FBXLoader.js 122 KB

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