FBXLoader.js 124 KB

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