
  2929. }
  2930. },
  2931. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
  2932. var triangles = this.triangles;
  2933. var materialIndex = this.materialIndex;
  2934. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  2935. triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2936. append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
  2937. }
  2938. }
  2939. } );
  2940. /**
  2941. * @constructor
  2942. */
  2943. function Geometry() {
  2944. /**
  2945. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: Array of THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2946. */
  2947. this.faces = [];
  2948. /**
  2949. * @type {{}|THREE.Skeleton}
  2950. */
  2951. this.skeleton = null;
  2952. }
  2953. Object.assign( Geometry.prototype, {
  2954. /**
  2955. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffers: Array of number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2956. */
  2957. flattenToBuffers: function () {
  2958. var vertexBuffer = [];
  2959. var normalBuffer = [];
  2960. var uvBuffers = [];
  2961. var colorBuffer = [];
  2962. var skinIndexBuffer = [];
  2963. var skinWeightBuffer = [];
  2964. var materialIndexBuffer = [];
  2965. var faces = this.faces;
  2966. for ( var i = 0; i < faces[ 0 ].triangles[ 0 ].vertices[ 0 ].uv.length; i ++ ) {
  2967. uvBuffers.push( [] );
  2968. }
  2969. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  2970. faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
  2971. }
  2972. return {
  2973. vertexBuffer: vertexBuffer,
  2974. normalBuffer: normalBuffer,
  2975. uvBuffers: uvBuffers,
  2976. colorBuffer: colorBuffer,
  2977. skinIndexBuffer: skinIndexBuffer,
  2978. skinWeightBuffer: skinWeightBuffer,
  2979. materialIndexBuffer: materialIndexBuffer
  2980. };
  2981. }
  2982. } );
  2983. function TextParser() {}
  2984. Object.assign( TextParser.prototype, {
  2985. getPrevNode: function () {
  2986. return this.nodeStack[ this.currentIndent - 2 ];
  2987. },
  2988. getCurrentNode: function () {
  2989. return this.nodeStack[ this.currentIndent - 1 ];
  2990. },
  2991. getCurrentProp: function () {
  2992. return this.currentProp;
  2993. },
  2994. pushStack: function ( node ) {
  2995. this.nodeStack.push( node );
  2996. this.currentIndent += 1;
  2997. },
  2998. popStack: function () {
  2999. this.nodeStack.pop();
  3000. this.currentIndent -= 1;
  3001. },
  3002. setCurrentProp: function ( val, name ) {
  3003. this.currentProp = val;
  3004. this.currentPropName = name;
  3005. },
  3006. // ----------parse ---------------------------------------------------
  3007. parse: function ( text ) {
  3008. this.currentIndent = 0;
  3009. this.allNodes = new FBXTree();
  3010. this.nodeStack = [];
  3011. this.currentProp = [];
  3012. this.currentPropName = '';
  3013. var split = text.split( '\n' );
  3014. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  3015. var l = split[ lineNum ];
  3016. // skip comment line
  3017. if ( l.match( /^[\s\t]*;/ ) ) {
  3018. continue;
  3019. }
  3020. // skip empty line
  3021. if ( l.match( /^[\s\t]*$/ ) ) {
  3022. continue;
  3023. }
  3024. // beginning of node
  3025. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  3026. var match = l.match( beginningOfNodeExp );
  3027. if ( match ) {
  3028. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  3029. var nodeAttrs = match[ 2 ].split( ',' );
  3030. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  3031. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  3032. }
  3033. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  3034. continue;
  3035. }
  3036. // node's property
  3037. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  3038. var match = l.match( propExp );
  3039. if ( match ) {
  3040. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  3041. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  3042. // for special case: base64 image data follows "Content: ," line
  3043. // Content: ,
  3044. // "iVB..."
  3045. if ( propName === 'Content' && propValue === ',' ) {
  3046. propValue = split[ ++ lineNum ].replace( /"/g, '' ).replace( /,$/, '' ).trim();
  3047. }
  3048. this.parseNodeProperty( l, propName, propValue );
  3049. continue;
  3050. }
  3051. // end of node
  3052. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  3053. if ( l.match( endOfNodeExp ) ) {
  3054. this.nodeEnd();
  3055. continue;
  3056. }
  3057. // for special case,
  3058. //
  3059. // Vertices: *8670 {
  3060. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  3061. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  3062. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  3063. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  3064. //
  3065. // in these case the lines must continue from the previous line
  3066. if ( l.match( /^[^\s\t}]/ ) ) {
  3067. this.parseNodePropertyContinued( l );
  3068. }
  3069. }
  3070. return this.allNodes;
  3071. },
  3072. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  3073. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  3074. var attrs = this.parseNodeAttr( nodeAttrs );
  3075. var currentNode = this.getCurrentNode();
  3076. // a top node
  3077. if ( this.currentIndent === 0 ) {
  3078. this.allNodes.add( nodeName, node );
  3079. } else { // a subnode
  3080. // if the subnode already exists, append it
  3081. if ( nodeName in currentNode.subNodes ) {
  3082. var tmp = currentNode.subNodes[ nodeName ];
  3083. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  3084. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  3085. if ( attrs.id === '' ) {
  3086. currentNode.subNodes[ nodeName ] = [];
  3087. currentNode.subNodes[ nodeName ].push( tmp );
  3088. } else {
  3089. currentNode.subNodes[ nodeName ] = {};
  3090. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  3091. }
  3092. }
  3093. if ( attrs.id === '' ) {
  3094. currentNode.subNodes[ nodeName ].push( node );
  3095. } else {
  3096. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3097. }
  3098. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  3099. currentNode.subNodes[ nodeName ] = {};
  3100. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3101. } else {
  3102. currentNode.subNodes[ nodeName ] = node;
  3103. }
  3104. }
  3105. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  3106. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  3107. if ( nodeAttrs ) {
  3108. node.id = attrs.id;
  3109. node.attrName = attrs.name;
  3110. node.attrType = attrs.type;
  3111. }
  3112. this.pushStack( node );
  3113. },
  3114. parseNodeAttr: function ( attrs ) {
  3115. var id = attrs[ 0 ];
  3116. if ( attrs[ 0 ] !== '' ) {
  3117. id = parseInt( attrs[ 0 ] );
  3118. if ( isNaN( id ) ) {
  3119. // PolygonVertexIndex: *16380 {
  3120. id = attrs[ 0 ];
  3121. }
  3122. }
  3123. var name = '', type = '';
  3124. if ( attrs.length > 1 ) {
  3125. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  3126. type = attrs[ 2 ];
  3127. }
  3128. return { id: id, name: name, type: type };
  3129. },
  3130. parseNodeProperty: function ( line, propName, propValue ) {
  3131. var currentNode = this.getCurrentNode();
  3132. var parentName = currentNode.name;
  3133. // special case where the parent node is something like "Properties70"
  3134. // these children nodes must treated carefully
  3135. if ( parentName !== undefined ) {
  3136. var propMatch = parentName.match( /Properties(\d)+/ );
  3137. if ( propMatch ) {
  3138. this.parseNodeSpecialProperty( line, propName, propValue );
  3139. return;
  3140. }
  3141. }
  3142. // Connections
  3143. if ( propName === 'C' ) {
  3144. var connProps = propValue.split( ',' ).slice( 1 );
  3145. var from = parseInt( connProps[ 0 ] );
  3146. var to = parseInt( connProps[ 1 ] );
  3147. var rest = propValue.split( ',' ).slice( 3 );
  3148. rest = rest.map( function ( elem ) {
  3149. return elem.trim().replace( /^"/, '' );
  3150. } );
  3151. propName = 'connections';
  3152. propValue = [ from, to ];
  3153. append( propValue, rest );
  3154. if ( currentNode.properties[ propName ] === undefined ) {
  3155. currentNode.properties[ propName ] = [];
  3156. }
  3157. }
  3158. // Node
  3159. if ( propName === 'Node' ) {
  3160. var id = parseInt( propValue );
  3161. currentNode.properties.id = id;
  3162. currentNode.id = id;
  3163. }
  3164. // already exists in properties, then append this
  3165. if ( propName in currentNode.properties ) {
  3166. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  3167. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3168. currentNode.properties[ propName ].push( propValue );
  3169. } else {
  3170. currentNode.properties[ propName ] += propValue;
  3171. }
  3172. } else {
  3173. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3174. currentNode.properties[ propName ].push( propValue );
  3175. } else {
  3176. currentNode.properties[ propName ] = propValue;
  3177. }
  3178. }
  3179. this.setCurrentProp( currentNode.properties, propName );
  3180. },
  3181. // TODO:
  3182. parseNodePropertyContinued: function ( line ) {
  3183. this.currentProp[ this.currentPropName ] += line;
  3184. },
  3185. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  3186. // split this
  3187. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  3188. // into array like below
  3189. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  3190. var props = propValue.split( '",' );
  3191. for ( var i = 0, l = props.length; i < l; i ++ ) {
  3192. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  3193. }
  3194. var innerPropName = props[ 0 ];
  3195. var innerPropType1 = props[ 1 ];
  3196. var innerPropType2 = props[ 2 ];
  3197. var innerPropFlag = props[ 3 ];
  3198. var innerPropValue = props[ 4 ];
  3199. /*
  3200. if ( innerPropValue === undefined ) {
  3201. innerPropValue = props[3];
  3202. }
  3203. */
  3204. // cast value to its type
  3205. switch ( innerPropType1 ) {
  3206. case 'int':
  3207. case 'enum':
  3208. case 'bool':
  3209. case 'ULongLong':
  3210. innerPropValue = parseInt( innerPropValue );
  3211. break;
  3212. case 'double':
  3213. case 'Number':
  3214. case 'FieldOfView':
  3215. innerPropValue = parseFloat( innerPropValue );
  3216. break;
  3217. case 'ColorRGB':
  3218. case 'Vector3D':
  3219. case 'Lcl_Translation':
  3220. case 'Lcl_Rotation':
  3221. case 'Lcl_Scaling':
  3222. innerPropValue = parseFloatArray( innerPropValue );
  3223. break;
  3224. }
  3225. // CAUTION: these props must append to parent's parent
  3226. this.getPrevNode().properties[ innerPropName ] = {
  3227. 'type': innerPropType1,
  3228. 'type2': innerPropType2,
  3229. 'flag': innerPropFlag,
  3230. 'value': innerPropValue
  3231. };
  3232. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  3233. },
  3234. nodeEnd: function () {
  3235. this.popStack();
  3236. },
  3237. /* ---------------------------------------------------------------- */
  3238. /* util */
  3239. isFlattenNode: function ( node ) {
  3240. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  3241. }
  3242. } );
  3243. // Binary format specification:
  3244. // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  3245. // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  3246. function BinaryParser() {}
  3247. Object.assign( BinaryParser.prototype, {
  3248. /**
  3249. * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
  3250. * @param {ArrayBuffer} buffer
  3251. * @returns {THREE.FBXTree}
  3252. */
  3253. parse: function ( buffer ) {
  3254. var reader = new BinaryReader( buffer );
  3255. reader.skip( 23 ); // skip magic 23 bytes
  3256. var version = reader.getUint32();
  3257. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  3258. var allNodes = new FBXTree();
  3259. while ( ! this.endOfContent( reader ) ) {
  3260. var node = this.parseNode( reader, version );
  3261. if ( node !== null ) allNodes.add( node.name, node );
  3262. }
  3263. return allNodes;
  3264. },
  3265. /**
  3266. * Checks if reader has reached the end of content.
  3267. * @param {BinaryReader} reader
  3268. * @returns {boolean}
  3269. */
  3270. endOfContent: function ( reader ) {
  3271. // footer size: 160bytes + 16-byte alignment padding
  3272. // - 16bytes: magic
  3273. // - padding til 16-byte alignment (at least 1byte?)
  3274. // (seems like some exporters embed fixed 15 or 16bytes?)
  3275. // - 4bytes: magic
  3276. // - 4bytes: version
  3277. // - 120bytes: zero
  3278. // - 16bytes: magic
  3279. if ( reader.size() % 16 === 0 ) {
  3280. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  3281. } else {
  3282. return reader.getOffset() + 160 + 16 >= reader.size();
  3283. }
  3284. },
  3285. /**
  3286. * Parses Node as much compatible as possible with the one parsed by TextParser
  3287. * TODO: could be optimized more?
  3288. * @param {BinaryReader} reader
  3289. * @param {number} version
  3290. * @returns {Object} - Returns an Object as node, or null if NULL-record.
  3291. */
  3292. parseNode: function ( reader, version ) {
  3293. // The first three data sizes depends on version.
  3294. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3295. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3296. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3297. var nameLen = reader.getUint8();
  3298. var name = reader.getString( nameLen );
  3299. // Regards this node as NULL-record if endOffset is zero
  3300. if ( endOffset === 0 ) return null;
  3301. var propertyList = [];
  3302. for ( var i = 0; i < numProperties; i ++ ) {
  3303. propertyList.push( this.parseProperty( reader ) );
  3304. }
  3305. // Regards the first three elements in propertyList as id, attrName, and attrType
  3306. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  3307. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  3308. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  3309. var subNodes = {};
  3310. var properties = {};
  3311. var isSingleProperty = false;
  3312. // if this node represents just a single property
  3313. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  3314. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  3315. isSingleProperty = true;
  3316. }
  3317. while ( endOffset > reader.getOffset() ) {
  3318. var node = this.parseNode( reader, version );
  3319. if ( node === null ) continue;
  3320. // special case: child node is single property
  3321. if ( node.singleProperty === true ) {
  3322. var value = node.propertyList[ 0 ];
  3323. if ( Array.isArray( value ) ) {
  3324. // node represents
  3325. // Vertices: *3 {
  3326. // a: 0.01, 0.02, 0.03
  3327. // }
  3328. // of text format here.
  3329. node.properties[ node.name ] = node.propertyList[ 0 ];
  3330. subNodes[ node.name ] = node;
  3331. // Later phase expects single property array is in node.properties.a as String.
  3332. // TODO: optimize
  3333. node.properties.a = value.toString();
  3334. } else {
  3335. // node represents
  3336. // Version: 100
  3337. // of text format here.
  3338. properties[ node.name ] = value;
  3339. }
  3340. continue;
  3341. }
  3342. // special case: connections
  3343. if ( name === 'Connections' && node.name === 'C' ) {
  3344. var array = [];
  3345. // node.propertyList would be like
  3346. // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
  3347. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  3348. array[ i - 1 ] = node.propertyList[ i ];
  3349. }
  3350. if ( properties.connections === undefined ) {
  3351. properties.connections = [];
  3352. }
  3353. properties.connections.push( array );
  3354. continue;
  3355. }
  3356. // special case: child node is Properties\d+
  3357. if ( node.name.match( /^Properties\d+$/ ) ) {
  3358. // move child node's properties to this node.
  3359. var keys = Object.keys( node.properties );
  3360. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  3361. var key = keys[ i ];
  3362. properties[ key ] = node.properties[ key ];
  3363. }
  3364. continue;
  3365. }
  3366. // special case: properties
  3367. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  3368. var innerPropName = node.propertyList[ 0 ];
  3369. var innerPropType1 = node.propertyList[ 1 ];
  3370. var innerPropType2 = node.propertyList[ 2 ];
  3371. var innerPropFlag = node.propertyList[ 3 ];
  3372. var innerPropValue;
  3373. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  3374. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  3375. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3376. innerPropValue = [
  3377. node.propertyList[ 4 ],
  3378. node.propertyList[ 5 ],
  3379. node.propertyList[ 6 ]
  3380. ];
  3381. } else {
  3382. innerPropValue = node.propertyList[ 4 ];
  3383. }
  3384. // this will be copied to parent. see above.
  3385. properties[ innerPropName ] = {
  3386. 'type': innerPropType1,
  3387. 'type2': innerPropType2,
  3388. 'flag': innerPropFlag,
  3389. 'value': innerPropValue
  3390. };
  3391. continue;
  3392. }
  3393. // standard case
  3394. // follows TextParser's manner.
  3395. if ( subNodes[ node.name ] === undefined ) {
  3396. if ( typeof node.id === 'number' ) {
  3397. subNodes[ node.name ] = {};
  3398. subNodes[ node.name ][ node.id ] = node;
  3399. } else {
  3400. subNodes[ node.name ] = node;
  3401. }
  3402. } else {
  3403. if ( node.id === '' ) {
  3404. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  3405. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  3406. }
  3407. subNodes[ node.name ].push( node );
  3408. } else {
  3409. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  3410. subNodes[ node.name ][ node.id ] = node;
  3411. } else {
  3412. // conflict id. irregular?
  3413. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  3414. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  3415. }
  3416. subNodes[ node.name ][ node.id ].push( node );
  3417. }
  3418. }
  3419. }
  3420. }
  3421. return {
  3422. singleProperty: isSingleProperty,
  3423. id: id,
  3424. attrName: attrName,
  3425. attrType: attrType,
  3426. name: name,
  3427. properties: properties,
  3428. propertyList: propertyList, // raw property list, would be used by parent
  3429. subNodes: subNodes
  3430. };
  3431. },
  3432. parseProperty: function ( reader ) {
  3433. var type = reader.getChar();
  3434. switch ( type ) {
  3435. case 'C':
  3436. return reader.getBoolean();
  3437. case 'D':
  3438. return reader.getFloat64();
  3439. case 'F':
  3440. return reader.getFloat32();
  3441. case 'I':
  3442. return reader.getInt32();
  3443. case 'L':
  3444. return reader.getInt64();
  3445. case 'R':
  3446. var length = reader.getUint32();
  3447. return reader.getArrayBuffer( length );
  3448. case 'S':
  3449. var length = reader.getUint32();
  3450. return reader.getString( length );
  3451. case 'Y':
  3452. return reader.getInt16();
  3453. case 'b':
  3454. case 'c':
  3455. case 'd':
  3456. case 'f':
  3457. case 'i':
  3458. case 'l':
  3459. var arrayLength = reader.getUint32();
  3460. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  3461. var compressedLength = reader.getUint32();
  3462. if ( encoding === 0 ) {
  3463. switch ( type ) {
  3464. case 'b':
  3465. case 'c':
  3466. return reader.getBooleanArray( arrayLength );
  3467. case 'd':
  3468. return reader.getFloat64Array( arrayLength );
  3469. case 'f':
  3470. return reader.getFloat32Array( arrayLength );
  3471. case 'i':
  3472. return reader.getInt32Array( arrayLength );
  3473. case 'l':
  3474. return reader.getInt64Array( arrayLength );
  3475. }
  3476. }
  3477. if ( window.Zlib === undefined ) {
  3478. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  3479. }
  3480. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  3481. var reader2 = new BinaryReader( inflate.decompress().buffer );
  3482. switch ( type ) {
  3483. case 'b':
  3484. case 'c':
  3485. return reader2.getBooleanArray( arrayLength );
  3486. case 'd':
  3487. return reader2.getFloat64Array( arrayLength );
  3488. case 'f':
  3489. return reader2.getFloat32Array( arrayLength );
  3490. case 'i':
  3491. return reader2.getInt32Array( arrayLength );
  3492. case 'l':
  3493. return reader2.getInt64Array( arrayLength );
  3494. }
  3495. default:
  3496. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  3497. }
  3498. }
  3499. } );
  3500. function BinaryReader( buffer, littleEndian ) {
  3501. this.dv = new DataView( buffer );
  3502. this.offset = 0;
  3503. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  3504. }
  3505. Object.assign( BinaryReader.prototype, {
  3506. getOffset: function () {
  3507. return this.offset;
  3508. },
  3509. size: function () {
  3510. return this.dv.buffer.byteLength;
  3511. },
  3512. skip: function ( length ) {
  3513. this.offset += length;
  3514. },
  3515. // seems like true/false representation depends on exporter.
  3516. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  3517. // then sees LSB.
  3518. getBoolean: function () {
  3519. return ( this.getUint8() & 1 ) === 1;
  3520. },
  3521. getBooleanArray: function ( size ) {
  3522. var a = [];
  3523. for ( var i = 0; i < size; i ++ ) {
  3524. a.push( this.getBoolean() );
  3525. }
  3526. return a;
  3527. },
  3528. getInt8: function () {
  3529. var value = this.dv.getInt8( this.offset );
  3530. this.offset += 1;
  3531. return value;
  3532. },
  3533. getInt8Array: function ( size ) {
  3534. var a = [];
  3535. for ( var i = 0; i < size; i ++ ) {
  3536. a.push( this.getInt8() );
  3537. }
  3538. return a;
  3539. },
  3540. getUint8: function () {
  3541. var value = this.dv.getUint8( this.offset );
  3542. this.offset += 1;
  3543. return value;
  3544. },
  3545. getUint8Array: function ( size ) {
  3546. var a = [];
  3547. for ( var i = 0; i < size; i ++ ) {
  3548. a.push( this.getUint8() );
  3549. }
  3550. return a;
  3551. },
  3552. getInt16: function () {
  3553. var value = this.dv.getInt16( this.offset, this.littleEndian );
  3554. this.offset += 2;
  3555. return value;
  3556. },
  3557. getInt16Array: function ( size ) {
  3558. var a = [];
  3559. for ( var i = 0; i < size; i ++ ) {
  3560. a.push( this.getInt16() );
  3561. }
  3562. return a;
  3563. },
  3564. getUint16: function () {
  3565. var value = this.dv.getUint16( this.offset, this.littleEndian );
  3566. this.offset += 2;
  3567. return value;
  3568. },
  3569. getUint16Array: function ( size ) {
  3570. var a = [];
  3571. for ( var i = 0; i < size; i ++ ) {
  3572. a.push( this.getUint16() );
  3573. }
  3574. return a;
  3575. },
  3576. getInt32: function () {
  3577. var value = this.dv.getInt32( this.offset, this.littleEndian );
  3578. this.offset += 4;
  3579. return value;
  3580. },
  3581. getInt32Array: function ( size ) {
  3582. var a = [];
  3583. for ( var i = 0; i < size; i ++ ) {
  3584. a.push( this.getInt32() );
  3585. }
  3586. return a;
  3587. },
  3588. getUint32: function () {
  3589. var value = this.dv.getUint32( this.offset, this.littleEndian );
  3590. this.offset += 4;
  3591. return value;
  3592. },
  3593. getUint32Array: function ( size ) {
  3594. var a = [];
  3595. for ( var i = 0; i < size; i ++ ) {
  3596. a.push( this.getUint32() );
  3597. }
  3598. return a;
  3599. },
  3600. // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
  3601. // 1 << 32 will return 1 so using multiply operation instead here.
  3602. // There'd be a possibility that this method returns wrong value if the value
  3603. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  3604. // TODO: safely handle 64-bit integer
  3605. getInt64: function () {
  3606. var low, high;
  3607. if ( this.littleEndian ) {
  3608. low = this.getUint32();
  3609. high = this.getUint32();
  3610. } else {
  3611. high = this.getUint32();
  3612. low = this.getUint32();
  3613. }
  3614. // calculate negative value
  3615. if ( high & 0x80000000 ) {
  3616. high = ~ high & 0xFFFFFFFF;
  3617. low = ~ low & 0xFFFFFFFF;
  3618. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  3619. low = ( low + 1 ) & 0xFFFFFFFF;
  3620. return - ( high * 0x100000000 + low );
  3621. }
  3622. return high * 0x100000000 + low;
  3623. },
  3624. getInt64Array: function ( size ) {
  3625. var a = [];
  3626. for ( var i = 0; i < size; i ++ ) {
  3627. a.push( this.getInt64() );
  3628. }
  3629. return a;
  3630. },
  3631. // Note: see getInt64() comment
  3632. getUint64: function () {
  3633. var low, high;
  3634. if ( this.littleEndian ) {
  3635. low = this.getUint32();
  3636. high = this.getUint32();
  3637. } else {
  3638. high = this.getUint32();
  3639. low = this.getUint32();
  3640. }
  3641. return high * 0x100000000 + low;
  3642. },
  3643. getUint64Array: function ( size ) {
  3644. var a = [];
  3645. for ( var i = 0; i < size; i ++ ) {
  3646. a.push( this.getUint64() );
  3647. }
  3648. return a;
  3649. },
  3650. getFloat32: function () {
  3651. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  3652. this.offset += 4;
  3653. return value;
  3654. },
  3655. getFloat32Array: function ( size ) {
  3656. var a = [];
  3657. for ( var i = 0; i < size; i ++ ) {
  3658. a.push( this.getFloat32() );
  3659. }
  3660. return a;
  3661. },
  3662. getFloat64: function () {
  3663. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  3664. this.offset += 8;
  3665. return value;
  3666. },
  3667. getFloat64Array: function ( size ) {
  3668. var a = [];
  3669. for ( var i = 0; i < size; i ++ ) {
  3670. a.push( this.getFloat64() );
  3671. }
  3672. return a;
  3673. },
  3674. getArrayBuffer: function ( size ) {
  3675. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  3676. this.offset += size;
  3677. return value;
  3678. },
  3679. getChar: function () {
  3680. return String.fromCharCode( this.getUint8() );
  3681. },
  3682. getString: function ( size ) {
  3683. var s = '';
  3684. while ( size > 0 ) {
  3685. var value = this.getUint8();
  3686. size --;
  3687. if ( value === 0 ) break;
  3688. s += String.fromCharCode( value );
  3689. }
  3690. // Manage UTF8 encoding
  3691. s = decodeURIComponent( escape( s ) );
  3692. this.skip( size );
  3693. return s;
  3694. }
  3695. } );
  3696. function FBXTree() {}
  3697. Object.assign( FBXTree.prototype, {
  3698. add: function ( key, val ) {
  3699. this[ key ] = val;
  3700. },
  3701. } );
  3702. /**
  3703. * @param {ArrayBuffer} buffer
  3704. * @returns {boolean}
  3705. */
  3706. function isFbxFormatBinary( buffer ) {
  3707. var CORRECT = 'Kaydara FBX Binary \0';
  3708. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  3709. }
  3710. /**
  3711. * @returns {boolean}
  3712. */
  3713. function isFbxFormatASCII( text ) {
  3714. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  3715. var cursor = 0;
  3716. function read( offset ) {
  3717. var result = text[ offset - 1 ];
  3718. text = text.slice( cursor + offset );
  3719. cursor ++;
  3720. return result;
  3721. }
  3722. for ( var i = 0; i < CORRECT.length; ++ i ) {
  3723. var num = read( 1 );
  3724. if ( num === CORRECT[ i ] ) {
  3725. return false;
  3726. }
  3727. }
  3728. return true;
  3729. }
  3730. /**
  3731. * @returns {number}
  3732. */
  3733. function getFbxVersion( text ) {
  3734. var versionRegExp = /FBXVersion: (\d+)/;
  3735. var match = text.match( versionRegExp );
  3736. if ( match ) {
  3737. var version = parseInt( match[ 1 ] );
  3738. return version;
  3739. }
  3740. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  3741. }
  3742. /**
  3743. * Converts FBX ticks into real time seconds.
  3744. * @param {number} time - FBX tick timestamp to convert.
  3745. * @returns {number} - FBX tick in real world time.
  3746. */
  3747. function convertFBXTimeToSeconds( time ) {
  3748. // Constant is FBX ticks per second.
  3749. return time / 46186158000;
  3750. }
  3751. /**
  3752. * Parses comma separated list of float numbers and returns them in an array.
  3753. * @example
  3754. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3755. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  3756. * @returns {number[]}
  3757. */
  3758. function parseFloatArray( string ) {
  3759. var array = string.split( ',' );
  3760. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3761. array[ i ] = parseFloat( array[ i ] );
  3762. }
  3763. return array;
  3764. }
  3765. /**
  3766. * Parses comma separated list of int numbers and returns them in an array.
  3767. * @example
  3768. * // Returns [ 5, 8, 2, 3 ]
  3769. * parseFloatArray( "5,8,2,3" )
  3770. * @returns {number[]}
  3771. */
  3772. function parseIntArray( string ) {
  3773. var array = string.split( ',' );
  3774. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3775. array[ i ] = parseInt( array[ i ] );
  3776. }
  3777. return array;
  3778. }
  3779. /**
  3780. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  3781. * @param {FBXVector3} property - Property to parse as Vector3.
  3782. * @returns {THREE.Vector3}
  3783. */
  3784. function parseVector3( property ) {
  3785. return new THREE.Vector3().fromArray( property.value );
  3786. }
  3787. /**
  3788. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  3789. * @param {FBXVector3} property - Property to parse as Color.
  3790. * @returns {THREE.Color}
  3791. */
  3792. function parseColor( property ) {
  3793. return new THREE.Color().fromArray( property.value );
  3794. }
  3795. function parseMatrixArray( floatString ) {
  3796. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  3797. }
  3798. /**
  3799. * Converts ArrayBuffer to String.
  3800. * @param {ArrayBuffer} buffer
  3801. * @param {number} from
  3802. * @param {number} to
  3803. * @returns {String}
  3804. */
  3805. function convertArrayBufferToString( buffer, from, to ) {
  3806. if ( from === undefined ) from = 0;
  3807. if ( to === undefined ) to = buffer.byteLength;
  3808. var array = new Uint8Array( buffer, from, to );
  3809. if ( window.TextDecoder !== undefined ) {
  3810. return new TextDecoder().decode( array );
  3811. }
  3812. var s = '';
  3813. for ( var i = 0, il = array.length; i < il; i ++ ) {
  3814. s += String.fromCharCode( array[ i ] );
  3815. }
  3816. return s;
  3817. }
  3818. /**
  3819. * Converts number from degrees into radians.
  3820. * @param {number} value
  3821. * @returns {number}
  3822. */
  3823. function degreeToRadian( value ) {
  3824. return value * DEG2RAD;
  3825. }
  3826. var DEG2RAD = Math.PI / 180;
  3827. //
  3828. function findIndex( array, func ) {
  3829. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3830. if ( func( array[ i ] ) ) return i;
  3831. }
  3832. return - 1;
  3833. }
  3834. function append( a, b ) {
  3835. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  3836. a[ j ] = b[ i ];
  3837. }
  3838. }
  3839. function slice( a, b, from, to ) {
  3840. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  3841. a[ j ] = b[ i ];
  3842. }
  3843. return a;
  3844. }
  3845. } )();