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