FBXLoader.js 128 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. */
  22. ( function () {
  23. /**
  24. * Generates a loader for loading FBX files from URL and parsing into
  25. * a THREE.Group.
  26. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  27. */
  28. THREE.FBXLoader = function ( manager ) {
  29. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  30. };
  31. Object.assign( THREE.FBXLoader.prototype, {
  32. /**
  33. * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
  34. * THREE.Group will have an animations property of AnimationClips
  35. * of the different animations exported with the FBX.
  36. * @param {string} url - URL of the FBX file.
  37. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  38. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  39. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  40. */
  41. load: function ( url, onLoad, onProgress, onError ) {
  42. var self = this;
  43. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  44. var loader = new THREE.FileLoader( this.manager );
  45. loader.setResponseType( 'arraybuffer' );
  46. loader.load( url, function ( buffer ) {
  47. try {
  48. var scene = self.parse( buffer, resourceDirectory );
  49. onLoad( scene );
  50. } catch ( error ) {
  51. window.setTimeout( function () {
  52. if ( onError ) onError( error );
  53. self.manager.itemError( url );
  54. }, 0 );
  55. }
  56. }, onProgress, onError );
  57. },
  58. /**
  59. * Parses an ASCII/Binary FBX file and returns a THREE.Group.
  60. * THREE.Group will have an animations property of AnimationClips
  61. * of the different animations within the FBX file.
  62. * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
  63. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  64. * @returns {THREE.Group}
  65. */
  66. parse: function ( FBXBuffer, resourceDirectory ) {
  67. var FBXTree;
  68. if ( isFbxFormatBinary( FBXBuffer ) ) {
  69. FBXTree = new BinaryParser().parse( FBXBuffer );
  70. } else {
  71. var FBXText = convertArrayBufferToString( FBXBuffer );
  72. if ( ! isFbxFormatASCII( FBXText ) ) {
  73. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  74. }
  75. if ( getFbxVersion( FBXText ) < 7000 ) {
  76. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  77. }
  78. FBXTree = new TextParser().parse( FBXText );
  79. }
  80. // console.log( FBXTree );
  81. var connections = parseConnections( FBXTree );
  82. var images = parseImages( FBXTree );
  83. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  84. var materials = parseMaterials( FBXTree, textures, connections );
  85. var deformers = parseDeformers( FBXTree, connections );
  86. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  87. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  88. return sceneGraph;
  89. }
  90. } );
  91. /**
  92. * Parses map of relationships between objects.
  93. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  94. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  95. */
  96. function parseConnections( FBXTree ) {
  97. /**
  98. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  99. */
  100. var connectionMap = new Map();
  101. if ( 'Connections' in FBXTree ) {
  102. /**
  103. * @type {[number, number, string][]}
  104. */
  105. var connectionArray = FBXTree.Connections.properties.connections;
  106. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  107. var connection = connectionArray[ connectionArrayIndex ];
  108. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  109. connectionMap.set( connection[ 0 ], {
  110. parents: [],
  111. children: []
  112. } );
  113. }
  114. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  115. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  116. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  117. connectionMap.set( connection[ 1 ], {
  118. parents: [],
  119. children: []
  120. } );
  121. }
  122. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  123. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  124. }
  125. }
  126. return connectionMap;
  127. }
  128. /**
  129. * Parses map of images referenced in FBXTree.
  130. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  131. * @returns {Map<number, string(image blob/data URL)>}
  132. */
  133. function parseImages( FBXTree ) {
  134. /**
  135. * @type {Map<number, string(image blob/data URL)>}
  136. */
  137. var imageMap = new Map();
  138. if ( 'Video' in FBXTree.Objects.subNodes ) {
  139. var videoNodes = FBXTree.Objects.subNodes.Video;
  140. for ( var nodeID in videoNodes ) {
  141. var videoNode = videoNodes[ nodeID ];
  142. // raw image data is in videoNode.properties.Content
  143. if ( 'Content' in videoNode.properties ) {
  144. var image = parseImage( videoNodes[ nodeID ] );
  145. imageMap.set( parseInt( nodeID ), image );
  146. }
  147. }
  148. }
  149. return imageMap;
  150. }
  151. /**
  152. * @param {videoNode} videoNode - Node to get texture image information from.
  153. * @returns {string} - image blob/data URL
  154. */
  155. function parseImage( videoNode ) {
  156. var content = videoNode.properties.Content;
  157. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  158. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  159. var type;
  160. switch ( extension ) {
  161. case 'bmp':
  162. type = 'image/bmp';
  163. break;
  164. case 'jpg':
  165. case 'jpeg':
  166. type = 'image/jpeg';
  167. break;
  168. case 'png':
  169. type = 'image/png';
  170. break;
  171. case 'tif':
  172. type = 'image/tiff';
  173. break;
  174. default:
  175. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  176. return;
  177. }
  178. if ( typeof content === 'string' ) {
  179. return 'data:' + type + ';base64,' + content;
  180. } else {
  181. var array = new Uint8Array( content );
  182. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  183. }
  184. }
  185. /**
  186. * Parses map of textures referenced in FBXTree.
  187. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  188. * @param {THREE.TextureLoader} loader
  189. * @param {Map<number, string(image blob/data URL)>} imageMap
  190. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  191. * @returns {Map<number, THREE.Texture>}
  192. */
  193. function parseTextures( FBXTree, loader, imageMap, connections ) {
  194. /**
  195. * @type {Map<number, THREE.Texture>}
  196. */
  197. var textureMap = new Map();
  198. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  199. var textureNodes = FBXTree.Objects.subNodes.Texture;
  200. for ( var nodeID in textureNodes ) {
  201. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  202. textureMap.set( parseInt( nodeID ), texture );
  203. }
  204. }
  205. return textureMap;
  206. }
  207. /**
  208. * @param {textureNode} textureNode - Node to get texture information from.
  209. * @param {THREE.TextureLoader} loader
  210. * @param {Map<number, string(image blob/data URL)>} imageMap
  211. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  212. * @returns {THREE.Texture}
  213. */
  214. function parseTexture( textureNode, loader, imageMap, connections ) {
  215. var FBX_ID = textureNode.id;
  216. var name = textureNode.attrName;
  217. var fileName;
  218. var filePath = textureNode.properties.FileName;
  219. var relativeFilePath = textureNode.properties.RelativeFilename;
  220. var children = connections.get( FBX_ID ).children;
  221. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  222. fileName = imageMap.get( children[ 0 ].ID );
  223. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
  224. relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  225. // use textureNode.properties.RelativeFilename
  226. // if it exists and it doesn't seem an absolute path
  227. fileName = relativeFilePath;
  228. } else {
  229. var split = filePath.split( /[\\\/]/ );
  230. if ( split.length > 0 ) {
  231. fileName = split[ split.length - 1 ];
  232. } else {
  233. fileName = filePath;
  234. }
  235. }
  236. var currentPath = loader.path;
  237. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  238. loader.setPath( undefined );
  239. }
  240. /**
  241. * @type {THREE.Texture}
  242. */
  243. var texture = loader.load( fileName );
  244. texture.name = name;
  245. texture.FBX_ID = FBX_ID;
  246. var wrapModeU = textureNode.properties.WrapModeU;
  247. var wrapModeV = textureNode.properties.WrapModeV;
  248. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  249. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  250. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  251. // 0: repeat(default), 1: clamp
  252. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  253. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  254. if ( 'Scaling' in textureNode.properties ) {
  255. var values = textureNode.properties.Scaling.value;
  256. texture.repeat.x = values[ 0 ];
  257. texture.repeat.y = values[ 1 ];
  258. }
  259. loader.setPath( currentPath );
  260. return texture;
  261. }
  262. /**
  263. * Parses map of Material information.
  264. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  265. * @param {Map<number, THREE.Texture>} textureMap
  266. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  267. * @returns {Map<number, THREE.Material>}
  268. */
  269. function parseMaterials( FBXTree, textureMap, connections ) {
  270. var materialMap = new Map();
  271. if ( 'Material' in FBXTree.Objects.subNodes ) {
  272. var materialNodes = FBXTree.Objects.subNodes.Material;
  273. for ( var nodeID in materialNodes ) {
  274. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  275. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  276. }
  277. }
  278. return materialMap;
  279. }
  280. /**
  281. * Takes information from Material node and returns a generated THREE.Material
  282. * @param {FBXMaterialNode} materialNode
  283. * @param {Map<number, THREE.Texture>} textureMap
  284. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  285. * @returns {THREE.Material}
  286. */
  287. function parseMaterial( materialNode, textureMap, connections ) {
  288. var FBX_ID = materialNode.id;
  289. var name = materialNode.attrName;
  290. var type = materialNode.properties.ShadingModel;
  291. //Case where FBX wraps shading model in property object.
  292. if ( typeof type === 'object' ) {
  293. type = type.value;
  294. }
  295. // Seems like FBX can include unused materials which don't have any connections.
  296. // Ignores them so far.
  297. if ( ! connections.has( FBX_ID ) ) return null;
  298. var children = connections.get( FBX_ID ).children;
  299. var parameters = parseParameters( materialNode.properties, textureMap, children );
  300. var material;
  301. switch ( type.toLowerCase() ) {
  302. case 'phong':
  303. material = new THREE.MeshPhongMaterial();
  304. break;
  305. case 'lambert':
  306. material = new THREE.MeshLambertMaterial();
  307. break;
  308. default:
  309. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  310. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  311. break;
  312. }
  313. material.setValues( parameters );
  314. material.name = name;
  315. return material;
  316. }
  317. /**
  318. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  319. */
  320. /**
  321. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  322. */
  323. /**
  324. * @param {FBXMaterialProperties} properties
  325. * @param {Map<number, THREE.Texture>} textureMap
  326. * @param {{ID: number, relationship: string}[]} childrenRelationships
  327. * @returns {THREEMaterialParameterPack}
  328. */
  329. function parseParameters( properties, textureMap, childrenRelationships ) {
  330. var parameters = {};
  331. if ( properties.BumpFactor ) {
  332. parameters.bumpScale = properties.BumpFactor.value;
  333. }
  334. if ( properties.Diffuse ) {
  335. parameters.color = parseColor( properties.Diffuse );
  336. }
  337. if ( properties.DisplacementFactor ) {
  338. parameters.displacementScale = properties.DisplacementFactor.value;
  339. }
  340. if ( properties.ReflectionFactor ) {
  341. parameters.reflectivity = properties.ReflectionFactor.value;
  342. }
  343. if ( properties.Specular ) {
  344. parameters.specular = parseColor( properties.Specular );
  345. }
  346. if ( properties.Shininess ) {
  347. parameters.shininess = properties.Shininess.value;
  348. }
  349. if ( properties.Emissive ) {
  350. parameters.emissive = parseColor( properties.Emissive );
  351. }
  352. if ( properties.EmissiveFactor ) {
  353. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  354. }
  355. if ( properties.Opacity ) {
  356. parameters.opacity = parseFloat( properties.Opacity.value );
  357. }
  358. if ( parameters.opacity < 1.0 ) {
  359. parameters.transparent = true;
  360. }
  361. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  362. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  363. var type = relationship.relationship;
  364. switch ( type ) {
  365. case 'Bump':
  366. parameters.bumpMap = textureMap.get( relationship.ID );
  367. break;
  368. case 'DiffuseColor':
  369. parameters.map = textureMap.get( relationship.ID );
  370. break;
  371. case 'DisplacementColor':
  372. parameters.displacementMap = textureMap.get( relationship.ID );
  373. break;
  374. case 'EmissiveColor':
  375. parameters.emissiveMap = textureMap.get( relationship.ID );
  376. break;
  377. case 'NormalMap':
  378. parameters.normalMap = textureMap.get( relationship.ID );
  379. break;
  380. case 'ReflectionColor':
  381. parameters.envMap = textureMap.get( relationship.ID );
  382. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  383. break;
  384. case 'SpecularColor':
  385. parameters.specularMap = textureMap.get( relationship.ID );
  386. break;
  387. case 'TransparentColor':
  388. parameters.alphaMap = textureMap.get( relationship.ID );
  389. parameters.transparent = true;
  390. break;
  391. case 'AmbientColor':
  392. case 'ShininessExponent': // AKA glossiness map
  393. case 'SpecularFactor': // AKA specularLevel
  394. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  395. default:
  396. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  397. break;
  398. }
  399. }
  400. return parameters;
  401. }
  402. /**
  403. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  404. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  405. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  406. * @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}>}
  407. */
  408. function parseDeformers( FBXTree, connections ) {
  409. var deformers = {};
  410. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  411. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  412. for ( var nodeID in DeformerNodes ) {
  413. var deformerNode = DeformerNodes[ nodeID ];
  414. if ( deformerNode.attrType === 'Skin' ) {
  415. var conns = connections.get( parseInt( nodeID ) );
  416. var skeleton = parseSkeleton( conns, DeformerNodes );
  417. skeleton.FBX_ID = parseInt( nodeID );
  418. deformers[ nodeID ] = skeleton;
  419. }
  420. }
  421. }
  422. return deformers;
  423. }
  424. /**
  425. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  426. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  427. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  428. * @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}}
  429. */
  430. function parseSkeleton( connections, DeformerNodes ) {
  431. var subDeformers = {};
  432. var children = connections.children;
  433. for ( var i = 0, l = children.length; i < l; ++ i ) {
  434. var child = children[ i ];
  435. var subDeformerNode = DeformerNodes[ child.ID ];
  436. var subDeformer = {
  437. FBX_ID: child.ID,
  438. index: i,
  439. indices: [],
  440. weights: [],
  441. transform: subDeformerNode.subNodes.Transform.properties.a,
  442. transformLink: subDeformerNode.subNodes.TransformLink.properties.a,
  443. linkMode: subDeformerNode.properties.Mode
  444. };
  445. if ( 'Indexes' in subDeformerNode.subNodes ) {
  446. subDeformer.indices = parseNumberArray( subDeformerNode.subNodes.Indexes.properties.a );
  447. subDeformer.weights = parseNumberArray( subDeformerNode.subNodes.Weights.properties.a );
  448. }
  449. subDeformers[ child.ID ] = subDeformer;
  450. }
  451. return {
  452. map: subDeformers,
  453. bones: []
  454. };
  455. }
  456. /**
  457. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  458. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  459. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  460. * @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
  461. * @returns {Map<number, THREE.BufferGeometry>}
  462. */
  463. function parseGeometries( FBXTree, connections, deformers ) {
  464. var geometryMap = new Map();
  465. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  466. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  467. for ( var nodeID in geometryNodes ) {
  468. var relationships = connections.get( parseInt( nodeID ) );
  469. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  470. geometryMap.set( parseInt( nodeID ), geo );
  471. }
  472. }
  473. return geometryMap;
  474. }
  475. /**
  476. * Generates BufferGeometry from FBXGeometryNode.
  477. * @param {FBXGeometryNode} geometryNode
  478. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  479. * @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
  480. * @returns {THREE.BufferGeometry}
  481. */
  482. function parseGeometry( geometryNode, relationships, deformers ) {
  483. switch ( geometryNode.attrType ) {
  484. case 'Mesh':
  485. return parseMeshGeometry( geometryNode, relationships, deformers );
  486. break;
  487. case 'NurbsCurve':
  488. return parseNurbsGeometry( geometryNode );
  489. break;
  490. }
  491. }
  492. /**
  493. * Specialty function for parsing Mesh based Geometry Nodes.
  494. * @param {FBXGeometryNode} geometryNode
  495. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  496. * @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.
  497. * @returns {THREE.BufferGeometry}
  498. */
  499. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  500. for ( var i = 0; i < relationships.children.length; ++ i ) {
  501. var deformer = deformers[ relationships.children[ i ].ID ];
  502. if ( deformer !== undefined ) break;
  503. }
  504. return genGeometry( geometryNode, deformer );
  505. }
  506. /**
  507. * @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.
  508. * @returns {THREE.BufferGeometry}
  509. */
  510. function genGeometry( geometryNode, deformer ) {
  511. var geometry = new Geometry();
  512. var subNodes = geometryNode.subNodes;
  513. // First, each index is going to be its own vertex.
  514. var vertexBuffer = parseNumberArray( subNodes.Vertices.properties.a );
  515. var indexBuffer = parseNumberArray( subNodes.PolygonVertexIndex.properties.a );
  516. if ( subNodes.LayerElementNormal ) {
  517. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  518. }
  519. if ( subNodes.LayerElementUV ) {
  520. var uvInfo = [];
  521. var i = 0;
  522. while ( subNodes.LayerElementUV[ i ] ) {
  523. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  524. i ++;
  525. }
  526. }
  527. if ( subNodes.LayerElementColor ) {
  528. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  529. }
  530. if ( subNodes.LayerElementMaterial ) {
  531. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  532. }
  533. var weightTable = {};
  534. if ( deformer ) {
  535. var subDeformers = deformer.map;
  536. for ( var key in subDeformers ) {
  537. var subDeformer = subDeformers[ key ];
  538. var indices = subDeformer.indices;
  539. for ( var j = 0; j < indices.length; j ++ ) {
  540. var index = indices[ j ];
  541. var weight = subDeformer.weights[ j ];
  542. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  543. weightTable[ index ].push( {
  544. id: subDeformer.index,
  545. weight: weight
  546. } );
  547. }
  548. }
  549. }
  550. var faceVertexBuffer = [];
  551. var polygonIndex = 0;
  552. var displayedWeightsWarning = false;
  553. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  554. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  555. var endOfFace = false;
  556. if ( vertexIndex < 0 ) {
  557. vertexIndex = vertexIndex ^ - 1;
  558. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  559. endOfFace = true;
  560. }
  561. var vertex = new Vertex();
  562. var weightIndices = [];
  563. var weights = [];
  564. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  565. if ( deformer ) {
  566. if ( weightTable[ vertexIndex ] !== undefined ) {
  567. var array = weightTable[ vertexIndex ];
  568. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  569. weights.push( array[ j ].weight );
  570. weightIndices.push( array[ j ].id );
  571. }
  572. }
  573. if ( weights.length > 4 ) {
  574. if ( ! displayedWeightsWarning ) {
  575. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  576. displayedWeightsWarning = true;
  577. }
  578. var WIndex = [ 0, 0, 0, 0 ];
  579. var Weight = [ 0, 0, 0, 0 ];
  580. weights.forEach( function ( weight, weightIndex ) {
  581. var currentWeight = weight;
  582. var currentIndex = weightIndices[ weightIndex ];
  583. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  584. if ( currentWeight > comparedWeight ) {
  585. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  586. currentWeight = comparedWeight;
  587. var tmp = WIndex[ comparedWeightIndex ];
  588. WIndex[ comparedWeightIndex ] = currentIndex;
  589. currentIndex = tmp;
  590. }
  591. } );
  592. } );
  593. weightIndices = WIndex;
  594. weights = Weight;
  595. }
  596. for ( var i = weights.length; i < 4; ++ i ) {
  597. weights[ i ] = 0;
  598. weightIndices[ i ] = 0;
  599. }
  600. vertex.skinWeights.fromArray( weights );
  601. vertex.skinIndices.fromArray( weightIndices );
  602. }
  603. if ( normalInfo ) {
  604. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  605. }
  606. if ( uvInfo ) {
  607. for ( var i = 0; i < uvInfo.length; i ++ ) {
  608. var uvTemp = new THREE.Vector2();
  609. vertex.uv.push( uvTemp.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] ) ) );
  610. }
  611. }
  612. if ( colorInfo ) {
  613. vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
  614. }
  615. faceVertexBuffer.push( vertex );
  616. if ( endOfFace ) {
  617. var face = new Face();
  618. face.genTrianglesFromVertices( faceVertexBuffer );
  619. if ( materialInfo !== undefined ) {
  620. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  621. face.materialIndex = materials[ 0 ];
  622. } else {
  623. // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
  624. // Set 0 in such a case.
  625. face.materialIndex = 0;
  626. }
  627. geometry.faces.push( face );
  628. faceVertexBuffer = [];
  629. polygonIndex ++;
  630. endOfFace = false;
  631. }
  632. }
  633. /**
  634. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  635. */
  636. var bufferInfo = geometry.flattenToBuffers();
  637. var geo = new THREE.BufferGeometry();
  638. geo.name = geometryNode.name;
  639. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
  640. if ( bufferInfo.normalBuffer.length > 0 ) {
  641. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
  642. }
  643. if ( bufferInfo.uvBuffers.length > 0 ) {
  644. for ( var i = 0; i < bufferInfo.uvBuffers.length; i ++ ) {
  645. var name = 'uv' + ( i + 1 ).toString();
  646. if ( i == 0 ) {
  647. name = 'uv';
  648. }
  649. geo.addAttribute( name, new THREE.Float32BufferAttribute( bufferInfo.uvBuffers[ i ], 2 ) );
  650. }
  651. }
  652. if ( subNodes.LayerElementColor ) {
  653. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
  654. }
  655. if ( deformer ) {
  656. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  657. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  658. geo.FBX_Deformer = deformer;
  659. }
  660. if ( materialInfo.mappingType !== 'AllSame' ) {
  661. // Convert the material indices of each vertex into rendering groups on the geometry.
  662. var materialIndexBuffer = bufferInfo.materialIndexBuffer;
  663. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  664. var startIndex = 0;
  665. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  666. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  667. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  668. prevMaterialIndex = materialIndexBuffer[ i ];
  669. startIndex = i;
  670. }
  671. }
  672. // the loop above doesn't add the last group, do that here.
  673. if ( geo.groups.length > 0 ) {
  674. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  675. var lastIndex = lastGroup.start + lastGroup.count;
  676. if ( lastIndex !== materialIndexBuffer.length ) {
  677. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  678. }
  679. }
  680. // case where there are multiple materials but the whole geometry is only
  681. // using one of them
  682. if ( geo.groups.length === 0 ) {
  683. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  684. }
  685. }
  686. return geo;
  687. }
  688. /**
  689. * Parses normal information for geometry.
  690. * @param {FBXGeometryNode} geometryNode
  691. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  692. */
  693. function getNormals( NormalNode ) {
  694. var mappingType = NormalNode.properties.MappingInformationType;
  695. var referenceType = NormalNode.properties.ReferenceInformationType;
  696. var buffer = parseNumberArray( NormalNode.subNodes.Normals.properties.a );
  697. var indexBuffer = [];
  698. if ( referenceType === 'IndexToDirect' ) {
  699. if ( 'NormalIndex' in NormalNode.subNodes ) {
  700. indexBuffer = parseNumberArray( NormalNode.subNodes.NormalIndex.properties.a );
  701. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  702. indexBuffer = NormalNode.subNodes.NormalsIndex.properties.a;
  703. }
  704. }
  705. return {
  706. dataSize: 3,
  707. buffer: buffer,
  708. indices: indexBuffer,
  709. mappingType: mappingType,
  710. referenceType: referenceType
  711. };
  712. }
  713. /**
  714. * Parses UV information for geometry.
  715. * @param {FBXGeometryNode} geometryNode
  716. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  717. */
  718. function getUVs( UVNode ) {
  719. var mappingType = UVNode.properties.MappingInformationType;
  720. var referenceType = UVNode.properties.ReferenceInformationType;
  721. var buffer = parseNumberArray( UVNode.subNodes.UV.properties.a );
  722. var indexBuffer = [];
  723. if ( referenceType === 'IndexToDirect' ) {
  724. indexBuffer = parseNumberArray( UVNode.subNodes.UVIndex.properties.a );
  725. }
  726. return {
  727. dataSize: 2,
  728. buffer: buffer,
  729. indices: indexBuffer,
  730. mappingType: mappingType,
  731. referenceType: referenceType
  732. };
  733. }
  734. /**
  735. * Parses Vertex Color information for geometry.
  736. * @param {FBXGeometryNode} geometryNode
  737. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  738. */
  739. function getColors( ColorNode ) {
  740. var mappingType = ColorNode.properties.MappingInformationType;
  741. var referenceType = ColorNode.properties.ReferenceInformationType;
  742. var buffer = ColorNode.subNodes.Colors.properties.a;
  743. var indexBuffer = [];
  744. if ( referenceType === 'IndexToDirect' ) {
  745. indexBuffer = ColorNode.subNodes.ColorIndex.properties.a;
  746. }
  747. return {
  748. dataSize: 4,
  749. buffer: buffer,
  750. indices: indexBuffer,
  751. mappingType: mappingType,
  752. referenceType: referenceType
  753. };
  754. }
  755. /**
  756. * Parses material application information for geometry.
  757. * @param {FBXGeometryNode}
  758. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  759. */
  760. function getMaterials( MaterialNode ) {
  761. var mappingType = MaterialNode.properties.MappingInformationType;
  762. var referenceType = MaterialNode.properties.ReferenceInformationType;
  763. if ( mappingType === 'NoMappingInformation' ) {
  764. return {
  765. dataSize: 1,
  766. buffer: [ 0 ],
  767. indices: [ 0 ],
  768. mappingType: 'AllSame',
  769. referenceType: referenceType
  770. };
  771. }
  772. var materialIndexBuffer = parseNumberArray( MaterialNode.subNodes.Materials.properties.a );
  773. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  774. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  775. // for conforming with the other functions we've written for other data.
  776. var materialIndices = [];
  777. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  778. materialIndices.push( materialIndexBufferIndex );
  779. }
  780. return {
  781. dataSize: 1,
  782. buffer: materialIndexBuffer,
  783. indices: materialIndices,
  784. mappingType: mappingType,
  785. referenceType: referenceType
  786. };
  787. }
  788. /**
  789. * Function uses the infoObject and given indices to return value array of object.
  790. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  791. * @param {number} polygonIndex - Index of polygon in geometry.
  792. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  793. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  794. * @returns {number[]}
  795. */
  796. var dataArray = [];
  797. var GetData = {
  798. ByPolygonVertex: {
  799. /**
  800. * Function uses the infoObject and given indices to return value array of object.
  801. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  802. * @param {number} polygonIndex - Index of polygon in geometry.
  803. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  804. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  805. * @returns {number[]}
  806. */
  807. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  808. var from = ( polygonVertexIndex * infoObject.dataSize );
  809. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  810. // return infoObject.buffer.slice( from, to );
  811. return slice( dataArray, infoObject.buffer, from, to );
  812. },
  813. /**
  814. * Function uses the infoObject and given indices to return value array of object.
  815. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  816. * @param {number} polygonIndex - Index of polygon in geometry.
  817. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  818. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  819. * @returns {number[]}
  820. */
  821. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  822. var index = infoObject.indices[ polygonVertexIndex ];
  823. var from = ( index * infoObject.dataSize );
  824. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  825. // return infoObject.buffer.slice( from, to );
  826. return slice( dataArray, infoObject.buffer, from, to );
  827. }
  828. },
  829. ByPolygon: {
  830. /**
  831. * Function uses the infoObject and given indices to return value array of object.
  832. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  833. * @param {number} polygonIndex - Index of polygon in geometry.
  834. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  835. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  836. * @returns {number[]}
  837. */
  838. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  839. var from = polygonIndex * infoObject.dataSize;
  840. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  841. // return infoObject.buffer.slice( from, to );
  842. return slice( dataArray, infoObject.buffer, from, to );
  843. },
  844. /**
  845. * Function uses the infoObject and given indices to return value array of object.
  846. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  847. * @param {number} polygonIndex - Index of polygon in geometry.
  848. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  849. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  850. * @returns {number[]}
  851. */
  852. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  853. var index = infoObject.indices[ polygonIndex ];
  854. var from = index * infoObject.dataSize;
  855. var to = index * infoObject.dataSize + infoObject.dataSize;
  856. // return infoObject.buffer.slice( from, to );
  857. return slice( dataArray, infoObject.buffer, from, to );
  858. }
  859. },
  860. ByVertice: {
  861. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  862. var from = ( vertexIndex * infoObject.dataSize );
  863. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  864. // return infoObject.buffer.slice( from, to );
  865. return slice( dataArray, infoObject.buffer, from, to );
  866. }
  867. },
  868. AllSame: {
  869. /**
  870. * Function uses the infoObject and given indices to return value array of object.
  871. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  872. * @param {number} polygonIndex - Index of polygon in geometry.
  873. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  874. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  875. * @returns {number[]}
  876. */
  877. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  878. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  879. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  880. // return infoObject.buffer.slice( from, to );
  881. return slice( dataArray, infoObject.buffer, from, to );
  882. }
  883. }
  884. };
  885. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  886. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  887. }
  888. /**
  889. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  890. * @param {FBXGeometryNode} geometryNode
  891. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  892. * @returns {THREE.BufferGeometry}
  893. */
  894. function parseNurbsGeometry( geometryNode ) {
  895. if ( THREE.NURBSCurve === undefined ) {
  896. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  897. return new THREE.BufferGeometry();
  898. }
  899. var order = parseInt( geometryNode.properties.Order );
  900. if ( isNaN( order ) ) {
  901. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  902. return new THREE.BufferGeometry();
  903. }
  904. var degree = order - 1;
  905. var knots = geometryNode.subNodes.KnotVector.properties.a;
  906. var controlPoints = [];
  907. var pointsValues = geometryNode.subNodes.Points.properties.a;
  908. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  909. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  910. }
  911. var startKnot, endKnot;
  912. if ( geometryNode.properties.Form === 'Closed' ) {
  913. controlPoints.push( controlPoints[ 0 ] );
  914. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  915. startKnot = degree;
  916. endKnot = knots.length - 1 - startKnot;
  917. for ( var i = 0; i < degree; ++ i ) {
  918. controlPoints.push( controlPoints[ i ] );
  919. }
  920. }
  921. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  922. var vertices = curve.getPoints( controlPoints.length * 7 );
  923. var positions = new Float32Array( vertices.length * 3 );
  924. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  925. vertices[ i ].toArray( positions, i * 3 );
  926. }
  927. var geometry = new THREE.BufferGeometry();
  928. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  929. return geometry;
  930. }
  931. /**
  932. * Finally generates Scene graph and Scene graph Objects.
  933. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  934. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  935. * @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
  936. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  937. * @param {Map<number, THREE.Material>} materialMap
  938. * @returns {THREE.Group}
  939. */
  940. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  941. var sceneGraph = new THREE.Group();
  942. var ModelNode = FBXTree.Objects.subNodes.Model;
  943. /**
  944. * @type {Array.<THREE.Object3D>}
  945. */
  946. var modelArray = [];
  947. /**
  948. * @type {Map.<number, THREE.Object3D>}
  949. */
  950. var modelMap = new Map();
  951. for ( var nodeID in ModelNode ) {
  952. var id = parseInt( nodeID );
  953. var node = ModelNode[ nodeID ];
  954. var conns = connections.get( id );
  955. var model = null;
  956. for ( var i = 0; i < conns.parents.length; ++ i ) {
  957. for ( var FBX_ID in deformers ) {
  958. var deformer = deformers[ FBX_ID ];
  959. var subDeformers = deformer.map;
  960. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  961. if ( subDeformer ) {
  962. var model2 = model;
  963. model = new THREE.Bone();
  964. deformer.bones[ subDeformer.index ] = model;
  965. // seems like we need this not to make non-connected bone, maybe?
  966. // TODO: confirm
  967. if ( model2 !== null ) model.add( model2 );
  968. }
  969. }
  970. }
  971. if ( ! model ) {
  972. switch ( node.attrType ) {
  973. case 'Camera':
  974. /* ***********
  975. * Supported camera types:
  976. * PerspectiveCamera
  977. * OrthographicCamera
  978. ************** */
  979. var cameraAttribute;
  980. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  981. var childID = conns.children[ childrenIndex ].ID;
  982. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  983. if ( attr !== undefined && attr.properties !== undefined ) {
  984. cameraAttribute = attr.properties;
  985. }
  986. }
  987. if ( cameraAttribute === undefined ) {
  988. model = new THREE.Object3D();
  989. } else {
  990. var type = 0;
  991. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  992. type = 1;
  993. }
  994. var nearClippingPlane = 1;
  995. if ( cameraAttribute.NearPlane !== undefined ) {
  996. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  997. }
  998. var farClippingPlane = 1000;
  999. if ( cameraAttribute.FarPlane !== undefined ) {
  1000. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  1001. }
  1002. var width = window.innerWidth;
  1003. var height = window.innerHeight;
  1004. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1005. width = cameraAttribute.AspectWidth.value;
  1006. height = cameraAttribute.AspectHeight.value;
  1007. }
  1008. var aspect = width / height;
  1009. var fov = 45;
  1010. if ( cameraAttribute.FieldOfView !== undefined ) {
  1011. fov = cameraAttribute.FieldOfView.value;
  1012. }
  1013. switch ( type ) {
  1014. case 0: // Perspective
  1015. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1016. break;
  1017. case 1: // Orthographic
  1018. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1019. break;
  1020. default:
  1021. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1022. model = new THREE.Object3D();
  1023. break;
  1024. }
  1025. }
  1026. break;
  1027. case 'Light':
  1028. /* ***********
  1029. * Supported light types:
  1030. * DirectionalLight
  1031. * PointLight
  1032. * SpotLight
  1033. ************** */
  1034. var lightAttribute;
  1035. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1036. var childID = conns.children[ childrenIndex ].ID;
  1037. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  1038. if ( attr !== undefined && attr.properties !== undefined ) {
  1039. lightAttribute = attr.properties;
  1040. }
  1041. }
  1042. if ( lightAttribute === undefined ) {
  1043. model = new THREE.Object3D();
  1044. } else {
  1045. var type;
  1046. // LightType can be undefined for Point lights
  1047. if ( lightAttribute.LightType === undefined ) {
  1048. type = 0;
  1049. } else {
  1050. type = lightAttribute.LightType.value;
  1051. }
  1052. var color = 0xffffff;
  1053. if ( lightAttribute.Color !== undefined ) {
  1054. color = parseColor( lightAttribute.Color.value );
  1055. }
  1056. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1057. // light disabled
  1058. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1059. intensity = 0;
  1060. }
  1061. var distance = 0;
  1062. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1063. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1064. distance = 0;
  1065. } else {
  1066. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1067. }
  1068. }
  1069. // TODO
  1070. // could be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1071. var decay = 1;
  1072. switch ( type ) {
  1073. case 0: // Point
  1074. model = new THREE.PointLight( color, intensity, distance, decay );
  1075. break;
  1076. case 1: // Directional
  1077. model = new THREE.DirectionalLight( color, intensity );
  1078. break;
  1079. case 2: // Spot
  1080. var angle = Math.PI / 3;
  1081. if ( lightAttribute.InnerAngle !== undefined ) {
  1082. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1083. }
  1084. var penumbra = 0;
  1085. if ( lightAttribute.OuterAngle !== undefined ) {
  1086. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1087. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1088. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1089. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1090. penumbra = Math.max( penumbra, 1 );
  1091. }
  1092. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1093. break;
  1094. default:
  1095. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1096. model = new THREE.PointLight( color, intensity );
  1097. break;
  1098. }
  1099. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1100. model.castShadow = true;
  1101. }
  1102. }
  1103. break;
  1104. case 'Mesh':
  1105. /**
  1106. * @type {?THREE.BufferGeometry}
  1107. */
  1108. var geometry = null;
  1109. /**
  1110. * @type {THREE.MultiMaterial|THREE.Material}
  1111. */
  1112. var material = null;
  1113. /**
  1114. * @type {Array.<THREE.Material>}
  1115. */
  1116. var materials = [];
  1117. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1118. var child = conns.children[ childrenIndex ];
  1119. if ( geometryMap.has( child.ID ) ) {
  1120. geometry = geometryMap.get( child.ID );
  1121. }
  1122. if ( materialMap.has( child.ID ) ) {
  1123. materials.push( materialMap.get( child.ID ) );
  1124. }
  1125. }
  1126. if ( materials.length > 1 ) {
  1127. material = materials;
  1128. } else if ( materials.length > 0 ) {
  1129. material = materials[ 0 ];
  1130. } else {
  1131. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1132. materials.push( material );
  1133. }
  1134. if ( 'color' in geometry.attributes ) {
  1135. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1136. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1137. }
  1138. }
  1139. if ( geometry.FBX_Deformer ) {
  1140. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1141. materials[ materialsIndex ].skinning = true;
  1142. }
  1143. model = new THREE.SkinnedMesh( geometry, material );
  1144. } else {
  1145. model = new THREE.Mesh( geometry, material );
  1146. }
  1147. break;
  1148. case 'NurbsCurve':
  1149. var geometry = null;
  1150. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1151. var child = conns.children[ childrenIndex ];
  1152. if ( geometryMap.has( child.ID ) ) {
  1153. geometry = geometryMap.get( child.ID );
  1154. }
  1155. }
  1156. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1157. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1158. model = new THREE.Line( geometry, material );
  1159. break;
  1160. default:
  1161. model = new THREE.Group();
  1162. break;
  1163. }
  1164. }
  1165. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  1166. model.FBX_ID = id;
  1167. modelArray.push( model );
  1168. modelMap.set( id, model );
  1169. }
  1170. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1171. var model = modelArray[ modelArrayIndex ];
  1172. var node = ModelNode[ model.FBX_ID ];
  1173. if ( 'Lcl_Translation' in node.properties ) {
  1174. model.position.fromArray( node.properties.Lcl_Translation.value );
  1175. }
  1176. if ( 'Lcl_Rotation' in node.properties ) {
  1177. var rotation = node.properties.Lcl_Rotation.value.map( degreeToRadian );
  1178. rotation.push( 'ZYX' );
  1179. model.rotation.fromArray( rotation );
  1180. }
  1181. if ( 'Lcl_Scaling' in node.properties ) {
  1182. model.scale.fromArray( node.properties.Lcl_Scaling.value );
  1183. }
  1184. if ( 'PreRotation' in node.properties ) {
  1185. var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
  1186. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1187. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1188. preRotations.multiply( currentRotation );
  1189. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1190. }
  1191. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1192. if ( 'GeometricTranslation' in node.properties ) {
  1193. var array = node.properties.GeometricTranslation.value;
  1194. model.traverse( function ( child ) {
  1195. if ( child.geometry ) {
  1196. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1197. }
  1198. } );
  1199. }
  1200. if ( 'LookAtProperty' in node.properties ) {
  1201. var conns = connections.get( model.FBX_ID );
  1202. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1203. var child = conns.children[ childrenIndex ];
  1204. if ( child.relationship === 'LookAtProperty' ) {
  1205. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1206. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1207. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1208. // DirectionalLight, SpotLight
  1209. if ( model.target !== undefined ) {
  1210. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1211. sceneGraph.add( model.target );
  1212. } else { // Cameras and other Object3Ds
  1213. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1214. }
  1215. }
  1216. }
  1217. }
  1218. }
  1219. var conns = connections.get( model.FBX_ID );
  1220. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1221. var pIndex = findIndex( modelArray, function ( mod ) {
  1222. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1223. } );
  1224. if ( pIndex > - 1 ) {
  1225. modelArray[ pIndex ].add( model );
  1226. break;
  1227. }
  1228. }
  1229. if ( model.parent === null ) {
  1230. sceneGraph.add( model );
  1231. }
  1232. }
  1233. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1234. sceneGraph.updateMatrixWorld( true );
  1235. var worldMatrices = new Map();
  1236. // Put skeleton into bind pose.
  1237. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1238. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1239. for ( var nodeID in BindPoseNode ) {
  1240. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1241. BindPoseNode = BindPoseNode[ nodeID ];
  1242. break;
  1243. }
  1244. }
  1245. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1246. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1247. var node = PoseNode[ PoseNodeIndex ];
  1248. var rawMatWrd = node.subNodes.Matrix.properties.a;
  1249. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1250. }
  1251. }
  1252. for ( var FBX_ID in deformers ) {
  1253. var deformer = deformers[ FBX_ID ];
  1254. var subDeformers = deformer.map;
  1255. for ( var key in subDeformers ) {
  1256. var subDeformer = subDeformers[ key ];
  1257. var subDeformerIndex = subDeformer.index;
  1258. /**
  1259. * @type {THREE.Bone}
  1260. */
  1261. var bone = deformer.bones[ subDeformerIndex ];
  1262. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1263. break;
  1264. }
  1265. var mat = worldMatrices.get( bone.FBX_ID );
  1266. bone.matrixWorld.copy( mat );
  1267. }
  1268. // Now that skeleton is in bind pose, bind to model.
  1269. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1270. var conns = connections.get( deformer.FBX_ID );
  1271. var parents = conns.parents;
  1272. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1273. var parent = parents[ parentsIndex ];
  1274. if ( geometryMap.has( parent.ID ) ) {
  1275. var geoID = parent.ID;
  1276. var geoConns = connections.get( geoID );
  1277. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1278. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1279. var model = modelMap.get( geoConns.parents[ i ].ID );
  1280. //ASSERT model typeof SkinnedMesh
  1281. model.bind( deformer.skeleton, model.matrixWorld );
  1282. break;
  1283. }
  1284. }
  1285. }
  1286. }
  1287. }
  1288. //Skeleton is now bound, return objects to starting
  1289. //world positions.
  1290. sceneGraph.updateMatrixWorld( true );
  1291. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1292. // to attach animations to, since FBX treats animations as animations for the entire scene,
  1293. // not just for individual objects.
  1294. sceneGraph.skeleton = {
  1295. bones: modelArray
  1296. };
  1297. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1298. addAnimations( sceneGraph, animations );
  1299. // Parse ambient color - if it's not set to black (default), create an ambient light
  1300. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1301. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1302. var r = ambientColor[ 0 ];
  1303. var g = ambientColor[ 1 ];
  1304. var b = ambientColor[ 2 ];
  1305. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1306. var color = new THREE.Color( r, g, b );
  1307. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1308. }
  1309. }
  1310. return sceneGraph;
  1311. }
  1312. /**
  1313. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  1314. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  1315. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1316. */
  1317. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1318. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1319. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1320. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1321. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1322. var fps = 30; // default framerate
  1323. if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
  1324. /* Autodesk time mode documentation can be found here:
  1325. * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
  1326. */
  1327. var timeModeEnum = [
  1328. 30, // 0: eDefaultMode
  1329. 120, // 1: eFrames120
  1330. 100, // 2: eFrames100
  1331. 60, // 3: eFrames60
  1332. 50, // 4: eFrames50
  1333. 48, // 5: eFrames48
  1334. 30, // 6: eFrames30 (black and white NTSC )
  1335. 30, // 7: eFrames30Drop
  1336. 29.97, // 8: eNTSCDropFrame
  1337. 29.97, // 90: eNTSCFullFrame
  1338. 25, // 10: ePal ( PAL/SECAM )
  1339. 24, // 11: eFrames24 (Film/Cinema)
  1340. 1, // 12: eFrames1000 (use for date time))
  1341. 23.976, // 13: eFilmFullFrame
  1342. 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
  1343. 96, // 15: eFrames96
  1344. 72, // 16: eFrames72
  1345. 59.94, // 17: eFrames59dot94
  1346. ];
  1347. var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
  1348. if ( eMode === 14 ) {
  1349. if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
  1350. fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
  1351. fps = ( fps === - 1 ) ? 30 : fps;
  1352. }
  1353. } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
  1354. fps = timeModeEnum[ eMode ];
  1355. }
  1356. }
  1357. /**
  1358. * @type {{
  1359. curves: 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. layers: Map<number, {
  1479. T: {
  1480. id: number;
  1481. attr: string;
  1482. internalID: number;
  1483. attrX: boolean;
  1484. attrY: boolean;
  1485. attrZ: boolean;
  1486. containerBoneID: number;
  1487. containerID: number;
  1488. curves: {
  1489. x: {
  1490. version: any;
  1491. id: number;
  1492. internalID: number;
  1493. times: number[];
  1494. values: number[];
  1495. attrFlag: number[];
  1496. attrData: number[];
  1497. };
  1498. y: {
  1499. version: any;
  1500. id: number;
  1501. internalID: number;
  1502. times: number[];
  1503. values: number[];
  1504. attrFlag: number[];
  1505. attrData: number[];
  1506. };
  1507. z: {
  1508. version: any;
  1509. id: number;
  1510. internalID: number;
  1511. times: number[];
  1512. values: number[];
  1513. attrFlag: number[];
  1514. attrData: number[];
  1515. };
  1516. },
  1517. },
  1518. R: {
  1519. id: number;
  1520. attr: string;
  1521. internalID: number;
  1522. attrX: boolean;
  1523. attrY: boolean;
  1524. attrZ: boolean;
  1525. containerBoneID: number;
  1526. containerID: number;
  1527. curves: {
  1528. x: {
  1529. version: any;
  1530. id: number;
  1531. internalID: number;
  1532. times: number[];
  1533. values: number[];
  1534. attrFlag: number[];
  1535. attrData: number[];
  1536. };
  1537. y: {
  1538. version: any;
  1539. id: number;
  1540. internalID: number;
  1541. times: number[];
  1542. values: number[];
  1543. attrFlag: number[];
  1544. attrData: number[];
  1545. };
  1546. z: {
  1547. version: any;
  1548. id: number;
  1549. internalID: number;
  1550. times: number[];
  1551. values: number[];
  1552. attrFlag: number[];
  1553. attrData: number[];
  1554. };
  1555. },
  1556. },
  1557. S: {
  1558. id: number;
  1559. attr: string;
  1560. internalID: number;
  1561. attrX: boolean;
  1562. attrY: boolean;
  1563. attrZ: boolean;
  1564. containerBoneID: number;
  1565. containerID: number;
  1566. curves: {
  1567. x: {
  1568. version: any;
  1569. id: number;
  1570. internalID: number;
  1571. times: number[];
  1572. values: number[];
  1573. attrFlag: number[];
  1574. attrData: number[];
  1575. };
  1576. y: {
  1577. version: any;
  1578. id: number;
  1579. internalID: number;
  1580. times: number[];
  1581. values: number[];
  1582. attrFlag: number[];
  1583. attrData: number[];
  1584. };
  1585. z: {
  1586. version: any;
  1587. id: number;
  1588. internalID: number;
  1589. times: number[];
  1590. values: number[];
  1591. attrFlag: number[];
  1592. attrData: number[];
  1593. };
  1594. },
  1595. }
  1596. }[]>,
  1597. stacks: Map<number, {
  1598. name: string,
  1599. layers: {
  1600. T: {
  1601. id: number;
  1602. attr: string;
  1603. internalID: number;
  1604. attrX: boolean;
  1605. attrY: boolean;
  1606. attrZ: boolean;
  1607. containerBoneID: number;
  1608. containerID: number;
  1609. curves: {
  1610. x: {
  1611. version: any;
  1612. id: number;
  1613. internalID: number;
  1614. times: number[];
  1615. values: number[];
  1616. attrFlag: number[];
  1617. attrData: number[];
  1618. };
  1619. y: {
  1620. version: any;
  1621. id: number;
  1622. internalID: number;
  1623. times: number[];
  1624. values: number[];
  1625. attrFlag: number[];
  1626. attrData: number[];
  1627. };
  1628. z: {
  1629. version: any;
  1630. id: number;
  1631. internalID: number;
  1632. times: number[];
  1633. values: number[];
  1634. attrFlag: number[];
  1635. attrData: number[];
  1636. };
  1637. };
  1638. };
  1639. R: {
  1640. id: number;
  1641. attr: string;
  1642. internalID: number;
  1643. attrX: boolean;
  1644. attrY: boolean;
  1645. attrZ: boolean;
  1646. containerBoneID: number;
  1647. containerID: number;
  1648. curves: {
  1649. x: {
  1650. version: any;
  1651. id: number;
  1652. internalID: number;
  1653. times: number[];
  1654. values: number[];
  1655. attrFlag: number[];
  1656. attrData: number[];
  1657. };
  1658. y: {
  1659. version: any;
  1660. id: number;
  1661. internalID: number;
  1662. times: number[];
  1663. values: number[];
  1664. attrFlag: number[];
  1665. attrData: number[];
  1666. };
  1667. z: {
  1668. version: any;
  1669. id: number;
  1670. internalID: number;
  1671. times: number[];
  1672. values: number[];
  1673. attrFlag: number[];
  1674. attrData: number[];
  1675. };
  1676. };
  1677. };
  1678. S: {
  1679. id: number;
  1680. attr: string;
  1681. internalID: number;
  1682. attrX: boolean;
  1683. attrY: boolean;
  1684. attrZ: boolean;
  1685. containerBoneID: number;
  1686. containerID: number;
  1687. curves: {
  1688. x: {
  1689. version: any;
  1690. id: number;
  1691. internalID: number;
  1692. times: number[];
  1693. values: number[];
  1694. attrFlag: number[];
  1695. attrData: number[];
  1696. };
  1697. y: {
  1698. version: any;
  1699. id: number;
  1700. internalID: number;
  1701. times: number[];
  1702. values: number[];
  1703. attrFlag: number[];
  1704. attrData: number[];
  1705. };
  1706. z: {
  1707. version: any;
  1708. id: number;
  1709. internalID: number;
  1710. times: number[];
  1711. values: number[];
  1712. attrFlag: number[];
  1713. attrData: number[];
  1714. };
  1715. };
  1716. };
  1717. }[][],
  1718. length: number,
  1719. frames: number }>,
  1720. length: number,
  1721. fps: number,
  1722. frames: number
  1723. }}
  1724. */
  1725. var returnObject = {
  1726. curves: new Map(),
  1727. layers: {},
  1728. stacks: {},
  1729. length: 0,
  1730. fps: fps,
  1731. frames: 0
  1732. };
  1733. /**
  1734. * @type {Array.<{
  1735. id: number;
  1736. attr: string;
  1737. internalID: number;
  1738. attrX: boolean;
  1739. attrY: boolean;
  1740. attrZ: boolean;
  1741. containerBoneID: number;
  1742. containerID: number;
  1743. }>}
  1744. */
  1745. var animationCurveNodes = [];
  1746. for ( var nodeID in rawNodes ) {
  1747. if ( nodeID.match( /\d+/ ) ) {
  1748. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1749. animationCurveNodes.push( animationNode );
  1750. }
  1751. }
  1752. /**
  1753. * @type {Map.<number, {
  1754. id: number,
  1755. attr: string,
  1756. internalID: number,
  1757. attrX: boolean,
  1758. attrY: boolean,
  1759. attrZ: boolean,
  1760. containerBoneID: number,
  1761. containerID: number,
  1762. curves: {
  1763. x: {
  1764. version: any,
  1765. id: number,
  1766. internalID: number,
  1767. times: number[],
  1768. values: number[],
  1769. attrFlag: number[],
  1770. attrData: number[],
  1771. },
  1772. y: {
  1773. version: any,
  1774. id: number,
  1775. internalID: number,
  1776. times: number[],
  1777. values: number[],
  1778. attrFlag: number[],
  1779. attrData: number[],
  1780. },
  1781. z: {
  1782. version: any,
  1783. id: number,
  1784. internalID: number,
  1785. times: number[],
  1786. values: number[],
  1787. attrFlag: number[],
  1788. attrData: number[],
  1789. }
  1790. }
  1791. }>}
  1792. */
  1793. var tmpMap = new Map();
  1794. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1795. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1796. continue;
  1797. }
  1798. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1799. }
  1800. /**
  1801. * @type {{
  1802. version: any,
  1803. id: number,
  1804. internalID: number,
  1805. times: number[],
  1806. values: number[],
  1807. attrFlag: number[],
  1808. attrData: number[],
  1809. }[]}
  1810. */
  1811. var animationCurves = [];
  1812. for ( nodeID in rawCurves ) {
  1813. if ( nodeID.match( /\d+/ ) ) {
  1814. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1815. // seems like this check would be necessary?
  1816. if ( ! connections.has( animationCurve.id ) ) continue;
  1817. animationCurves.push( animationCurve );
  1818. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1819. var firstParentID = firstParentConn.ID;
  1820. var firstParentRelationship = firstParentConn.relationship;
  1821. var axis = '';
  1822. if ( firstParentRelationship.match( /X/ ) ) {
  1823. axis = 'x';
  1824. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1825. axis = 'y';
  1826. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1827. axis = 'z';
  1828. } else {
  1829. continue;
  1830. }
  1831. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1832. }
  1833. }
  1834. tmpMap.forEach( function ( curveNode ) {
  1835. var id = curveNode.containerBoneID;
  1836. if ( ! returnObject.curves.has( id ) ) {
  1837. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1838. }
  1839. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1840. if ( curveNode.attr === 'R' ) {
  1841. var curves = curveNode.curves;
  1842. // Seems like some FBX files have AnimationCurveNode
  1843. // which doesn't have any connected AnimationCurve.
  1844. // Setting animation parameter for them here.
  1845. if ( curves.x === null ) {
  1846. curves.x = {
  1847. version: null,
  1848. times: [ 0.0 ],
  1849. values: [ 0.0 ]
  1850. };
  1851. }
  1852. if ( curves.y === null ) {
  1853. curves.y = {
  1854. version: null,
  1855. times: [ 0.0 ],
  1856. values: [ 0.0 ]
  1857. };
  1858. }
  1859. if ( curves.z === null ) {
  1860. curves.z = {
  1861. version: null,
  1862. times: [ 0.0 ],
  1863. values: [ 0.0 ]
  1864. };
  1865. }
  1866. curves.x.values = curves.x.values.map( degreeToRadian );
  1867. curves.y.values = curves.y.values.map( degreeToRadian );
  1868. curves.z.values = curves.z.values.map( degreeToRadian );
  1869. if ( curveNode.preRotations !== null ) {
  1870. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1871. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1872. var frameRotation = new THREE.Euler();
  1873. var frameRotationQuaternion = new THREE.Quaternion();
  1874. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1875. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1876. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1877. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1878. curves.x.values[ frame ] = frameRotation.x;
  1879. curves.y.values[ frame ] = frameRotation.y;
  1880. curves.z.values[ frame ] = frameRotation.z;
  1881. }
  1882. }
  1883. }
  1884. } );
  1885. for ( var nodeID in rawLayers ) {
  1886. /**
  1887. * @type {{
  1888. T: {
  1889. id: number;
  1890. attr: string;
  1891. internalID: number;
  1892. attrX: boolean;
  1893. attrY: boolean;
  1894. attrZ: boolean;
  1895. containerBoneID: number;
  1896. containerID: number;
  1897. curves: {
  1898. x: {
  1899. version: any;
  1900. id: number;
  1901. internalID: number;
  1902. times: number[];
  1903. values: number[];
  1904. attrFlag: number[];
  1905. attrData: number[];
  1906. };
  1907. y: {
  1908. version: any;
  1909. id: number;
  1910. internalID: number;
  1911. times: number[];
  1912. values: number[];
  1913. attrFlag: number[];
  1914. attrData: number[];
  1915. };
  1916. z: {
  1917. version: any;
  1918. id: number;
  1919. internalID: number;
  1920. times: number[];
  1921. values: number[];
  1922. attrFlag: number[];
  1923. attrData: number[];
  1924. };
  1925. },
  1926. },
  1927. R: {
  1928. id: number;
  1929. attr: string;
  1930. internalID: number;
  1931. attrX: boolean;
  1932. attrY: boolean;
  1933. attrZ: boolean;
  1934. containerBoneID: number;
  1935. containerID: number;
  1936. curves: {
  1937. x: {
  1938. version: any;
  1939. id: number;
  1940. internalID: number;
  1941. times: number[];
  1942. values: number[];
  1943. attrFlag: number[];
  1944. attrData: number[];
  1945. };
  1946. y: {
  1947. version: any;
  1948. id: number;
  1949. internalID: number;
  1950. times: number[];
  1951. values: number[];
  1952. attrFlag: number[];
  1953. attrData: number[];
  1954. };
  1955. z: {
  1956. version: any;
  1957. id: number;
  1958. internalID: number;
  1959. times: number[];
  1960. values: number[];
  1961. attrFlag: number[];
  1962. attrData: number[];
  1963. };
  1964. },
  1965. },
  1966. S: {
  1967. id: number;
  1968. attr: string;
  1969. internalID: number;
  1970. attrX: boolean;
  1971. attrY: boolean;
  1972. attrZ: boolean;
  1973. containerBoneID: number;
  1974. containerID: number;
  1975. curves: {
  1976. x: {
  1977. version: any;
  1978. id: number;
  1979. internalID: number;
  1980. times: number[];
  1981. values: number[];
  1982. attrFlag: number[];
  1983. attrData: number[];
  1984. };
  1985. y: {
  1986. version: any;
  1987. id: number;
  1988. internalID: number;
  1989. times: number[];
  1990. values: number[];
  1991. attrFlag: number[];
  1992. attrData: number[];
  1993. };
  1994. z: {
  1995. version: any;
  1996. id: number;
  1997. internalID: number;
  1998. times: number[];
  1999. values: number[];
  2000. attrFlag: number[];
  2001. attrData: number[];
  2002. };
  2003. },
  2004. }
  2005. }[]}
  2006. */
  2007. var layer = [];
  2008. var children = connections.get( parseInt( nodeID ) ).children;
  2009. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  2010. // Skip lockInfluenceWeights
  2011. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  2012. var curveNode = tmpMap.get( children[ childIndex ].ID );
  2013. var boneID = curveNode.containerBoneID;
  2014. if ( layer[ boneID ] === undefined ) {
  2015. layer[ boneID ] = {
  2016. T: null,
  2017. R: null,
  2018. S: null
  2019. };
  2020. }
  2021. layer[ boneID ][ curveNode.attr ] = curveNode;
  2022. }
  2023. }
  2024. returnObject.layers[ nodeID ] = layer;
  2025. }
  2026. for ( var nodeID in rawStacks ) {
  2027. var layers = [];
  2028. var children = connections.get( parseInt( nodeID ) ).children;
  2029. var timestamps = { max: 0, min: Number.MAX_VALUE };
  2030. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  2031. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  2032. if ( currentLayer !== undefined ) {
  2033. layers.push( currentLayer );
  2034. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  2035. var layer = currentLayer[ currentLayerIndex ];
  2036. if ( layer ) {
  2037. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  2038. }
  2039. }
  2040. }
  2041. }
  2042. // Do we have an animation clip with actual length?
  2043. if ( timestamps.max > timestamps.min ) {
  2044. returnObject.stacks[ nodeID ] = {
  2045. name: rawStacks[ nodeID ].attrName,
  2046. layers: layers,
  2047. length: timestamps.max - timestamps.min,
  2048. frames: ( timestamps.max - timestamps.min ) * returnObject.fps
  2049. };
  2050. }
  2051. }
  2052. return returnObject;
  2053. }
  2054. /**
  2055. * @param {Object} FBXTree
  2056. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  2057. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  2058. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  2059. */
  2060. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  2061. var rawModels = FBXTree.Objects.subNodes.Model;
  2062. var returnObject = {
  2063. /**
  2064. * @type {number}
  2065. */
  2066. id: animationCurveNode.id,
  2067. /**
  2068. * @type {string}
  2069. */
  2070. attr: animationCurveNode.attrName,
  2071. /**
  2072. * @type {number}
  2073. */
  2074. internalID: animationCurveNode.id,
  2075. /**
  2076. * @type {boolean}
  2077. */
  2078. attrX: false,
  2079. /**
  2080. * @type {boolean}
  2081. */
  2082. attrY: false,
  2083. /**
  2084. * @type {boolean}
  2085. */
  2086. attrZ: false,
  2087. /**
  2088. * @type {number}
  2089. */
  2090. containerBoneID: - 1,
  2091. /**
  2092. * @type {number}
  2093. */
  2094. containerID: - 1,
  2095. curves: {
  2096. x: null,
  2097. y: null,
  2098. z: null
  2099. },
  2100. /**
  2101. * @type {number[]}
  2102. */
  2103. preRotations: null
  2104. };
  2105. if ( returnObject.attr.match( /S|R|T/ ) ) {
  2106. for ( var attributeKey in animationCurveNode.properties ) {
  2107. if ( attributeKey.match( /X/ ) ) {
  2108. returnObject.attrX = true;
  2109. }
  2110. if ( attributeKey.match( /Y/ ) ) {
  2111. returnObject.attrY = true;
  2112. }
  2113. if ( attributeKey.match( /Z/ ) ) {
  2114. returnObject.attrZ = true;
  2115. }
  2116. }
  2117. } else {
  2118. return null;
  2119. }
  2120. var conns = connections.get( returnObject.id );
  2121. var containerIndices = conns.parents;
  2122. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  2123. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  2124. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  2125. } );
  2126. if ( boneID > - 1 ) {
  2127. returnObject.containerBoneID = boneID;
  2128. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  2129. var model = rawModels[ returnObject.containerID.toString() ];
  2130. if ( 'PreRotation' in model.properties ) {
  2131. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  2132. }
  2133. break;
  2134. }
  2135. }
  2136. return returnObject;
  2137. }
  2138. /**
  2139. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  2140. */
  2141. function parseAnimationCurve( animationCurve ) {
  2142. return {
  2143. version: null,
  2144. id: animationCurve.id,
  2145. internalID: animationCurve.id,
  2146. times: parseNumberArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
  2147. values: parseNumberArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  2148. attrFlag: parseNumberArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  2149. attrData: animationCurve.subNodes.KeyAttrDataFloat.properties.a,
  2150. };
  2151. }
  2152. /**
  2153. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  2154. * than the max or min respectively.
  2155. * @param {{
  2156. T: {
  2157. id: number,
  2158. attr: string,
  2159. internalID: number,
  2160. attrX: boolean,
  2161. attrY: boolean,
  2162. attrZ: boolean,
  2163. containerBoneID: number,
  2164. containerID: number,
  2165. curves: {
  2166. x: {
  2167. version: any,
  2168. id: number,
  2169. internalID: number,
  2170. times: number[],
  2171. values: number[],
  2172. attrFlag: number[],
  2173. attrData: number[],
  2174. },
  2175. y: {
  2176. version: any,
  2177. id: number,
  2178. internalID: number,
  2179. times: number[],
  2180. values: number[],
  2181. attrFlag: number[],
  2182. attrData: number[],
  2183. },
  2184. z: {
  2185. version: any,
  2186. id: number,
  2187. internalID: number,
  2188. times: number[],
  2189. values: number[],
  2190. attrFlag: number[],
  2191. attrData: number[],
  2192. },
  2193. },
  2194. },
  2195. R: {
  2196. id: number,
  2197. attr: string,
  2198. internalID: number,
  2199. attrX: boolean,
  2200. attrY: boolean,
  2201. attrZ: boolean,
  2202. containerBoneID: number,
  2203. containerID: number,
  2204. curves: {
  2205. x: {
  2206. version: any,
  2207. id: number,
  2208. internalID: number,
  2209. times: number[],
  2210. values: number[],
  2211. attrFlag: number[],
  2212. attrData: number[],
  2213. },
  2214. y: {
  2215. version: any,
  2216. id: number,
  2217. internalID: number,
  2218. times: number[],
  2219. values: number[],
  2220. attrFlag: number[],
  2221. attrData: number[],
  2222. },
  2223. z: {
  2224. version: any,
  2225. id: number,
  2226. internalID: number,
  2227. times: number[],
  2228. values: number[],
  2229. attrFlag: number[],
  2230. attrData: number[],
  2231. },
  2232. },
  2233. },
  2234. S: {
  2235. id: number,
  2236. attr: string,
  2237. internalID: number,
  2238. attrX: boolean,
  2239. attrY: boolean,
  2240. attrZ: boolean,
  2241. containerBoneID: number,
  2242. containerID: number,
  2243. curves: {
  2244. x: {
  2245. version: any,
  2246. id: number,
  2247. internalID: number,
  2248. times: number[],
  2249. values: number[],
  2250. attrFlag: number[],
  2251. attrData: number[],
  2252. },
  2253. y: {
  2254. version: any,
  2255. id: number,
  2256. internalID: number,
  2257. times: number[],
  2258. values: number[],
  2259. attrFlag: number[],
  2260. attrData: number[],
  2261. },
  2262. z: {
  2263. version: any,
  2264. id: number,
  2265. internalID: number,
  2266. times: number[],
  2267. values: number[],
  2268. attrFlag: number[],
  2269. attrData: number[],
  2270. },
  2271. },
  2272. },
  2273. }} layer
  2274. */
  2275. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  2276. if ( layer.R ) {
  2277. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  2278. }
  2279. if ( layer.S ) {
  2280. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  2281. }
  2282. if ( layer.T ) {
  2283. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  2284. }
  2285. }
  2286. /**
  2287. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  2288. * exceeds the maximum or minimum.
  2289. * @param {{
  2290. x: {
  2291. version: any,
  2292. id: number,
  2293. internalID: number,
  2294. times: number[],
  2295. values: number[],
  2296. attrFlag: number[],
  2297. attrData: number[],
  2298. },
  2299. y: {
  2300. version: any,
  2301. id: number,
  2302. internalID: number,
  2303. times: number[],
  2304. values: number[],
  2305. attrFlag: number[],
  2306. attrData: number[],
  2307. },
  2308. z: {
  2309. version: any,
  2310. id: number,
  2311. internalID: number,
  2312. times: number[],
  2313. values: number[],
  2314. attrFlag: number[],
  2315. attrData: number[],
  2316. }
  2317. }} curve
  2318. */
  2319. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  2320. if ( curve.x ) {
  2321. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  2322. }
  2323. if ( curve.y ) {
  2324. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  2325. }
  2326. if ( curve.z ) {
  2327. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  2328. }
  2329. }
  2330. /**
  2331. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  2332. * @param {{times: number[]}} axis
  2333. */
  2334. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  2335. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  2336. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  2337. }
  2338. /**
  2339. * @param {{
  2340. curves: 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. layers: Map<number, {
  2460. T: {
  2461. id: number;
  2462. attr: string;
  2463. internalID: number;
  2464. attrX: boolean;
  2465. attrY: boolean;
  2466. attrZ: boolean;
  2467. containerBoneID: number;
  2468. containerID: number;
  2469. curves: {
  2470. x: {
  2471. version: any;
  2472. id: number;
  2473. internalID: number;
  2474. times: number[];
  2475. values: number[];
  2476. attrFlag: number[];
  2477. attrData: number[];
  2478. };
  2479. y: {
  2480. version: any;
  2481. id: number;
  2482. internalID: number;
  2483. times: number[];
  2484. values: number[];
  2485. attrFlag: number[];
  2486. attrData: number[];
  2487. };
  2488. z: {
  2489. version: any;
  2490. id: number;
  2491. internalID: number;
  2492. times: number[];
  2493. values: number[];
  2494. attrFlag: number[];
  2495. attrData: number[];
  2496. };
  2497. };
  2498. };
  2499. R: {
  2500. id: number;
  2501. attr: string;
  2502. internalID: number;
  2503. attrX: boolean;
  2504. attrY: boolean;
  2505. attrZ: boolean;
  2506. containerBoneID: number;
  2507. containerID: number;
  2508. curves: {
  2509. x: {
  2510. version: any;
  2511. id: number;
  2512. internalID: number;
  2513. times: number[];
  2514. values: number[];
  2515. attrFlag: number[];
  2516. attrData: number[];
  2517. };
  2518. y: {
  2519. version: any;
  2520. id: number;
  2521. internalID: number;
  2522. times: number[];
  2523. values: number[];
  2524. attrFlag: number[];
  2525. attrData: number[];
  2526. };
  2527. z: {
  2528. version: any;
  2529. id: number;
  2530. internalID: number;
  2531. times: number[];
  2532. values: number[];
  2533. attrFlag: number[];
  2534. attrData: number[];
  2535. };
  2536. };
  2537. };
  2538. S: {
  2539. id: number;
  2540. attr: string;
  2541. internalID: number;
  2542. attrX: boolean;
  2543. attrY: boolean;
  2544. attrZ: boolean;
  2545. containerBoneID: number;
  2546. containerID: number;
  2547. curves: {
  2548. x: {
  2549. version: any;
  2550. id: number;
  2551. internalID: number;
  2552. times: number[];
  2553. values: number[];
  2554. attrFlag: number[];
  2555. attrData: number[];
  2556. };
  2557. y: {
  2558. version: any;
  2559. id: number;
  2560. internalID: number;
  2561. times: number[];
  2562. values: number[];
  2563. attrFlag: number[];
  2564. attrData: number[];
  2565. };
  2566. z: {
  2567. version: any;
  2568. id: number;
  2569. internalID: number;
  2570. times: number[];
  2571. values: number[];
  2572. attrFlag: number[];
  2573. attrData: number[];
  2574. };
  2575. };
  2576. };
  2577. }[]>;
  2578. stacks: Map<number, {
  2579. name: string;
  2580. layers: {
  2581. T: {
  2582. id: number;
  2583. attr: string;
  2584. internalID: number;
  2585. attrX: boolean;
  2586. attrY: boolean;
  2587. attrZ: boolean;
  2588. containerBoneID: number;
  2589. containerID: number;
  2590. curves: {
  2591. x: {
  2592. version: any;
  2593. id: number;
  2594. internalID: number;
  2595. times: number[];
  2596. values: number[];
  2597. attrFlag: number[];
  2598. attrData: number[];
  2599. };
  2600. y: {
  2601. version: any;
  2602. id: number;
  2603. internalID: number;
  2604. times: number[];
  2605. values: number[];
  2606. attrFlag: number[];
  2607. attrData: number[];
  2608. };
  2609. z: {
  2610. version: any;
  2611. id: number;
  2612. internalID: number;
  2613. times: number[];
  2614. values: number[];
  2615. attrFlag: number[];
  2616. attrData: number[];
  2617. };
  2618. };
  2619. };
  2620. R: {
  2621. id: number;
  2622. attr: string;
  2623. internalID: number;
  2624. attrX: boolean;
  2625. attrY: boolean;
  2626. attrZ: boolean;
  2627. containerBoneID: number;
  2628. containerID: number;
  2629. curves: {
  2630. x: {
  2631. version: any;
  2632. id: number;
  2633. internalID: number;
  2634. times: number[];
  2635. values: number[];
  2636. attrFlag: number[];
  2637. attrData: number[];
  2638. };
  2639. y: {
  2640. version: any;
  2641. id: number;
  2642. internalID: number;
  2643. times: number[];
  2644. values: number[];
  2645. attrFlag: number[];
  2646. attrData: number[];
  2647. };
  2648. z: {
  2649. version: any;
  2650. id: number;
  2651. internalID: number;
  2652. times: number[];
  2653. values: number[];
  2654. attrFlag: number[];
  2655. attrData: number[];
  2656. };
  2657. };
  2658. };
  2659. S: {
  2660. id: number;
  2661. attr: string;
  2662. internalID: number;
  2663. attrX: boolean;
  2664. attrY: boolean;
  2665. attrZ: boolean;
  2666. containerBoneID: number;
  2667. containerID: number;
  2668. curves: {
  2669. x: {
  2670. version: any;
  2671. id: number;
  2672. internalID: number;
  2673. times: number[];
  2674. values: number[];
  2675. attrFlag: number[];
  2676. attrData: number[];
  2677. };
  2678. y: {
  2679. version: any;
  2680. id: number;
  2681. internalID: number;
  2682. times: number[];
  2683. values: number[];
  2684. attrFlag: number[];
  2685. attrData: number[];
  2686. };
  2687. z: {
  2688. version: any;
  2689. id: number;
  2690. internalID: number;
  2691. times: number[];
  2692. values: number[];
  2693. attrFlag: number[];
  2694. attrData: number[];
  2695. };
  2696. };
  2697. };
  2698. }[][];
  2699. length: number;
  2700. frames: number;
  2701. }>;
  2702. length: number;
  2703. fps: number;
  2704. frames: number;
  2705. }} animations,
  2706. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2707. */
  2708. function addAnimations( group, animations ) {
  2709. if ( group.animations === undefined ) {
  2710. group.animations = [];
  2711. }
  2712. var stacks = animations.stacks;
  2713. for ( var key in stacks ) {
  2714. var stack = stacks[ key ];
  2715. /**
  2716. * @type {{
  2717. * name: string,
  2718. * fps: number,
  2719. * length: number,
  2720. * hierarchy: Array.<{
  2721. * parent: number,
  2722. * name: string,
  2723. * keys: Array.<{
  2724. * time: number,
  2725. * pos: Array.<number>,
  2726. * rot: Array.<number>,
  2727. * scl: Array.<number>
  2728. * }>
  2729. * }>
  2730. * }}
  2731. */
  2732. var animationData = {
  2733. name: stack.name,
  2734. fps: animations.fps,
  2735. length: stack.length,
  2736. hierarchy: []
  2737. };
  2738. var bones = group.skeleton.bones;
  2739. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2740. var bone = bones[ bonesIndex ];
  2741. var name = bone.name.replace( /.*:/, '' );
  2742. var parentIndex = findIndex( bones, function ( parentBone ) {
  2743. return bone.parent === parentBone;
  2744. } );
  2745. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2746. }
  2747. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2748. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2749. var bone = bones[ bonesIndex ];
  2750. var boneIndex = bonesIndex;
  2751. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2752. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2753. var node = animationData.hierarchy[ hierarchyIndex ];
  2754. if ( node.name === bone.name ) {
  2755. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  2756. }
  2757. }
  2758. }
  2759. }
  2760. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2761. }
  2762. }
  2763. var euler = new THREE.Euler();
  2764. var quaternion = new THREE.Quaternion();
  2765. /**
  2766. * @param {THREE.Bone} bone
  2767. */
  2768. function generateKey( animations, animationNode, bone, frame ) {
  2769. var key = {
  2770. time: frame / animations.fps,
  2771. pos: bone.position.toArray(),
  2772. rot: bone.quaternion.toArray(),
  2773. scl: bone.scale.toArray()
  2774. };
  2775. if ( animationNode === undefined ) return key;
  2776. euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
  2777. try {
  2778. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2779. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2780. }
  2781. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2782. // Only update the euler's values if rotation is defined for the axis on this frame
  2783. if ( animationNode.R.curves.x.values[ frame ] ) {
  2784. euler.x = animationNode.R.curves.x.values[ frame ];
  2785. }
  2786. if ( animationNode.R.curves.y.values[ frame ] ) {
  2787. euler.y = animationNode.R.curves.y.values[ frame ];
  2788. }
  2789. if ( animationNode.R.curves.z.values[ frame ] ) {
  2790. euler.z = animationNode.R.curves.z.values[ frame ];
  2791. }
  2792. quaternion.setFromEuler( euler );
  2793. key.rot = quaternion.toArray();
  2794. }
  2795. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2796. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2797. }
  2798. } catch ( error ) {
  2799. // Curve is not fully plotted.
  2800. console.log( 'THREE.FBXLoader: ', bone );
  2801. console.log( 'THREE.FBXLoader: ', error );
  2802. }
  2803. return key;
  2804. }
  2805. var AXES = [ 'x', 'y', 'z' ];
  2806. function hasCurve( animationNode, attribute ) {
  2807. if ( animationNode === undefined ) {
  2808. return false;
  2809. }
  2810. var attributeNode = animationNode[ attribute ];
  2811. if ( ! attributeNode ) {
  2812. return false;
  2813. }
  2814. return AXES.every( function ( key ) {
  2815. return attributeNode.curves[ key ] !== null;
  2816. } );
  2817. }
  2818. function hasKeyOnFrame( attributeNode, frame ) {
  2819. return AXES.every( function ( key ) {
  2820. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2821. } );
  2822. }
  2823. function isKeyExistOnFrame( curve, frame ) {
  2824. return curve.values[ frame ] !== undefined;
  2825. }
  2826. /**
  2827. * An instance of a Vertex with data for drawing vertices to the screen.
  2828. * @constructor
  2829. */
  2830. function Vertex() {
  2831. /**
  2832. * Position of the vertex.
  2833. * @type {THREE.Vector3}
  2834. */
  2835. this.position = new THREE.Vector3();
  2836. /**
  2837. * Normal of the vertex
  2838. * @type {THREE.Vector3}
  2839. */
  2840. this.normal = new THREE.Vector3();
  2841. /**
  2842. * Array of UV coordinates of the vertex.
  2843. * @type {Array of THREE.Vector2}
  2844. */
  2845. this.uv = [];
  2846. /**
  2847. * Color of the vertex
  2848. * @type {THREE.Vector3}
  2849. */
  2850. this.color = new THREE.Vector3();
  2851. /**
  2852. * Indices of the bones vertex is influenced by.
  2853. * @type {THREE.Vector4}
  2854. */
  2855. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2856. /**
  2857. * Weights that each bone influences the vertex.
  2858. * @type {THREE.Vector4}
  2859. */
  2860. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2861. }
  2862. Object.assign( Vertex.prototype, {
  2863. copy: function ( target ) {
  2864. var returnVar = target || new Vertex();
  2865. returnVar.position.copy( this.position );
  2866. returnVar.normal.copy( this.normal );
  2867. returnVar.uv.copy( this.uv );
  2868. returnVar.skinIndices.copy( this.skinIndices );
  2869. returnVar.skinWeights.copy( this.skinWeights );
  2870. return returnVar;
  2871. },
  2872. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2873. this.position.toArray( vertexBuffer, vertexBuffer.length );
  2874. this.normal.toArray( normalBuffer, normalBuffer.length );
  2875. for ( var i = 0; i < this.uv.length; i ++ ) {
  2876. this.uv[ i ].toArray( uvBuffers[ i ], uvBuffers[ i ].length );
  2877. }
  2878. this.color.toArray( colorBuffer, colorBuffer.length );
  2879. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  2880. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  2881. }
  2882. } );
  2883. /**
  2884. * @constructor
  2885. */
  2886. function Triangle() {
  2887. /**
  2888. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2889. */
  2890. this.vertices = [];
  2891. }
  2892. Object.assign( Triangle.prototype, {
  2893. copy: function ( target ) {
  2894. var returnVar = target || new Triangle();
  2895. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2896. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2897. }
  2898. return returnVar;
  2899. },
  2900. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2901. var vertices = this.vertices;
  2902. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  2903. vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2904. }
  2905. }
  2906. } );
  2907. /**
  2908. * @constructor
  2909. */
  2910. function Face() {
  2911. /**
  2912. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2913. */
  2914. this.triangles = [];
  2915. this.materialIndex = 0;
  2916. }
  2917. Object.assign( Face.prototype, {
  2918. copy: function ( target ) {
  2919. var returnVar = target || new Face();
  2920. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2921. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2922. }
  2923. returnVar.materialIndex = this.materialIndex;
  2924. return returnVar;
  2925. },
  2926. genTrianglesFromVertices: function ( vertexArray ) {
  2927. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2928. var triangle = new Triangle();
  2929. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2930. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2931. triangle.vertices[ 2 ] = vertexArray[ i ];
  2932. this.triangles.push( triangle );
  2933. }
  2934. },
  2935. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
  2936. var triangles = this.triangles;
  2937. var materialIndex = this.materialIndex;
  2938. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  2939. triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2940. append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
  2941. }
  2942. }
  2943. } );
  2944. /**
  2945. * @constructor
  2946. */
  2947. function Geometry() {
  2948. /**
  2949. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: Array of THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2950. */
  2951. this.faces = [];
  2952. /**
  2953. * @type {{}|THREE.Skeleton}
  2954. */
  2955. this.skeleton = null;
  2956. }
  2957. Object.assign( Geometry.prototype, {
  2958. /**
  2959. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffers: Array of number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2960. */
  2961. flattenToBuffers: function () {
  2962. var vertexBuffer = [];
  2963. var normalBuffer = [];
  2964. var uvBuffers = [];
  2965. var colorBuffer = [];
  2966. var skinIndexBuffer = [];
  2967. var skinWeightBuffer = [];
  2968. var materialIndexBuffer = [];
  2969. var faces = this.faces;
  2970. for ( var i = 0; i < faces[ 0 ].triangles[ 0 ].vertices[ 0 ].uv.length; i ++ ) {
  2971. uvBuffers.push( [] );
  2972. }
  2973. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  2974. faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
  2975. }
  2976. return {
  2977. vertexBuffer: vertexBuffer,
  2978. normalBuffer: normalBuffer,
  2979. uvBuffers: uvBuffers,
  2980. colorBuffer: colorBuffer,
  2981. skinIndexBuffer: skinIndexBuffer,
  2982. skinWeightBuffer: skinWeightBuffer,
  2983. materialIndexBuffer: materialIndexBuffer
  2984. };
  2985. }
  2986. } );
  2987. function TextParser() {}
  2988. Object.assign( TextParser.prototype, {
  2989. getPrevNode: function () {
  2990. return this.nodeStack[ this.currentIndent - 2 ];
  2991. },
  2992. getCurrentNode: function () {
  2993. return this.nodeStack[ this.currentIndent - 1 ];
  2994. },
  2995. getCurrentProp: function () {
  2996. return this.currentProp;
  2997. },
  2998. pushStack: function ( node ) {
  2999. this.nodeStack.push( node );
  3000. this.currentIndent += 1;
  3001. },
  3002. popStack: function () {
  3003. this.nodeStack.pop();
  3004. this.currentIndent -= 1;
  3005. },
  3006. setCurrentProp: function ( val, name ) {
  3007. this.currentProp = val;
  3008. this.currentPropName = name;
  3009. },
  3010. // ----------parse ---------------------------------------------------
  3011. parse: function ( text ) {
  3012. this.currentIndent = 0;
  3013. this.allNodes = new FBXTree();
  3014. this.nodeStack = [];
  3015. this.currentProp = [];
  3016. this.currentPropName = '';
  3017. var split = text.split( '\n' );
  3018. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  3019. var l = split[ lineNum ];
  3020. // skip comment line
  3021. if ( l.match( /^[\s\t]*;/ ) ) {
  3022. continue;
  3023. }
  3024. // skip empty line
  3025. if ( l.match( /^[\s\t]*$/ ) ) {
  3026. continue;
  3027. }
  3028. // beginning of node
  3029. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  3030. var match = l.match( beginningOfNodeExp );
  3031. if ( match ) {
  3032. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  3033. var nodeAttrs = match[ 2 ].split( ',' );
  3034. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  3035. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  3036. }
  3037. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  3038. continue;
  3039. }
  3040. // node's property
  3041. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  3042. var match = l.match( propExp );
  3043. if ( match ) {
  3044. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  3045. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  3046. // for special case: base64 image data follows "Content: ," line
  3047. // Content: ,
  3048. // "iVB..."
  3049. if ( propName === 'Content' && propValue === ',' ) {
  3050. propValue = split[ ++ lineNum ].replace( /"/g, '' ).replace( /,$/, '' ).trim();
  3051. }
  3052. this.parseNodeProperty( l, propName, propValue );
  3053. continue;
  3054. }
  3055. // end of node
  3056. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  3057. if ( l.match( endOfNodeExp ) ) {
  3058. this.nodeEnd();
  3059. continue;
  3060. }
  3061. // for special case,
  3062. //
  3063. // Vertices: *8670 {
  3064. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  3065. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  3066. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  3067. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  3068. //
  3069. // in these case the lines must continue from the previous line
  3070. if ( l.match( /^[^\s\t}]/ ) ) {
  3071. this.parseNodePropertyContinued( l );
  3072. }
  3073. }
  3074. return this.allNodes;
  3075. },
  3076. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  3077. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  3078. var attrs = this.parseNodeAttr( nodeAttrs );
  3079. var currentNode = this.getCurrentNode();
  3080. // a top node
  3081. if ( this.currentIndent === 0 ) {
  3082. this.allNodes.add( nodeName, node );
  3083. } else { // a subnode
  3084. // if the subnode already exists, append it
  3085. if ( nodeName in currentNode.subNodes ) {
  3086. var tmp = currentNode.subNodes[ nodeName ];
  3087. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  3088. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  3089. if ( attrs.id === '' ) {
  3090. currentNode.subNodes[ nodeName ] = [];
  3091. currentNode.subNodes[ nodeName ].push( tmp );
  3092. } else {
  3093. currentNode.subNodes[ nodeName ] = {};
  3094. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  3095. }
  3096. }
  3097. if ( attrs.id === '' ) {
  3098. currentNode.subNodes[ nodeName ].push( node );
  3099. } else {
  3100. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3101. }
  3102. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  3103. currentNode.subNodes[ nodeName ] = {};
  3104. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3105. } else {
  3106. currentNode.subNodes[ nodeName ] = node;
  3107. }
  3108. }
  3109. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  3110. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  3111. if ( nodeAttrs ) {
  3112. node.id = attrs.id;
  3113. node.attrName = attrs.name;
  3114. node.attrType = attrs.type;
  3115. }
  3116. this.pushStack( node );
  3117. },
  3118. parseNodeAttr: function ( attrs ) {
  3119. var id = attrs[ 0 ];
  3120. if ( attrs[ 0 ] !== '' ) {
  3121. id = parseInt( attrs[ 0 ] );
  3122. if ( isNaN( id ) ) {
  3123. // PolygonVertexIndex: *16380 {
  3124. id = attrs[ 0 ];
  3125. }
  3126. }
  3127. var name = '', type = '';
  3128. if ( attrs.length > 1 ) {
  3129. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  3130. type = attrs[ 2 ];
  3131. }
  3132. return { id: id, name: name, type: type };
  3133. },
  3134. parseNodeProperty: function ( line, propName, propValue ) {
  3135. var currentNode = this.getCurrentNode();
  3136. var parentName = currentNode.name;
  3137. // special case where the parent node is something like "Properties70"
  3138. // these children nodes must treated carefully
  3139. if ( parentName !== undefined ) {
  3140. var propMatch = parentName.match( /Properties(\d)+/ );
  3141. if ( propMatch ) {
  3142. this.parseNodeSpecialProperty( line, propName, propValue );
  3143. return;
  3144. }
  3145. }
  3146. // ...parentName.properties.a
  3147. if ( propName === 'a' ) {
  3148. switch ( parentName ) {
  3149. case 'Matrix':
  3150. case 'TransformLink':
  3151. case 'Transform':
  3152. propValue = new THREE.Matrix4().fromArray( parseNumberArray( propValue ) );
  3153. break;
  3154. case 'ColorIndex':
  3155. case 'Colors':
  3156. case 'KeyAttrDataFloat':
  3157. case 'KnotVector':
  3158. case 'NormalIndex':
  3159. case 'NormalsIndex':
  3160. case 'Points':
  3161. propValue = parseNumberArray( propValue );
  3162. break;
  3163. // TODO: for the following properties this check is not catching all occurences
  3164. // case 'KeyTime':
  3165. // case 'Normals':
  3166. // case 'UV':
  3167. // case 'Vertices':
  3168. // case 'KeyValueFloat':
  3169. // case 'Weights':
  3170. // case 'Materials':
  3171. // case 'PolygonVertexIndex':
  3172. // case 'UVIndex':
  3173. }
  3174. }
  3175. // Connections
  3176. if ( propName === 'C' ) {
  3177. var connProps = propValue.split( ',' ).slice( 1 );
  3178. var from = parseInt( connProps[ 0 ] );
  3179. var to = parseInt( connProps[ 1 ] );
  3180. var rest = propValue.split( ',' ).slice( 3 );
  3181. rest = rest.map( function ( elem ) {
  3182. return elem.trim().replace( /^"/, '' );
  3183. } );
  3184. propName = 'connections';
  3185. propValue = [ from, to ];
  3186. append( propValue, rest );
  3187. if ( currentNode.properties[ propName ] === undefined ) {
  3188. currentNode.properties[ propName ] = [];
  3189. }
  3190. }
  3191. // Node
  3192. if ( propName === 'Node' ) {
  3193. var id = parseInt( propValue );
  3194. currentNode.properties.id = id;
  3195. currentNode.id = id;
  3196. }
  3197. // already exists in properties, then append this
  3198. if ( propName in currentNode.properties ) {
  3199. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3200. currentNode.properties[ propName ].push( propValue );
  3201. } else {
  3202. currentNode.properties[ propName ] += propValue;
  3203. }
  3204. } else {
  3205. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3206. currentNode.properties[ propName ].push( propValue );
  3207. } else {
  3208. currentNode.properties[ propName ] = propValue;
  3209. }
  3210. }
  3211. this.setCurrentProp( currentNode.properties, propName );
  3212. },
  3213. // TODO:
  3214. parseNodePropertyContinued: function ( line ) {
  3215. this.currentProp[ this.currentPropName ] += line;
  3216. },
  3217. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  3218. // split this
  3219. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  3220. // into array like below
  3221. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  3222. var props = propValue.split( '",' );
  3223. for ( var i = 0, l = props.length; i < l; i ++ ) {
  3224. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  3225. }
  3226. var innerPropName = props[ 0 ];
  3227. var innerPropType1 = props[ 1 ];
  3228. var innerPropType2 = props[ 2 ];
  3229. var innerPropFlag = props[ 3 ];
  3230. var innerPropValue = props[ 4 ];
  3231. /*
  3232. if ( innerPropValue === undefined ) {
  3233. innerPropValue = props[3];
  3234. }
  3235. */
  3236. // cast value to its type
  3237. switch ( innerPropType1 ) {
  3238. case 'int':
  3239. case 'enum':
  3240. case 'bool':
  3241. case 'ULongLong':
  3242. innerPropValue = parseInt( innerPropValue );
  3243. break;
  3244. case 'double':
  3245. case 'Number':
  3246. case 'FieldOfView':
  3247. innerPropValue = parseFloat( innerPropValue );
  3248. break;
  3249. case 'ColorRGB':
  3250. case 'Vector3D':
  3251. case 'Lcl_Translation':
  3252. case 'Lcl_Rotation':
  3253. case 'Lcl_Scaling':
  3254. innerPropValue = parseNumberArray( innerPropValue );
  3255. break;
  3256. }
  3257. // CAUTION: these props must append to parent's parent
  3258. this.getPrevNode().properties[ innerPropName ] = {
  3259. 'type': innerPropType1,
  3260. 'type2': innerPropType2,
  3261. 'flag': innerPropFlag,
  3262. 'value': innerPropValue
  3263. };
  3264. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  3265. },
  3266. nodeEnd: function () {
  3267. this.popStack();
  3268. },
  3269. /* ---------------------------------------------------------------- */
  3270. /* util */
  3271. isFlattenNode: function ( node ) {
  3272. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  3273. }
  3274. } );
  3275. // Binary format specification:
  3276. // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  3277. // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  3278. function BinaryParser() {}
  3279. Object.assign( BinaryParser.prototype, {
  3280. /**
  3281. * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
  3282. * @param {ArrayBuffer} buffer
  3283. * @returns {THREE.FBXTree}
  3284. */
  3285. parse: function ( buffer ) {
  3286. var reader = new BinaryReader( buffer );
  3287. reader.skip( 23 ); // skip magic 23 bytes
  3288. var version = reader.getUint32();
  3289. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  3290. var allNodes = new FBXTree();
  3291. while ( ! this.endOfContent( reader ) ) {
  3292. var node = this.parseNode( reader, version );
  3293. if ( node !== null ) allNodes.add( node.name, node );
  3294. }
  3295. return allNodes;
  3296. },
  3297. /**
  3298. * Checks if reader has reached the end of content.
  3299. * @param {BinaryReader} reader
  3300. * @returns {boolean}
  3301. */
  3302. endOfContent: function ( reader ) {
  3303. // footer size: 160bytes + 16-byte alignment padding
  3304. // - 16bytes: magic
  3305. // - padding til 16-byte alignment (at least 1byte?)
  3306. // (seems like some exporters embed fixed 15 or 16bytes?)
  3307. // - 4bytes: magic
  3308. // - 4bytes: version
  3309. // - 120bytes: zero
  3310. // - 16bytes: magic
  3311. if ( reader.size() % 16 === 0 ) {
  3312. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  3313. } else {
  3314. return reader.getOffset() + 160 + 16 >= reader.size();
  3315. }
  3316. },
  3317. /**
  3318. * Parses Node as much compatible as possible with the one parsed by TextParser
  3319. * TODO: could be optimized more?
  3320. * @param {BinaryReader} reader
  3321. * @param {number} version
  3322. * @returns {Object} - Returns an Object as node, or null if NULL-record.
  3323. */
  3324. parseNode: function ( reader, version ) {
  3325. // The first three data sizes depends on version.
  3326. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3327. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3328. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3329. var nameLen = reader.getUint8();
  3330. var name = reader.getString( nameLen );
  3331. // Regards this node as NULL-record if endOffset is zero
  3332. if ( endOffset === 0 ) return null;
  3333. var propertyList = [];
  3334. for ( var i = 0; i < numProperties; i ++ ) {
  3335. propertyList.push( this.parseProperty( reader ) );
  3336. }
  3337. // Regards the first three elements in propertyList as id, attrName, and attrType
  3338. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  3339. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  3340. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  3341. var subNodes = {};
  3342. var properties = {};
  3343. var isSingleProperty = false;
  3344. // if this node represents just a single property
  3345. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  3346. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  3347. isSingleProperty = true;
  3348. }
  3349. while ( endOffset > reader.getOffset() ) {
  3350. var node = this.parseNode( reader, version );
  3351. if ( node === null ) continue;
  3352. // special case: child node is single property
  3353. if ( node.singleProperty === true ) {
  3354. var value = node.propertyList[ 0 ];
  3355. if ( Array.isArray( value ) ) {
  3356. // node represents
  3357. // Vertices: *3 {
  3358. // a: 0.01, 0.02, 0.03
  3359. // }
  3360. // of text format here.
  3361. node.properties[ node.name ] = node.propertyList[ 0 ];
  3362. subNodes[ node.name ] = node;
  3363. switch ( node.name ) {
  3364. case 'Matrix':
  3365. case 'TransformLink':
  3366. case 'Transform':
  3367. node.properties.a = new THREE.Matrix4().fromArray( value );
  3368. break;
  3369. default:
  3370. node.properties.a = value;
  3371. break;
  3372. }
  3373. } else {
  3374. // node represents
  3375. // Version: 100
  3376. // of text format here.
  3377. properties[ node.name ] = value;
  3378. }
  3379. continue;
  3380. }
  3381. // special case: connections
  3382. if ( name === 'Connections' && node.name === 'C' ) {
  3383. var array = [];
  3384. // node.propertyList would be like
  3385. // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
  3386. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  3387. array[ i - 1 ] = node.propertyList[ i ];
  3388. }
  3389. if ( properties.connections === undefined ) {
  3390. properties.connections = [];
  3391. }
  3392. properties.connections.push( array );
  3393. continue;
  3394. }
  3395. // special case: child node is Properties\d+
  3396. if ( node.name.match( /^Properties\d+$/ ) ) {
  3397. // move child node's properties to this node.
  3398. var keys = Object.keys( node.properties );
  3399. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  3400. var key = keys[ i ];
  3401. properties[ key ] = node.properties[ key ];
  3402. }
  3403. continue;
  3404. }
  3405. // special case: properties
  3406. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  3407. var innerPropName = node.propertyList[ 0 ];
  3408. var innerPropType1 = node.propertyList[ 1 ];
  3409. var innerPropType2 = node.propertyList[ 2 ];
  3410. var innerPropFlag = node.propertyList[ 3 ];
  3411. var innerPropValue;
  3412. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  3413. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  3414. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
  3415. innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3416. innerPropValue = [
  3417. node.propertyList[ 4 ],
  3418. node.propertyList[ 5 ],
  3419. node.propertyList[ 6 ]
  3420. ];
  3421. } else {
  3422. innerPropValue = node.propertyList[ 4 ];
  3423. }
  3424. // this will be copied to parent. see above.
  3425. properties[ innerPropName ] = {
  3426. 'type': innerPropType1,
  3427. 'type2': innerPropType2,
  3428. 'flag': innerPropFlag,
  3429. 'value': innerPropValue
  3430. };
  3431. continue;
  3432. }
  3433. // standard case
  3434. // follows TextParser's manner.
  3435. if ( subNodes[ node.name ] === undefined ) {
  3436. if ( typeof node.id === 'number' ) {
  3437. subNodes[ node.name ] = {};
  3438. subNodes[ node.name ][ node.id ] = node;
  3439. } else {
  3440. subNodes[ node.name ] = node;
  3441. }
  3442. } else {
  3443. if ( node.id === '' ) {
  3444. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  3445. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  3446. }
  3447. subNodes[ node.name ].push( node );
  3448. } else {
  3449. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  3450. subNodes[ node.name ][ node.id ] = node;
  3451. } else {
  3452. // conflict id. irregular?
  3453. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  3454. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  3455. }
  3456. subNodes[ node.name ][ node.id ].push( node );
  3457. }
  3458. }
  3459. }
  3460. }
  3461. return {
  3462. singleProperty: isSingleProperty,
  3463. id: id,
  3464. attrName: attrName,
  3465. attrType: attrType,
  3466. name: name,
  3467. properties: properties,
  3468. propertyList: propertyList, // raw property list, would be used by parent
  3469. subNodes: subNodes
  3470. };
  3471. },
  3472. parseProperty: function ( reader ) {
  3473. var type = reader.getChar();
  3474. switch ( type ) {
  3475. case 'C':
  3476. return reader.getBoolean();
  3477. case 'D':
  3478. return reader.getFloat64();
  3479. case 'F':
  3480. return reader.getFloat32();
  3481. case 'I':
  3482. return reader.getInt32();
  3483. case 'L':
  3484. return reader.getInt64();
  3485. case 'R':
  3486. var length = reader.getUint32();
  3487. return reader.getArrayBuffer( length );
  3488. case 'S':
  3489. var length = reader.getUint32();
  3490. return reader.getString( length );
  3491. case 'Y':
  3492. return reader.getInt16();
  3493. case 'b':
  3494. case 'c':
  3495. case 'd':
  3496. case 'f':
  3497. case 'i':
  3498. case 'l':
  3499. var arrayLength = reader.getUint32();
  3500. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  3501. var compressedLength = reader.getUint32();
  3502. if ( encoding === 0 ) {
  3503. switch ( type ) {
  3504. case 'b':
  3505. case 'c':
  3506. return reader.getBooleanArray( arrayLength );
  3507. case 'd':
  3508. return reader.getFloat64Array( arrayLength );
  3509. case 'f':
  3510. return reader.getFloat32Array( arrayLength );
  3511. case 'i':
  3512. return reader.getInt32Array( arrayLength );
  3513. case 'l':
  3514. return reader.getInt64Array( arrayLength );
  3515. }
  3516. }
  3517. if ( window.Zlib === undefined ) {
  3518. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  3519. }
  3520. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  3521. var reader2 = new BinaryReader( inflate.decompress().buffer );
  3522. switch ( type ) {
  3523. case 'b':
  3524. case 'c':
  3525. return reader2.getBooleanArray( arrayLength );
  3526. case 'd':
  3527. return reader2.getFloat64Array( arrayLength );
  3528. case 'f':
  3529. return reader2.getFloat32Array( arrayLength );
  3530. case 'i':
  3531. return reader2.getInt32Array( arrayLength );
  3532. case 'l':
  3533. return reader2.getInt64Array( arrayLength );
  3534. }
  3535. default:
  3536. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  3537. }
  3538. }
  3539. } );
  3540. function BinaryReader( buffer, littleEndian ) {
  3541. this.dv = new DataView( buffer );
  3542. this.offset = 0;
  3543. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  3544. }
  3545. Object.assign( BinaryReader.prototype, {
  3546. getOffset: function () {
  3547. return this.offset;
  3548. },
  3549. size: function () {
  3550. return this.dv.buffer.byteLength;
  3551. },
  3552. skip: function ( length ) {
  3553. this.offset += length;
  3554. },
  3555. // seems like true/false representation depends on exporter.
  3556. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  3557. // then sees LSB.
  3558. getBoolean: function () {
  3559. return ( this.getUint8() & 1 ) === 1;
  3560. },
  3561. getBooleanArray: function ( size ) {
  3562. var a = [];
  3563. for ( var i = 0; i < size; i ++ ) {
  3564. a.push( this.getBoolean() );
  3565. }
  3566. return a;
  3567. },
  3568. getInt8: function () {
  3569. var value = this.dv.getInt8( this.offset );
  3570. this.offset += 1;
  3571. return value;
  3572. },
  3573. getInt8Array: function ( size ) {
  3574. var a = [];
  3575. for ( var i = 0; i < size; i ++ ) {
  3576. a.push( this.getInt8() );
  3577. }
  3578. return a;
  3579. },
  3580. getUint8: function () {
  3581. var value = this.dv.getUint8( this.offset );
  3582. this.offset += 1;
  3583. return value;
  3584. },
  3585. getUint8Array: function ( size ) {
  3586. var a = [];
  3587. for ( var i = 0; i < size; i ++ ) {
  3588. a.push( this.getUint8() );
  3589. }
  3590. return a;
  3591. },
  3592. getInt16: function () {
  3593. var value = this.dv.getInt16( this.offset, this.littleEndian );
  3594. this.offset += 2;
  3595. return value;
  3596. },
  3597. getInt16Array: function ( size ) {
  3598. var a = [];
  3599. for ( var i = 0; i < size; i ++ ) {
  3600. a.push( this.getInt16() );
  3601. }
  3602. return a;
  3603. },
  3604. getUint16: function () {
  3605. var value = this.dv.getUint16( this.offset, this.littleEndian );
  3606. this.offset += 2;
  3607. return value;
  3608. },
  3609. getUint16Array: function ( size ) {
  3610. var a = [];
  3611. for ( var i = 0; i < size; i ++ ) {
  3612. a.push( this.getUint16() );
  3613. }
  3614. return a;
  3615. },
  3616. getInt32: function () {
  3617. var value = this.dv.getInt32( this.offset, this.littleEndian );
  3618. this.offset += 4;
  3619. return value;
  3620. },
  3621. getInt32Array: function ( size ) {
  3622. var a = [];
  3623. for ( var i = 0; i < size; i ++ ) {
  3624. a.push( this.getInt32() );
  3625. }
  3626. return a;
  3627. },
  3628. getUint32: function () {
  3629. var value = this.dv.getUint32( this.offset, this.littleEndian );
  3630. this.offset += 4;
  3631. return value;
  3632. },
  3633. getUint32Array: function ( size ) {
  3634. var a = [];
  3635. for ( var i = 0; i < size; i ++ ) {
  3636. a.push( this.getUint32() );
  3637. }
  3638. return a;
  3639. },
  3640. // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
  3641. // 1 << 32 will return 1 so using multiply operation instead here.
  3642. // There'd be a possibility that this method returns wrong value if the value
  3643. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  3644. // TODO: safely handle 64-bit integer
  3645. getInt64: function () {
  3646. var low, high;
  3647. if ( this.littleEndian ) {
  3648. low = this.getUint32();
  3649. high = this.getUint32();
  3650. } else {
  3651. high = this.getUint32();
  3652. low = this.getUint32();
  3653. }
  3654. // calculate negative value
  3655. if ( high & 0x80000000 ) {
  3656. high = ~ high & 0xFFFFFFFF;
  3657. low = ~ low & 0xFFFFFFFF;
  3658. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  3659. low = ( low + 1 ) & 0xFFFFFFFF;
  3660. return - ( high * 0x100000000 + low );
  3661. }
  3662. return high * 0x100000000 + low;
  3663. },
  3664. getInt64Array: function ( size ) {
  3665. var a = [];
  3666. for ( var i = 0; i < size; i ++ ) {
  3667. a.push( this.getInt64() );
  3668. }
  3669. return a;
  3670. },
  3671. // Note: see getInt64() comment
  3672. getUint64: function () {
  3673. var low, high;
  3674. if ( this.littleEndian ) {
  3675. low = this.getUint32();
  3676. high = this.getUint32();
  3677. } else {
  3678. high = this.getUint32();
  3679. low = this.getUint32();
  3680. }
  3681. return high * 0x100000000 + low;
  3682. },
  3683. getUint64Array: function ( size ) {
  3684. var a = [];
  3685. for ( var i = 0; i < size; i ++ ) {
  3686. a.push( this.getUint64() );
  3687. }
  3688. return a;
  3689. },
  3690. getFloat32: function () {
  3691. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  3692. this.offset += 4;
  3693. return value;
  3694. },
  3695. getFloat32Array: function ( size ) {
  3696. var a = [];
  3697. for ( var i = 0; i < size; i ++ ) {
  3698. a.push( this.getFloat32() );
  3699. }
  3700. return a;
  3701. },
  3702. getFloat64: function () {
  3703. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  3704. this.offset += 8;
  3705. return value;
  3706. },
  3707. getFloat64Array: function ( size ) {
  3708. var a = [];
  3709. for ( var i = 0; i < size; i ++ ) {
  3710. a.push( this.getFloat64() );
  3711. }
  3712. return a;
  3713. },
  3714. getArrayBuffer: function ( size ) {
  3715. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  3716. this.offset += size;
  3717. return value;
  3718. },
  3719. getChar: function () {
  3720. return String.fromCharCode( this.getUint8() );
  3721. },
  3722. getString: function ( size ) {
  3723. var s = '';
  3724. while ( size > 0 ) {
  3725. var value = this.getUint8();
  3726. size --;
  3727. if ( value === 0 ) break;
  3728. s += String.fromCharCode( value );
  3729. }
  3730. // Manage UTF8 encoding
  3731. s = decodeURIComponent( escape( s ) );
  3732. this.skip( size );
  3733. return s;
  3734. }
  3735. } );
  3736. function FBXTree() {}
  3737. Object.assign( FBXTree.prototype, {
  3738. add: function ( key, val ) {
  3739. this[ key ] = val;
  3740. },
  3741. searchConnectionParent: function ( id ) {
  3742. if ( this.__cache_search_connection_parent === undefined ) {
  3743. this.__cache_search_connection_parent = [];
  3744. }
  3745. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  3746. return this.__cache_search_connection_parent[ id ];
  3747. } else {
  3748. this.__cache_search_connection_parent[ id ] = [];
  3749. }
  3750. var conns = this.Connections.properties.connections;
  3751. var results = [];
  3752. for ( var i = 0; i < conns.length; ++ i ) {
  3753. if ( conns[ i ][ 0 ] == id ) {
  3754. // 0 means scene root
  3755. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  3756. results.push( res );
  3757. }
  3758. }
  3759. if ( results.length > 0 ) {
  3760. append( this.__cache_search_connection_parent[ id ], results );
  3761. return results;
  3762. } else {
  3763. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  3764. return [ - 1 ];
  3765. }
  3766. },
  3767. searchConnectionChildren: function ( id ) {
  3768. if ( this.__cache_search_connection_children === undefined ) {
  3769. this.__cache_search_connection_children = [];
  3770. }
  3771. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  3772. return this.__cache_search_connection_children[ id ];
  3773. } else {
  3774. this.__cache_search_connection_children[ id ] = [];
  3775. }
  3776. var conns = this.Connections.properties.connections;
  3777. var res = [];
  3778. for ( var i = 0; i < conns.length; ++ i ) {
  3779. if ( conns[ i ][ 1 ] == id ) {
  3780. // 0 means scene root
  3781. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  3782. // there may more than one kid, then search to the end
  3783. }
  3784. }
  3785. if ( res.length > 0 ) {
  3786. append( this.__cache_search_connection_children[ id ], res );
  3787. return res;
  3788. } else {
  3789. this.__cache_search_connection_children[ id ] = [ ];
  3790. return [ ];
  3791. }
  3792. },
  3793. searchConnectionType: function ( id, to ) {
  3794. var key = id + ',' + to; // TODO: to hash
  3795. if ( this.__cache_search_connection_type === undefined ) {
  3796. this.__cache_search_connection_type = {};
  3797. }
  3798. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  3799. return this.__cache_search_connection_type[ key ];
  3800. } else {
  3801. this.__cache_search_connection_type[ key ] = '';
  3802. }
  3803. var conns = this.Connections.properties.connections;
  3804. for ( var i = 0; i < conns.length; ++ i ) {
  3805. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  3806. // 0 means scene root
  3807. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  3808. return conns[ i ][ 2 ];
  3809. }
  3810. }
  3811. this.__cache_search_connection_type[ id ] = null;
  3812. return null;
  3813. }
  3814. } );
  3815. /**
  3816. * @param {ArrayBuffer} buffer
  3817. * @returns {boolean}
  3818. */
  3819. function isFbxFormatBinary( buffer ) {
  3820. var CORRECT = 'Kaydara FBX Binary \0';
  3821. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  3822. }
  3823. /**
  3824. * @returns {boolean}
  3825. */
  3826. function isFbxFormatASCII( text ) {
  3827. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  3828. var cursor = 0;
  3829. function read( offset ) {
  3830. var result = text[ offset - 1 ];
  3831. text = text.slice( cursor + offset );
  3832. cursor ++;
  3833. return result;
  3834. }
  3835. for ( var i = 0; i < CORRECT.length; ++ i ) {
  3836. var num = read( 1 );
  3837. if ( num === CORRECT[ i ] ) {
  3838. return false;
  3839. }
  3840. }
  3841. return true;
  3842. }
  3843. /**
  3844. * @returns {number}
  3845. */
  3846. function getFbxVersion( text ) {
  3847. var versionRegExp = /FBXVersion: (\d+)/;
  3848. var match = text.match( versionRegExp );
  3849. if ( match ) {
  3850. var version = parseInt( match[ 1 ] );
  3851. return version;
  3852. }
  3853. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  3854. }
  3855. /**
  3856. * Converts FBX ticks into real time seconds.
  3857. * @param {number} time - FBX tick timestamp to convert.
  3858. * @returns {number} - FBX tick in real world time.
  3859. */
  3860. function convertFBXTimeToSeconds( time ) {
  3861. // Constant is FBX ticks per second.
  3862. return time / 46186158000;
  3863. }
  3864. /**
  3865. * Parses comma separated list of numbers and returns them in an array.
  3866. * If an array is passed just return it - this is because the TextParser sometimes
  3867. * returns strings instead of arrays, while the BinaryParser always returns arrays
  3868. * TODO: this function should only need to be called from inside the TextParser
  3869. * @example
  3870. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3871. * parseNumberArray( "5.6,9.4,2.5,1.4" )
  3872. * @returns {number[]}
  3873. */
  3874. function parseNumberArray( value ) {
  3875. if ( Array.isArray( value ) ) return value;
  3876. var array = value.split( ',' );
  3877. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3878. array[ i ] = parseFloat( array[ i ] );
  3879. }
  3880. return array;
  3881. }
  3882. /**
  3883. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  3884. * @param {FBXVector3} property - Property to parse as Vector3.
  3885. * @returns {THREE.Vector3}
  3886. */
  3887. function parseVector3( property ) {
  3888. return new THREE.Vector3().fromArray( property.value );
  3889. }
  3890. /**
  3891. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  3892. * @param {FBXVector3} property - Property to parse as Color.
  3893. * @returns {THREE.Color}
  3894. */
  3895. function parseColor( property ) {
  3896. return new THREE.Color().fromArray( property.value );
  3897. }
  3898. /**
  3899. * Converts ArrayBuffer to String.
  3900. * @param {ArrayBuffer} buffer
  3901. * @param {number} from
  3902. * @param {number} to
  3903. * @returns {String}
  3904. */
  3905. function convertArrayBufferToString( buffer, from, to ) {
  3906. if ( from === undefined ) from = 0;
  3907. if ( to === undefined ) to = buffer.byteLength;
  3908. var array = new Uint8Array( buffer, from, to );
  3909. if ( window.TextDecoder !== undefined ) {
  3910. return new TextDecoder().decode( array );
  3911. }
  3912. var s = '';
  3913. for ( var i = 0, il = array.length; i < il; i ++ ) {
  3914. s += String.fromCharCode( array[ i ] );
  3915. }
  3916. return s;
  3917. }
  3918. /**
  3919. * Converts number from degrees into radians.
  3920. * @param {number} value
  3921. * @returns {number}
  3922. */
  3923. function degreeToRadian( value ) {
  3924. return value * DEG2RAD;
  3925. }
  3926. var DEG2RAD = Math.PI / 180;
  3927. //
  3928. function findIndex( array, func ) {
  3929. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3930. if ( func( array[ i ] ) ) return i;
  3931. }
  3932. return - 1;
  3933. }
  3934. function append( a, b ) {
  3935. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  3936. a[ j ] = b[ i ];
  3937. }
  3938. }
  3939. function slice( a, b, from, to ) {
  3940. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  3941. a[ j ] = b[ i ];
  3942. }
  3943. return a;
  3944. }
  3945. } )();