FBXLoader2.js 98 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. *
  4. * Loader loads FBX file and generates Group representing FBX scene.
  5. * Requires FBX file to be >= 7.0 and in ASCII format.
  6. *
  7. * Supports:
  8. * Mesh Generation (Positional Data)
  9. * Normal Data (Per Vertex Drawing Instance)
  10. * UV Data (Per Vertex Drawing Instance)
  11. * Skinning
  12. * Animation
  13. * - Separated Animations based on stacks.
  14. * - Skeletal & Non-Skeletal Animations
  15. *
  16. * Needs Support:
  17. * Indexed Buffers
  18. * PreRotation support.
  19. */
  20. ( function () {
  21. /**
  22. * Generates a loader for loading FBX files from URL and parsing into
  23. * a THREE.Group.
  24. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  25. */
  26. THREE.FBXLoader = function ( manager ) {
  27. THREE.Loader.call( this );
  28. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  29. this.fileLoader = new THREE.FileLoader( this.manager );
  30. this.textureLoader = new THREE.TextureLoader( this.manager );
  31. };
  32. Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
  33. THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. /**
  36. * Loads an ASCII FBX file from URL and parses into a THREE.Group.
  37. * THREE.Group will have an animations property of AnimationClips
  38. * of the different animations exported with the FBX.
  39. * @param {string} url - URL of the FBX file.
  40. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  41. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  42. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  43. */
  44. load: function ( url, onLoad, onProgress, onError ) {
  45. var self = this;
  46. var resourceDirectory = url.split( /[\\\/]/ );
  47. resourceDirectory.pop();
  48. resourceDirectory = resourceDirectory.join( '/' );
  49. this.fileLoader.load( url, function ( text ) {
  50. if ( ! isFbxFormatASCII( text ) ) {
  51. console.error( 'FBXLoader: FBX Binary format not supported.' );
  52. self.manager.itemError( url );
  53. return;
  54. }
  55. if ( getFbxVersion( text ) < 7000 ) {
  56. console.error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
  57. self.manager.itemError( url );
  58. return;
  59. }
  60. var scene = self.parse( text, resourceDirectory );
  61. onLoad( scene );
  62. }, onProgress, onError );
  63. },
  64. /**
  65. * Parses an ASCII FBX file and returns a THREE.Group.
  66. * THREE.Group will have an animations property of AnimationClips
  67. * of the different animations within the FBX file.
  68. * @param {string} FBXText - Contents of FBX file to parse.
  69. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  70. * @returns {THREE.Group}
  71. */
  72. parse: function ( FBXText, resourceDirectory ) {
  73. var loader = this;
  74. var FBXTree = new TextParser().parse( FBXText );
  75. console.log( FBXTree );
  76. var connections = parseConnections( FBXTree );
  77. var textures = parseTextures( FBXTree );
  78. var materials = parseMaterials( FBXTree, textures, connections );
  79. var deformerMap = parseDeformers( FBXTree, connections );
  80. var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
  81. console.log( geometryMap );
  82. var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
  83. console.log( sceneGraph );
  84. return sceneGraph;
  85. /**
  86. * @typedef {{value: number}} FBXValue
  87. */
  88. /**
  89. * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
  90. */
  91. /**
  92. * @typedef {{properties: {a: string}}} FBXArrayNode
  93. */
  94. /**
  95. * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
  96. */
  97. /**
  98. * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
  99. */
  100. /**
  101. * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
  102. */
  103. /**
  104. * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
  105. */
  106. /**
  107. * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
  108. */
  109. /**
  110. * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
  111. */
  112. /**
  113. * @typedef {{}}
  114. */
  115. /**
  116. * Parses map of relationships between objects.
  117. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  118. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  119. */
  120. function parseConnections( FBXTree ) {
  121. /**
  122. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  123. */
  124. var connectionMap = new Map();
  125. if ( 'Connections' in FBXTree ) {
  126. /**
  127. * @type {[number, number, string][]}
  128. */
  129. var connectionArray = FBXTree.Connections.properties.connections;
  130. connectionArray.forEach( function ( connection ) {
  131. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  132. connectionMap.set( connection[ 0 ], {
  133. parents: [],
  134. children: []
  135. } );
  136. }
  137. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  138. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  139. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  140. connectionMap.set( connection[ 1 ], {
  141. parents: [],
  142. children: []
  143. } );
  144. }
  145. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  146. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  147. } );
  148. }
  149. return connectionMap;
  150. }
  151. /**
  152. * Parses map of textures referenced in FBXTree.
  153. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  154. * @returns {Map<number, THREE.Texture>}
  155. */
  156. function parseTextures( FBXTree ) {
  157. /**
  158. * @type {Map<number, THREE.Texture>}
  159. */
  160. var textureMap = new Map();
  161. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  162. var textureNodes = FBXTree.Objects.subNodes.Texture;
  163. for ( var nodeID in textureNodes ) {
  164. var texture = parseTexture( textureNodes[ nodeID ] );
  165. textureMap.set( parseInt( nodeID ), texture );
  166. }
  167. }
  168. return textureMap;
  169. /**
  170. * @param {textureNode} textureNode - Node to get texture information from.
  171. * @returns {THREE.Texture}
  172. */
  173. function parseTexture( textureNode ) {
  174. var FBX_ID = textureNode.id;
  175. var name = textureNode.name;
  176. var filePath = textureNode.properties.FileName;
  177. var split = filePath.split( /[\\\/]/ );
  178. if ( split.length > 0 ) {
  179. var fileName = split[ split.length - 1 ];
  180. } else {
  181. var fileName = filePath;
  182. }
  183. /**
  184. * @type {THREE.Texture}
  185. */
  186. var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
  187. texture.name = name;
  188. texture.FBX_ID = FBX_ID;
  189. return texture;
  190. }
  191. }
  192. /**
  193. * Parses map of Material information.
  194. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  195. * @param {Map<number, THREE.Texture>} textureMap
  196. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  197. * @returns {Map<number, THREE.Material>}
  198. */
  199. function parseMaterials( FBXTree, textureMap, connections ) {
  200. var materialMap = new Map();
  201. if ( 'Material' in FBXTree.Objects.subNodes ) {
  202. var materialNodes = FBXTree.Objects.subNodes.Material;
  203. for ( var nodeID in materialNodes ) {
  204. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  205. materialMap.set( parseInt( nodeID ), material );
  206. }
  207. }
  208. return materialMap;
  209. /**
  210. * Takes information from Material node and returns a generated THREE.Material
  211. * @param {FBXMaterialNode} materialNode
  212. * @param {Map<number, THREE.Texture>} textureMap
  213. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  214. * @returns {THREE.Material}
  215. */
  216. function parseMaterial( materialNode, textureMap, connections ) {
  217. var FBX_ID = materialNode.id;
  218. var name = materialNode.attrName;
  219. var type = materialNode.properties.ShadingModel;
  220. var children = connections.get( FBX_ID ).children;
  221. var parameters = parseParameters( materialNode.properties, textureMap, children );
  222. var material;
  223. switch ( type ) {
  224. case 'phong':
  225. material = new THREE.MeshPhongMaterial();
  226. break;
  227. case 'lambert':
  228. material = new THREE.MeshLambertMaterial();
  229. break;
  230. default:
  231. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  232. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  233. break;
  234. }
  235. material.setValues( parameters );
  236. material.name = name;
  237. return material;
  238. /**
  239. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  240. */
  241. /**
  242. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  243. */
  244. /**
  245. * @param {FBXMaterialProperties} properties
  246. * @param {Map<number, THREE.Texture>} textureMap
  247. * @param {{ID: number, relationship: string}[]} childrenRelationships
  248. * @returns {THREEMaterialParameterPack}
  249. */
  250. function parseParameters( properties, textureMap, childrenRelationships ) {
  251. var parameters = {};
  252. if ( properties.Diffuse ) {
  253. parameters.color = parseColor( properties.Diffuse );
  254. }
  255. if ( properties.Specular ) {
  256. parameters.specular = parseColor( properties.Specular );
  257. }
  258. if ( properties.Shininess ) {
  259. parameters.shininess = properties.Shininess.value;
  260. }
  261. if ( properties.Emissive ) {
  262. parameters.emissive = parseColor( properties.Emissive );
  263. }
  264. if ( properties.EmissiveFactor ) {
  265. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  266. }
  267. if ( properties.Opacity ) {
  268. parameters.opacity = properties.Opacity.value;
  269. }
  270. if ( parameters.opacity < 1.0 ) {
  271. parameters.transparent = true;
  272. }
  273. childrenRelationships.forEach( function ( relationship ) {
  274. var type = relationship.relationship;
  275. switch ( type ) {
  276. case " \"AmbientColor":
  277. //TODO: Support AmbientColor textures
  278. break;
  279. case " \"DiffuseColor":
  280. parameters.map = textureMap.get( relationship.ID );
  281. break;
  282. default:
  283. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  284. break;
  285. }
  286. } );
  287. return parameters;
  288. }
  289. }
  290. }
  291. /**
  292. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  293. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  294. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  295. * @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}>}
  296. */
  297. function parseDeformers( FBXTree, connections ) {
  298. var skeletonMap = new Map();
  299. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  300. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  301. for ( var nodeID in DeformerNodes ) {
  302. var deformerNode = DeformerNodes[ nodeID ];
  303. if ( deformerNode.attrType === 'Skin' ) {
  304. var conns = connections.get( parseInt( nodeID ) );
  305. var skeleton = parseSkeleton( conns, DeformerNodes );
  306. skeleton.FBX_ID = parseInt( nodeID );
  307. skeletonMap.set( parseInt( nodeID ), skeleton );
  308. }
  309. }
  310. }
  311. return skeletonMap;
  312. /**
  313. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  314. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  315. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  316. * @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}}
  317. */
  318. function parseSkeleton( connections, DeformerNodes ) {
  319. var subDeformers = new Map();
  320. var subDeformerArray = [];
  321. connections.children.forEach( function ( child ) {
  322. var subDeformerNode = DeformerNodes[ child.ID ];
  323. var subDeformer = {
  324. FBX_ID: child.ID,
  325. indices: parseIntArray( subDeformerNode.subNodes.Indexes.properties.a ),
  326. weights: parseFloatArray( subDeformerNode.subNodes.Weights.properties.a ),
  327. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  328. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  329. linkMode: subDeformerNode.properties.Mode
  330. };
  331. subDeformers.set( child.ID, subDeformer );
  332. subDeformerArray.push( subDeformer );
  333. } );
  334. return {
  335. map: subDeformers,
  336. array: subDeformerArray,
  337. bones: []
  338. };
  339. }
  340. }
  341. /**
  342. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  343. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  344. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  345. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  346. * @returns {Map<number, THREE.BufferGeometry>}
  347. */
  348. function parseGeometries( FBXTree, connections, deformerMap ) {
  349. var geometryMap = new Map();
  350. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  351. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  352. for ( var nodeID in geometryNodes ) {
  353. var relationships = connections.get( parseInt( nodeID ) );
  354. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
  355. geometryMap.set( parseInt( nodeID ), geo );
  356. }
  357. }
  358. return geometryMap;
  359. /**
  360. * Generates BufferGeometry from FBXGeometryNode.
  361. * @param {FBXGeometryNode} geometryNode
  362. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  363. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
  364. * @returns {THREE.BufferGeometry}
  365. */
  366. function parseGeometry( geometryNode, relationships, deformerMap ) {
  367. switch ( geometryNode.attrType ) {
  368. case 'Mesh':
  369. return parseMeshGeometry( geometryNode, relationships, deformerMap );
  370. break;
  371. case 'NurbsCurve':
  372. return parseNurbsGeometry( geometryNode, relationships, deformerMap );
  373. break;
  374. }
  375. /**
  376. * Specialty function for parsing Mesh based Geometry Nodes.
  377. * @param {FBXGeometryNode} geometryNode
  378. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  379. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
  380. * @returns {THREE.BufferGeometry}
  381. */
  382. function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
  383. var FBX_ID = geometryNode.id;
  384. var name = geometryNode.attrName;
  385. for ( var i = 0; i < relationships.children.length; ++ i ) {
  386. if ( deformerMap.has( relationships.children[ i ].ID ) ) {
  387. var deformer = deformerMap.get( relationships.children[ i ].ID );
  388. break;
  389. }
  390. }
  391. var geometry = genGeometry( geometryNode, deformer );
  392. return geometry;
  393. /**
  394. * @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.
  395. * @returns {THREE.BufferGeometry}
  396. */
  397. function genGeometry( geometryNode, deformer ) {
  398. var geometry = new Geometry();
  399. //First, each index is going to be its own vertex.
  400. var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
  401. var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
  402. if ( 'LayerElementNormal' in geometryNode.subNodes ) {
  403. var normalInfo = getNormals( geometryNode );
  404. }
  405. if ( 'LayerElementUV' in geometryNode.subNodes ) {
  406. var uvInfo = getUVs( geometryNode );
  407. }
  408. if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
  409. var materialInfo = getMaterials( geometryNode );
  410. }
  411. var faceVertexBuffer = [];
  412. var polygonIndex = 0;
  413. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; ++ polygonVertexIndex ) {
  414. var endOfFace;
  415. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  416. if ( indexBuffer[ polygonVertexIndex ] < 0 ) {
  417. vertexIndex = vertexIndex ^ - 1;
  418. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  419. endOfFace = true;
  420. }
  421. var vertex = new Vertex();
  422. var weightIndices = [];
  423. var weights = [];
  424. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  425. // If we have a deformer for this geometry, get the skinIndex and skinWeights for this object.
  426. // They are stored as vertex indices on each deformer, and we need them as deformer indices
  427. // for each vertex.
  428. if ( deformer ) {
  429. for ( var j = 0; j < deformer.array.length; ++ j ) {
  430. var index = deformer.array[ j ].indices.findIndex( function ( index ) {
  431. return index === indexBuffer[ polygonVertexIndex ];
  432. } );
  433. if ( index !== - 1 ) {
  434. weights.push( deformer.array[ j ].weights[ index ] );
  435. weightIndices.push( j );
  436. }
  437. }
  438. if ( weights.length > 4 ) {
  439. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  440. var WIndex = [ 0, 0, 0, 0 ];
  441. var Weight = [ 0, 0, 0, 0 ];
  442. for ( var polygonVertexIndex = 0; polygonVertexIndex < weights.length; ++ polygonVertexIndex ) {
  443. var currentWeight = weights[ polygonVertexIndex ];
  444. var currentIndex = weightIndices[ polygonVertexIndex ];
  445. for ( var j = 0; j < Weight.length; ++ j ) {
  446. if ( currentWeight > Weight[ j ] ) {
  447. var tmp = Weight[ j ];
  448. Weight[ j ] = currentWeight;
  449. currentWeight = tmp;
  450. tmp = WIndex[ j ];
  451. WIndex[ j ] = currentIndex;
  452. currentIndex = tmp;
  453. }
  454. }
  455. }
  456. weightIndices = WIndex;
  457. weights = Weight;
  458. }
  459. for ( var i = weights.length; i < 4; i ++ ) {
  460. weights[ i ] = 0;
  461. weightIndices[ i ] = 0;
  462. }
  463. vertex.skinWeights.fromArray( weights );
  464. vertex.skinIndices.fromArray( weightIndices );
  465. //vertex.skinWeights.normalize();
  466. }
  467. if ( normalInfo ) {
  468. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  469. }
  470. if ( uvInfo ) {
  471. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  472. }
  473. //Add vertex to face buffer.
  474. faceVertexBuffer.push( vertex );
  475. // If index was negative to start with, we have finished this individual face
  476. // and can generate the face data to the geometry.
  477. if ( endOfFace ) {
  478. var face = new Face();
  479. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  480. face.genTrianglesFromVertices( faceVertexBuffer );
  481. face.materialIndex = materials[ 0 ];
  482. geometry.faces.push( face );
  483. faceVertexBuffer = [];
  484. polygonIndex ++;
  485. endOfFace = false;
  486. }
  487. }
  488. /**
  489. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  490. */
  491. var bufferInfo = geometry.flattenToBuffers();
  492. var geo = new THREE.BufferGeometry();
  493. geo.name = geometryNode.name;
  494. geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
  495. if ( bufferInfo.normalBuffer.length > 0 ) {
  496. geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
  497. }
  498. if ( bufferInfo.uvBuffer.length > 0 ) {
  499. geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
  500. }
  501. if ( deformer ) {
  502. geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
  503. geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
  504. geo.FBX_Deformer = deformer;
  505. }
  506. // Convert the material indices of each vertex into rendering groups on the geometry.
  507. var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
  508. var startIndex = 0;
  509. for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
  510. if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
  511. geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
  512. startIndex = materialBufferIndex;
  513. prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
  514. }
  515. }
  516. return geo;
  517. /**
  518. * Parses normal information for geometry.
  519. * @param {FBXGeometryNode} geometryNode
  520. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  521. */
  522. function getNormals( geometryNode ) {
  523. var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
  524. var mappingType = NormalNode.properties.MappingInformationType;
  525. var referenceType = NormalNode.properties.ReferenceInformationType;
  526. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  527. var indexBuffer = [];
  528. if ( referenceType === 'IndexToDirect' ) {
  529. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  530. }
  531. return {
  532. dataSize: 3,
  533. buffer: buffer,
  534. indices: indexBuffer,
  535. mappingType: mappingType,
  536. referenceType: referenceType
  537. };
  538. }
  539. /**
  540. * Parses UV information for geometry.
  541. * @param {FBXGeometryNode} geometryNode
  542. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  543. */
  544. function getUVs( geometryNode ) {
  545. var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
  546. var mappingType = UVNode.properties.MappingInformationType;
  547. var referenceType = UVNode.properties.ReferenceInformationType;
  548. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  549. var indexBuffer = [];
  550. if ( referenceType === 'IndexToDirect' ) {
  551. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  552. }
  553. return {
  554. dataSize: 2,
  555. buffer: buffer,
  556. indices: indexBuffer,
  557. mappingType: mappingType,
  558. referenceType: referenceType
  559. };
  560. }
  561. /**
  562. * Parses material application information for geometry.
  563. * @param {FBXGeometryNode}
  564. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  565. */
  566. function getMaterials( geometryNode ) {
  567. var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
  568. var mappingType = MaterialNode.properties.MappingInformationType;
  569. var referenceType = MaterialNode.properties.ReferenceInformationType;
  570. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  571. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  572. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  573. // for conforming with the other functions we've written for other data.
  574. var materialIndices = [];
  575. materialIndexBuffer.forEach( function ( materialIndex, index ) {
  576. materialIndices.push( index );
  577. } );
  578. return {
  579. dataSize: 1,
  580. buffer: materialIndexBuffer,
  581. indices: materialIndices,
  582. mappingType: mappingType,
  583. referenceType: referenceType
  584. };
  585. }
  586. /**
  587. * Function uses the infoObject and given indices to return value array of object.
  588. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  589. * @param {number} polygonIndex - Index of polygon in geometry.
  590. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  591. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  592. * @returns {number[]}
  593. */
  594. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  595. var GetData = {
  596. ByPolygonVertex: {
  597. /**
  598. * Function uses the infoObject and given indices to return value array of object.
  599. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  600. * @param {number} polygonIndex - Index of polygon in geometry.
  601. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  602. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  603. * @returns {number[]}
  604. */
  605. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  606. return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  607. },
  608. /**
  609. * Function uses the infoObject and given indices to return value array of object.
  610. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  611. * @param {number} polygonIndex - Index of polygon in geometry.
  612. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  613. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  614. * @returns {number[]}
  615. */
  616. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  617. var index = infoObject.indices[ polygonVertexIndex ];
  618. return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
  619. }
  620. },
  621. ByPolygon: {
  622. /**
  623. * Function uses the infoObject and given indices to return value array of object.
  624. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  625. * @param {number} polygonIndex - Index of polygon in geometry.
  626. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  627. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  628. * @returns {number[]}
  629. */
  630. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  631. return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
  632. },
  633. /**
  634. * Function uses the infoObject and given indices to return value array of object.
  635. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  636. * @param {number} polygonIndex - Index of polygon in geometry.
  637. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  638. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  639. * @returns {number[]}
  640. */
  641. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  642. var index = infoObject.indices[ polygonIndex ];
  643. return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
  644. }
  645. },
  646. AllSame: {
  647. /**
  648. * Function uses the infoObject and given indices to return value array of object.
  649. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  650. * @param {number} polygonIndex - Index of polygon in geometry.
  651. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  652. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  653. * @returns {number[]}
  654. */
  655. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  656. return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
  657. }
  658. }
  659. };
  660. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  661. }
  662. }
  663. }
  664. /**
  665. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  666. * @param {FBXGeometryNode} geometryNode
  667. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  668. * @returns {THREE.BufferGeometry}
  669. */
  670. function parseNurbsGeometry( geometryNode, relationships ) {
  671. if ( THREE.NURBSCurve === undefined ) {
  672. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  673. return new THREE.BufferGeometry();
  674. }
  675. var order = parseInt( geometryNode.properties.Order );
  676. if ( isNaN( order ) ) {
  677. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  678. return new THREE.BufferGeometry();
  679. }
  680. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  681. var controlPoints = [];
  682. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  683. for ( var i = 0; i < pointsValues.length; i += 4 ) {
  684. controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
  685. }
  686. if ( geometryNode.properties.Form === 'Closed' ) {
  687. controlPoints.push( controlPoints[ 0 ] );
  688. }
  689. var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
  690. var vertices = curve.getPoints( controlPoints.length * 1.5 );
  691. var vertexBuffer = [];
  692. vertices.forEach( function ( position ) {
  693. var array = position.toArray();
  694. vertexBuffer = vertexBuffer.concat( array );
  695. } );
  696. var geometry = new THREE.BufferGeometry();
  697. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
  698. return geometry;
  699. }
  700. }
  701. }
  702. /**
  703. * Finally generates Scene graph and Scene graph Objects.
  704. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  705. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  706. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  707. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  708. * @param {Map<number, THREE.Material>} materialMap
  709. * @returns {THREE.Group}
  710. */
  711. function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
  712. var sceneGraph = new THREE.Group();
  713. var ModelNode = FBXTree.Objects.subNodes.Model;
  714. /**
  715. * @type {Array.<THREE.Object3D>}
  716. */
  717. var modelArray = [];
  718. /**
  719. * @type {Map.<number, THREE.Object3D>}
  720. */
  721. var modelMap = new Map();
  722. for ( var nodeID in ModelNode ) {
  723. var id = parseInt( nodeID );
  724. var node = ModelNode[ nodeID ];
  725. var conns = connections.get( id );
  726. var model = null;
  727. for ( var i = 0; i < conns.parents.length; ++ i ) {
  728. deformerMap.forEach( function ( deformer ) {
  729. if ( deformer.map.has( conns.parents[ i ].ID ) ) {
  730. model = new THREE.Bone();
  731. var index = deformer.array.findIndex( function ( subDeformer ) {
  732. return subDeformer.FBX_ID === conns.parents[ i ].ID;
  733. } );
  734. deformer.bones[ index ] = model;
  735. }
  736. } );
  737. }
  738. if ( ! model ) {
  739. switch ( node.attrType ) {
  740. case "Mesh":
  741. /**
  742. * @type {?THREE.BufferGeometry}
  743. */
  744. var geometry = null;
  745. /**
  746. * @type {THREE.MultiMaterial|THREE.Material}
  747. */
  748. var material = null;
  749. /**
  750. * @type {Array.<THREE.Material>}
  751. */
  752. var materials = [];
  753. conns.children.forEach( function ( child ) {
  754. if ( geometryMap.has( child.ID ) ) {
  755. geometry = geometryMap.get( child.ID );
  756. }
  757. if ( materialMap.has( child.ID ) ) {
  758. materials.push( materialMap.get( child.ID ) );
  759. }
  760. } );
  761. if ( materials.length > 1 ) {
  762. material = new THREE.MultiMaterial( materials );
  763. } else if ( materials.length > 0 ) {
  764. material = materials[ 0 ];
  765. } else {
  766. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  767. }
  768. if ( geometry.FBX_Deformer ) {
  769. materials.forEach( function ( material ) {
  770. material.skinning = true;
  771. } );
  772. material.skinning = true;
  773. model = new THREE.SkinnedMesh( geometry, material );
  774. } else {
  775. model = new THREE.Mesh( geometry, material );
  776. }
  777. break;
  778. case "NurbsCurve":
  779. var geometry = null;
  780. conns.children.forEach( function ( child ) {
  781. if ( geometryMap.has( child.ID ) ) {
  782. geometry = geometryMap.get( child.ID );
  783. }
  784. } );
  785. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  786. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  787. model = new THREE.Line( geometry, material );
  788. break;
  789. default:
  790. model = new THREE.Object3D();
  791. break;
  792. }
  793. }
  794. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  795. model.FBX_ID = id;
  796. modelArray.push( model );
  797. modelMap.set( id, model );
  798. }
  799. modelArray.forEach( function ( model ) {
  800. var node = ModelNode[ model.FBX_ID ];
  801. if ( 'Lcl_Translation' in node.properties ) {
  802. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  803. }
  804. if ( 'Lcl_Rotation' in node.properties ) {
  805. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  806. return value * Math.PI / 180;
  807. } );
  808. rotation.push( 'ZYX' );
  809. model.rotation.fromArray( rotation );
  810. }
  811. if ( 'Lcl_Scaling' in node.properties ) {
  812. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  813. }
  814. var conns = connections.get( model.FBX_ID );
  815. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  816. var pIndex = modelArray.findIndex( function ( mod ) {
  817. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  818. } );
  819. if ( pIndex > - 1 ) {
  820. modelArray[ pIndex ].add( model );
  821. break;
  822. }
  823. }
  824. if ( model.parent === null ) {
  825. sceneGraph.add( model );
  826. }
  827. } );
  828. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  829. sceneGraph.updateMatrixWorld( true );
  830. // Put skeleton into bind pose.
  831. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  832. for ( var nodeID in BindPoseNode ) {
  833. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  834. BindPoseNode = BindPoseNode[ nodeID ];
  835. break;
  836. }
  837. }
  838. if ( BindPoseNode ) {
  839. var PoseNode = BindPoseNode.subNodes.PoseNode;
  840. var worldMatrices = new Map();
  841. PoseNode.forEach( function ( node ) {
  842. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  843. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  844. } );
  845. }
  846. deformerMap.forEach( function ( deformer, FBX_ID ) {
  847. deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
  848. /**
  849. * @type {THREE.Bone}
  850. */
  851. var bone = deformer.bones[ subDeformerIndex ];
  852. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  853. return;
  854. }
  855. var mat = worldMatrices.get( bone.FBX_ID );
  856. bone.matrixWorld.copy( mat );
  857. } );
  858. // Now that skeleton is in bind pose, bind to model.
  859. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  860. var conns = connections.get( FBX_ID );
  861. conns.parents.forEach( function ( parent ) {
  862. if ( geometryMap.has( parent.ID ) ) {
  863. var geoID = parent.ID;
  864. var geoConns = connections.get( geoID );
  865. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  866. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  867. var model = modelMap.get( geoConns.parents[ i ].ID );
  868. //ASSERT model typeof SkinnedMesh
  869. model.bind( deformer.skeleton, model.matrixWorld );
  870. break;
  871. }
  872. }
  873. }
  874. } );
  875. } );
  876. // Skeleton is now bound, we are now free to set up the
  877. // scene graph.
  878. modelArray.forEach( function ( model ) {
  879. var node = ModelNode[ model.FBX_ID ];
  880. if ( 'Lcl_Translation' in node.properties ) {
  881. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  882. }
  883. if ( 'Lcl_Rotation' in node.properties ) {
  884. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  885. return value * Math.PI / 180;
  886. } );
  887. rotation.push( 'ZYX' );
  888. model.rotation.fromArray( rotation );
  889. }
  890. if ( 'Lcl_Scaling' in node.properties ) {
  891. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  892. }
  893. } );
  894. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  895. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  896. // not just for individual objects.
  897. sceneGraph.skeleton = {
  898. bones: modelArray
  899. };
  900. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  901. addAnimations( sceneGraph, animations );
  902. return sceneGraph;
  903. }
  904. /**
  905. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  906. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  907. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  908. */
  909. function parseAnimations( FBXTree, connections, sceneGraph ) {
  910. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  911. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  912. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  913. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  914. /**
  915. * @type {{
  916. curves: Map<number, {
  917. T: {
  918. id: number;
  919. attr: string;
  920. internalID: number;
  921. attrX: boolean;
  922. attrY: boolean;
  923. attrZ: boolean;
  924. containerBoneID: number;
  925. containerID: number;
  926. curves: {
  927. x: {
  928. version: any;
  929. id: number;
  930. internalID: number;
  931. times: number[];
  932. values: number[];
  933. attrFlag: number[];
  934. attrData: number[];
  935. };
  936. y: {
  937. version: any;
  938. id: number;
  939. internalID: number;
  940. times: number[];
  941. values: number[];
  942. attrFlag: number[];
  943. attrData: number[];
  944. };
  945. z: {
  946. version: any;
  947. id: number;
  948. internalID: number;
  949. times: number[];
  950. values: number[];
  951. attrFlag: number[];
  952. attrData: number[];
  953. };
  954. };
  955. },
  956. R: {
  957. id: number;
  958. attr: string;
  959. internalID: number;
  960. attrX: boolean;
  961. attrY: boolean;
  962. attrZ: boolean;
  963. containerBoneID: number;
  964. containerID: number;
  965. curves: {
  966. x: {
  967. version: any;
  968. id: number;
  969. internalID: number;
  970. times: number[];
  971. values: number[];
  972. attrFlag: number[];
  973. attrData: number[];
  974. };
  975. y: {
  976. version: any;
  977. id: number;
  978. internalID: number;
  979. times: number[];
  980. values: number[];
  981. attrFlag: number[];
  982. attrData: number[];
  983. };
  984. z: {
  985. version: any;
  986. id: number;
  987. internalID: number;
  988. times: number[];
  989. values: number[];
  990. attrFlag: number[];
  991. attrData: number[];
  992. };
  993. };
  994. },
  995. S: {
  996. id: number;
  997. attr: string;
  998. internalID: number;
  999. attrX: boolean;
  1000. attrY: boolean;
  1001. attrZ: boolean;
  1002. containerBoneID: number;
  1003. containerID: number;
  1004. curves: {
  1005. x: {
  1006. version: any;
  1007. id: number;
  1008. internalID: number;
  1009. times: number[];
  1010. values: number[];
  1011. attrFlag: number[];
  1012. attrData: number[];
  1013. };
  1014. y: {
  1015. version: any;
  1016. id: number;
  1017. internalID: number;
  1018. times: number[];
  1019. values: number[];
  1020. attrFlag: number[];
  1021. attrData: number[];
  1022. };
  1023. z: {
  1024. version: any;
  1025. id: number;
  1026. internalID: number;
  1027. times: number[];
  1028. values: number[];
  1029. attrFlag: number[];
  1030. attrData: number[];
  1031. };
  1032. };
  1033. }
  1034. }>,
  1035. layers: Map<number, {
  1036. T: {
  1037. id: number;
  1038. attr: string;
  1039. internalID: number;
  1040. attrX: boolean;
  1041. attrY: boolean;
  1042. attrZ: boolean;
  1043. containerBoneID: number;
  1044. containerID: number;
  1045. curves: {
  1046. x: {
  1047. version: any;
  1048. id: number;
  1049. internalID: number;
  1050. times: number[];
  1051. values: number[];
  1052. attrFlag: number[];
  1053. attrData: number[];
  1054. };
  1055. y: {
  1056. version: any;
  1057. id: number;
  1058. internalID: number;
  1059. times: number[];
  1060. values: number[];
  1061. attrFlag: number[];
  1062. attrData: number[];
  1063. };
  1064. z: {
  1065. version: any;
  1066. id: number;
  1067. internalID: number;
  1068. times: number[];
  1069. values: number[];
  1070. attrFlag: number[];
  1071. attrData: number[];
  1072. };
  1073. },
  1074. },
  1075. R: {
  1076. id: number;
  1077. attr: string;
  1078. internalID: number;
  1079. attrX: boolean;
  1080. attrY: boolean;
  1081. attrZ: boolean;
  1082. containerBoneID: number;
  1083. containerID: number;
  1084. curves: {
  1085. x: {
  1086. version: any;
  1087. id: number;
  1088. internalID: number;
  1089. times: number[];
  1090. values: number[];
  1091. attrFlag: number[];
  1092. attrData: number[];
  1093. };
  1094. y: {
  1095. version: any;
  1096. id: number;
  1097. internalID: number;
  1098. times: number[];
  1099. values: number[];
  1100. attrFlag: number[];
  1101. attrData: number[];
  1102. };
  1103. z: {
  1104. version: any;
  1105. id: number;
  1106. internalID: number;
  1107. times: number[];
  1108. values: number[];
  1109. attrFlag: number[];
  1110. attrData: number[];
  1111. };
  1112. },
  1113. },
  1114. S: {
  1115. id: number;
  1116. attr: string;
  1117. internalID: number;
  1118. attrX: boolean;
  1119. attrY: boolean;
  1120. attrZ: boolean;
  1121. containerBoneID: number;
  1122. containerID: number;
  1123. curves: {
  1124. x: {
  1125. version: any;
  1126. id: number;
  1127. internalID: number;
  1128. times: number[];
  1129. values: number[];
  1130. attrFlag: number[];
  1131. attrData: number[];
  1132. };
  1133. y: {
  1134. version: any;
  1135. id: number;
  1136. internalID: number;
  1137. times: number[];
  1138. values: number[];
  1139. attrFlag: number[];
  1140. attrData: number[];
  1141. };
  1142. z: {
  1143. version: any;
  1144. id: number;
  1145. internalID: number;
  1146. times: number[];
  1147. values: number[];
  1148. attrFlag: number[];
  1149. attrData: number[];
  1150. };
  1151. },
  1152. }
  1153. }[]>,
  1154. stacks: Map<number, {
  1155. name: string,
  1156. layers: {
  1157. T: {
  1158. id: number;
  1159. attr: string;
  1160. internalID: number;
  1161. attrX: boolean;
  1162. attrY: boolean;
  1163. attrZ: boolean;
  1164. containerBoneID: number;
  1165. containerID: number;
  1166. curves: {
  1167. x: {
  1168. version: any;
  1169. id: number;
  1170. internalID: number;
  1171. times: number[];
  1172. values: number[];
  1173. attrFlag: number[];
  1174. attrData: number[];
  1175. };
  1176. y: {
  1177. version: any;
  1178. id: number;
  1179. internalID: number;
  1180. times: number[];
  1181. values: number[];
  1182. attrFlag: number[];
  1183. attrData: number[];
  1184. };
  1185. z: {
  1186. version: any;
  1187. id: number;
  1188. internalID: number;
  1189. times: number[];
  1190. values: number[];
  1191. attrFlag: number[];
  1192. attrData: number[];
  1193. };
  1194. };
  1195. };
  1196. R: {
  1197. id: number;
  1198. attr: string;
  1199. internalID: number;
  1200. attrX: boolean;
  1201. attrY: boolean;
  1202. attrZ: boolean;
  1203. containerBoneID: number;
  1204. containerID: number;
  1205. curves: {
  1206. x: {
  1207. version: any;
  1208. id: number;
  1209. internalID: number;
  1210. times: number[];
  1211. values: number[];
  1212. attrFlag: number[];
  1213. attrData: number[];
  1214. };
  1215. y: {
  1216. version: any;
  1217. id: number;
  1218. internalID: number;
  1219. times: number[];
  1220. values: number[];
  1221. attrFlag: number[];
  1222. attrData: number[];
  1223. };
  1224. z: {
  1225. version: any;
  1226. id: number;
  1227. internalID: number;
  1228. times: number[];
  1229. values: number[];
  1230. attrFlag: number[];
  1231. attrData: number[];
  1232. };
  1233. };
  1234. };
  1235. S: {
  1236. id: number;
  1237. attr: string;
  1238. internalID: number;
  1239. attrX: boolean;
  1240. attrY: boolean;
  1241. attrZ: boolean;
  1242. containerBoneID: number;
  1243. containerID: number;
  1244. curves: {
  1245. x: {
  1246. version: any;
  1247. id: number;
  1248. internalID: number;
  1249. times: number[];
  1250. values: number[];
  1251. attrFlag: number[];
  1252. attrData: number[];
  1253. };
  1254. y: {
  1255. version: any;
  1256. id: number;
  1257. internalID: number;
  1258. times: number[];
  1259. values: number[];
  1260. attrFlag: number[];
  1261. attrData: number[];
  1262. };
  1263. z: {
  1264. version: any;
  1265. id: number;
  1266. internalID: number;
  1267. times: number[];
  1268. values: number[];
  1269. attrFlag: number[];
  1270. attrData: number[];
  1271. };
  1272. };
  1273. };
  1274. }[][],
  1275. length: number,
  1276. frames: number }>,
  1277. length: number,
  1278. fps: number,
  1279. frames: number
  1280. }}
  1281. */
  1282. var returnObject = {
  1283. curves: new Map(),
  1284. layers: new Map(),
  1285. stacks: new Map(),
  1286. length: 0,
  1287. fps: 30,
  1288. frames: 0
  1289. };
  1290. /**
  1291. * @type {Array.<{
  1292. id: number;
  1293. attr: string;
  1294. internalID: number;
  1295. attrX: boolean;
  1296. attrY: boolean;
  1297. attrZ: boolean;
  1298. containerBoneID: number;
  1299. containerID: number;
  1300. }>}
  1301. */
  1302. var animationCurveNodes = [];
  1303. for ( var nodeID in rawNodes ) {
  1304. if ( nodeID.match( /\d+/ ) ) {
  1305. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1306. animationCurveNodes.push( animationNode );
  1307. }
  1308. }
  1309. /**
  1310. * @type {Map.<number, {
  1311. id: number,
  1312. attr: string,
  1313. internalID: number,
  1314. attrX: boolean,
  1315. attrY: boolean,
  1316. attrZ: boolean,
  1317. containerBoneID: number,
  1318. containerID: number,
  1319. curves: {
  1320. x: {
  1321. version: any,
  1322. id: number,
  1323. internalID: number,
  1324. times: number[],
  1325. values: number[],
  1326. attrFlag: number[],
  1327. attrData: number[],
  1328. },
  1329. y: {
  1330. version: any,
  1331. id: number,
  1332. internalID: number,
  1333. times: number[],
  1334. values: number[],
  1335. attrFlag: number[],
  1336. attrData: number[],
  1337. },
  1338. z: {
  1339. version: any,
  1340. id: number,
  1341. internalID: number,
  1342. times: number[],
  1343. values: number[],
  1344. attrFlag: number[],
  1345. attrData: number[],
  1346. }
  1347. }
  1348. }>}
  1349. */
  1350. var tmpMap = new Map();
  1351. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1352. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1353. continue;
  1354. }
  1355. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1356. }
  1357. /**
  1358. * @type {{
  1359. version: any,
  1360. id: number,
  1361. internalID: number,
  1362. times: number[],
  1363. values: number[],
  1364. attrFlag: number[],
  1365. attrData: number[],
  1366. }[]}
  1367. */
  1368. var animationCurves = [];
  1369. for ( nodeID in rawCurves ) {
  1370. if ( nodeID.match( /\d+/ ) ) {
  1371. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1372. animationCurves.push( animationCurve );
  1373. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1374. var firstParentID = firstParentConn.ID;
  1375. var firstParentRelationship = firstParentConn.relationship;
  1376. var axis = '';
  1377. if ( firstParentRelationship.match( /X/ ) ) {
  1378. axis = 'x';
  1379. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1380. axis = 'y';
  1381. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1382. axis = 'z';
  1383. } else {
  1384. continue;
  1385. }
  1386. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1387. }
  1388. }
  1389. tmpMap.forEach( function ( curveNode ) {
  1390. var id = curveNode.containerBoneID;
  1391. if ( ! returnObject.curves.has( id ) ) {
  1392. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1393. }
  1394. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1395. } );
  1396. for ( var nodeID in rawLayers ) {
  1397. /**
  1398. * @type {{
  1399. T: {
  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. R: {
  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. S: {
  1478. id: number;
  1479. attr: string;
  1480. internalID: number;
  1481. attrX: boolean;
  1482. attrY: boolean;
  1483. attrZ: boolean;
  1484. containerBoneID: number;
  1485. containerID: number;
  1486. curves: {
  1487. x: {
  1488. version: any;
  1489. id: number;
  1490. internalID: number;
  1491. times: number[];
  1492. values: number[];
  1493. attrFlag: number[];
  1494. attrData: number[];
  1495. };
  1496. y: {
  1497. version: any;
  1498. id: number;
  1499. internalID: number;
  1500. times: number[];
  1501. values: number[];
  1502. attrFlag: number[];
  1503. attrData: number[];
  1504. };
  1505. z: {
  1506. version: any;
  1507. id: number;
  1508. internalID: number;
  1509. times: number[];
  1510. values: number[];
  1511. attrFlag: number[];
  1512. attrData: number[];
  1513. };
  1514. },
  1515. }
  1516. }[]}
  1517. */
  1518. var layer = [];
  1519. var children = connections.get( parseInt( nodeID ) ).children;
  1520. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1521. // Skip lockInfluenceWeights
  1522. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1523. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1524. var boneID = curveNode.containerBoneID;
  1525. if ( layer[ boneID ] === undefined ) {
  1526. layer[ boneID ] = {
  1527. T: null,
  1528. R: null,
  1529. S: null
  1530. };
  1531. }
  1532. layer[ boneID ][ curveNode.attr ] = curveNode;
  1533. }
  1534. }
  1535. returnObject.layers.set( parseInt( nodeID ), layer );
  1536. }
  1537. for ( var nodeID in rawStacks ) {
  1538. var layers = [];
  1539. var children = connections.get( parseInt( nodeID ) ).children;
  1540. var maxTimeStamp = 0;
  1541. var minTimeStamp = Number.MAX_VALUE;
  1542. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1543. if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
  1544. var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
  1545. layers.push( currentLayer );
  1546. currentLayer.forEach( function ( layer ) {
  1547. if ( layer ) {
  1548. getCurveNodeMaxMinTimeStamps( layer );
  1549. }
  1550. /**
  1551. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1552. * than the max or min respectively.
  1553. * @param {{
  1554. T: {
  1555. id: number,
  1556. attr: string,
  1557. internalID: number,
  1558. attrX: boolean,
  1559. attrY: boolean,
  1560. attrZ: boolean,
  1561. containerBoneID: number,
  1562. containerID: number,
  1563. curves: {
  1564. x: {
  1565. version: any,
  1566. id: number,
  1567. internalID: number,
  1568. times: number[],
  1569. values: number[],
  1570. attrFlag: number[],
  1571. attrData: number[],
  1572. },
  1573. y: {
  1574. version: any,
  1575. id: number,
  1576. internalID: number,
  1577. times: number[],
  1578. values: number[],
  1579. attrFlag: number[],
  1580. attrData: number[],
  1581. },
  1582. z: {
  1583. version: any,
  1584. id: number,
  1585. internalID: number,
  1586. times: number[],
  1587. values: number[],
  1588. attrFlag: number[],
  1589. attrData: number[],
  1590. },
  1591. },
  1592. },
  1593. R: {
  1594. id: number,
  1595. attr: string,
  1596. internalID: number,
  1597. attrX: boolean,
  1598. attrY: boolean,
  1599. attrZ: boolean,
  1600. containerBoneID: number,
  1601. containerID: number,
  1602. curves: {
  1603. x: {
  1604. version: any,
  1605. id: number,
  1606. internalID: number,
  1607. times: number[],
  1608. values: number[],
  1609. attrFlag: number[],
  1610. attrData: number[],
  1611. },
  1612. y: {
  1613. version: any,
  1614. id: number,
  1615. internalID: number,
  1616. times: number[],
  1617. values: number[],
  1618. attrFlag: number[],
  1619. attrData: number[],
  1620. },
  1621. z: {
  1622. version: any,
  1623. id: number,
  1624. internalID: number,
  1625. times: number[],
  1626. values: number[],
  1627. attrFlag: number[],
  1628. attrData: number[],
  1629. },
  1630. },
  1631. },
  1632. S: {
  1633. id: number,
  1634. attr: string,
  1635. internalID: number,
  1636. attrX: boolean,
  1637. attrY: boolean,
  1638. attrZ: boolean,
  1639. containerBoneID: number,
  1640. containerID: number,
  1641. curves: {
  1642. x: {
  1643. version: any,
  1644. id: number,
  1645. internalID: number,
  1646. times: number[],
  1647. values: number[],
  1648. attrFlag: number[],
  1649. attrData: number[],
  1650. },
  1651. y: {
  1652. version: any,
  1653. id: number,
  1654. internalID: number,
  1655. times: number[],
  1656. values: number[],
  1657. attrFlag: number[],
  1658. attrData: number[],
  1659. },
  1660. z: {
  1661. version: any,
  1662. id: number,
  1663. internalID: number,
  1664. times: number[],
  1665. values: number[],
  1666. attrFlag: number[],
  1667. attrData: number[],
  1668. },
  1669. },
  1670. },
  1671. }} layer
  1672. */
  1673. function getCurveNodeMaxMinTimeStamps( layer ) {
  1674. /**
  1675. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1676. * exceeds the maximum or minimum.
  1677. * @param {{
  1678. x: {
  1679. version: any,
  1680. id: number,
  1681. internalID: number,
  1682. times: number[],
  1683. values: number[],
  1684. attrFlag: number[],
  1685. attrData: number[],
  1686. },
  1687. y: {
  1688. version: any,
  1689. id: number,
  1690. internalID: number,
  1691. times: number[],
  1692. values: number[],
  1693. attrFlag: number[],
  1694. attrData: number[],
  1695. },
  1696. z: {
  1697. version: any,
  1698. id: number,
  1699. internalID: number,
  1700. times: number[],
  1701. values: number[],
  1702. attrFlag: number[],
  1703. attrData: number[],
  1704. }
  1705. }} curve
  1706. */
  1707. function getCurveMaxMinTimeStamp( curve ) {
  1708. /**
  1709. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1710. * @param {{times: number[]}} axis
  1711. */
  1712. function getCurveAxisMaxMinTimeStamps( axis ) {
  1713. maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
  1714. minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
  1715. }
  1716. if ( curve.x ) {
  1717. getCurveAxisMaxMinTimeStamps( curve.x );
  1718. }
  1719. if ( curve.y ) {
  1720. getCurveAxisMaxMinTimeStamps( curve.y );
  1721. }
  1722. if ( curve.z ) {
  1723. getCurveAxisMaxMinTimeStamps( curve.z );
  1724. }
  1725. }
  1726. if ( layer.R ) {
  1727. getCurveMaxMinTimeStamp( layer.R.curves );
  1728. }
  1729. if ( layer.S ) {
  1730. getCurveMaxMinTimeStamp( layer.S.curves );
  1731. }
  1732. if ( layer.T ) {
  1733. getCurveMaxMinTimeStamp( layer.T.curves );
  1734. }
  1735. }
  1736. } );
  1737. }
  1738. }
  1739. // Do we have an animation clip with actual length?
  1740. if ( maxTimeStamp > minTimeStamp ) {
  1741. returnObject.stacks.set( parseInt( nodeID ), {
  1742. name: rawStacks[ nodeID ].attrName,
  1743. layers: layers,
  1744. length: maxTimeStamp - minTimeStamp,
  1745. frames: ( maxTimeStamp - minTimeStamp ) * 30
  1746. } );
  1747. }
  1748. }
  1749. return returnObject;
  1750. /**
  1751. * @param {Object} FBXTree
  1752. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1753. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1754. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1755. */
  1756. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1757. var returnObject = {
  1758. /**
  1759. * @type {number}
  1760. */
  1761. id: animationCurveNode.id,
  1762. /**
  1763. * @type {string}
  1764. */
  1765. attr: animationCurveNode.attrName,
  1766. /**
  1767. * @type {number}
  1768. */
  1769. internalID: animationCurveNode.id,
  1770. /**
  1771. * @type {boolean}
  1772. */
  1773. attrX: false,
  1774. /**
  1775. * @type {boolean}
  1776. */
  1777. attrY: false,
  1778. /**
  1779. * @type {boolean}
  1780. */
  1781. attrZ: false,
  1782. /**
  1783. * @type {number}
  1784. */
  1785. containerBoneID: - 1,
  1786. /**
  1787. * @type {number}
  1788. */
  1789. containerID: - 1,
  1790. curves: {
  1791. x: null,
  1792. y: null,
  1793. z: null
  1794. }
  1795. };
  1796. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1797. for ( var attributeKey in animationCurveNode.properties ) {
  1798. if ( attributeKey.match( /X/ ) ) {
  1799. returnObject.attrX = true;
  1800. }
  1801. if ( attributeKey.match( /Y/ ) ) {
  1802. returnObject.attrY = true;
  1803. }
  1804. if ( attributeKey.match( /Z/ ) ) {
  1805. returnObject.attrZ = true;
  1806. }
  1807. }
  1808. } else {
  1809. return null;
  1810. }
  1811. var conns = connections.get( returnObject.id );
  1812. var containerIndices = conns.parents;
  1813. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1814. var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
  1815. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1816. } );
  1817. if ( boneID > - 1 ) {
  1818. returnObject.containerBoneID = boneID;
  1819. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1820. break;
  1821. }
  1822. }
  1823. return returnObject;
  1824. }
  1825. /**
  1826. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1827. */
  1828. function parseAnimationCurve( animationCurve ) {
  1829. return {
  1830. version: null,
  1831. id: animationCurve.id,
  1832. internalID: animationCurve.id,
  1833. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
  1834. return ConvertFBXTimeToSeconds( time );
  1835. } ),
  1836. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1837. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1838. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1839. };
  1840. }
  1841. }
  1842. /**
  1843. * @param {{
  1844. curves: Map<number, {
  1845. T: {
  1846. id: number;
  1847. attr: string;
  1848. internalID: number;
  1849. attrX: boolean;
  1850. attrY: boolean;
  1851. attrZ: boolean;
  1852. containerBoneID: number;
  1853. containerID: number;
  1854. curves: {
  1855. x: {
  1856. version: any;
  1857. id: number;
  1858. internalID: number;
  1859. times: number[];
  1860. values: number[];
  1861. attrFlag: number[];
  1862. attrData: number[];
  1863. };
  1864. y: {
  1865. version: any;
  1866. id: number;
  1867. internalID: number;
  1868. times: number[];
  1869. values: number[];
  1870. attrFlag: number[];
  1871. attrData: number[];
  1872. };
  1873. z: {
  1874. version: any;
  1875. id: number;
  1876. internalID: number;
  1877. times: number[];
  1878. values: number[];
  1879. attrFlag: number[];
  1880. attrData: number[];
  1881. };
  1882. };
  1883. };
  1884. R: {
  1885. id: number;
  1886. attr: string;
  1887. internalID: number;
  1888. attrX: boolean;
  1889. attrY: boolean;
  1890. attrZ: boolean;
  1891. containerBoneID: number;
  1892. containerID: number;
  1893. curves: {
  1894. x: {
  1895. version: any;
  1896. id: number;
  1897. internalID: number;
  1898. times: number[];
  1899. values: number[];
  1900. attrFlag: number[];
  1901. attrData: number[];
  1902. };
  1903. y: {
  1904. version: any;
  1905. id: number;
  1906. internalID: number;
  1907. times: number[];
  1908. values: number[];
  1909. attrFlag: number[];
  1910. attrData: number[];
  1911. };
  1912. z: {
  1913. version: any;
  1914. id: number;
  1915. internalID: number;
  1916. times: number[];
  1917. values: number[];
  1918. attrFlag: number[];
  1919. attrData: number[];
  1920. };
  1921. };
  1922. };
  1923. S: {
  1924. id: number;
  1925. attr: string;
  1926. internalID: number;
  1927. attrX: boolean;
  1928. attrY: boolean;
  1929. attrZ: boolean;
  1930. containerBoneID: number;
  1931. containerID: number;
  1932. curves: {
  1933. x: {
  1934. version: any;
  1935. id: number;
  1936. internalID: number;
  1937. times: number[];
  1938. values: number[];
  1939. attrFlag: number[];
  1940. attrData: number[];
  1941. };
  1942. y: {
  1943. version: any;
  1944. id: number;
  1945. internalID: number;
  1946. times: number[];
  1947. values: number[];
  1948. attrFlag: number[];
  1949. attrData: number[];
  1950. };
  1951. z: {
  1952. version: any;
  1953. id: number;
  1954. internalID: number;
  1955. times: number[];
  1956. values: number[];
  1957. attrFlag: number[];
  1958. attrData: number[];
  1959. };
  1960. };
  1961. };
  1962. }>;
  1963. layers: Map<number, {
  1964. T: {
  1965. id: number;
  1966. attr: string;
  1967. internalID: number;
  1968. attrX: boolean;
  1969. attrY: boolean;
  1970. attrZ: boolean;
  1971. containerBoneID: number;
  1972. containerID: number;
  1973. curves: {
  1974. x: {
  1975. version: any;
  1976. id: number;
  1977. internalID: number;
  1978. times: number[];
  1979. values: number[];
  1980. attrFlag: number[];
  1981. attrData: number[];
  1982. };
  1983. y: {
  1984. version: any;
  1985. id: number;
  1986. internalID: number;
  1987. times: number[];
  1988. values: number[];
  1989. attrFlag: number[];
  1990. attrData: number[];
  1991. };
  1992. z: {
  1993. version: any;
  1994. id: number;
  1995. internalID: number;
  1996. times: number[];
  1997. values: number[];
  1998. attrFlag: number[];
  1999. attrData: number[];
  2000. };
  2001. };
  2002. };
  2003. R: {
  2004. id: number;
  2005. attr: string;
  2006. internalID: number;
  2007. attrX: boolean;
  2008. attrY: boolean;
  2009. attrZ: boolean;
  2010. containerBoneID: number;
  2011. containerID: number;
  2012. curves: {
  2013. x: {
  2014. version: any;
  2015. id: number;
  2016. internalID: number;
  2017. times: number[];
  2018. values: number[];
  2019. attrFlag: number[];
  2020. attrData: number[];
  2021. };
  2022. y: {
  2023. version: any;
  2024. id: number;
  2025. internalID: number;
  2026. times: number[];
  2027. values: number[];
  2028. attrFlag: number[];
  2029. attrData: number[];
  2030. };
  2031. z: {
  2032. version: any;
  2033. id: number;
  2034. internalID: number;
  2035. times: number[];
  2036. values: number[];
  2037. attrFlag: number[];
  2038. attrData: number[];
  2039. };
  2040. };
  2041. };
  2042. S: {
  2043. id: number;
  2044. attr: string;
  2045. internalID: number;
  2046. attrX: boolean;
  2047. attrY: boolean;
  2048. attrZ: boolean;
  2049. containerBoneID: number;
  2050. containerID: number;
  2051. curves: {
  2052. x: {
  2053. version: any;
  2054. id: number;
  2055. internalID: number;
  2056. times: number[];
  2057. values: number[];
  2058. attrFlag: number[];
  2059. attrData: number[];
  2060. };
  2061. y: {
  2062. version: any;
  2063. id: number;
  2064. internalID: number;
  2065. times: number[];
  2066. values: number[];
  2067. attrFlag: number[];
  2068. attrData: number[];
  2069. };
  2070. z: {
  2071. version: any;
  2072. id: number;
  2073. internalID: number;
  2074. times: number[];
  2075. values: number[];
  2076. attrFlag: number[];
  2077. attrData: number[];
  2078. };
  2079. };
  2080. };
  2081. }[]>;
  2082. stacks: Map<number, {
  2083. name: string;
  2084. layers: {
  2085. T: {
  2086. id: number;
  2087. attr: string;
  2088. internalID: number;
  2089. attrX: boolean;
  2090. attrY: boolean;
  2091. attrZ: boolean;
  2092. containerBoneID: number;
  2093. containerID: number;
  2094. curves: {
  2095. x: {
  2096. version: any;
  2097. id: number;
  2098. internalID: number;
  2099. times: number[];
  2100. values: number[];
  2101. attrFlag: number[];
  2102. attrData: number[];
  2103. };
  2104. y: {
  2105. version: any;
  2106. id: number;
  2107. internalID: number;
  2108. times: number[];
  2109. values: number[];
  2110. attrFlag: number[];
  2111. attrData: number[];
  2112. };
  2113. z: {
  2114. version: any;
  2115. id: number;
  2116. internalID: number;
  2117. times: number[];
  2118. values: number[];
  2119. attrFlag: number[];
  2120. attrData: number[];
  2121. };
  2122. };
  2123. };
  2124. R: {
  2125. id: number;
  2126. attr: string;
  2127. internalID: number;
  2128. attrX: boolean;
  2129. attrY: boolean;
  2130. attrZ: boolean;
  2131. containerBoneID: number;
  2132. containerID: number;
  2133. curves: {
  2134. x: {
  2135. version: any;
  2136. id: number;
  2137. internalID: number;
  2138. times: number[];
  2139. values: number[];
  2140. attrFlag: number[];
  2141. attrData: number[];
  2142. };
  2143. y: {
  2144. version: any;
  2145. id: number;
  2146. internalID: number;
  2147. times: number[];
  2148. values: number[];
  2149. attrFlag: number[];
  2150. attrData: number[];
  2151. };
  2152. z: {
  2153. version: any;
  2154. id: number;
  2155. internalID: number;
  2156. times: number[];
  2157. values: number[];
  2158. attrFlag: number[];
  2159. attrData: number[];
  2160. };
  2161. };
  2162. };
  2163. S: {
  2164. id: number;
  2165. attr: string;
  2166. internalID: number;
  2167. attrX: boolean;
  2168. attrY: boolean;
  2169. attrZ: boolean;
  2170. containerBoneID: number;
  2171. containerID: number;
  2172. curves: {
  2173. x: {
  2174. version: any;
  2175. id: number;
  2176. internalID: number;
  2177. times: number[];
  2178. values: number[];
  2179. attrFlag: number[];
  2180. attrData: number[];
  2181. };
  2182. y: {
  2183. version: any;
  2184. id: number;
  2185. internalID: number;
  2186. times: number[];
  2187. values: number[];
  2188. attrFlag: number[];
  2189. attrData: number[];
  2190. };
  2191. z: {
  2192. version: any;
  2193. id: number;
  2194. internalID: number;
  2195. times: number[];
  2196. values: number[];
  2197. attrFlag: number[];
  2198. attrData: number[];
  2199. };
  2200. };
  2201. };
  2202. }[][];
  2203. length: number;
  2204. frames: number;
  2205. }>;
  2206. length: number;
  2207. fps: number;
  2208. frames: number;
  2209. }} animations,
  2210. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2211. */
  2212. function addAnimations( group, animations ) {
  2213. if ( group.animations === undefined ) {
  2214. group.animations = [];
  2215. }
  2216. animations.stacks.forEach( function ( stack ) {
  2217. var animationData = {
  2218. name: stack.name,
  2219. fps: 30,
  2220. length: stack.length,
  2221. hierarchy: []
  2222. };
  2223. var bones = group.skeleton.bones;
  2224. bones.forEach( function ( bone ) {
  2225. var name = bone.name.replace( /.*:/, '' );
  2226. var parentIndex = bones.findIndex( function ( parentBone ) {
  2227. return bone.parent === parentBone;
  2228. } );
  2229. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2230. } );
  2231. for ( var frame = 0; frame < stack.frames; frame ++ ) {
  2232. bones.forEach( function ( bone, boneIndex ) {
  2233. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2234. animationData.hierarchy.forEach( function ( node ) {
  2235. if ( node.name === bone.name ) {
  2236. node.keys.push( generateKey( animationNode, bone, frame ) );
  2237. }
  2238. } );
  2239. } );
  2240. }
  2241. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2242. /**
  2243. * @param {THREE.Bone} bone
  2244. */
  2245. function generateKey( animationNode, bone, frame ) {
  2246. var key = {
  2247. time: frame / animations.fps,
  2248. pos: bone.position.toArray(),
  2249. rot: bone.quaternion.toArray(),
  2250. scl: bone.scale.toArray()
  2251. };
  2252. if ( animationNode === undefined ) {
  2253. return key;
  2254. }
  2255. try {
  2256. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2257. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2258. }
  2259. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2260. var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
  2261. var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
  2262. var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
  2263. var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
  2264. key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
  2265. }
  2266. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2267. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2268. }
  2269. } catch ( error ) {
  2270. // Curve is not fully plotted.
  2271. console.log( bone );
  2272. console.log( error );
  2273. }
  2274. return key;
  2275. function hasCurve( animationNode, attribute ) {
  2276. if ( animationNode === undefined ) {
  2277. return false;
  2278. }
  2279. var attributeNode = animationNode[ attribute ];
  2280. if ( ! attributeNode ) {
  2281. return false;
  2282. }
  2283. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2284. return attributeNode.curves[ key ] !== undefined;
  2285. } );
  2286. }
  2287. function hasKeyOnFrame( attributeNode, frame ) {
  2288. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2289. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2290. function isKeyExistOnFrame( curve, frame ) {
  2291. return curve.values[ frame ] !== undefined;
  2292. }
  2293. } );
  2294. }
  2295. }
  2296. } );
  2297. }
  2298. // UTILS
  2299. /**
  2300. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  2301. * @param {FBXVector3} property - Property to parse as Vector3.
  2302. * @returns {THREE.Vector3}
  2303. */
  2304. function parseVector3( property ) {
  2305. return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
  2306. }
  2307. /**
  2308. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  2309. * @param {FBXVector3} property - Property to parse as Color.
  2310. * @returns {THREE.Color}
  2311. */
  2312. function parseColor( property ) {
  2313. return new THREE.Color().fromArray( parseVector3( property ).toArray() );
  2314. }
  2315. }
  2316. } );
  2317. /**
  2318. * An instance of a Vertex with data for drawing vertices to the screen.
  2319. * @constructor
  2320. */
  2321. function Vertex() {
  2322. /**
  2323. * Position of the vertex.
  2324. * @type {THREE.Vector3}
  2325. */
  2326. this.position = new THREE.Vector3( );
  2327. /**
  2328. * Normal of the vertex
  2329. * @type {THREE.Vector3}
  2330. */
  2331. this.normal = new THREE.Vector3( );
  2332. /**
  2333. * UV coordinates of the vertex.
  2334. * @type {THREE.Vector2}
  2335. */
  2336. this.uv = new THREE.Vector2( );
  2337. /**
  2338. * Indices of the bones vertex is influenced by.
  2339. * @type {THREE.Vector4}
  2340. */
  2341. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2342. /**
  2343. * Weights that each bone influences the vertex.
  2344. * @type {THREE.Vector4}
  2345. */
  2346. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2347. }
  2348. Object.assign( Vertex.prototype, {
  2349. copy: function ( target ) {
  2350. var returnVar = target || new Vertex();
  2351. returnVar.position.copy( this.position );
  2352. returnVar.normal.copy( this.normal );
  2353. returnVar.uv.copy( this.uv );
  2354. returnVar.skinIndices.copy( this.skinIndices );
  2355. returnVar.skinWeights.copy( this.skinWeights );
  2356. return returnVar;
  2357. },
  2358. flattenToBuffers: function () {
  2359. var vertexBuffer = this.position.toArray();
  2360. var normalBuffer = this.normal.toArray();
  2361. var uvBuffer = this.uv.toArray();
  2362. var skinIndexBuffer = this.skinIndices.toArray();
  2363. var skinWeightBuffer = this.skinWeights.toArray();
  2364. return {
  2365. vertexBuffer: vertexBuffer,
  2366. normalBuffer: normalBuffer,
  2367. uvBuffer: uvBuffer,
  2368. skinIndexBuffer: skinIndexBuffer,
  2369. skinWeightBuffer: skinWeightBuffer,
  2370. };
  2371. }
  2372. } );
  2373. /**
  2374. * @constructor
  2375. */
  2376. function Triangle() {
  2377. /**
  2378. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2379. */
  2380. this.vertices = [ ];
  2381. }
  2382. Object.assign( Triangle.prototype, {
  2383. copy: function ( target ) {
  2384. var returnVar = target || new Triangle();
  2385. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2386. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2387. }
  2388. return returnVar;
  2389. },
  2390. flattenToBuffers: function () {
  2391. var vertexBuffer = [];
  2392. var normalBuffer = [];
  2393. var uvBuffer = [];
  2394. var skinIndexBuffer = [];
  2395. var skinWeightBuffer = [];
  2396. this.vertices.forEach( function ( vertex ) {
  2397. var flatVertex = vertex.flattenToBuffers();
  2398. vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
  2399. normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
  2400. uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
  2401. skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
  2402. skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
  2403. } );
  2404. return {
  2405. vertexBuffer: vertexBuffer,
  2406. normalBuffer: normalBuffer,
  2407. uvBuffer: uvBuffer,
  2408. skinIndexBuffer: skinIndexBuffer,
  2409. skinWeightBuffer: skinWeightBuffer,
  2410. };
  2411. }
  2412. } );
  2413. /**
  2414. * @constructor
  2415. */
  2416. function Face() {
  2417. /**
  2418. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2419. */
  2420. this.triangles = [ ];
  2421. this.materialIndex = 0;
  2422. }
  2423. Object.assign( Face.prototype, {
  2424. copy: function ( target ) {
  2425. var returnVar = target || new Face();
  2426. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2427. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2428. }
  2429. returnVar.materialIndex = this.materialIndex;
  2430. return returnVar;
  2431. },
  2432. genTrianglesFromVertices: function ( vertexArray ) {
  2433. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2434. var triangle = new Triangle();
  2435. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2436. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2437. triangle.vertices[ 2 ] = vertexArray[ i ];
  2438. this.triangles.push( triangle );
  2439. }
  2440. },
  2441. flattenToBuffers: function () {
  2442. var vertexBuffer = [];
  2443. var normalBuffer = [];
  2444. var uvBuffer = [];
  2445. var skinIndexBuffer = [];
  2446. var skinWeightBuffer = [];
  2447. var materialIndexBuffer = [];
  2448. var materialIndex = this.materialIndex;
  2449. this.triangles.forEach( function ( triangle ) {
  2450. var flatTriangle = triangle.flattenToBuffers();
  2451. vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
  2452. normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
  2453. uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
  2454. skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
  2455. skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
  2456. materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
  2457. } );
  2458. return {
  2459. vertexBuffer: vertexBuffer,
  2460. normalBuffer: normalBuffer,
  2461. uvBuffer: uvBuffer,
  2462. skinIndexBuffer: skinIndexBuffer,
  2463. skinWeightBuffer: skinWeightBuffer,
  2464. materialIndexBuffer: materialIndexBuffer
  2465. };
  2466. }
  2467. } );
  2468. /**
  2469. * @constructor
  2470. */
  2471. function Geometry() {
  2472. /**
  2473. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2474. */
  2475. this.faces = [ ];
  2476. /**
  2477. * @type {{}|THREE.Skeleton}
  2478. */
  2479. this.skeleton = null;
  2480. }
  2481. Object.assign( Geometry.prototype, {
  2482. /**
  2483. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2484. */
  2485. flattenToBuffers: function () {
  2486. var vertexBuffer = [];
  2487. var normalBuffer = [];
  2488. var uvBuffer = [];
  2489. var skinIndexBuffer = [];
  2490. var skinWeightBuffer = [];
  2491. var materialIndexBuffer = [];
  2492. this.faces.forEach( function ( face ) {
  2493. var flatFace = face.flattenToBuffers();
  2494. vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
  2495. normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
  2496. uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
  2497. skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
  2498. skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
  2499. materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
  2500. } );
  2501. return {
  2502. vertexBuffer: vertexBuffer,
  2503. normalBuffer: normalBuffer,
  2504. uvBuffer: uvBuffer,
  2505. skinIndexBuffer: skinIndexBuffer,
  2506. skinWeightBuffer: skinWeightBuffer,
  2507. materialIndexBuffer: materialIndexBuffer
  2508. };
  2509. }
  2510. } );
  2511. function TextParser() {}
  2512. Object.assign( TextParser.prototype, {
  2513. getPrevNode: function () {
  2514. return this.nodeStack[ this.currentIndent - 2 ];
  2515. },
  2516. getCurrentNode: function () {
  2517. return this.nodeStack[ this.currentIndent - 1 ];
  2518. },
  2519. getCurrentProp: function () {
  2520. return this.currentProp;
  2521. },
  2522. pushStack: function ( node ) {
  2523. this.nodeStack.push( node );
  2524. this.currentIndent += 1;
  2525. },
  2526. popStack: function () {
  2527. this.nodeStack.pop();
  2528. this.currentIndent -= 1;
  2529. },
  2530. setCurrentProp: function ( val, name ) {
  2531. this.currentProp = val;
  2532. this.currentPropName = name;
  2533. },
  2534. // ----------parse ---------------------------------------------------
  2535. parse: function ( text ) {
  2536. this.currentIndent = 0;
  2537. this.allNodes = new FBXTree();
  2538. this.nodeStack = [];
  2539. this.currentProp = [];
  2540. this.currentPropName = '';
  2541. var split = text.split( "\n" );
  2542. for ( var line in split ) {
  2543. var l = split[ line ];
  2544. // short cut
  2545. if ( l.match( /^[\s\t]*;/ ) ) {
  2546. continue;
  2547. } // skip comment line
  2548. if ( l.match( /^[\s\t]*$/ ) ) {
  2549. continue;
  2550. } // skip empty line
  2551. // beginning of node
  2552. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2553. var match = l.match( beginningOfNodeExp );
  2554. if ( match ) {
  2555. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2556. var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  2557. return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  2558. } );
  2559. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2560. continue;
  2561. }
  2562. // node's property
  2563. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2564. var match = l.match( propExp );
  2565. if ( match ) {
  2566. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2567. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2568. this.parseNodeProperty( l, propName, propValue );
  2569. continue;
  2570. }
  2571. // end of node
  2572. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2573. if ( l.match( endOfNodeExp ) ) {
  2574. this.nodeEnd();
  2575. continue;
  2576. }
  2577. // for special case,
  2578. //
  2579. // Vertices: *8670 {
  2580. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2581. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2582. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2583. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2584. //
  2585. // these case the lines must contiue with previous line
  2586. if ( l.match( /^[^\s\t}]/ ) ) {
  2587. this.parseNodePropertyContinued( l );
  2588. }
  2589. }
  2590. return this.allNodes;
  2591. },
  2592. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2593. // var nodeName = match[1];
  2594. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2595. var attrs = this.parseNodeAttr( nodeAttrs );
  2596. var currentNode = this.getCurrentNode();
  2597. // a top node
  2598. if ( this.currentIndent === 0 ) {
  2599. this.allNodes.add( nodeName, node );
  2600. } else {
  2601. // a subnode
  2602. // already exists subnode, then append it
  2603. if ( nodeName in currentNode.subNodes ) {
  2604. var tmp = currentNode.subNodes[ nodeName ];
  2605. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2606. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2607. if ( attrs.id === '' ) {
  2608. currentNode.subNodes[ nodeName ] = [];
  2609. currentNode.subNodes[ nodeName ].push( tmp );
  2610. } else {
  2611. currentNode.subNodes[ nodeName ] = {};
  2612. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2613. }
  2614. }
  2615. if ( attrs.id === '' ) {
  2616. currentNode.subNodes[ nodeName ].push( node );
  2617. } else {
  2618. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2619. }
  2620. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2621. currentNode.subNodes[ nodeName ] = {};
  2622. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2623. } else {
  2624. currentNode.subNodes[ nodeName ] = node;
  2625. }
  2626. }
  2627. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2628. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2629. if ( nodeAttrs ) {
  2630. node.id = attrs.id;
  2631. node.attrName = attrs.name;
  2632. node.attrType = attrs.type;
  2633. }
  2634. this.pushStack( node );
  2635. },
  2636. parseNodeAttr: function ( attrs ) {
  2637. var id = attrs[ 0 ];
  2638. if ( attrs[ 0 ] !== "" ) {
  2639. id = parseInt( attrs[ 0 ] );
  2640. if ( isNaN( id ) ) {
  2641. // PolygonVertexIndex: *16380 {
  2642. id = attrs[ 0 ];
  2643. }
  2644. }
  2645. var name;
  2646. var type;
  2647. if ( attrs.length > 1 ) {
  2648. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2649. type = attrs[ 2 ];
  2650. }
  2651. return { id: id, name: name || '', type: type || '' };
  2652. },
  2653. parseNodeProperty: function ( line, propName, propValue ) {
  2654. var currentNode = this.getCurrentNode();
  2655. var parentName = currentNode.name;
  2656. // special case parent node's is like "Properties70"
  2657. // these chilren nodes must treat with careful
  2658. if ( parentName !== undefined ) {
  2659. var propMatch = parentName.match( /Properties(\d)+/ );
  2660. if ( propMatch ) {
  2661. this.parseNodeSpecialProperty( line, propName, propValue );
  2662. return;
  2663. }
  2664. }
  2665. // special case Connections
  2666. if ( propName == 'C' ) {
  2667. var connProps = propValue.split( ',' ).slice( 1 );
  2668. var from = parseInt( connProps[ 0 ] );
  2669. var to = parseInt( connProps[ 1 ] );
  2670. var rest = propValue.split( ',' ).slice( 3 );
  2671. propName = 'connections';
  2672. propValue = [ from, to ];
  2673. propValue = propValue.concat( rest );
  2674. if ( currentNode.properties[ propName ] === undefined ) {
  2675. currentNode.properties[ propName ] = [];
  2676. }
  2677. }
  2678. // special case Connections
  2679. if ( propName == 'Node' ) {
  2680. var id = parseInt( propValue );
  2681. currentNode.properties.id = id;
  2682. currentNode.id = id;
  2683. }
  2684. // already exists in properties, then append this
  2685. if ( propName in currentNode.properties ) {
  2686. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2687. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2688. currentNode.properties[ propName ].push( propValue );
  2689. } else {
  2690. currentNode.properties[ propName ] += propValue;
  2691. }
  2692. } else {
  2693. // console.log( propName + ": " + propValue );
  2694. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2695. currentNode.properties[ propName ].push( propValue );
  2696. } else {
  2697. currentNode.properties[ propName ] = propValue;
  2698. }
  2699. }
  2700. this.setCurrentProp( currentNode.properties, propName );
  2701. },
  2702. // TODO:
  2703. parseNodePropertyContinued: function ( line ) {
  2704. this.currentProp[ this.currentPropName ] += line;
  2705. },
  2706. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2707. // split this
  2708. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2709. // into array like below
  2710. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2711. var props = propValue.split( '",' ).map( function ( element ) {
  2712. return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2713. } );
  2714. var innerPropName = props[ 0 ];
  2715. var innerPropType1 = props[ 1 ];
  2716. var innerPropType2 = props[ 2 ];
  2717. var innerPropFlag = props[ 3 ];
  2718. var innerPropValue = props[ 4 ];
  2719. /*
  2720. if ( innerPropValue === undefined ) {
  2721. innerPropValue = props[3];
  2722. }
  2723. */
  2724. // cast value in its type
  2725. switch ( innerPropType1 ) {
  2726. case "int":
  2727. innerPropValue = parseInt( innerPropValue );
  2728. break;
  2729. case "double":
  2730. innerPropValue = parseFloat( innerPropValue );
  2731. break;
  2732. case "ColorRGB":
  2733. case "Vector3D":
  2734. var tmp = innerPropValue.split( ',' );
  2735. innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  2736. break;
  2737. }
  2738. // CAUTION: these props must append to parent's parent
  2739. this.getPrevNode().properties[ innerPropName ] = {
  2740. 'type': innerPropType1,
  2741. 'type2': innerPropType2,
  2742. 'flag': innerPropFlag,
  2743. 'value': innerPropValue
  2744. };
  2745. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2746. },
  2747. nodeEnd: function () {
  2748. this.popStack();
  2749. },
  2750. /* ---------------------------------------------------------------- */
  2751. /* util */
  2752. isFlattenNode: function ( node ) {
  2753. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2754. }
  2755. } );
  2756. function FBXTree() {}
  2757. Object.assign( FBXTree.prototype, {
  2758. add: function ( key, val ) {
  2759. this[ key ] = val;
  2760. },
  2761. searchConnectionParent: function ( id ) {
  2762. if ( this.__cache_search_connection_parent === undefined ) {
  2763. this.__cache_search_connection_parent = [];
  2764. }
  2765. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  2766. return this.__cache_search_connection_parent[ id ];
  2767. } else {
  2768. this.__cache_search_connection_parent[ id ] = [];
  2769. }
  2770. var conns = this.Connections.properties.connections;
  2771. var results = [];
  2772. for ( var i = 0; i < conns.length; ++ i ) {
  2773. if ( conns[ i ][ 0 ] == id ) {
  2774. // 0 means scene root
  2775. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  2776. results.push( res );
  2777. }
  2778. }
  2779. if ( results.length > 0 ) {
  2780. this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  2781. return results;
  2782. } else {
  2783. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  2784. return [ - 1 ];
  2785. }
  2786. },
  2787. searchConnectionChildren: function ( id ) {
  2788. if ( this.__cache_search_connection_children === undefined ) {
  2789. this.__cache_search_connection_children = [];
  2790. }
  2791. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  2792. return this.__cache_search_connection_children[ id ];
  2793. } else {
  2794. this.__cache_search_connection_children[ id ] = [];
  2795. }
  2796. var conns = this.Connections.properties.connections;
  2797. var res = [];
  2798. for ( var i = 0; i < conns.length; ++ i ) {
  2799. if ( conns[ i ][ 1 ] == id ) {
  2800. // 0 means scene root
  2801. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  2802. // there may more than one kid, then search to the end
  2803. }
  2804. }
  2805. if ( res.length > 0 ) {
  2806. this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  2807. return res;
  2808. } else {
  2809. this.__cache_search_connection_children[ id ] = [ ];
  2810. return [ ];
  2811. }
  2812. },
  2813. searchConnectionType: function ( id, to ) {
  2814. var key = id + ',' + to; // TODO: to hash
  2815. if ( this.__cache_search_connection_type === undefined ) {
  2816. this.__cache_search_connection_type = {};
  2817. }
  2818. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  2819. return this.__cache_search_connection_type[ key ];
  2820. } else {
  2821. this.__cache_search_connection_type[ key ] = '';
  2822. }
  2823. var conns = this.Connections.properties.connections;
  2824. for ( var i = 0; i < conns.length; ++ i ) {
  2825. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  2826. // 0 means scene root
  2827. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  2828. return conns[ i ][ 2 ];
  2829. }
  2830. }
  2831. this.__cache_search_connection_type[ id ] = null;
  2832. return null;
  2833. }
  2834. } );
  2835. /**
  2836. * @returns {boolean}
  2837. */
  2838. function isFbxFormatASCII( text ) {
  2839. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2840. var cursor = 0;
  2841. var read = function ( offset ) {
  2842. var result = text[ offset - 1 ];
  2843. text = text.slice( cursor + offset );
  2844. cursor ++;
  2845. return result;
  2846. };
  2847. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2848. var num = read( 1 );
  2849. if ( num == CORRECT[ i ] ) {
  2850. return false;
  2851. }
  2852. }
  2853. return true;
  2854. }
  2855. /**
  2856. * @returns {number}
  2857. */
  2858. function getFbxVersion( text ) {
  2859. var versionRegExp = /FBXVersion: (\d+)/;
  2860. var match = text.match( versionRegExp );
  2861. if ( match ) {
  2862. var version = parseInt( match[ 1 ] );
  2863. return version;
  2864. }
  2865. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  2866. }
  2867. /**
  2868. * Converts FBX ticks into real time seconds.
  2869. * @param {number} time - FBX tick timestamp to convert.
  2870. * @returns {number} - FBX tick in real world time.
  2871. */
  2872. function ConvertFBXTimeToSeconds( time ) {
  2873. // Constant is FBX ticks per second.
  2874. return time / 46186158000;
  2875. }
  2876. /**
  2877. * Parses comma separated list of float numbers and returns them in an array.
  2878. * @example
  2879. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  2880. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  2881. * @returns {number[]}
  2882. */
  2883. function parseFloatArray( floatString ) {
  2884. return floatString.split( ',' ).map( function ( stringValue ) {
  2885. return parseFloat( stringValue );
  2886. } );
  2887. }
  2888. /**
  2889. * Parses comma separated list of int numbers and returns them in an array.
  2890. * @example
  2891. * // Returns [ 5, 8, 2, 3 ]
  2892. * parseFloatArray( "5,8,2,3" )
  2893. * @returns {number[]}
  2894. */
  2895. function parseIntArray( intString ) {
  2896. return intString.split( ',' ).map( function ( stringValue ) {
  2897. return parseInt( stringValue );
  2898. } );
  2899. }
  2900. function parseMatrixArray( floatString ) {
  2901. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  2902. }
  2903. /**
  2904. * Converts number from degrees into radians.
  2905. * @param {number} value
  2906. * @returns {number}
  2907. */
  2908. function degreeToRadian( value ) {
  2909. return value * Math.PI / 180;
  2910. }
  2911. } )();