FBXLoader2.js 102 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. *
  4. * Loader loads FBX file and generates Group representing FBX scene.
  5. * Requires FBX file to be >= 7.0 and in ASCII format.
  6. *
  7. * Supports:
  8. * Mesh Generation (Positional Data)
  9. * Normal Data (Per Vertex Drawing Instance)
  10. * UV Data (Per Vertex Drawing Instance)
  11. * Skinning
  12. * Animation
  13. * - Separated Animations based on stacks.
  14. * - Skeletal & Non-Skeletal Animations
  15. *
  16. * Needs Support:
  17. * Indexed Buffers
  18. * PreRotation support.
  19. */
  20. ( function () {
  21. /**
  22. * Generates a loader for loading FBX files from URL and parsing into
  23. * a THREE.Group.
  24. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  25. */
  26. THREE.FBXLoader = function ( manager ) {
  27. THREE.Loader.call( this );
  28. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  29. this.fileLoader = new THREE.FileLoader( this.manager );
  30. this.textureLoader = new THREE.TextureLoader( this.manager );
  31. };
  32. Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
  33. THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. /**
  36. * Loads an ASCII FBX file from URL and parses into a THREE.Group.
  37. * THREE.Group will have an animations property of AnimationClips
  38. * of the different animations exported with the FBX.
  39. * @param {string} url - URL of the FBX file.
  40. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  41. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  42. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  43. */
  44. load: function ( url, onLoad, onProgress, onError ) {
  45. var self = this;
  46. var resourceDirectory = url.split( /[\\\/]/ );
  47. resourceDirectory.pop();
  48. resourceDirectory = resourceDirectory.join( '/' );
  49. this.fileLoader.load( url, function ( text ) {
  50. try {
  51. var scene = self.parse( text, resourceDirectory );
  52. onLoad( scene );
  53. } catch ( error ) {
  54. window.setTimeout( function () {
  55. if ( onError ) onError( error );
  56. self.manager.itemError( url );
  57. }, 0 );
  58. }
  59. }, onProgress, onError );
  60. },
  61. /**
  62. * Parses an ASCII FBX file and returns a THREE.Group.
  63. * THREE.Group will have an animations property of AnimationClips
  64. * of the different animations within the FBX file.
  65. * @param {string} FBXText - Contents of FBX file to parse.
  66. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  67. * @returns {THREE.Group}
  68. */
  69. parse: function ( FBXText, resourceDirectory ) {
  70. var loader = this;
  71. if ( ! isFbxFormatASCII( FBXText ) ) {
  72. throw new Error( 'FBXLoader: FBX Binary format not supported.' );
  73. self.manager.itemError( url );
  74. return;
  75. //TODO: Support Binary parsing. Hopefully in the future,
  76. //we call var FBXTree = new BinaryParser().parse( FBXText );
  77. }
  78. if ( getFbxVersion( FBXText ) < 7000 ) {
  79. throw new Error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
  80. self.manager.itemError( url );
  81. return;
  82. }
  83. var FBXTree = new TextParser().parse( FBXText );
  84. var connections = parseConnections( FBXTree );
  85. var textures = parseTextures( FBXTree );
  86. var materials = parseMaterials( FBXTree, textures, connections );
  87. var deformerMap = parseDeformers( FBXTree, connections );
  88. var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
  89. var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
  90. return sceneGraph;
  91. /**
  92. * @typedef {{value: number}} FBXValue
  93. */
  94. /**
  95. * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
  96. */
  97. /**
  98. * @typedef {{properties: {a: string}}} FBXArrayNode
  99. */
  100. /**
  101. * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
  102. */
  103. /**
  104. * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
  105. */
  106. /**
  107. * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
  108. */
  109. /**
  110. * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
  111. */
  112. /**
  113. * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
  114. */
  115. /**
  116. * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
  117. */
  118. /**
  119. * Parses map of relationships between objects.
  120. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  121. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  122. */
  123. function parseConnections( FBXTree ) {
  124. /**
  125. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  126. */
  127. var connectionMap = new Map();
  128. if ( 'Connections' in FBXTree ) {
  129. /**
  130. * @type {[number, number, string][]}
  131. */
  132. var connectionArray = FBXTree.Connections.properties.connections;
  133. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  134. var connection = connectionArray[ connectionArrayIndex ];
  135. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  136. connectionMap.set( connection[ 0 ], {
  137. parents: [],
  138. children: []
  139. } );
  140. }
  141. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  142. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  143. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  144. connectionMap.set( connection[ 1 ], {
  145. parents: [],
  146. children: []
  147. } );
  148. }
  149. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  150. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  151. }
  152. }
  153. return connectionMap;
  154. }
  155. /**
  156. * Parses map of textures referenced in FBXTree.
  157. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  158. * @returns {Map<number, THREE.Texture>}
  159. */
  160. function parseTextures( FBXTree ) {
  161. /**
  162. * @type {Map<number, THREE.Texture>}
  163. */
  164. var textureMap = new Map();
  165. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  166. var textureNodes = FBXTree.Objects.subNodes.Texture;
  167. for ( var nodeID in textureNodes ) {
  168. var texture = parseTexture( textureNodes[ nodeID ] );
  169. textureMap.set( parseInt( nodeID ), texture );
  170. }
  171. }
  172. return textureMap;
  173. /**
  174. * @param {textureNode} textureNode - Node to get texture information from.
  175. * @returns {THREE.Texture}
  176. */
  177. function parseTexture( textureNode ) {
  178. var FBX_ID = textureNode.id;
  179. var name = textureNode.name;
  180. var filePath = textureNode.properties.FileName;
  181. var split = filePath.split( /[\\\/]/ );
  182. if ( split.length > 0 ) {
  183. var fileName = split[ split.length - 1 ];
  184. } else {
  185. var fileName = filePath;
  186. }
  187. /**
  188. * @type {THREE.Texture}
  189. */
  190. var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
  191. texture.name = name;
  192. texture.FBX_ID = FBX_ID;
  193. return texture;
  194. }
  195. }
  196. /**
  197. * Parses map of Material information.
  198. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  199. * @param {Map<number, THREE.Texture>} textureMap
  200. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  201. * @returns {Map<number, THREE.Material>}
  202. */
  203. function parseMaterials( FBXTree, textureMap, connections ) {
  204. var materialMap = new Map();
  205. if ( 'Material' in FBXTree.Objects.subNodes ) {
  206. var materialNodes = FBXTree.Objects.subNodes.Material;
  207. for ( var nodeID in materialNodes ) {
  208. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  209. materialMap.set( parseInt( nodeID ), material );
  210. }
  211. }
  212. return materialMap;
  213. /**
  214. * Takes information from Material node and returns a generated THREE.Material
  215. * @param {FBXMaterialNode} materialNode
  216. * @param {Map<number, THREE.Texture>} textureMap
  217. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  218. * @returns {THREE.Material}
  219. */
  220. function parseMaterial( materialNode, textureMap, connections ) {
  221. var FBX_ID = materialNode.id;
  222. var name = materialNode.attrName;
  223. var type = materialNode.properties.ShadingModel;
  224. //Case where FBXs wrap shading model in property object.
  225. if ( typeof type === 'object' ) {
  226. type = type.value;
  227. }
  228. var children = connections.get( FBX_ID ).children;
  229. var parameters = parseParameters( materialNode.properties, textureMap, children );
  230. var material;
  231. switch ( type ) {
  232. case 'phong':
  233. material = new THREE.MeshPhongMaterial();
  234. break;
  235. case 'lambert':
  236. material = new THREE.MeshLambertMaterial();
  237. break;
  238. default:
  239. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  240. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  241. break;
  242. }
  243. material.setValues( parameters );
  244. material.name = name;
  245. return material;
  246. /**
  247. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  248. */
  249. /**
  250. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  251. */
  252. /**
  253. * @param {FBXMaterialProperties} properties
  254. * @param {Map<number, THREE.Texture>} textureMap
  255. * @param {{ID: number, relationship: string}[]} childrenRelationships
  256. * @returns {THREEMaterialParameterPack}
  257. */
  258. function parseParameters( properties, textureMap, childrenRelationships ) {
  259. var parameters = {};
  260. if ( properties.Diffuse ) {
  261. parameters.color = parseColor( properties.Diffuse );
  262. }
  263. if ( properties.Specular ) {
  264. parameters.specular = parseColor( properties.Specular );
  265. }
  266. if ( properties.Shininess ) {
  267. parameters.shininess = properties.Shininess.value;
  268. }
  269. if ( properties.Emissive ) {
  270. parameters.emissive = parseColor( properties.Emissive );
  271. }
  272. if ( properties.EmissiveFactor ) {
  273. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  274. }
  275. if ( properties.Opacity ) {
  276. parameters.opacity = properties.Opacity.value;
  277. }
  278. if ( parameters.opacity < 1.0 ) {
  279. parameters.transparent = true;
  280. }
  281. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  282. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  283. var type = relationship.relationship;
  284. switch ( type ) {
  285. case " \"AmbientColor":
  286. //TODO: Support AmbientColor textures
  287. break;
  288. case " \"DiffuseColor":
  289. parameters.map = textureMap.get( relationship.ID );
  290. break;
  291. default:
  292. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  293. break;
  294. }
  295. }
  296. return parameters;
  297. }
  298. }
  299. }
  300. /**
  301. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  302. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  303. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  304. * @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}>}
  305. */
  306. function parseDeformers( FBXTree, connections ) {
  307. var skeletonMap = new Map();
  308. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  309. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  310. for ( var nodeID in DeformerNodes ) {
  311. var deformerNode = DeformerNodes[ nodeID ];
  312. if ( deformerNode.attrType === 'Skin' ) {
  313. var conns = connections.get( parseInt( nodeID ) );
  314. var skeleton = parseSkeleton( conns, DeformerNodes );
  315. skeleton.FBX_ID = parseInt( nodeID );
  316. skeletonMap.set( parseInt( nodeID ), skeleton );
  317. }
  318. }
  319. }
  320. return skeletonMap;
  321. /**
  322. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  323. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  324. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  325. * @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}}
  326. */
  327. function parseSkeleton( connections, DeformerNodes ) {
  328. var subDeformers = new Map();
  329. var subDeformerArray = [];
  330. for ( var childrenIndex = 0, childrenLength = connections.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  331. var child = connections.children[ childrenIndex ];
  332. var subDeformerNode = DeformerNodes[ child.ID ];
  333. var subDeformer = {
  334. FBX_ID: child.ID,
  335. indices: [],
  336. weights: [],
  337. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  338. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  339. linkMode: subDeformerNode.properties.Mode
  340. };
  341. if ( 'Indexes' in subDeformerNode.subNodes ) {
  342. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  343. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  344. }
  345. subDeformers.set( child.ID, subDeformer );
  346. subDeformerArray.push( subDeformer );
  347. }
  348. return {
  349. map: subDeformers,
  350. array: subDeformerArray,
  351. bones: []
  352. };
  353. }
  354. }
  355. /**
  356. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  357. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  358. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  359. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  360. * @returns {Map<number, THREE.BufferGeometry>}
  361. */
  362. function parseGeometries( FBXTree, connections, deformerMap ) {
  363. var geometryMap = new Map();
  364. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  365. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  366. for ( var nodeID in geometryNodes ) {
  367. var relationships = connections.get( parseInt( nodeID ) );
  368. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
  369. geometryMap.set( parseInt( nodeID ), geo );
  370. }
  371. }
  372. return geometryMap;
  373. /**
  374. * Generates BufferGeometry from FBXGeometryNode.
  375. * @param {FBXGeometryNode} geometryNode
  376. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  377. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
  378. * @returns {THREE.BufferGeometry}
  379. */
  380. function parseGeometry( geometryNode, relationships, deformerMap ) {
  381. switch ( geometryNode.attrType ) {
  382. case 'Mesh':
  383. return parseMeshGeometry( geometryNode, relationships, deformerMap );
  384. break;
  385. case 'NurbsCurve':
  386. return parseNurbsGeometry( geometryNode, relationships, deformerMap );
  387. break;
  388. }
  389. /**
  390. * Specialty function for parsing Mesh based Geometry Nodes.
  391. * @param {FBXGeometryNode} geometryNode
  392. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  393. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
  394. * @returns {THREE.BufferGeometry}
  395. */
  396. function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
  397. var FBX_ID = geometryNode.id;
  398. var name = geometryNode.attrName;
  399. for ( var i = 0; i < relationships.children.length; ++ i ) {
  400. if ( deformerMap.has( relationships.children[ i ].ID ) ) {
  401. var deformer = deformerMap.get( relationships.children[ i ].ID );
  402. break;
  403. }
  404. }
  405. var geometry = genGeometry( geometryNode, deformer );
  406. return geometry;
  407. /**
  408. * @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.
  409. * @returns {THREE.BufferGeometry}
  410. */
  411. function genGeometry( geometryNode, deformer ) {
  412. var geometry = new Geometry();
  413. //First, each index is going to be its own vertex.
  414. var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
  415. var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
  416. if ( 'LayerElementNormal' in geometryNode.subNodes ) {
  417. var normalInfo = getNormals( geometryNode );
  418. }
  419. if ( 'LayerElementUV' in geometryNode.subNodes ) {
  420. var uvInfo = getUVs( geometryNode );
  421. }
  422. if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
  423. var materialInfo = getMaterials( geometryNode );
  424. }
  425. var faceVertexBuffer = [];
  426. var polygonIndex = 0;
  427. indexBuffer.forEach( function ( vertexIndex, polygonVertexIndex, indexBuffer ) {
  428. var endOfFace = false;
  429. if ( vertexIndex < 0 ) {
  430. vertexIndex = vertexIndex ^ - 1;
  431. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  432. endOfFace = true;
  433. }
  434. var vertex = new Vertex();
  435. var weightIndices = [];
  436. var weights = [];
  437. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  438. if ( deformer ) {
  439. deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
  440. var index = subDeformer.indices.findIndex( function ( indx ) {
  441. return indx === vertexIndex;
  442. } );
  443. if ( index !== - 1 ) {
  444. weights.push( subDeformer.weights[ index ] );
  445. weightIndices.push( subDeformerIndex );
  446. }
  447. } );
  448. if ( weights.length > 4 ) {
  449. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  450. var WIndex = [ 0, 0, 0, 0 ];
  451. var Weight = [ 0, 0, 0, 0 ];
  452. weights.forEach( function ( weight, weightIndex ) {
  453. var currentWeight = weight;
  454. var currentIndex = weightIndices[ weightIndex ];
  455. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  456. if ( currentWeight > comparedWeight ) {
  457. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  458. currentWeight = comparedWeight;
  459. var tmp = WIndex[ comparedWeightIndex ];
  460. WIndex[ comparedWeightIndex ] = currentIndex;
  461. currentIndex = tmp;
  462. }
  463. } );
  464. } );
  465. weightIndices = WIndex;
  466. weights = Weight;
  467. }
  468. for ( var i = weights.length; i < 4; ++ i ) {
  469. weights[ i ] = 0;
  470. weightIndices[ i ] = 0;
  471. }
  472. vertex.skinWeights.fromArray( weights );
  473. vertex.skinIndices.fromArray( weightIndices );
  474. }
  475. if ( normalInfo ) {
  476. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  477. }
  478. if ( uvInfo ) {
  479. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  480. }
  481. faceVertexBuffer.push( vertex );
  482. if ( endOfFace ) {
  483. var face = new Face();
  484. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  485. face.genTrianglesFromVertices( faceVertexBuffer );
  486. face.materialIndex = materials[ 0 ];
  487. geometry.faces.push( face );
  488. faceVertexBuffer = [];
  489. polygonIndex ++;
  490. endOfFace = false;
  491. }
  492. } );
  493. /**
  494. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  495. */
  496. var bufferInfo = geometry.flattenToBuffers();
  497. var geo = new THREE.BufferGeometry();
  498. geo.name = geometryNode.name;
  499. geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
  500. if ( bufferInfo.normalBuffer.length > 0 ) {
  501. geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
  502. }
  503. if ( bufferInfo.uvBuffer.length > 0 ) {
  504. geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
  505. }
  506. if ( deformer ) {
  507. geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
  508. geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
  509. geo.FBX_Deformer = deformer;
  510. }
  511. // Convert the material indices of each vertex into rendering groups on the geometry.
  512. var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
  513. var startIndex = 0;
  514. for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
  515. if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
  516. geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
  517. startIndex = materialBufferIndex;
  518. prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
  519. }
  520. }
  521. return geo;
  522. /**
  523. * Parses normal information for geometry.
  524. * @param {FBXGeometryNode} geometryNode
  525. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  526. */
  527. function getNormals( geometryNode ) {
  528. var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
  529. var mappingType = NormalNode.properties.MappingInformationType;
  530. var referenceType = NormalNode.properties.ReferenceInformationType;
  531. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  532. var indexBuffer = [];
  533. if ( referenceType === 'IndexToDirect' ) {
  534. if ( 'NormalIndex' in NormalNode.subNodes ) {
  535. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  536. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  537. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  538. }
  539. }
  540. return {
  541. dataSize: 3,
  542. buffer: buffer,
  543. indices: indexBuffer,
  544. mappingType: mappingType,
  545. referenceType: referenceType
  546. };
  547. }
  548. /**
  549. * Parses UV information for geometry.
  550. * @param {FBXGeometryNode} geometryNode
  551. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  552. */
  553. function getUVs( geometryNode ) {
  554. var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
  555. var mappingType = UVNode.properties.MappingInformationType;
  556. var referenceType = UVNode.properties.ReferenceInformationType;
  557. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  558. var indexBuffer = [];
  559. if ( referenceType === 'IndexToDirect' ) {
  560. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  561. }
  562. return {
  563. dataSize: 2,
  564. buffer: buffer,
  565. indices: indexBuffer,
  566. mappingType: mappingType,
  567. referenceType: referenceType
  568. };
  569. }
  570. /**
  571. * Parses material application information for geometry.
  572. * @param {FBXGeometryNode}
  573. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  574. */
  575. function getMaterials( geometryNode ) {
  576. var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
  577. var mappingType = MaterialNode.properties.MappingInformationType;
  578. var referenceType = MaterialNode.properties.ReferenceInformationType;
  579. if ( mappingType === 'NoMappingInformation' ) {
  580. return {
  581. dataSize: 1,
  582. buffer: [ 0 ],
  583. indices: [ 0 ],
  584. mappingType: 'AllSame',
  585. referenceType: referenceType
  586. };
  587. }
  588. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  589. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  590. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  591. // for conforming with the other functions we've written for other data.
  592. var materialIndices = [];
  593. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  594. materialIndices.push( materialIndexBufferIndex );
  595. }
  596. return {
  597. dataSize: 1,
  598. buffer: materialIndexBuffer,
  599. indices: materialIndices,
  600. mappingType: mappingType,
  601. referenceType: referenceType
  602. };
  603. }
  604. /**
  605. * Function uses the infoObject and given indices to return value array of object.
  606. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  607. * @param {number} polygonIndex - Index of polygon in geometry.
  608. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  609. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  610. * @returns {number[]}
  611. */
  612. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  613. var GetData = {
  614. ByPolygonVertex: {
  615. /**
  616. * Function uses the infoObject and given indices to return value array of object.
  617. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  618. * @param {number} polygonIndex - Index of polygon in geometry.
  619. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  620. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  621. * @returns {number[]}
  622. */
  623. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  624. return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  625. },
  626. /**
  627. * Function uses the infoObject and given indices to return value array of object.
  628. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  629. * @param {number} polygonIndex - Index of polygon in geometry.
  630. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  631. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  632. * @returns {number[]}
  633. */
  634. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  635. var index = infoObject.indices[ polygonVertexIndex ];
  636. return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
  637. }
  638. },
  639. ByPolygon: {
  640. /**
  641. * Function uses the infoObject and given indices to return value array of object.
  642. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  643. * @param {number} polygonIndex - Index of polygon in geometry.
  644. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  645. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  646. * @returns {number[]}
  647. */
  648. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  649. return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
  650. },
  651. /**
  652. * Function uses the infoObject and given indices to return value array of object.
  653. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  654. * @param {number} polygonIndex - Index of polygon in geometry.
  655. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  656. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  657. * @returns {number[]}
  658. */
  659. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  660. var index = infoObject.indices[ polygonIndex ];
  661. return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
  662. }
  663. },
  664. AllSame: {
  665. /**
  666. * Function uses the infoObject and given indices to return value array of object.
  667. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  668. * @param {number} polygonIndex - Index of polygon in geometry.
  669. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  670. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  671. * @returns {number[]}
  672. */
  673. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  674. return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
  675. }
  676. }
  677. };
  678. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  679. }
  680. }
  681. }
  682. /**
  683. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  684. * @param {FBXGeometryNode} geometryNode
  685. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  686. * @returns {THREE.BufferGeometry}
  687. */
  688. function parseNurbsGeometry( geometryNode, relationships ) {
  689. if ( THREE.NURBSCurve === undefined ) {
  690. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  691. return new THREE.BufferGeometry();
  692. }
  693. var order = parseInt( geometryNode.properties.Order );
  694. if ( isNaN( order ) ) {
  695. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  696. return new THREE.BufferGeometry();
  697. }
  698. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  699. var controlPoints = [];
  700. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  701. for ( var i = 0; i < pointsValues.length; i += 4 ) {
  702. controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
  703. }
  704. if ( geometryNode.properties.Form === 'Closed' ) {
  705. controlPoints.push( controlPoints[ 0 ] );
  706. }
  707. var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
  708. var vertices = curve.getPoints( controlPoints.length * 1.5 );
  709. var vertexBuffer = [];
  710. for ( var verticesIndex = 0, verticesLength = vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  711. var position = vertices[ verticesIndex ];
  712. var array = position.toArray();
  713. vertexBuffer = vertexBuffer.concat( array );
  714. }
  715. var geometry = new THREE.BufferGeometry();
  716. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
  717. return geometry;
  718. }
  719. }
  720. }
  721. /**
  722. * Finally generates Scene graph and Scene graph Objects.
  723. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  724. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  725. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  726. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  727. * @param {Map<number, THREE.Material>} materialMap
  728. * @returns {THREE.Group}
  729. */
  730. function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
  731. var sceneGraph = new THREE.Group();
  732. var ModelNode = FBXTree.Objects.subNodes.Model;
  733. /**
  734. * @type {Array.<THREE.Object3D>}
  735. */
  736. var modelArray = [];
  737. /**
  738. * @type {Map.<number, THREE.Object3D>}
  739. */
  740. var modelMap = new Map();
  741. for ( var nodeID in ModelNode ) {
  742. var id = parseInt( nodeID );
  743. var node = ModelNode[ nodeID ];
  744. var conns = connections.get( id );
  745. var model = null;
  746. for ( var i = 0; i < conns.parents.length; ++ i ) {
  747. deformerMap.forEach( function ( deformer ) {
  748. if ( deformer.map.has( conns.parents[ i ].ID ) ) {
  749. model = new THREE.Bone();
  750. var index = deformer.array.findIndex( function ( subDeformer ) {
  751. return subDeformer.FBX_ID === conns.parents[ i ].ID;
  752. } );
  753. deformer.bones[ index ] = model;
  754. }
  755. } );
  756. }
  757. if ( ! model ) {
  758. switch ( node.attrType ) {
  759. case "Mesh":
  760. /**
  761. * @type {?THREE.BufferGeometry}
  762. */
  763. var geometry = null;
  764. /**
  765. * @type {THREE.MultiMaterial|THREE.Material}
  766. */
  767. var material = null;
  768. /**
  769. * @type {Array.<THREE.Material>}
  770. */
  771. var materials = [];
  772. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  773. var child = conns.children[ childrenIndex ];
  774. if ( geometryMap.has( child.ID ) ) {
  775. geometry = geometryMap.get( child.ID );
  776. }
  777. if ( materialMap.has( child.ID ) ) {
  778. materials.push( materialMap.get( child.ID ) );
  779. }
  780. }
  781. if ( materials.length > 1 ) {
  782. material = new THREE.MultiMaterial( materials );
  783. } else if ( materials.length > 0 ) {
  784. material = materials[ 0 ];
  785. } else {
  786. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  787. }
  788. if ( geometry.FBX_Deformer ) {
  789. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  790. var material = materials[ materialsIndex ];
  791. material.skinning = true;
  792. }
  793. material.skinning = true;
  794. model = new THREE.SkinnedMesh( geometry, material );
  795. } else {
  796. model = new THREE.Mesh( geometry, material );
  797. }
  798. break;
  799. case "NurbsCurve":
  800. var geometry = null;
  801. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  802. var child = conns.children[ childrenIndex ];
  803. if ( geometryMap.has( child.ID ) ) {
  804. geometry = geometryMap.get( child.ID );
  805. }
  806. }
  807. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  808. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  809. model = new THREE.Line( geometry, material );
  810. break;
  811. default:
  812. model = new THREE.Object3D();
  813. break;
  814. }
  815. }
  816. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  817. model.FBX_ID = id;
  818. modelArray.push( model );
  819. modelMap.set( id, model );
  820. }
  821. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  822. var model = modelArray[ modelArrayIndex ];
  823. var node = ModelNode[ model.FBX_ID ];
  824. if ( 'Lcl_Translation' in node.properties ) {
  825. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  826. }
  827. if ( 'Lcl_Rotation' in node.properties ) {
  828. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  829. return value * Math.PI / 180;
  830. } );
  831. rotation.push( 'ZYX' );
  832. model.rotation.fromArray( rotation );
  833. }
  834. if ( 'Lcl_Scaling' in node.properties ) {
  835. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  836. }
  837. var conns = connections.get( model.FBX_ID );
  838. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  839. var pIndex = modelArray.findIndex( function ( mod ) {
  840. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  841. } );
  842. if ( pIndex > - 1 ) {
  843. modelArray[ pIndex ].add( model );
  844. break;
  845. }
  846. }
  847. if ( model.parent === null ) {
  848. sceneGraph.add( model );
  849. }
  850. }
  851. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  852. sceneGraph.updateMatrixWorld( true );
  853. // Put skeleton into bind pose.
  854. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  855. for ( var nodeID in BindPoseNode ) {
  856. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  857. BindPoseNode = BindPoseNode[ nodeID ];
  858. break;
  859. }
  860. }
  861. if ( BindPoseNode ) {
  862. var PoseNode = BindPoseNode.subNodes.PoseNode;
  863. var worldMatrices = new Map();
  864. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  865. var node = PoseNode[ PoseNodeIndex ];
  866. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  867. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  868. }
  869. }
  870. deformerMap.forEach( function ( deformer, FBX_ID ) {
  871. for ( var deformerArrayIndex = 0, deformerArrayLength = deformer.array.length; deformerArrayIndex < deformerArrayLength; ++ deformerArrayIndex ) {
  872. //var subDeformer = deformer.array[ deformerArrayIndex ];
  873. var subDeformerIndex = deformerArrayIndex;
  874. /**
  875. * @type {THREE.Bone}
  876. */
  877. var bone = deformer.bones[ subDeformerIndex ];
  878. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  879. break;
  880. }
  881. var mat = worldMatrices.get( bone.FBX_ID );
  882. bone.matrixWorld.copy( mat );
  883. }
  884. // Now that skeleton is in bind pose, bind to model.
  885. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  886. var conns = connections.get( FBX_ID );
  887. for ( var parentsIndex = 0, parentsLength = conns.parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  888. var parent = conns.parents[ parentsIndex ];
  889. if ( geometryMap.has( parent.ID ) ) {
  890. var geoID = parent.ID;
  891. var geoConns = connections.get( geoID );
  892. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  893. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  894. var model = modelMap.get( geoConns.parents[ i ].ID );
  895. //ASSERT model typeof SkinnedMesh
  896. model.bind( deformer.skeleton, model.matrixWorld );
  897. break;
  898. }
  899. }
  900. }
  901. }
  902. } );
  903. // Skeleton is now bound, we are now free to set up the
  904. // scene graph.
  905. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  906. var model = modelArray[ modelArrayIndex ];
  907. var node = ModelNode[ model.FBX_ID ];
  908. if ( 'Lcl_Translation' in node.properties ) {
  909. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  910. }
  911. if ( 'Lcl_Rotation' in node.properties ) {
  912. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  913. return value * Math.PI / 180;
  914. } );
  915. rotation.push( 'ZYX' );
  916. model.rotation.fromArray( rotation );
  917. }
  918. if ( 'Lcl_Scaling' in node.properties ) {
  919. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  920. }
  921. }
  922. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  923. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  924. // not just for individual objects.
  925. sceneGraph.skeleton = {
  926. bones: modelArray
  927. };
  928. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  929. addAnimations( sceneGraph, animations );
  930. return sceneGraph;
  931. }
  932. /**
  933. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  934. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  935. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  936. */
  937. function parseAnimations( FBXTree, connections, sceneGraph ) {
  938. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  939. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  940. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  941. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  942. /**
  943. * @type {{
  944. curves: Map<number, {
  945. T: {
  946. id: number;
  947. attr: string;
  948. internalID: number;
  949. attrX: boolean;
  950. attrY: boolean;
  951. attrZ: boolean;
  952. containerBoneID: number;
  953. containerID: number;
  954. curves: {
  955. x: {
  956. version: any;
  957. id: number;
  958. internalID: number;
  959. times: number[];
  960. values: number[];
  961. attrFlag: number[];
  962. attrData: number[];
  963. };
  964. y: {
  965. version: any;
  966. id: number;
  967. internalID: number;
  968. times: number[];
  969. values: number[];
  970. attrFlag: number[];
  971. attrData: number[];
  972. };
  973. z: {
  974. version: any;
  975. id: number;
  976. internalID: number;
  977. times: number[];
  978. values: number[];
  979. attrFlag: number[];
  980. attrData: number[];
  981. };
  982. };
  983. },
  984. R: {
  985. id: number;
  986. attr: string;
  987. internalID: number;
  988. attrX: boolean;
  989. attrY: boolean;
  990. attrZ: boolean;
  991. containerBoneID: number;
  992. containerID: number;
  993. curves: {
  994. x: {
  995. version: any;
  996. id: number;
  997. internalID: number;
  998. times: number[];
  999. values: number[];
  1000. attrFlag: number[];
  1001. attrData: number[];
  1002. };
  1003. y: {
  1004. version: any;
  1005. id: number;
  1006. internalID: number;
  1007. times: number[];
  1008. values: number[];
  1009. attrFlag: number[];
  1010. attrData: number[];
  1011. };
  1012. z: {
  1013. version: any;
  1014. id: number;
  1015. internalID: number;
  1016. times: number[];
  1017. values: number[];
  1018. attrFlag: number[];
  1019. attrData: number[];
  1020. };
  1021. };
  1022. },
  1023. S: {
  1024. id: number;
  1025. attr: string;
  1026. internalID: number;
  1027. attrX: boolean;
  1028. attrY: boolean;
  1029. attrZ: boolean;
  1030. containerBoneID: number;
  1031. containerID: number;
  1032. curves: {
  1033. x: {
  1034. version: any;
  1035. id: number;
  1036. internalID: number;
  1037. times: number[];
  1038. values: number[];
  1039. attrFlag: number[];
  1040. attrData: number[];
  1041. };
  1042. y: {
  1043. version: any;
  1044. id: number;
  1045. internalID: number;
  1046. times: number[];
  1047. values: number[];
  1048. attrFlag: number[];
  1049. attrData: number[];
  1050. };
  1051. z: {
  1052. version: any;
  1053. id: number;
  1054. internalID: number;
  1055. times: number[];
  1056. values: number[];
  1057. attrFlag: number[];
  1058. attrData: number[];
  1059. };
  1060. };
  1061. }
  1062. }>,
  1063. layers: Map<number, {
  1064. T: {
  1065. id: number;
  1066. attr: string;
  1067. internalID: number;
  1068. attrX: boolean;
  1069. attrY: boolean;
  1070. attrZ: boolean;
  1071. containerBoneID: number;
  1072. containerID: number;
  1073. curves: {
  1074. x: {
  1075. version: any;
  1076. id: number;
  1077. internalID: number;
  1078. times: number[];
  1079. values: number[];
  1080. attrFlag: number[];
  1081. attrData: number[];
  1082. };
  1083. y: {
  1084. version: any;
  1085. id: number;
  1086. internalID: number;
  1087. times: number[];
  1088. values: number[];
  1089. attrFlag: number[];
  1090. attrData: number[];
  1091. };
  1092. z: {
  1093. version: any;
  1094. id: number;
  1095. internalID: number;
  1096. times: number[];
  1097. values: number[];
  1098. attrFlag: number[];
  1099. attrData: number[];
  1100. };
  1101. },
  1102. },
  1103. R: {
  1104. id: number;
  1105. attr: string;
  1106. internalID: number;
  1107. attrX: boolean;
  1108. attrY: boolean;
  1109. attrZ: boolean;
  1110. containerBoneID: number;
  1111. containerID: number;
  1112. curves: {
  1113. x: {
  1114. version: any;
  1115. id: number;
  1116. internalID: number;
  1117. times: number[];
  1118. values: number[];
  1119. attrFlag: number[];
  1120. attrData: number[];
  1121. };
  1122. y: {
  1123. version: any;
  1124. id: number;
  1125. internalID: number;
  1126. times: number[];
  1127. values: number[];
  1128. attrFlag: number[];
  1129. attrData: number[];
  1130. };
  1131. z: {
  1132. version: any;
  1133. id: number;
  1134. internalID: number;
  1135. times: number[];
  1136. values: number[];
  1137. attrFlag: number[];
  1138. attrData: number[];
  1139. };
  1140. },
  1141. },
  1142. S: {
  1143. id: number;
  1144. attr: string;
  1145. internalID: number;
  1146. attrX: boolean;
  1147. attrY: boolean;
  1148. attrZ: boolean;
  1149. containerBoneID: number;
  1150. containerID: number;
  1151. curves: {
  1152. x: {
  1153. version: any;
  1154. id: number;
  1155. internalID: number;
  1156. times: number[];
  1157. values: number[];
  1158. attrFlag: number[];
  1159. attrData: number[];
  1160. };
  1161. y: {
  1162. version: any;
  1163. id: number;
  1164. internalID: number;
  1165. times: number[];
  1166. values: number[];
  1167. attrFlag: number[];
  1168. attrData: number[];
  1169. };
  1170. z: {
  1171. version: any;
  1172. id: number;
  1173. internalID: number;
  1174. times: number[];
  1175. values: number[];
  1176. attrFlag: number[];
  1177. attrData: number[];
  1178. };
  1179. },
  1180. }
  1181. }[]>,
  1182. stacks: Map<number, {
  1183. name: string,
  1184. layers: {
  1185. T: {
  1186. id: number;
  1187. attr: string;
  1188. internalID: number;
  1189. attrX: boolean;
  1190. attrY: boolean;
  1191. attrZ: boolean;
  1192. containerBoneID: number;
  1193. containerID: number;
  1194. curves: {
  1195. x: {
  1196. version: any;
  1197. id: number;
  1198. internalID: number;
  1199. times: number[];
  1200. values: number[];
  1201. attrFlag: number[];
  1202. attrData: number[];
  1203. };
  1204. y: {
  1205. version: any;
  1206. id: number;
  1207. internalID: number;
  1208. times: number[];
  1209. values: number[];
  1210. attrFlag: number[];
  1211. attrData: number[];
  1212. };
  1213. z: {
  1214. version: any;
  1215. id: number;
  1216. internalID: number;
  1217. times: number[];
  1218. values: number[];
  1219. attrFlag: number[];
  1220. attrData: number[];
  1221. };
  1222. };
  1223. };
  1224. R: {
  1225. id: number;
  1226. attr: string;
  1227. internalID: number;
  1228. attrX: boolean;
  1229. attrY: boolean;
  1230. attrZ: boolean;
  1231. containerBoneID: number;
  1232. containerID: number;
  1233. curves: {
  1234. x: {
  1235. version: any;
  1236. id: number;
  1237. internalID: number;
  1238. times: number[];
  1239. values: number[];
  1240. attrFlag: number[];
  1241. attrData: number[];
  1242. };
  1243. y: {
  1244. version: any;
  1245. id: number;
  1246. internalID: number;
  1247. times: number[];
  1248. values: number[];
  1249. attrFlag: number[];
  1250. attrData: number[];
  1251. };
  1252. z: {
  1253. version: any;
  1254. id: number;
  1255. internalID: number;
  1256. times: number[];
  1257. values: number[];
  1258. attrFlag: number[];
  1259. attrData: number[];
  1260. };
  1261. };
  1262. };
  1263. S: {
  1264. id: number;
  1265. attr: string;
  1266. internalID: number;
  1267. attrX: boolean;
  1268. attrY: boolean;
  1269. attrZ: boolean;
  1270. containerBoneID: number;
  1271. containerID: number;
  1272. curves: {
  1273. x: {
  1274. version: any;
  1275. id: number;
  1276. internalID: number;
  1277. times: number[];
  1278. values: number[];
  1279. attrFlag: number[];
  1280. attrData: number[];
  1281. };
  1282. y: {
  1283. version: any;
  1284. id: number;
  1285. internalID: number;
  1286. times: number[];
  1287. values: number[];
  1288. attrFlag: number[];
  1289. attrData: number[];
  1290. };
  1291. z: {
  1292. version: any;
  1293. id: number;
  1294. internalID: number;
  1295. times: number[];
  1296. values: number[];
  1297. attrFlag: number[];
  1298. attrData: number[];
  1299. };
  1300. };
  1301. };
  1302. }[][],
  1303. length: number,
  1304. frames: number }>,
  1305. length: number,
  1306. fps: number,
  1307. frames: number
  1308. }}
  1309. */
  1310. var returnObject = {
  1311. curves: new Map(),
  1312. layers: new Map(),
  1313. stacks: new Map(),
  1314. length: 0,
  1315. fps: 30,
  1316. frames: 0
  1317. };
  1318. /**
  1319. * @type {Array.<{
  1320. id: number;
  1321. attr: string;
  1322. internalID: number;
  1323. attrX: boolean;
  1324. attrY: boolean;
  1325. attrZ: boolean;
  1326. containerBoneID: number;
  1327. containerID: number;
  1328. }>}
  1329. */
  1330. var animationCurveNodes = [];
  1331. for ( var nodeID in rawNodes ) {
  1332. if ( nodeID.match( /\d+/ ) ) {
  1333. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1334. animationCurveNodes.push( animationNode );
  1335. }
  1336. }
  1337. /**
  1338. * @type {Map.<number, {
  1339. id: number,
  1340. attr: string,
  1341. internalID: number,
  1342. attrX: boolean,
  1343. attrY: boolean,
  1344. attrZ: boolean,
  1345. containerBoneID: number,
  1346. containerID: number,
  1347. curves: {
  1348. x: {
  1349. version: any,
  1350. id: number,
  1351. internalID: number,
  1352. times: number[],
  1353. values: number[],
  1354. attrFlag: number[],
  1355. attrData: number[],
  1356. },
  1357. y: {
  1358. version: any,
  1359. id: number,
  1360. internalID: number,
  1361. times: number[],
  1362. values: number[],
  1363. attrFlag: number[],
  1364. attrData: number[],
  1365. },
  1366. z: {
  1367. version: any,
  1368. id: number,
  1369. internalID: number,
  1370. times: number[],
  1371. values: number[],
  1372. attrFlag: number[],
  1373. attrData: number[],
  1374. }
  1375. }
  1376. }>}
  1377. */
  1378. var tmpMap = new Map();
  1379. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1380. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1381. continue;
  1382. }
  1383. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1384. }
  1385. /**
  1386. * @type {{
  1387. version: any,
  1388. id: number,
  1389. internalID: number,
  1390. times: number[],
  1391. values: number[],
  1392. attrFlag: number[],
  1393. attrData: number[],
  1394. }[]}
  1395. */
  1396. var animationCurves = [];
  1397. for ( nodeID in rawCurves ) {
  1398. if ( nodeID.match( /\d+/ ) ) {
  1399. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1400. animationCurves.push( animationCurve );
  1401. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1402. var firstParentID = firstParentConn.ID;
  1403. var firstParentRelationship = firstParentConn.relationship;
  1404. var axis = '';
  1405. if ( firstParentRelationship.match( /X/ ) ) {
  1406. axis = 'x';
  1407. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1408. axis = 'y';
  1409. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1410. axis = 'z';
  1411. } else {
  1412. continue;
  1413. }
  1414. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1415. }
  1416. }
  1417. tmpMap.forEach( function ( curveNode ) {
  1418. var id = curveNode.containerBoneID;
  1419. if ( ! returnObject.curves.has( id ) ) {
  1420. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1421. }
  1422. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1423. } );
  1424. for ( var nodeID in rawLayers ) {
  1425. /**
  1426. * @type {{
  1427. T: {
  1428. id: number;
  1429. attr: string;
  1430. internalID: number;
  1431. attrX: boolean;
  1432. attrY: boolean;
  1433. attrZ: boolean;
  1434. containerBoneID: number;
  1435. containerID: number;
  1436. curves: {
  1437. x: {
  1438. version: any;
  1439. id: number;
  1440. internalID: number;
  1441. times: number[];
  1442. values: number[];
  1443. attrFlag: number[];
  1444. attrData: number[];
  1445. };
  1446. y: {
  1447. version: any;
  1448. id: number;
  1449. internalID: number;
  1450. times: number[];
  1451. values: number[];
  1452. attrFlag: number[];
  1453. attrData: number[];
  1454. };
  1455. z: {
  1456. version: any;
  1457. id: number;
  1458. internalID: number;
  1459. times: number[];
  1460. values: number[];
  1461. attrFlag: number[];
  1462. attrData: number[];
  1463. };
  1464. },
  1465. },
  1466. R: {
  1467. id: number;
  1468. attr: string;
  1469. internalID: number;
  1470. attrX: boolean;
  1471. attrY: boolean;
  1472. attrZ: boolean;
  1473. containerBoneID: number;
  1474. containerID: number;
  1475. curves: {
  1476. x: {
  1477. version: any;
  1478. id: number;
  1479. internalID: number;
  1480. times: number[];
  1481. values: number[];
  1482. attrFlag: number[];
  1483. attrData: number[];
  1484. };
  1485. y: {
  1486. version: any;
  1487. id: number;
  1488. internalID: number;
  1489. times: number[];
  1490. values: number[];
  1491. attrFlag: number[];
  1492. attrData: number[];
  1493. };
  1494. z: {
  1495. version: any;
  1496. id: number;
  1497. internalID: number;
  1498. times: number[];
  1499. values: number[];
  1500. attrFlag: number[];
  1501. attrData: number[];
  1502. };
  1503. },
  1504. },
  1505. S: {
  1506. id: number;
  1507. attr: string;
  1508. internalID: number;
  1509. attrX: boolean;
  1510. attrY: boolean;
  1511. attrZ: boolean;
  1512. containerBoneID: number;
  1513. containerID: number;
  1514. curves: {
  1515. x: {
  1516. version: any;
  1517. id: number;
  1518. internalID: number;
  1519. times: number[];
  1520. values: number[];
  1521. attrFlag: number[];
  1522. attrData: number[];
  1523. };
  1524. y: {
  1525. version: any;
  1526. id: number;
  1527. internalID: number;
  1528. times: number[];
  1529. values: number[];
  1530. attrFlag: number[];
  1531. attrData: number[];
  1532. };
  1533. z: {
  1534. version: any;
  1535. id: number;
  1536. internalID: number;
  1537. times: number[];
  1538. values: number[];
  1539. attrFlag: number[];
  1540. attrData: number[];
  1541. };
  1542. },
  1543. }
  1544. }[]}
  1545. */
  1546. var layer = [];
  1547. var children = connections.get( parseInt( nodeID ) ).children;
  1548. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1549. // Skip lockInfluenceWeights
  1550. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1551. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1552. var boneID = curveNode.containerBoneID;
  1553. if ( layer[ boneID ] === undefined ) {
  1554. layer[ boneID ] = {
  1555. T: null,
  1556. R: null,
  1557. S: null
  1558. };
  1559. }
  1560. layer[ boneID ][ curveNode.attr ] = curveNode;
  1561. }
  1562. }
  1563. returnObject.layers.set( parseInt( nodeID ), layer );
  1564. }
  1565. for ( var nodeID in rawStacks ) {
  1566. var layers = [];
  1567. var children = connections.get( parseInt( nodeID ) ).children;
  1568. var maxTimeStamp = 0;
  1569. var minTimeStamp = Number.MAX_VALUE;
  1570. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1571. if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
  1572. var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
  1573. layers.push( currentLayer );
  1574. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1575. var layer = currentLayer[ currentLayerIndex ];
  1576. if ( layer ) {
  1577. getCurveNodeMaxMinTimeStamps( layer );
  1578. }
  1579. /**
  1580. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1581. * than the max or min respectively.
  1582. * @param {{
  1583. T: {
  1584. id: number,
  1585. attr: string,
  1586. internalID: number,
  1587. attrX: boolean,
  1588. attrY: boolean,
  1589. attrZ: boolean,
  1590. containerBoneID: number,
  1591. containerID: number,
  1592. curves: {
  1593. x: {
  1594. version: any,
  1595. id: number,
  1596. internalID: number,
  1597. times: number[],
  1598. values: number[],
  1599. attrFlag: number[],
  1600. attrData: number[],
  1601. },
  1602. y: {
  1603. version: any,
  1604. id: number,
  1605. internalID: number,
  1606. times: number[],
  1607. values: number[],
  1608. attrFlag: number[],
  1609. attrData: number[],
  1610. },
  1611. z: {
  1612. version: any,
  1613. id: number,
  1614. internalID: number,
  1615. times: number[],
  1616. values: number[],
  1617. attrFlag: number[],
  1618. attrData: number[],
  1619. },
  1620. },
  1621. },
  1622. R: {
  1623. id: number,
  1624. attr: string,
  1625. internalID: number,
  1626. attrX: boolean,
  1627. attrY: boolean,
  1628. attrZ: boolean,
  1629. containerBoneID: number,
  1630. containerID: number,
  1631. curves: {
  1632. x: {
  1633. version: any,
  1634. id: number,
  1635. internalID: number,
  1636. times: number[],
  1637. values: number[],
  1638. attrFlag: number[],
  1639. attrData: number[],
  1640. },
  1641. y: {
  1642. version: any,
  1643. id: number,
  1644. internalID: number,
  1645. times: number[],
  1646. values: number[],
  1647. attrFlag: number[],
  1648. attrData: number[],
  1649. },
  1650. z: {
  1651. version: any,
  1652. id: number,
  1653. internalID: number,
  1654. times: number[],
  1655. values: number[],
  1656. attrFlag: number[],
  1657. attrData: number[],
  1658. },
  1659. },
  1660. },
  1661. S: {
  1662. id: number,
  1663. attr: string,
  1664. internalID: number,
  1665. attrX: boolean,
  1666. attrY: boolean,
  1667. attrZ: boolean,
  1668. containerBoneID: number,
  1669. containerID: number,
  1670. curves: {
  1671. x: {
  1672. version: any,
  1673. id: number,
  1674. internalID: number,
  1675. times: number[],
  1676. values: number[],
  1677. attrFlag: number[],
  1678. attrData: number[],
  1679. },
  1680. y: {
  1681. version: any,
  1682. id: number,
  1683. internalID: number,
  1684. times: number[],
  1685. values: number[],
  1686. attrFlag: number[],
  1687. attrData: number[],
  1688. },
  1689. z: {
  1690. version: any,
  1691. id: number,
  1692. internalID: number,
  1693. times: number[],
  1694. values: number[],
  1695. attrFlag: number[],
  1696. attrData: number[],
  1697. },
  1698. },
  1699. },
  1700. }} layer
  1701. */
  1702. function getCurveNodeMaxMinTimeStamps( layer ) {
  1703. /**
  1704. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1705. * exceeds the maximum or minimum.
  1706. * @param {{
  1707. x: {
  1708. version: any,
  1709. id: number,
  1710. internalID: number,
  1711. times: number[],
  1712. values: number[],
  1713. attrFlag: number[],
  1714. attrData: number[],
  1715. },
  1716. y: {
  1717. version: any,
  1718. id: number,
  1719. internalID: number,
  1720. times: number[],
  1721. values: number[],
  1722. attrFlag: number[],
  1723. attrData: number[],
  1724. },
  1725. z: {
  1726. version: any,
  1727. id: number,
  1728. internalID: number,
  1729. times: number[],
  1730. values: number[],
  1731. attrFlag: number[],
  1732. attrData: number[],
  1733. }
  1734. }} curve
  1735. */
  1736. function getCurveMaxMinTimeStamp( curve ) {
  1737. /**
  1738. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1739. * @param {{times: number[]}} axis
  1740. */
  1741. function getCurveAxisMaxMinTimeStamps( axis ) {
  1742. maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
  1743. minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
  1744. }
  1745. if ( curve.x ) {
  1746. getCurveAxisMaxMinTimeStamps( curve.x );
  1747. }
  1748. if ( curve.y ) {
  1749. getCurveAxisMaxMinTimeStamps( curve.y );
  1750. }
  1751. if ( curve.z ) {
  1752. getCurveAxisMaxMinTimeStamps( curve.z );
  1753. }
  1754. }
  1755. if ( layer.R ) {
  1756. getCurveMaxMinTimeStamp( layer.R.curves );
  1757. }
  1758. if ( layer.S ) {
  1759. getCurveMaxMinTimeStamp( layer.S.curves );
  1760. }
  1761. if ( layer.T ) {
  1762. getCurveMaxMinTimeStamp( layer.T.curves );
  1763. }
  1764. }
  1765. }
  1766. }
  1767. }
  1768. // Do we have an animation clip with actual length?
  1769. if ( maxTimeStamp > minTimeStamp ) {
  1770. returnObject.stacks.set( parseInt( nodeID ), {
  1771. name: rawStacks[ nodeID ].attrName,
  1772. layers: layers,
  1773. length: maxTimeStamp - minTimeStamp,
  1774. frames: ( maxTimeStamp - minTimeStamp ) * 30
  1775. } );
  1776. }
  1777. }
  1778. return returnObject;
  1779. /**
  1780. * @param {Object} FBXTree
  1781. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1782. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1783. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1784. */
  1785. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1786. var returnObject = {
  1787. /**
  1788. * @type {number}
  1789. */
  1790. id: animationCurveNode.id,
  1791. /**
  1792. * @type {string}
  1793. */
  1794. attr: animationCurveNode.attrName,
  1795. /**
  1796. * @type {number}
  1797. */
  1798. internalID: animationCurveNode.id,
  1799. /**
  1800. * @type {boolean}
  1801. */
  1802. attrX: false,
  1803. /**
  1804. * @type {boolean}
  1805. */
  1806. attrY: false,
  1807. /**
  1808. * @type {boolean}
  1809. */
  1810. attrZ: false,
  1811. /**
  1812. * @type {number}
  1813. */
  1814. containerBoneID: - 1,
  1815. /**
  1816. * @type {number}
  1817. */
  1818. containerID: - 1,
  1819. curves: {
  1820. x: null,
  1821. y: null,
  1822. z: null
  1823. }
  1824. };
  1825. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1826. for ( var attributeKey in animationCurveNode.properties ) {
  1827. if ( attributeKey.match( /X/ ) ) {
  1828. returnObject.attrX = true;
  1829. }
  1830. if ( attributeKey.match( /Y/ ) ) {
  1831. returnObject.attrY = true;
  1832. }
  1833. if ( attributeKey.match( /Z/ ) ) {
  1834. returnObject.attrZ = true;
  1835. }
  1836. }
  1837. } else {
  1838. return null;
  1839. }
  1840. var conns = connections.get( returnObject.id );
  1841. var containerIndices = conns.parents;
  1842. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1843. var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
  1844. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1845. } );
  1846. if ( boneID > - 1 ) {
  1847. returnObject.containerBoneID = boneID;
  1848. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1849. break;
  1850. }
  1851. }
  1852. return returnObject;
  1853. }
  1854. /**
  1855. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1856. */
  1857. function parseAnimationCurve( animationCurve ) {
  1858. return {
  1859. version: null,
  1860. id: animationCurve.id,
  1861. internalID: animationCurve.id,
  1862. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
  1863. return ConvertFBXTimeToSeconds( time );
  1864. } ),
  1865. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1866. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1867. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1868. };
  1869. }
  1870. }
  1871. /**
  1872. * @param {{
  1873. curves: Map<number, {
  1874. T: {
  1875. id: number;
  1876. attr: string;
  1877. internalID: number;
  1878. attrX: boolean;
  1879. attrY: boolean;
  1880. attrZ: boolean;
  1881. containerBoneID: number;
  1882. containerID: number;
  1883. curves: {
  1884. x: {
  1885. version: any;
  1886. id: number;
  1887. internalID: number;
  1888. times: number[];
  1889. values: number[];
  1890. attrFlag: number[];
  1891. attrData: number[];
  1892. };
  1893. y: {
  1894. version: any;
  1895. id: number;
  1896. internalID: number;
  1897. times: number[];
  1898. values: number[];
  1899. attrFlag: number[];
  1900. attrData: number[];
  1901. };
  1902. z: {
  1903. version: any;
  1904. id: number;
  1905. internalID: number;
  1906. times: number[];
  1907. values: number[];
  1908. attrFlag: number[];
  1909. attrData: number[];
  1910. };
  1911. };
  1912. };
  1913. R: {
  1914. id: number;
  1915. attr: string;
  1916. internalID: number;
  1917. attrX: boolean;
  1918. attrY: boolean;
  1919. attrZ: boolean;
  1920. containerBoneID: number;
  1921. containerID: number;
  1922. curves: {
  1923. x: {
  1924. version: any;
  1925. id: number;
  1926. internalID: number;
  1927. times: number[];
  1928. values: number[];
  1929. attrFlag: number[];
  1930. attrData: number[];
  1931. };
  1932. y: {
  1933. version: any;
  1934. id: number;
  1935. internalID: number;
  1936. times: number[];
  1937. values: number[];
  1938. attrFlag: number[];
  1939. attrData: number[];
  1940. };
  1941. z: {
  1942. version: any;
  1943. id: number;
  1944. internalID: number;
  1945. times: number[];
  1946. values: number[];
  1947. attrFlag: number[];
  1948. attrData: number[];
  1949. };
  1950. };
  1951. };
  1952. S: {
  1953. id: number;
  1954. attr: string;
  1955. internalID: number;
  1956. attrX: boolean;
  1957. attrY: boolean;
  1958. attrZ: boolean;
  1959. containerBoneID: number;
  1960. containerID: number;
  1961. curves: {
  1962. x: {
  1963. version: any;
  1964. id: number;
  1965. internalID: number;
  1966. times: number[];
  1967. values: number[];
  1968. attrFlag: number[];
  1969. attrData: number[];
  1970. };
  1971. y: {
  1972. version: any;
  1973. id: number;
  1974. internalID: number;
  1975. times: number[];
  1976. values: number[];
  1977. attrFlag: number[];
  1978. attrData: number[];
  1979. };
  1980. z: {
  1981. version: any;
  1982. id: number;
  1983. internalID: number;
  1984. times: number[];
  1985. values: number[];
  1986. attrFlag: number[];
  1987. attrData: number[];
  1988. };
  1989. };
  1990. };
  1991. }>;
  1992. layers: Map<number, {
  1993. T: {
  1994. id: number;
  1995. attr: string;
  1996. internalID: number;
  1997. attrX: boolean;
  1998. attrY: boolean;
  1999. attrZ: boolean;
  2000. containerBoneID: number;
  2001. containerID: number;
  2002. curves: {
  2003. x: {
  2004. version: any;
  2005. id: number;
  2006. internalID: number;
  2007. times: number[];
  2008. values: number[];
  2009. attrFlag: number[];
  2010. attrData: number[];
  2011. };
  2012. y: {
  2013. version: any;
  2014. id: number;
  2015. internalID: number;
  2016. times: number[];
  2017. values: number[];
  2018. attrFlag: number[];
  2019. attrData: number[];
  2020. };
  2021. z: {
  2022. version: any;
  2023. id: number;
  2024. internalID: number;
  2025. times: number[];
  2026. values: number[];
  2027. attrFlag: number[];
  2028. attrData: number[];
  2029. };
  2030. };
  2031. };
  2032. R: {
  2033. id: number;
  2034. attr: string;
  2035. internalID: number;
  2036. attrX: boolean;
  2037. attrY: boolean;
  2038. attrZ: boolean;
  2039. containerBoneID: number;
  2040. containerID: number;
  2041. curves: {
  2042. x: {
  2043. version: any;
  2044. id: number;
  2045. internalID: number;
  2046. times: number[];
  2047. values: number[];
  2048. attrFlag: number[];
  2049. attrData: number[];
  2050. };
  2051. y: {
  2052. version: any;
  2053. id: number;
  2054. internalID: number;
  2055. times: number[];
  2056. values: number[];
  2057. attrFlag: number[];
  2058. attrData: number[];
  2059. };
  2060. z: {
  2061. version: any;
  2062. id: number;
  2063. internalID: number;
  2064. times: number[];
  2065. values: number[];
  2066. attrFlag: number[];
  2067. attrData: number[];
  2068. };
  2069. };
  2070. };
  2071. S: {
  2072. id: number;
  2073. attr: string;
  2074. internalID: number;
  2075. attrX: boolean;
  2076. attrY: boolean;
  2077. attrZ: boolean;
  2078. containerBoneID: number;
  2079. containerID: number;
  2080. curves: {
  2081. x: {
  2082. version: any;
  2083. id: number;
  2084. internalID: number;
  2085. times: number[];
  2086. values: number[];
  2087. attrFlag: number[];
  2088. attrData: number[];
  2089. };
  2090. y: {
  2091. version: any;
  2092. id: number;
  2093. internalID: number;
  2094. times: number[];
  2095. values: number[];
  2096. attrFlag: number[];
  2097. attrData: number[];
  2098. };
  2099. z: {
  2100. version: any;
  2101. id: number;
  2102. internalID: number;
  2103. times: number[];
  2104. values: number[];
  2105. attrFlag: number[];
  2106. attrData: number[];
  2107. };
  2108. };
  2109. };
  2110. }[]>;
  2111. stacks: Map<number, {
  2112. name: string;
  2113. layers: {
  2114. T: {
  2115. id: number;
  2116. attr: string;
  2117. internalID: number;
  2118. attrX: boolean;
  2119. attrY: boolean;
  2120. attrZ: boolean;
  2121. containerBoneID: number;
  2122. containerID: number;
  2123. curves: {
  2124. x: {
  2125. version: any;
  2126. id: number;
  2127. internalID: number;
  2128. times: number[];
  2129. values: number[];
  2130. attrFlag: number[];
  2131. attrData: number[];
  2132. };
  2133. y: {
  2134. version: any;
  2135. id: number;
  2136. internalID: number;
  2137. times: number[];
  2138. values: number[];
  2139. attrFlag: number[];
  2140. attrData: number[];
  2141. };
  2142. z: {
  2143. version: any;
  2144. id: number;
  2145. internalID: number;
  2146. times: number[];
  2147. values: number[];
  2148. attrFlag: number[];
  2149. attrData: number[];
  2150. };
  2151. };
  2152. };
  2153. R: {
  2154. id: number;
  2155. attr: string;
  2156. internalID: number;
  2157. attrX: boolean;
  2158. attrY: boolean;
  2159. attrZ: boolean;
  2160. containerBoneID: number;
  2161. containerID: number;
  2162. curves: {
  2163. x: {
  2164. version: any;
  2165. id: number;
  2166. internalID: number;
  2167. times: number[];
  2168. values: number[];
  2169. attrFlag: number[];
  2170. attrData: number[];
  2171. };
  2172. y: {
  2173. version: any;
  2174. id: number;
  2175. internalID: number;
  2176. times: number[];
  2177. values: number[];
  2178. attrFlag: number[];
  2179. attrData: number[];
  2180. };
  2181. z: {
  2182. version: any;
  2183. id: number;
  2184. internalID: number;
  2185. times: number[];
  2186. values: number[];
  2187. attrFlag: number[];
  2188. attrData: number[];
  2189. };
  2190. };
  2191. };
  2192. S: {
  2193. id: number;
  2194. attr: string;
  2195. internalID: number;
  2196. attrX: boolean;
  2197. attrY: boolean;
  2198. attrZ: boolean;
  2199. containerBoneID: number;
  2200. containerID: number;
  2201. curves: {
  2202. x: {
  2203. version: any;
  2204. id: number;
  2205. internalID: number;
  2206. times: number[];
  2207. values: number[];
  2208. attrFlag: number[];
  2209. attrData: number[];
  2210. };
  2211. y: {
  2212. version: any;
  2213. id: number;
  2214. internalID: number;
  2215. times: number[];
  2216. values: number[];
  2217. attrFlag: number[];
  2218. attrData: number[];
  2219. };
  2220. z: {
  2221. version: any;
  2222. id: number;
  2223. internalID: number;
  2224. times: number[];
  2225. values: number[];
  2226. attrFlag: number[];
  2227. attrData: number[];
  2228. };
  2229. };
  2230. };
  2231. }[][];
  2232. length: number;
  2233. frames: number;
  2234. }>;
  2235. length: number;
  2236. fps: number;
  2237. frames: number;
  2238. }} animations,
  2239. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2240. */
  2241. function addAnimations( group, animations ) {
  2242. if ( group.animations === undefined ) {
  2243. group.animations = [];
  2244. }
  2245. animations.stacks.forEach( function ( stack ) {
  2246. /**
  2247. * @type {{
  2248. * name: string,
  2249. * fps: number,
  2250. * length: number,
  2251. * hierarchy: Array.<{
  2252. * parent: number,
  2253. * name: string,
  2254. * keys: Array.<{
  2255. * time: number,
  2256. * pos: Array.<number>,
  2257. * rot: Array.<number>,
  2258. * scl: Array.<number>
  2259. * }>
  2260. * }>
  2261. * }}
  2262. */
  2263. var animationData = {
  2264. name: stack.name,
  2265. fps: 30,
  2266. length: stack.length,
  2267. hierarchy: []
  2268. };
  2269. var bones = group.skeleton.bones;
  2270. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2271. var bone = bones[ bonesIndex ];
  2272. var name = bone.name.replace( /.*:/, '' );
  2273. var parentIndex = bones.findIndex( function ( parentBone ) {
  2274. return bone.parent === parentBone;
  2275. } );
  2276. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2277. }
  2278. for ( var frame = 0; frame < stack.frames; frame ++ ) {
  2279. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2280. var bone = bones[ bonesIndex ];
  2281. var boneIndex = bonesIndex;
  2282. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2283. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2284. var node = animationData.hierarchy[ hierarchyIndex ];
  2285. if ( node.name === bone.name ) {
  2286. node.keys.push( generateKey( animationNode, bone, frame ) );
  2287. }
  2288. }
  2289. }
  2290. }
  2291. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2292. /**
  2293. * @param {THREE.Bone} bone
  2294. */
  2295. function generateKey( animationNode, bone, frame ) {
  2296. var key = {
  2297. time: frame / animations.fps,
  2298. pos: bone.position.toArray(),
  2299. rot: bone.quaternion.toArray(),
  2300. scl: bone.scale.toArray()
  2301. };
  2302. if ( animationNode === undefined ) {
  2303. return key;
  2304. }
  2305. try {
  2306. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2307. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2308. }
  2309. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2310. var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
  2311. var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
  2312. var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
  2313. var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
  2314. key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
  2315. }
  2316. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2317. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2318. }
  2319. } catch ( error ) {
  2320. // Curve is not fully plotted.
  2321. console.log( bone );
  2322. console.log( error );
  2323. }
  2324. return key;
  2325. function hasCurve( animationNode, attribute ) {
  2326. if ( animationNode === undefined ) {
  2327. return false;
  2328. }
  2329. var attributeNode = animationNode[ attribute ];
  2330. if ( ! attributeNode ) {
  2331. return false;
  2332. }
  2333. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2334. return attributeNode.curves[ key ] !== null;
  2335. } );
  2336. }
  2337. function hasKeyOnFrame( attributeNode, frame ) {
  2338. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2339. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2340. function isKeyExistOnFrame( curve, frame ) {
  2341. return curve.values[ frame ] !== undefined;
  2342. }
  2343. } );
  2344. }
  2345. }
  2346. } );
  2347. }
  2348. // UTILS
  2349. /**
  2350. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  2351. * @param {FBXVector3} property - Property to parse as Vector3.
  2352. * @returns {THREE.Vector3}
  2353. */
  2354. function parseVector3( property ) {
  2355. return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
  2356. }
  2357. /**
  2358. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  2359. * @param {FBXVector3} property - Property to parse as Color.
  2360. * @returns {THREE.Color}
  2361. */
  2362. function parseColor( property ) {
  2363. return new THREE.Color().fromArray( parseVector3( property ).toArray() );
  2364. }
  2365. }
  2366. } );
  2367. /**
  2368. * An instance of a Vertex with data for drawing vertices to the screen.
  2369. * @constructor
  2370. */
  2371. function Vertex() {
  2372. /**
  2373. * Position of the vertex.
  2374. * @type {THREE.Vector3}
  2375. */
  2376. this.position = new THREE.Vector3( );
  2377. /**
  2378. * Normal of the vertex
  2379. * @type {THREE.Vector3}
  2380. */
  2381. this.normal = new THREE.Vector3( );
  2382. /**
  2383. * UV coordinates of the vertex.
  2384. * @type {THREE.Vector2}
  2385. */
  2386. this.uv = new THREE.Vector2( );
  2387. /**
  2388. * Indices of the bones vertex is influenced by.
  2389. * @type {THREE.Vector4}
  2390. */
  2391. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2392. /**
  2393. * Weights that each bone influences the vertex.
  2394. * @type {THREE.Vector4}
  2395. */
  2396. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2397. }
  2398. Object.assign( Vertex.prototype, {
  2399. copy: function ( target ) {
  2400. var returnVar = target || new Vertex();
  2401. returnVar.position.copy( this.position );
  2402. returnVar.normal.copy( this.normal );
  2403. returnVar.uv.copy( this.uv );
  2404. returnVar.skinIndices.copy( this.skinIndices );
  2405. returnVar.skinWeights.copy( this.skinWeights );
  2406. return returnVar;
  2407. },
  2408. flattenToBuffers: function () {
  2409. var vertexBuffer = this.position.toArray();
  2410. var normalBuffer = this.normal.toArray();
  2411. var uvBuffer = this.uv.toArray();
  2412. var skinIndexBuffer = this.skinIndices.toArray();
  2413. var skinWeightBuffer = this.skinWeights.toArray();
  2414. return {
  2415. vertexBuffer: vertexBuffer,
  2416. normalBuffer: normalBuffer,
  2417. uvBuffer: uvBuffer,
  2418. skinIndexBuffer: skinIndexBuffer,
  2419. skinWeightBuffer: skinWeightBuffer,
  2420. };
  2421. }
  2422. } );
  2423. /**
  2424. * @constructor
  2425. */
  2426. function Triangle() {
  2427. /**
  2428. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2429. */
  2430. this.vertices = [ ];
  2431. }
  2432. Object.assign( Triangle.prototype, {
  2433. copy: function ( target ) {
  2434. var returnVar = target || new Triangle();
  2435. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2436. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2437. }
  2438. return returnVar;
  2439. },
  2440. flattenToBuffers: function () {
  2441. var vertexBuffer = [];
  2442. var normalBuffer = [];
  2443. var uvBuffer = [];
  2444. var skinIndexBuffer = [];
  2445. var skinWeightBuffer = [];
  2446. for ( var verticesIndex = 0, verticesLength = this.vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  2447. var vertex = this.vertices[ verticesIndex ];
  2448. var flatVertex = vertex.flattenToBuffers();
  2449. vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
  2450. normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
  2451. uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
  2452. skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
  2453. skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
  2454. }
  2455. return {
  2456. vertexBuffer: vertexBuffer,
  2457. normalBuffer: normalBuffer,
  2458. uvBuffer: uvBuffer,
  2459. skinIndexBuffer: skinIndexBuffer,
  2460. skinWeightBuffer: skinWeightBuffer,
  2461. };
  2462. }
  2463. } );
  2464. /**
  2465. * @constructor
  2466. */
  2467. function Face() {
  2468. /**
  2469. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2470. */
  2471. this.triangles = [ ];
  2472. this.materialIndex = 0;
  2473. }
  2474. Object.assign( Face.prototype, {
  2475. copy: function ( target ) {
  2476. var returnVar = target || new Face();
  2477. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2478. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2479. }
  2480. returnVar.materialIndex = this.materialIndex;
  2481. return returnVar;
  2482. },
  2483. genTrianglesFromVertices: function ( vertexArray ) {
  2484. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2485. var triangle = new Triangle();
  2486. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2487. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2488. triangle.vertices[ 2 ] = vertexArray[ i ];
  2489. this.triangles.push( triangle );
  2490. }
  2491. },
  2492. flattenToBuffers: function () {
  2493. var vertexBuffer = [];
  2494. var normalBuffer = [];
  2495. var uvBuffer = [];
  2496. var skinIndexBuffer = [];
  2497. var skinWeightBuffer = [];
  2498. var materialIndexBuffer = [];
  2499. var materialIndex = this.materialIndex;
  2500. for ( var triangleIndex = 0, triangleLength = this.triangles.length; triangleIndex < triangleLength; ++ triangleIndex ) {
  2501. var triangle = this.triangles[ triangleIndex ];
  2502. var flatTriangle = triangle.flattenToBuffers();
  2503. vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
  2504. normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
  2505. uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
  2506. skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
  2507. skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
  2508. materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
  2509. }
  2510. return {
  2511. vertexBuffer: vertexBuffer,
  2512. normalBuffer: normalBuffer,
  2513. uvBuffer: uvBuffer,
  2514. skinIndexBuffer: skinIndexBuffer,
  2515. skinWeightBuffer: skinWeightBuffer,
  2516. materialIndexBuffer: materialIndexBuffer
  2517. };
  2518. }
  2519. } );
  2520. /**
  2521. * @constructor
  2522. */
  2523. function Geometry() {
  2524. /**
  2525. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2526. */
  2527. this.faces = [ ];
  2528. /**
  2529. * @type {{}|THREE.Skeleton}
  2530. */
  2531. this.skeleton = null;
  2532. }
  2533. Object.assign( Geometry.prototype, {
  2534. /**
  2535. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2536. */
  2537. flattenToBuffers: function () {
  2538. var vertexBuffer = [];
  2539. var normalBuffer = [];
  2540. var uvBuffer = [];
  2541. var skinIndexBuffer = [];
  2542. var skinWeightBuffer = [];
  2543. var materialIndexBuffer = [];
  2544. for ( var faceIndex = 0, faceLength = this.faces.length; faceIndex < faceLength; ++ faceIndex ) {
  2545. var face = this.faces[ faceIndex ];
  2546. var flatFace = face.flattenToBuffers();
  2547. vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
  2548. normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
  2549. uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
  2550. skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
  2551. skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
  2552. materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
  2553. }
  2554. return {
  2555. vertexBuffer: vertexBuffer,
  2556. normalBuffer: normalBuffer,
  2557. uvBuffer: uvBuffer,
  2558. skinIndexBuffer: skinIndexBuffer,
  2559. skinWeightBuffer: skinWeightBuffer,
  2560. materialIndexBuffer: materialIndexBuffer
  2561. };
  2562. }
  2563. } );
  2564. function TextParser() {}
  2565. Object.assign( TextParser.prototype, {
  2566. getPrevNode: function () {
  2567. return this.nodeStack[ this.currentIndent - 2 ];
  2568. },
  2569. getCurrentNode: function () {
  2570. return this.nodeStack[ this.currentIndent - 1 ];
  2571. },
  2572. getCurrentProp: function () {
  2573. return this.currentProp;
  2574. },
  2575. pushStack: function ( node ) {
  2576. this.nodeStack.push( node );
  2577. this.currentIndent += 1;
  2578. },
  2579. popStack: function () {
  2580. this.nodeStack.pop();
  2581. this.currentIndent -= 1;
  2582. },
  2583. setCurrentProp: function ( val, name ) {
  2584. this.currentProp = val;
  2585. this.currentPropName = name;
  2586. },
  2587. // ----------parse ---------------------------------------------------
  2588. parse: function ( text ) {
  2589. this.currentIndent = 0;
  2590. this.allNodes = new FBXTree();
  2591. this.nodeStack = [];
  2592. this.currentProp = [];
  2593. this.currentPropName = '';
  2594. var split = text.split( "\n" );
  2595. for ( var line in split ) {
  2596. var l = split[ line ];
  2597. // short cut
  2598. if ( l.match( /^[\s\t]*;/ ) ) {
  2599. continue;
  2600. } // skip comment line
  2601. if ( l.match( /^[\s\t]*$/ ) ) {
  2602. continue;
  2603. } // skip empty line
  2604. // beginning of node
  2605. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2606. var match = l.match( beginningOfNodeExp );
  2607. if ( match ) {
  2608. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2609. var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  2610. return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  2611. } );
  2612. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2613. continue;
  2614. }
  2615. // node's property
  2616. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2617. var match = l.match( propExp );
  2618. if ( match ) {
  2619. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2620. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2621. this.parseNodeProperty( l, propName, propValue );
  2622. continue;
  2623. }
  2624. // end of node
  2625. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2626. if ( l.match( endOfNodeExp ) ) {
  2627. this.nodeEnd();
  2628. continue;
  2629. }
  2630. // for special case,
  2631. //
  2632. // Vertices: *8670 {
  2633. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2634. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2635. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2636. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2637. //
  2638. // these case the lines must contiue with previous line
  2639. if ( l.match( /^[^\s\t}]/ ) ) {
  2640. this.parseNodePropertyContinued( l );
  2641. }
  2642. }
  2643. return this.allNodes;
  2644. },
  2645. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2646. // var nodeName = match[1];
  2647. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2648. var attrs = this.parseNodeAttr( nodeAttrs );
  2649. var currentNode = this.getCurrentNode();
  2650. // a top node
  2651. if ( this.currentIndent === 0 ) {
  2652. this.allNodes.add( nodeName, node );
  2653. } else {
  2654. // a subnode
  2655. // already exists subnode, then append it
  2656. if ( nodeName in currentNode.subNodes ) {
  2657. var tmp = currentNode.subNodes[ nodeName ];
  2658. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2659. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2660. if ( attrs.id === '' ) {
  2661. currentNode.subNodes[ nodeName ] = [];
  2662. currentNode.subNodes[ nodeName ].push( tmp );
  2663. } else {
  2664. currentNode.subNodes[ nodeName ] = {};
  2665. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2666. }
  2667. }
  2668. if ( attrs.id === '' ) {
  2669. currentNode.subNodes[ nodeName ].push( node );
  2670. } else {
  2671. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2672. }
  2673. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2674. currentNode.subNodes[ nodeName ] = {};
  2675. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2676. } else {
  2677. currentNode.subNodes[ nodeName ] = node;
  2678. }
  2679. }
  2680. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2681. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2682. if ( nodeAttrs ) {
  2683. node.id = attrs.id;
  2684. node.attrName = attrs.name;
  2685. node.attrType = attrs.type;
  2686. }
  2687. this.pushStack( node );
  2688. },
  2689. parseNodeAttr: function ( attrs ) {
  2690. var id = attrs[ 0 ];
  2691. if ( attrs[ 0 ] !== "" ) {
  2692. id = parseInt( attrs[ 0 ] );
  2693. if ( isNaN( id ) ) {
  2694. // PolygonVertexIndex: *16380 {
  2695. id = attrs[ 0 ];
  2696. }
  2697. }
  2698. var name;
  2699. var type;
  2700. if ( attrs.length > 1 ) {
  2701. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2702. type = attrs[ 2 ];
  2703. }
  2704. return { id: id, name: name || '', type: type || '' };
  2705. },
  2706. parseNodeProperty: function ( line, propName, propValue ) {
  2707. var currentNode = this.getCurrentNode();
  2708. var parentName = currentNode.name;
  2709. // special case parent node's is like "Properties70"
  2710. // these chilren nodes must treat with careful
  2711. if ( parentName !== undefined ) {
  2712. var propMatch = parentName.match( /Properties(\d)+/ );
  2713. if ( propMatch ) {
  2714. this.parseNodeSpecialProperty( line, propName, propValue );
  2715. return;
  2716. }
  2717. }
  2718. // special case Connections
  2719. if ( propName == 'C' ) {
  2720. var connProps = propValue.split( ',' ).slice( 1 );
  2721. var from = parseInt( connProps[ 0 ] );
  2722. var to = parseInt( connProps[ 1 ] );
  2723. var rest = propValue.split( ',' ).slice( 3 );
  2724. propName = 'connections';
  2725. propValue = [ from, to ];
  2726. propValue = propValue.concat( rest );
  2727. if ( currentNode.properties[ propName ] === undefined ) {
  2728. currentNode.properties[ propName ] = [];
  2729. }
  2730. }
  2731. // special case Connections
  2732. if ( propName == 'Node' ) {
  2733. var id = parseInt( propValue );
  2734. currentNode.properties.id = id;
  2735. currentNode.id = id;
  2736. }
  2737. // already exists in properties, then append this
  2738. if ( propName in currentNode.properties ) {
  2739. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2740. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2741. currentNode.properties[ propName ].push( propValue );
  2742. } else {
  2743. currentNode.properties[ propName ] += propValue;
  2744. }
  2745. } else {
  2746. // console.log( propName + ": " + propValue );
  2747. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2748. currentNode.properties[ propName ].push( propValue );
  2749. } else {
  2750. currentNode.properties[ propName ] = propValue;
  2751. }
  2752. }
  2753. this.setCurrentProp( currentNode.properties, propName );
  2754. },
  2755. // TODO:
  2756. parseNodePropertyContinued: function ( line ) {
  2757. this.currentProp[ this.currentPropName ] += line;
  2758. },
  2759. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2760. // split this
  2761. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2762. // into array like below
  2763. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2764. var props = propValue.split( '",' ).map( function ( element ) {
  2765. return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2766. } );
  2767. var innerPropName = props[ 0 ];
  2768. var innerPropType1 = props[ 1 ];
  2769. var innerPropType2 = props[ 2 ];
  2770. var innerPropFlag = props[ 3 ];
  2771. var innerPropValue = props[ 4 ];
  2772. /*
  2773. if ( innerPropValue === undefined ) {
  2774. innerPropValue = props[3];
  2775. }
  2776. */
  2777. // cast value in its type
  2778. switch ( innerPropType1 ) {
  2779. case "int":
  2780. innerPropValue = parseInt( innerPropValue );
  2781. break;
  2782. case "double":
  2783. innerPropValue = parseFloat( innerPropValue );
  2784. break;
  2785. case "ColorRGB":
  2786. case "Vector3D":
  2787. var tmp = innerPropValue.split( ',' );
  2788. innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  2789. break;
  2790. }
  2791. // CAUTION: these props must append to parent's parent
  2792. this.getPrevNode().properties[ innerPropName ] = {
  2793. 'type': innerPropType1,
  2794. 'type2': innerPropType2,
  2795. 'flag': innerPropFlag,
  2796. 'value': innerPropValue
  2797. };
  2798. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2799. },
  2800. nodeEnd: function () {
  2801. this.popStack();
  2802. },
  2803. /* ---------------------------------------------------------------- */
  2804. /* util */
  2805. isFlattenNode: function ( node ) {
  2806. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2807. }
  2808. } );
  2809. function FBXTree() {}
  2810. Object.assign( FBXTree.prototype, {
  2811. add: function ( key, val ) {
  2812. this[ key ] = val;
  2813. },
  2814. searchConnectionParent: function ( id ) {
  2815. if ( this.__cache_search_connection_parent === undefined ) {
  2816. this.__cache_search_connection_parent = [];
  2817. }
  2818. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  2819. return this.__cache_search_connection_parent[ id ];
  2820. } else {
  2821. this.__cache_search_connection_parent[ id ] = [];
  2822. }
  2823. var conns = this.Connections.properties.connections;
  2824. var results = [];
  2825. for ( var i = 0; i < conns.length; ++ i ) {
  2826. if ( conns[ i ][ 0 ] == id ) {
  2827. // 0 means scene root
  2828. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  2829. results.push( res );
  2830. }
  2831. }
  2832. if ( results.length > 0 ) {
  2833. this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  2834. return results;
  2835. } else {
  2836. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  2837. return [ - 1 ];
  2838. }
  2839. },
  2840. searchConnectionChildren: function ( id ) {
  2841. if ( this.__cache_search_connection_children === undefined ) {
  2842. this.__cache_search_connection_children = [];
  2843. }
  2844. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  2845. return this.__cache_search_connection_children[ id ];
  2846. } else {
  2847. this.__cache_search_connection_children[ id ] = [];
  2848. }
  2849. var conns = this.Connections.properties.connections;
  2850. var res = [];
  2851. for ( var i = 0; i < conns.length; ++ i ) {
  2852. if ( conns[ i ][ 1 ] == id ) {
  2853. // 0 means scene root
  2854. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  2855. // there may more than one kid, then search to the end
  2856. }
  2857. }
  2858. if ( res.length > 0 ) {
  2859. this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  2860. return res;
  2861. } else {
  2862. this.__cache_search_connection_children[ id ] = [ ];
  2863. return [ ];
  2864. }
  2865. },
  2866. searchConnectionType: function ( id, to ) {
  2867. var key = id + ',' + to; // TODO: to hash
  2868. if ( this.__cache_search_connection_type === undefined ) {
  2869. this.__cache_search_connection_type = {};
  2870. }
  2871. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  2872. return this.__cache_search_connection_type[ key ];
  2873. } else {
  2874. this.__cache_search_connection_type[ key ] = '';
  2875. }
  2876. var conns = this.Connections.properties.connections;
  2877. for ( var i = 0; i < conns.length; ++ i ) {
  2878. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  2879. // 0 means scene root
  2880. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  2881. return conns[ i ][ 2 ];
  2882. }
  2883. }
  2884. this.__cache_search_connection_type[ id ] = null;
  2885. return null;
  2886. }
  2887. } );
  2888. /**
  2889. * @returns {boolean}
  2890. */
  2891. function isFbxFormatASCII( text ) {
  2892. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2893. var cursor = 0;
  2894. var read = function ( offset ) {
  2895. var result = text[ offset - 1 ];
  2896. text = text.slice( cursor + offset );
  2897. cursor ++;
  2898. return result;
  2899. };
  2900. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2901. var num = read( 1 );
  2902. if ( num == CORRECT[ i ] ) {
  2903. return false;
  2904. }
  2905. }
  2906. return true;
  2907. }
  2908. /**
  2909. * @returns {number}
  2910. */
  2911. function getFbxVersion( text ) {
  2912. var versionRegExp = /FBXVersion: (\d+)/;
  2913. var match = text.match( versionRegExp );
  2914. if ( match ) {
  2915. var version = parseInt( match[ 1 ] );
  2916. return version;
  2917. }
  2918. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  2919. }
  2920. /**
  2921. * Converts FBX ticks into real time seconds.
  2922. * @param {number} time - FBX tick timestamp to convert.
  2923. * @returns {number} - FBX tick in real world time.
  2924. */
  2925. function ConvertFBXTimeToSeconds( time ) {
  2926. // Constant is FBX ticks per second.
  2927. return time / 46186158000;
  2928. }
  2929. /**
  2930. * Parses comma separated list of float numbers and returns them in an array.
  2931. * @example
  2932. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  2933. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  2934. * @returns {number[]}
  2935. */
  2936. function parseFloatArray( floatString ) {
  2937. return floatString.split( ',' ).map( function ( stringValue ) {
  2938. return parseFloat( stringValue );
  2939. } );
  2940. }
  2941. /**
  2942. * Parses comma separated list of int numbers and returns them in an array.
  2943. * @example
  2944. * // Returns [ 5, 8, 2, 3 ]
  2945. * parseFloatArray( "5,8,2,3" )
  2946. * @returns {number[]}
  2947. */
  2948. function parseIntArray( intString ) {
  2949. return intString.split( ',' ).map( function ( stringValue ) {
  2950. return parseInt( stringValue );
  2951. } );
  2952. }
  2953. function parseMatrixArray( floatString ) {
  2954. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  2955. }
  2956. /**
  2957. * Converts number from degrees into radians.
  2958. * @param {number} value
  2959. * @returns {number}
  2960. */
  2961. function degreeToRadian( value ) {
  2962. return value * Math.PI / 180;
  2963. }
  2964. } )();