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FBXLoader.js 124 KB

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