FBXLoader2.js 105 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. * NURBS (Open, Closed and Periodic forms)
  16. *
  17. * Needs Support:
  18. * Indexed Buffers
  19. * PreRotation support.
  20. */
  21. ( function () {
  22. /**
  23. * Generates a loader for loading FBX files from URL and parsing into
  24. * a THREE.Group.
  25. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  26. */
  27. THREE.FBXLoader = function ( manager ) {
  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, {
  33. /**
  34. * Loads an ASCII FBX file from URL and parses into a THREE.Group.
  35. * THREE.Group will have an animations property of AnimationClips
  36. * of the different animations exported with the FBX.
  37. * @param {string} url - URL of the FBX file.
  38. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  39. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  40. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  41. */
  42. load: function ( url, onLoad, onProgress, onError ) {
  43. var self = this;
  44. var resourceDirectory = url.split( /[\\\/]/ );
  45. resourceDirectory.pop();
  46. resourceDirectory = resourceDirectory.join( '/' );
  47. this.fileLoader.load( url, function ( text ) {
  48. try {
  49. var scene = self.parse( text, resourceDirectory );
  50. onLoad( scene );
  51. } catch ( error ) {
  52. window.setTimeout( function () {
  53. if ( onError ) onError( error );
  54. self.manager.itemError( url );
  55. }, 0 );
  56. }
  57. }, onProgress, onError );
  58. },
  59. /**
  60. * Parses an ASCII FBX file and returns a THREE.Group.
  61. * THREE.Group will have an animations property of AnimationClips
  62. * of the different animations within the FBX file.
  63. * @param {string} FBXText - Contents of FBX file to parse.
  64. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  65. * @returns {THREE.Group}
  66. */
  67. parse: function ( FBXText, resourceDirectory ) {
  68. var loader = this;
  69. if ( ! isFbxFormatASCII( FBXText ) ) {
  70. throw new Error( 'FBXLoader: FBX Binary format not supported.' );
  71. self.manager.itemError( url );
  72. return;
  73. //TODO: Support Binary parsing. Hopefully in the future,
  74. //we call var FBXTree = new BinaryParser().parse( FBXText );
  75. }
  76. if ( getFbxVersion( FBXText ) < 7000 ) {
  77. throw new Error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
  78. self.manager.itemError( url );
  79. return;
  80. }
  81. var FBXTree = new TextParser().parse( FBXText );
  82. var connections = parseConnections( FBXTree );
  83. var textures = parseTextures( FBXTree );
  84. var materials = parseMaterials( FBXTree, textures, connections );
  85. var deformerMap = parseDeformers( FBXTree, connections );
  86. var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
  87. var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
  88. return sceneGraph;
  89. /**
  90. * @typedef {{value: number}} FBXValue
  91. */
  92. /**
  93. * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
  94. */
  95. /**
  96. * @typedef {{properties: {a: string}}} FBXArrayNode
  97. */
  98. /**
  99. * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
  100. */
  101. /**
  102. * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
  103. */
  104. /**
  105. * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
  106. */
  107. /**
  108. * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
  109. */
  110. /**
  111. * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
  112. */
  113. /**
  114. * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
  115. */
  116. /**
  117. * Parses map of relationships between objects.
  118. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  119. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  120. */
  121. function parseConnections( FBXTree ) {
  122. /**
  123. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  124. */
  125. var connectionMap = new Map();
  126. if ( 'Connections' in FBXTree ) {
  127. /**
  128. * @type {[number, number, string][]}
  129. */
  130. var connectionArray = FBXTree.Connections.properties.connections;
  131. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  132. var connection = connectionArray[ connectionArrayIndex ];
  133. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  134. connectionMap.set( connection[ 0 ], {
  135. parents: [],
  136. children: []
  137. } );
  138. }
  139. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  140. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  141. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  142. connectionMap.set( connection[ 1 ], {
  143. parents: [],
  144. children: []
  145. } );
  146. }
  147. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  148. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  149. }
  150. }
  151. return connectionMap;
  152. }
  153. /**
  154. * Parses map of textures referenced in FBXTree.
  155. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  156. * @returns {Map<number, THREE.Texture>}
  157. */
  158. function parseTextures( FBXTree ) {
  159. /**
  160. * @type {Map<number, THREE.Texture>}
  161. */
  162. var textureMap = new Map();
  163. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  164. var textureNodes = FBXTree.Objects.subNodes.Texture;
  165. for ( var nodeID in textureNodes ) {
  166. var texture = parseTexture( textureNodes[ nodeID ] );
  167. textureMap.set( parseInt( nodeID ), texture );
  168. }
  169. }
  170. return textureMap;
  171. /**
  172. * @param {textureNode} textureNode - Node to get texture information from.
  173. * @returns {THREE.Texture}
  174. */
  175. function parseTexture( textureNode ) {
  176. var FBX_ID = textureNode.id;
  177. var name = textureNode.name;
  178. var filePath = textureNode.properties.FileName;
  179. var split = filePath.split( /[\\\/]/ );
  180. if ( split.length > 0 ) {
  181. var fileName = split[ split.length - 1 ];
  182. } else {
  183. var fileName = filePath;
  184. }
  185. /**
  186. * @type {THREE.Texture}
  187. */
  188. var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
  189. texture.name = name;
  190. texture.FBX_ID = FBX_ID;
  191. return texture;
  192. }
  193. }
  194. /**
  195. * Parses map of Material information.
  196. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  197. * @param {Map<number, THREE.Texture>} textureMap
  198. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  199. * @returns {Map<number, THREE.Material>}
  200. */
  201. function parseMaterials( FBXTree, textureMap, connections ) {
  202. var materialMap = new Map();
  203. if ( 'Material' in FBXTree.Objects.subNodes ) {
  204. var materialNodes = FBXTree.Objects.subNodes.Material;
  205. for ( var nodeID in materialNodes ) {
  206. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  207. materialMap.set( parseInt( nodeID ), material );
  208. }
  209. }
  210. return materialMap;
  211. /**
  212. * Takes information from Material node and returns a generated THREE.Material
  213. * @param {FBXMaterialNode} materialNode
  214. * @param {Map<number, THREE.Texture>} textureMap
  215. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  216. * @returns {THREE.Material}
  217. */
  218. function parseMaterial( materialNode, textureMap, connections ) {
  219. var FBX_ID = materialNode.id;
  220. var name = materialNode.attrName;
  221. var type = materialNode.properties.ShadingModel;
  222. //Case where FBXs wrap shading model in property object.
  223. if ( typeof type === 'object' ) {
  224. type = type.value;
  225. }
  226. var children = connections.get( FBX_ID ).children;
  227. var parameters = parseParameters( materialNode.properties, textureMap, children );
  228. var material;
  229. switch ( type ) {
  230. case 'phong':
  231. material = new THREE.MeshPhongMaterial();
  232. break;
  233. case 'lambert':
  234. material = new THREE.MeshLambertMaterial();
  235. break;
  236. default:
  237. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  238. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  239. break;
  240. }
  241. material.setValues( parameters );
  242. material.name = name;
  243. return material;
  244. /**
  245. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  246. */
  247. /**
  248. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  249. */
  250. /**
  251. * @param {FBXMaterialProperties} properties
  252. * @param {Map<number, THREE.Texture>} textureMap
  253. * @param {{ID: number, relationship: string}[]} childrenRelationships
  254. * @returns {THREEMaterialParameterPack}
  255. */
  256. function parseParameters( properties, textureMap, childrenRelationships ) {
  257. var parameters = {};
  258. if ( properties.Diffuse ) {
  259. parameters.color = parseColor( properties.Diffuse );
  260. }
  261. if ( properties.Specular ) {
  262. parameters.specular = parseColor( properties.Specular );
  263. }
  264. if ( properties.Shininess ) {
  265. parameters.shininess = properties.Shininess.value;
  266. }
  267. if ( properties.Emissive ) {
  268. parameters.emissive = parseColor( properties.Emissive );
  269. }
  270. if ( properties.EmissiveFactor ) {
  271. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  272. }
  273. if ( properties.Opacity ) {
  274. parameters.opacity = properties.Opacity.value;
  275. }
  276. if ( parameters.opacity < 1.0 ) {
  277. parameters.transparent = true;
  278. }
  279. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  280. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  281. var type = relationship.relationship;
  282. switch ( type ) {
  283. case " \"DiffuseColor":
  284. parameters.map = textureMap.get( relationship.ID );
  285. break;
  286. case " \"AmbientColor":
  287. case " \"Bump":
  288. case " \"EmissiveColor":
  289. default:
  290. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  291. break;
  292. }
  293. }
  294. return parameters;
  295. }
  296. }
  297. }
  298. /**
  299. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  300. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  301. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  302. * @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}>}
  303. */
  304. function parseDeformers( FBXTree, connections ) {
  305. var skeletonMap = new Map();
  306. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  307. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  308. for ( var nodeID in DeformerNodes ) {
  309. var deformerNode = DeformerNodes[ nodeID ];
  310. if ( deformerNode.attrType === 'Skin' ) {
  311. var conns = connections.get( parseInt( nodeID ) );
  312. var skeleton = parseSkeleton( conns, DeformerNodes );
  313. skeleton.FBX_ID = parseInt( nodeID );
  314. skeletonMap.set( parseInt( nodeID ), skeleton );
  315. }
  316. }
  317. }
  318. return skeletonMap;
  319. /**
  320. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  321. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  322. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  323. * @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}}
  324. */
  325. function parseSkeleton( connections, DeformerNodes ) {
  326. var subDeformers = new Map();
  327. var subDeformerArray = [];
  328. for ( var childrenIndex = 0, childrenLength = connections.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  329. var child = connections.children[ childrenIndex ];
  330. var subDeformerNode = DeformerNodes[ child.ID ];
  331. var subDeformer = {
  332. FBX_ID: child.ID,
  333. indices: [],
  334. weights: [],
  335. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  336. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  337. linkMode: subDeformerNode.properties.Mode
  338. };
  339. if ( 'Indexes' in subDeformerNode.subNodes ) {
  340. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  341. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  342. }
  343. subDeformers.set( child.ID, subDeformer );
  344. subDeformerArray.push( subDeformer );
  345. }
  346. return {
  347. map: subDeformers,
  348. array: subDeformerArray,
  349. bones: []
  350. };
  351. }
  352. }
  353. /**
  354. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  355. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  356. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  357. * @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
  358. * @returns {Map<number, THREE.BufferGeometry>}
  359. */
  360. function parseGeometries( FBXTree, connections, deformerMap ) {
  361. var geometryMap = new Map();
  362. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  363. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  364. for ( var nodeID in geometryNodes ) {
  365. var relationships = connections.get( parseInt( nodeID ) );
  366. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
  367. geometryMap.set( parseInt( nodeID ), geo );
  368. }
  369. }
  370. return geometryMap;
  371. /**
  372. * Generates BufferGeometry from FBXGeometryNode.
  373. * @param {FBXGeometryNode} geometryNode
  374. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  375. * @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
  376. * @returns {THREE.BufferGeometry}
  377. */
  378. function parseGeometry( geometryNode, relationships, deformerMap ) {
  379. switch ( geometryNode.attrType ) {
  380. case 'Mesh':
  381. return parseMeshGeometry( geometryNode, relationships, deformerMap );
  382. break;
  383. case 'NurbsCurve':
  384. return parseNurbsGeometry( geometryNode, relationships, deformerMap );
  385. break;
  386. }
  387. /**
  388. * Specialty function for parsing Mesh based Geometry Nodes.
  389. * @param {FBXGeometryNode} geometryNode
  390. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  391. * @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.
  392. * @returns {THREE.BufferGeometry}
  393. */
  394. function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
  395. var FBX_ID = geometryNode.id;
  396. var name = geometryNode.attrName;
  397. for ( var i = 0; i < relationships.children.length; ++ i ) {
  398. if ( deformerMap.has( relationships.children[ i ].ID ) ) {
  399. var deformer = deformerMap.get( relationships.children[ i ].ID );
  400. break;
  401. }
  402. }
  403. var geometry = genGeometry( geometryNode, deformer );
  404. return geometry;
  405. /**
  406. * @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.
  407. * @returns {THREE.BufferGeometry}
  408. */
  409. function genGeometry( geometryNode, deformer ) {
  410. var geometry = new Geometry();
  411. //First, each index is going to be its own vertex.
  412. var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
  413. var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
  414. if ( 'LayerElementNormal' in geometryNode.subNodes ) {
  415. var normalInfo = getNormals( geometryNode );
  416. }
  417. if ( 'LayerElementUV' in geometryNode.subNodes ) {
  418. var uvInfo = getUVs( geometryNode );
  419. }
  420. if ( 'LayerElementColor' in geometryNode.subNodes ) {
  421. var colorInfo = getColors( geometryNode );
  422. }
  423. if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
  424. var materialInfo = getMaterials( geometryNode );
  425. }
  426. var faceVertexBuffer = [];
  427. var polygonIndex = 0;
  428. indexBuffer.forEach( function ( vertexIndex, polygonVertexIndex, indexBuffer ) {
  429. var endOfFace = false;
  430. if ( vertexIndex < 0 ) {
  431. vertexIndex = vertexIndex ^ - 1;
  432. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  433. endOfFace = true;
  434. }
  435. var vertex = new Vertex();
  436. var weightIndices = [];
  437. var weights = [];
  438. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  439. if ( deformer ) {
  440. deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
  441. var index = subDeformer.indices.findIndex( function ( indx ) {
  442. return indx === vertexIndex;
  443. } );
  444. if ( index !== - 1 ) {
  445. weights.push( subDeformer.weights[ index ] );
  446. weightIndices.push( subDeformerIndex );
  447. }
  448. } );
  449. if ( weights.length > 4 ) {
  450. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  451. var WIndex = [ 0, 0, 0, 0 ];
  452. var Weight = [ 0, 0, 0, 0 ];
  453. weights.forEach( function ( weight, weightIndex ) {
  454. var currentWeight = weight;
  455. var currentIndex = weightIndices[ weightIndex ];
  456. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  457. if ( currentWeight > comparedWeight ) {
  458. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  459. currentWeight = comparedWeight;
  460. var tmp = WIndex[ comparedWeightIndex ];
  461. WIndex[ comparedWeightIndex ] = currentIndex;
  462. currentIndex = tmp;
  463. }
  464. } );
  465. } );
  466. weightIndices = WIndex;
  467. weights = Weight;
  468. }
  469. for ( var i = weights.length; i < 4; ++ i ) {
  470. weights[ i ] = 0;
  471. weightIndices[ i ] = 0;
  472. }
  473. vertex.skinWeights.fromArray( weights );
  474. vertex.skinIndices.fromArray( weightIndices );
  475. }
  476. if ( normalInfo ) {
  477. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  478. }
  479. if ( uvInfo ) {
  480. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  481. }
  482. if ( colorInfo ) {
  483. vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
  484. }
  485. faceVertexBuffer.push( vertex );
  486. if ( endOfFace ) {
  487. var face = new Face();
  488. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  489. face.genTrianglesFromVertices( faceVertexBuffer );
  490. face.materialIndex = materials[ 0 ];
  491. geometry.faces.push( face );
  492. faceVertexBuffer = [];
  493. polygonIndex ++;
  494. endOfFace = false;
  495. }
  496. } );
  497. /**
  498. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  499. */
  500. var bufferInfo = geometry.flattenToBuffers();
  501. var geo = new THREE.BufferGeometry();
  502. geo.name = geometryNode.name;
  503. geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
  504. if ( bufferInfo.normalBuffer.length > 0 ) {
  505. geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
  506. }
  507. if ( bufferInfo.uvBuffer.length > 0 ) {
  508. geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
  509. }
  510. if ( 'LayerElementColor' in geometryNode.subNodes ) {
  511. geo.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( bufferInfo.colorsBuffer ), 3 ) );
  512. }
  513. if ( deformer ) {
  514. geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
  515. geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
  516. geo.FBX_Deformer = deformer;
  517. }
  518. // Convert the material indices of each vertex into rendering groups on the geometry.
  519. var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
  520. var startIndex = 0;
  521. for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
  522. if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
  523. geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
  524. startIndex = materialBufferIndex;
  525. prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
  526. }
  527. }
  528. return geo;
  529. /**
  530. * Parses normal information for geometry.
  531. * @param {FBXGeometryNode} geometryNode
  532. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  533. */
  534. function getNormals( geometryNode ) {
  535. var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
  536. var mappingType = NormalNode.properties.MappingInformationType;
  537. var referenceType = NormalNode.properties.ReferenceInformationType;
  538. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  539. var indexBuffer = [];
  540. if ( referenceType === 'IndexToDirect' ) {
  541. if ( 'NormalIndex' in NormalNode.subNodes ) {
  542. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  543. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  544. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  545. }
  546. }
  547. return {
  548. dataSize: 3,
  549. buffer: buffer,
  550. indices: indexBuffer,
  551. mappingType: mappingType,
  552. referenceType: referenceType
  553. };
  554. }
  555. /**
  556. * Parses UV information for geometry.
  557. * @param {FBXGeometryNode} geometryNode
  558. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  559. */
  560. function getUVs( geometryNode ) {
  561. var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
  562. var mappingType = UVNode.properties.MappingInformationType;
  563. var referenceType = UVNode.properties.ReferenceInformationType;
  564. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  565. var indexBuffer = [];
  566. if ( referenceType === 'IndexToDirect' ) {
  567. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  568. }
  569. return {
  570. dataSize: 2,
  571. buffer: buffer,
  572. indices: indexBuffer,
  573. mappingType: mappingType,
  574. referenceType: referenceType
  575. };
  576. }
  577. /**
  578. * Parses Vertex Color information for geometry.
  579. * @param {FBXGeometryNode} geometryNode
  580. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  581. */
  582. function getColors( geometryNode ) {
  583. var ColorNode = geometryNode.subNodes.LayerElementColor[ 0 ];
  584. var mappingType = ColorNode.properties.MappingInformationType;
  585. var referenceType = ColorNode.properties.ReferenceInformationType;
  586. var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
  587. var indexBuffer = [];
  588. if ( referenceType === 'IndexToDirect' ) {
  589. indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
  590. }
  591. return {
  592. dataSize: 4,
  593. buffer: buffer,
  594. indices: indexBuffer,
  595. mappingType: mappingType,
  596. referenceType: referenceType
  597. };
  598. }
  599. /**
  600. * Parses material application information for geometry.
  601. * @param {FBXGeometryNode}
  602. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  603. */
  604. function getMaterials( geometryNode ) {
  605. var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
  606. var mappingType = MaterialNode.properties.MappingInformationType;
  607. var referenceType = MaterialNode.properties.ReferenceInformationType;
  608. if ( mappingType === 'NoMappingInformation' ) {
  609. return {
  610. dataSize: 1,
  611. buffer: [ 0 ],
  612. indices: [ 0 ],
  613. mappingType: 'AllSame',
  614. referenceType: referenceType
  615. };
  616. }
  617. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  618. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  619. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  620. // for conforming with the other functions we've written for other data.
  621. var materialIndices = [];
  622. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  623. materialIndices.push( materialIndexBufferIndex );
  624. }
  625. return {
  626. dataSize: 1,
  627. buffer: materialIndexBuffer,
  628. indices: materialIndices,
  629. mappingType: mappingType,
  630. referenceType: referenceType
  631. };
  632. }
  633. /**
  634. * Function uses the infoObject and given indices to return value array of object.
  635. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  636. * @param {number} polygonIndex - Index of polygon in geometry.
  637. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  638. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  639. * @returns {number[]}
  640. */
  641. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  642. var GetData = {
  643. ByPolygonVertex: {
  644. /**
  645. * Function uses the infoObject and given indices to return value array of object.
  646. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  647. * @param {number} polygonIndex - Index of polygon in geometry.
  648. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  649. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  650. * @returns {number[]}
  651. */
  652. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  653. return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  654. },
  655. /**
  656. * Function uses the infoObject and given indices to return value array of object.
  657. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  658. * @param {number} polygonIndex - Index of polygon in geometry.
  659. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  660. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  661. * @returns {number[]}
  662. */
  663. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  664. var index = infoObject.indices[ polygonVertexIndex ];
  665. return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
  666. }
  667. },
  668. ByPolygon: {
  669. /**
  670. * Function uses the infoObject and given indices to return value array of object.
  671. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  672. * @param {number} polygonIndex - Index of polygon in geometry.
  673. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  674. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  675. * @returns {number[]}
  676. */
  677. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  678. return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
  679. },
  680. /**
  681. * Function uses the infoObject and given indices to return value array of object.
  682. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  683. * @param {number} polygonIndex - Index of polygon in geometry.
  684. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  685. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  686. * @returns {number[]}
  687. */
  688. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  689. var index = infoObject.indices[ polygonIndex ];
  690. return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
  691. }
  692. },
  693. ByVertice: {
  694. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  695. return infoObject.buffer.slice( ( vertexIndex * infoObject.dataSize ), ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  696. }
  697. },
  698. AllSame: {
  699. /**
  700. * Function uses the infoObject and given indices to return value array of object.
  701. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  702. * @param {number} polygonIndex - Index of polygon in geometry.
  703. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  704. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  705. * @returns {number[]}
  706. */
  707. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  708. return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
  709. }
  710. }
  711. };
  712. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  713. }
  714. }
  715. }
  716. /**
  717. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  718. * @param {FBXGeometryNode} geometryNode
  719. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  720. * @returns {THREE.BufferGeometry}
  721. */
  722. function parseNurbsGeometry( geometryNode, relationships ) {
  723. if ( THREE.NURBSCurve === undefined ) {
  724. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  725. return new THREE.BufferGeometry();
  726. }
  727. var order = parseInt( geometryNode.properties.Order );
  728. if ( isNaN( order ) ) {
  729. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  730. return new THREE.BufferGeometry();
  731. }
  732. var degree = order - 1;
  733. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  734. var controlPoints = [];
  735. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  736. for ( var i = 0; i < pointsValues.length; i += 4 ) {
  737. controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
  738. }
  739. var startKnot, endKnot;
  740. if ( geometryNode.properties.Form === 'Closed' ) {
  741. controlPoints.push( controlPoints[ 0 ] );
  742. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  743. startKnot = degree;
  744. endKnot = knots.length - 1 - startKnot;
  745. for ( var i = 0; i < degree; ++ i ) {
  746. controlPoints.push( controlPoints[ i ] );
  747. }
  748. }
  749. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  750. var vertices = curve.getPoints( controlPoints.length * 7 );
  751. var vertexBuffer = [];
  752. for ( var verticesIndex = 0, verticesLength = vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  753. var position = vertices[ verticesIndex ];
  754. var array = position.toArray();
  755. vertexBuffer = vertexBuffer.concat( array );
  756. }
  757. var geometry = new THREE.BufferGeometry();
  758. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
  759. return geometry;
  760. }
  761. }
  762. }
  763. /**
  764. * Finally generates Scene graph and Scene graph Objects.
  765. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  766. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  767. * @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
  768. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  769. * @param {Map<number, THREE.Material>} materialMap
  770. * @returns {THREE.Group}
  771. */
  772. function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
  773. var sceneGraph = new THREE.Group();
  774. var ModelNode = FBXTree.Objects.subNodes.Model;
  775. /**
  776. * @type {Array.<THREE.Object3D>}
  777. */
  778. var modelArray = [];
  779. /**
  780. * @type {Map.<number, THREE.Object3D>}
  781. */
  782. var modelMap = new Map();
  783. for ( var nodeID in ModelNode ) {
  784. var id = parseInt( nodeID );
  785. var node = ModelNode[ nodeID ];
  786. var conns = connections.get( id );
  787. var model = null;
  788. for ( var i = 0; i < conns.parents.length; ++ i ) {
  789. deformerMap.forEach( function ( deformer ) {
  790. if ( deformer.map.has( conns.parents[ i ].ID ) ) {
  791. model = new THREE.Bone();
  792. var index = deformer.array.findIndex( function ( subDeformer ) {
  793. return subDeformer.FBX_ID === conns.parents[ i ].ID;
  794. } );
  795. deformer.bones[ index ] = model;
  796. }
  797. } );
  798. }
  799. if ( ! model ) {
  800. switch ( node.attrType ) {
  801. case "Mesh":
  802. /**
  803. * @type {?THREE.BufferGeometry}
  804. */
  805. var geometry = null;
  806. /**
  807. * @type {THREE.MultiMaterial|THREE.Material}
  808. */
  809. var material = null;
  810. /**
  811. * @type {Array.<THREE.Material>}
  812. */
  813. var materials = [];
  814. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  815. var child = conns.children[ childrenIndex ];
  816. if ( geometryMap.has( child.ID ) ) {
  817. geometry = geometryMap.get( child.ID );
  818. }
  819. if ( materialMap.has( child.ID ) ) {
  820. materials.push( materialMap.get( child.ID ) );
  821. }
  822. }
  823. if ( materials.length > 1 ) {
  824. material = new THREE.MultiMaterial( materials );
  825. } else if ( materials.length > 0 ) {
  826. material = materials[ 0 ];
  827. } else {
  828. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  829. materials.push( material );
  830. }
  831. if ( 'color' in geometry.attributes ) {
  832. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) {
  833. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  834. }
  835. }
  836. if ( geometry.FBX_Deformer ) {
  837. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  838. materials[ materialsIndex ].skinning = true;
  839. }
  840. model = new THREE.SkinnedMesh( geometry, material );
  841. } else {
  842. model = new THREE.Mesh( geometry, material );
  843. }
  844. break;
  845. case "NurbsCurve":
  846. var geometry = null;
  847. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  848. var child = conns.children[ childrenIndex ];
  849. if ( geometryMap.has( child.ID ) ) {
  850. geometry = geometryMap.get( child.ID );
  851. }
  852. }
  853. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  854. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  855. model = new THREE.Line( geometry, material );
  856. break;
  857. default:
  858. model = new THREE.Object3D();
  859. break;
  860. }
  861. }
  862. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  863. model.FBX_ID = id;
  864. modelArray.push( model );
  865. modelMap.set( id, model );
  866. }
  867. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  868. var model = modelArray[ modelArrayIndex ];
  869. var node = ModelNode[ model.FBX_ID ];
  870. if ( 'Lcl_Translation' in node.properties ) {
  871. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  872. }
  873. if ( 'Lcl_Rotation' in node.properties ) {
  874. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
  875. rotation.push( 'ZYX' );
  876. model.rotation.fromArray( rotation );
  877. }
  878. if ( 'Lcl_Scaling' in node.properties ) {
  879. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  880. }
  881. if ( 'PreRotation' in node.properties ) {
  882. var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( Math.PI / 180 ), 'ZYX' );
  883. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  884. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  885. preRotations.multiply( currentRotation );
  886. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  887. }
  888. var conns = connections.get( model.FBX_ID );
  889. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  890. var pIndex = modelArray.findIndex( function ( mod ) {
  891. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  892. } );
  893. if ( pIndex > - 1 ) {
  894. modelArray[ pIndex ].add( model );
  895. break;
  896. }
  897. }
  898. if ( model.parent === null ) {
  899. sceneGraph.add( model );
  900. }
  901. }
  902. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  903. sceneGraph.updateMatrixWorld( true );
  904. // Put skeleton into bind pose.
  905. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  906. for ( var nodeID in BindPoseNode ) {
  907. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  908. BindPoseNode = BindPoseNode[ nodeID ];
  909. break;
  910. }
  911. }
  912. if ( BindPoseNode ) {
  913. var PoseNode = BindPoseNode.subNodes.PoseNode;
  914. var worldMatrices = new Map();
  915. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  916. var node = PoseNode[ PoseNodeIndex ];
  917. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  918. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  919. }
  920. }
  921. deformerMap.forEach( function ( deformer, FBX_ID ) {
  922. for ( var deformerArrayIndex = 0, deformerArrayLength = deformer.array.length; deformerArrayIndex < deformerArrayLength; ++ deformerArrayIndex ) {
  923. //var subDeformer = deformer.array[ deformerArrayIndex ];
  924. var subDeformerIndex = deformerArrayIndex;
  925. /**
  926. * @type {THREE.Bone}
  927. */
  928. var bone = deformer.bones[ subDeformerIndex ];
  929. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  930. break;
  931. }
  932. var mat = worldMatrices.get( bone.FBX_ID );
  933. bone.matrixWorld.copy( mat );
  934. }
  935. // Now that skeleton is in bind pose, bind to model.
  936. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  937. var conns = connections.get( FBX_ID );
  938. for ( var parentsIndex = 0, parentsLength = conns.parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  939. var parent = conns.parents[ parentsIndex ];
  940. if ( geometryMap.has( parent.ID ) ) {
  941. var geoID = parent.ID;
  942. var geoConns = connections.get( geoID );
  943. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  944. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  945. var model = modelMap.get( geoConns.parents[ i ].ID );
  946. //ASSERT model typeof SkinnedMesh
  947. model.bind( deformer.skeleton, model.matrixWorld );
  948. break;
  949. }
  950. }
  951. }
  952. }
  953. } );
  954. //Skeleton is now bound, return objects to starting
  955. //world positions.
  956. sceneGraph.updateMatrixWorld( true );
  957. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  958. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  959. // not just for individual objects.
  960. sceneGraph.skeleton = {
  961. bones: modelArray
  962. };
  963. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  964. addAnimations( sceneGraph, animations );
  965. return sceneGraph;
  966. }
  967. /**
  968. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  969. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  970. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  971. */
  972. function parseAnimations( FBXTree, connections, sceneGraph ) {
  973. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  974. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  975. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  976. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  977. var rawModels = FBXTree.Objects.subNodes.Model;
  978. /**
  979. * @type {{
  980. curves: Map<number, {
  981. T: {
  982. id: number;
  983. attr: string;
  984. internalID: number;
  985. attrX: boolean;
  986. attrY: boolean;
  987. attrZ: boolean;
  988. containerBoneID: number;
  989. containerID: number;
  990. curves: {
  991. x: {
  992. version: any;
  993. id: number;
  994. internalID: number;
  995. times: number[];
  996. values: number[];
  997. attrFlag: number[];
  998. attrData: number[];
  999. };
  1000. y: {
  1001. version: any;
  1002. id: number;
  1003. internalID: number;
  1004. times: number[];
  1005. values: number[];
  1006. attrFlag: number[];
  1007. attrData: number[];
  1008. };
  1009. z: {
  1010. version: any;
  1011. id: number;
  1012. internalID: number;
  1013. times: number[];
  1014. values: number[];
  1015. attrFlag: number[];
  1016. attrData: number[];
  1017. };
  1018. };
  1019. },
  1020. R: {
  1021. id: number;
  1022. attr: string;
  1023. internalID: number;
  1024. attrX: boolean;
  1025. attrY: boolean;
  1026. attrZ: boolean;
  1027. containerBoneID: number;
  1028. containerID: number;
  1029. curves: {
  1030. x: {
  1031. version: any;
  1032. id: number;
  1033. internalID: number;
  1034. times: number[];
  1035. values: number[];
  1036. attrFlag: number[];
  1037. attrData: number[];
  1038. };
  1039. y: {
  1040. version: any;
  1041. id: number;
  1042. internalID: number;
  1043. times: number[];
  1044. values: number[];
  1045. attrFlag: number[];
  1046. attrData: number[];
  1047. };
  1048. z: {
  1049. version: any;
  1050. id: number;
  1051. internalID: number;
  1052. times: number[];
  1053. values: number[];
  1054. attrFlag: number[];
  1055. attrData: number[];
  1056. };
  1057. };
  1058. },
  1059. S: {
  1060. id: number;
  1061. attr: string;
  1062. internalID: number;
  1063. attrX: boolean;
  1064. attrY: boolean;
  1065. attrZ: boolean;
  1066. containerBoneID: number;
  1067. containerID: number;
  1068. curves: {
  1069. x: {
  1070. version: any;
  1071. id: number;
  1072. internalID: number;
  1073. times: number[];
  1074. values: number[];
  1075. attrFlag: number[];
  1076. attrData: number[];
  1077. };
  1078. y: {
  1079. version: any;
  1080. id: number;
  1081. internalID: number;
  1082. times: number[];
  1083. values: number[];
  1084. attrFlag: number[];
  1085. attrData: number[];
  1086. };
  1087. z: {
  1088. version: any;
  1089. id: number;
  1090. internalID: number;
  1091. times: number[];
  1092. values: number[];
  1093. attrFlag: number[];
  1094. attrData: number[];
  1095. };
  1096. };
  1097. }
  1098. }>,
  1099. layers: Map<number, {
  1100. T: {
  1101. id: number;
  1102. attr: string;
  1103. internalID: number;
  1104. attrX: boolean;
  1105. attrY: boolean;
  1106. attrZ: boolean;
  1107. containerBoneID: number;
  1108. containerID: number;
  1109. curves: {
  1110. x: {
  1111. version: any;
  1112. id: number;
  1113. internalID: number;
  1114. times: number[];
  1115. values: number[];
  1116. attrFlag: number[];
  1117. attrData: number[];
  1118. };
  1119. y: {
  1120. version: any;
  1121. id: number;
  1122. internalID: number;
  1123. times: number[];
  1124. values: number[];
  1125. attrFlag: number[];
  1126. attrData: number[];
  1127. };
  1128. z: {
  1129. version: any;
  1130. id: number;
  1131. internalID: number;
  1132. times: number[];
  1133. values: number[];
  1134. attrFlag: number[];
  1135. attrData: number[];
  1136. };
  1137. },
  1138. },
  1139. R: {
  1140. id: number;
  1141. attr: string;
  1142. internalID: number;
  1143. attrX: boolean;
  1144. attrY: boolean;
  1145. attrZ: boolean;
  1146. containerBoneID: number;
  1147. containerID: number;
  1148. curves: {
  1149. x: {
  1150. version: any;
  1151. id: number;
  1152. internalID: number;
  1153. times: number[];
  1154. values: number[];
  1155. attrFlag: number[];
  1156. attrData: number[];
  1157. };
  1158. y: {
  1159. version: any;
  1160. id: number;
  1161. internalID: number;
  1162. times: number[];
  1163. values: number[];
  1164. attrFlag: number[];
  1165. attrData: number[];
  1166. };
  1167. z: {
  1168. version: any;
  1169. id: number;
  1170. internalID: number;
  1171. times: number[];
  1172. values: number[];
  1173. attrFlag: number[];
  1174. attrData: number[];
  1175. };
  1176. },
  1177. },
  1178. S: {
  1179. id: number;
  1180. attr: string;
  1181. internalID: number;
  1182. attrX: boolean;
  1183. attrY: boolean;
  1184. attrZ: boolean;
  1185. containerBoneID: number;
  1186. containerID: number;
  1187. curves: {
  1188. x: {
  1189. version: any;
  1190. id: number;
  1191. internalID: number;
  1192. times: number[];
  1193. values: number[];
  1194. attrFlag: number[];
  1195. attrData: number[];
  1196. };
  1197. y: {
  1198. version: any;
  1199. id: number;
  1200. internalID: number;
  1201. times: number[];
  1202. values: number[];
  1203. attrFlag: number[];
  1204. attrData: number[];
  1205. };
  1206. z: {
  1207. version: any;
  1208. id: number;
  1209. internalID: number;
  1210. times: number[];
  1211. values: number[];
  1212. attrFlag: number[];
  1213. attrData: number[];
  1214. };
  1215. },
  1216. }
  1217. }[]>,
  1218. stacks: Map<number, {
  1219. name: string,
  1220. layers: {
  1221. T: {
  1222. id: number;
  1223. attr: string;
  1224. internalID: number;
  1225. attrX: boolean;
  1226. attrY: boolean;
  1227. attrZ: boolean;
  1228. containerBoneID: number;
  1229. containerID: number;
  1230. curves: {
  1231. x: {
  1232. version: any;
  1233. id: number;
  1234. internalID: number;
  1235. times: number[];
  1236. values: number[];
  1237. attrFlag: number[];
  1238. attrData: number[];
  1239. };
  1240. y: {
  1241. version: any;
  1242. id: number;
  1243. internalID: number;
  1244. times: number[];
  1245. values: number[];
  1246. attrFlag: number[];
  1247. attrData: number[];
  1248. };
  1249. z: {
  1250. version: any;
  1251. id: number;
  1252. internalID: number;
  1253. times: number[];
  1254. values: number[];
  1255. attrFlag: number[];
  1256. attrData: number[];
  1257. };
  1258. };
  1259. };
  1260. R: {
  1261. id: number;
  1262. attr: string;
  1263. internalID: number;
  1264. attrX: boolean;
  1265. attrY: boolean;
  1266. attrZ: boolean;
  1267. containerBoneID: number;
  1268. containerID: number;
  1269. curves: {
  1270. x: {
  1271. version: any;
  1272. id: number;
  1273. internalID: number;
  1274. times: number[];
  1275. values: number[];
  1276. attrFlag: number[];
  1277. attrData: number[];
  1278. };
  1279. y: {
  1280. version: any;
  1281. id: number;
  1282. internalID: number;
  1283. times: number[];
  1284. values: number[];
  1285. attrFlag: number[];
  1286. attrData: number[];
  1287. };
  1288. z: {
  1289. version: any;
  1290. id: number;
  1291. internalID: number;
  1292. times: number[];
  1293. values: number[];
  1294. attrFlag: number[];
  1295. attrData: number[];
  1296. };
  1297. };
  1298. };
  1299. S: {
  1300. id: number;
  1301. attr: string;
  1302. internalID: number;
  1303. attrX: boolean;
  1304. attrY: boolean;
  1305. attrZ: boolean;
  1306. containerBoneID: number;
  1307. containerID: number;
  1308. curves: {
  1309. x: {
  1310. version: any;
  1311. id: number;
  1312. internalID: number;
  1313. times: number[];
  1314. values: number[];
  1315. attrFlag: number[];
  1316. attrData: number[];
  1317. };
  1318. y: {
  1319. version: any;
  1320. id: number;
  1321. internalID: number;
  1322. times: number[];
  1323. values: number[];
  1324. attrFlag: number[];
  1325. attrData: number[];
  1326. };
  1327. z: {
  1328. version: any;
  1329. id: number;
  1330. internalID: number;
  1331. times: number[];
  1332. values: number[];
  1333. attrFlag: number[];
  1334. attrData: number[];
  1335. };
  1336. };
  1337. };
  1338. }[][],
  1339. length: number,
  1340. frames: number }>,
  1341. length: number,
  1342. fps: number,
  1343. frames: number
  1344. }}
  1345. */
  1346. var returnObject = {
  1347. curves: new Map(),
  1348. layers: new Map(),
  1349. stacks: new Map(),
  1350. length: 0,
  1351. fps: 30,
  1352. frames: 0
  1353. };
  1354. /**
  1355. * @type {Array.<{
  1356. id: number;
  1357. attr: string;
  1358. internalID: number;
  1359. attrX: boolean;
  1360. attrY: boolean;
  1361. attrZ: boolean;
  1362. containerBoneID: number;
  1363. containerID: number;
  1364. }>}
  1365. */
  1366. var animationCurveNodes = [];
  1367. for ( var nodeID in rawNodes ) {
  1368. if ( nodeID.match( /\d+/ ) ) {
  1369. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1370. animationCurveNodes.push( animationNode );
  1371. }
  1372. }
  1373. /**
  1374. * @type {Map.<number, {
  1375. id: number,
  1376. attr: string,
  1377. internalID: number,
  1378. attrX: boolean,
  1379. attrY: boolean,
  1380. attrZ: boolean,
  1381. containerBoneID: number,
  1382. containerID: number,
  1383. curves: {
  1384. x: {
  1385. version: any,
  1386. id: number,
  1387. internalID: number,
  1388. times: number[],
  1389. values: number[],
  1390. attrFlag: number[],
  1391. attrData: number[],
  1392. },
  1393. y: {
  1394. version: any,
  1395. id: number,
  1396. internalID: number,
  1397. times: number[],
  1398. values: number[],
  1399. attrFlag: number[],
  1400. attrData: number[],
  1401. },
  1402. z: {
  1403. version: any,
  1404. id: number,
  1405. internalID: number,
  1406. times: number[],
  1407. values: number[],
  1408. attrFlag: number[],
  1409. attrData: number[],
  1410. }
  1411. }
  1412. }>}
  1413. */
  1414. var tmpMap = new Map();
  1415. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1416. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1417. continue;
  1418. }
  1419. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1420. }
  1421. /**
  1422. * @type {{
  1423. version: any,
  1424. id: number,
  1425. internalID: number,
  1426. times: number[],
  1427. values: number[],
  1428. attrFlag: number[],
  1429. attrData: number[],
  1430. }[]}
  1431. */
  1432. var animationCurves = [];
  1433. for ( nodeID in rawCurves ) {
  1434. if ( nodeID.match( /\d+/ ) ) {
  1435. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1436. animationCurves.push( animationCurve );
  1437. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1438. var firstParentID = firstParentConn.ID;
  1439. var firstParentRelationship = firstParentConn.relationship;
  1440. var axis = '';
  1441. if ( firstParentRelationship.match( /X/ ) ) {
  1442. axis = 'x';
  1443. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1444. axis = 'y';
  1445. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1446. axis = 'z';
  1447. } else {
  1448. continue;
  1449. }
  1450. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1451. }
  1452. }
  1453. tmpMap.forEach( function ( curveNode ) {
  1454. var id = curveNode.containerBoneID;
  1455. if ( ! returnObject.curves.has( id ) ) {
  1456. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1457. }
  1458. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1459. if ( curveNode.attr === 'R' ) {
  1460. var curves = curveNode.curves;
  1461. curves.x.values = curves.x.values.map( degreeToRadian );
  1462. curves.y.values = curves.y.values.map( degreeToRadian );
  1463. curves.z.values = curves.z.values.map( degreeToRadian );
  1464. if ( curveNode.preRotations !== null ) {
  1465. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1466. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1467. var frameRotation = new THREE.Euler();
  1468. var frameRotationQuaternion = new THREE.Quaternion();
  1469. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1470. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1471. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1472. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1473. curves.x.values[ frame ] = frameRotation.x;
  1474. curves.y.values[ frame ] = frameRotation.y;
  1475. curves.z.values[ frame ] = frameRotation.z;
  1476. }
  1477. }
  1478. }
  1479. } );
  1480. for ( var nodeID in rawLayers ) {
  1481. /**
  1482. * @type {{
  1483. T: {
  1484. id: number;
  1485. attr: string;
  1486. internalID: number;
  1487. attrX: boolean;
  1488. attrY: boolean;
  1489. attrZ: boolean;
  1490. containerBoneID: number;
  1491. containerID: number;
  1492. curves: {
  1493. x: {
  1494. version: any;
  1495. id: number;
  1496. internalID: number;
  1497. times: number[];
  1498. values: number[];
  1499. attrFlag: number[];
  1500. attrData: number[];
  1501. };
  1502. y: {
  1503. version: any;
  1504. id: number;
  1505. internalID: number;
  1506. times: number[];
  1507. values: number[];
  1508. attrFlag: number[];
  1509. attrData: number[];
  1510. };
  1511. z: {
  1512. version: any;
  1513. id: number;
  1514. internalID: number;
  1515. times: number[];
  1516. values: number[];
  1517. attrFlag: number[];
  1518. attrData: number[];
  1519. };
  1520. },
  1521. },
  1522. R: {
  1523. id: number;
  1524. attr: string;
  1525. internalID: number;
  1526. attrX: boolean;
  1527. attrY: boolean;
  1528. attrZ: boolean;
  1529. containerBoneID: number;
  1530. containerID: number;
  1531. curves: {
  1532. x: {
  1533. version: any;
  1534. id: number;
  1535. internalID: number;
  1536. times: number[];
  1537. values: number[];
  1538. attrFlag: number[];
  1539. attrData: number[];
  1540. };
  1541. y: {
  1542. version: any;
  1543. id: number;
  1544. internalID: number;
  1545. times: number[];
  1546. values: number[];
  1547. attrFlag: number[];
  1548. attrData: number[];
  1549. };
  1550. z: {
  1551. version: any;
  1552. id: number;
  1553. internalID: number;
  1554. times: number[];
  1555. values: number[];
  1556. attrFlag: number[];
  1557. attrData: number[];
  1558. };
  1559. },
  1560. },
  1561. S: {
  1562. id: number;
  1563. attr: string;
  1564. internalID: number;
  1565. attrX: boolean;
  1566. attrY: boolean;
  1567. attrZ: boolean;
  1568. containerBoneID: number;
  1569. containerID: number;
  1570. curves: {
  1571. x: {
  1572. version: any;
  1573. id: number;
  1574. internalID: number;
  1575. times: number[];
  1576. values: number[];
  1577. attrFlag: number[];
  1578. attrData: number[];
  1579. };
  1580. y: {
  1581. version: any;
  1582. id: number;
  1583. internalID: number;
  1584. times: number[];
  1585. values: number[];
  1586. attrFlag: number[];
  1587. attrData: number[];
  1588. };
  1589. z: {
  1590. version: any;
  1591. id: number;
  1592. internalID: number;
  1593. times: number[];
  1594. values: number[];
  1595. attrFlag: number[];
  1596. attrData: number[];
  1597. };
  1598. },
  1599. }
  1600. }[]}
  1601. */
  1602. var layer = [];
  1603. var children = connections.get( parseInt( nodeID ) ).children;
  1604. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1605. // Skip lockInfluenceWeights
  1606. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1607. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1608. var boneID = curveNode.containerBoneID;
  1609. if ( layer[ boneID ] === undefined ) {
  1610. layer[ boneID ] = {
  1611. T: null,
  1612. R: null,
  1613. S: null
  1614. };
  1615. }
  1616. layer[ boneID ][ curveNode.attr ] = curveNode;
  1617. }
  1618. }
  1619. returnObject.layers.set( parseInt( nodeID ), layer );
  1620. }
  1621. for ( var nodeID in rawStacks ) {
  1622. var layers = [];
  1623. var children = connections.get( parseInt( nodeID ) ).children;
  1624. var maxTimeStamp = 0;
  1625. var minTimeStamp = Number.MAX_VALUE;
  1626. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1627. if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
  1628. var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
  1629. layers.push( currentLayer );
  1630. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1631. var layer = currentLayer[ currentLayerIndex ];
  1632. if ( layer ) {
  1633. getCurveNodeMaxMinTimeStamps( layer );
  1634. }
  1635. /**
  1636. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1637. * than the max or min respectively.
  1638. * @param {{
  1639. T: {
  1640. id: number,
  1641. attr: string,
  1642. internalID: number,
  1643. attrX: boolean,
  1644. attrY: boolean,
  1645. attrZ: boolean,
  1646. containerBoneID: number,
  1647. containerID: number,
  1648. curves: {
  1649. x: {
  1650. version: any,
  1651. id: number,
  1652. internalID: number,
  1653. times: number[],
  1654. values: number[],
  1655. attrFlag: number[],
  1656. attrData: number[],
  1657. },
  1658. y: {
  1659. version: any,
  1660. id: number,
  1661. internalID: number,
  1662. times: number[],
  1663. values: number[],
  1664. attrFlag: number[],
  1665. attrData: number[],
  1666. },
  1667. z: {
  1668. version: any,
  1669. id: number,
  1670. internalID: number,
  1671. times: number[],
  1672. values: number[],
  1673. attrFlag: number[],
  1674. attrData: number[],
  1675. },
  1676. },
  1677. },
  1678. R: {
  1679. id: number,
  1680. attr: string,
  1681. internalID: number,
  1682. attrX: boolean,
  1683. attrY: boolean,
  1684. attrZ: boolean,
  1685. containerBoneID: number,
  1686. containerID: number,
  1687. curves: {
  1688. x: {
  1689. version: any,
  1690. id: number,
  1691. internalID: number,
  1692. times: number[],
  1693. values: number[],
  1694. attrFlag: number[],
  1695. attrData: number[],
  1696. },
  1697. y: {
  1698. version: any,
  1699. id: number,
  1700. internalID: number,
  1701. times: number[],
  1702. values: number[],
  1703. attrFlag: number[],
  1704. attrData: number[],
  1705. },
  1706. z: {
  1707. version: any,
  1708. id: number,
  1709. internalID: number,
  1710. times: number[],
  1711. values: number[],
  1712. attrFlag: number[],
  1713. attrData: number[],
  1714. },
  1715. },
  1716. },
  1717. S: {
  1718. id: number,
  1719. attr: string,
  1720. internalID: number,
  1721. attrX: boolean,
  1722. attrY: boolean,
  1723. attrZ: boolean,
  1724. containerBoneID: number,
  1725. containerID: number,
  1726. curves: {
  1727. x: {
  1728. version: any,
  1729. id: number,
  1730. internalID: number,
  1731. times: number[],
  1732. values: number[],
  1733. attrFlag: number[],
  1734. attrData: number[],
  1735. },
  1736. y: {
  1737. version: any,
  1738. id: number,
  1739. internalID: number,
  1740. times: number[],
  1741. values: number[],
  1742. attrFlag: number[],
  1743. attrData: number[],
  1744. },
  1745. z: {
  1746. version: any,
  1747. id: number,
  1748. internalID: number,
  1749. times: number[],
  1750. values: number[],
  1751. attrFlag: number[],
  1752. attrData: number[],
  1753. },
  1754. },
  1755. },
  1756. }} layer
  1757. */
  1758. function getCurveNodeMaxMinTimeStamps( layer ) {
  1759. /**
  1760. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1761. * exceeds the maximum or minimum.
  1762. * @param {{
  1763. x: {
  1764. version: any,
  1765. id: number,
  1766. internalID: number,
  1767. times: number[],
  1768. values: number[],
  1769. attrFlag: number[],
  1770. attrData: number[],
  1771. },
  1772. y: {
  1773. version: any,
  1774. id: number,
  1775. internalID: number,
  1776. times: number[],
  1777. values: number[],
  1778. attrFlag: number[],
  1779. attrData: number[],
  1780. },
  1781. z: {
  1782. version: any,
  1783. id: number,
  1784. internalID: number,
  1785. times: number[],
  1786. values: number[],
  1787. attrFlag: number[],
  1788. attrData: number[],
  1789. }
  1790. }} curve
  1791. */
  1792. function getCurveMaxMinTimeStamp( curve ) {
  1793. /**
  1794. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1795. * @param {{times: number[]}} axis
  1796. */
  1797. function getCurveAxisMaxMinTimeStamps( axis ) {
  1798. maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
  1799. minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
  1800. }
  1801. if ( curve.x ) {
  1802. getCurveAxisMaxMinTimeStamps( curve.x );
  1803. }
  1804. if ( curve.y ) {
  1805. getCurveAxisMaxMinTimeStamps( curve.y );
  1806. }
  1807. if ( curve.z ) {
  1808. getCurveAxisMaxMinTimeStamps( curve.z );
  1809. }
  1810. }
  1811. if ( layer.R ) {
  1812. getCurveMaxMinTimeStamp( layer.R.curves );
  1813. }
  1814. if ( layer.S ) {
  1815. getCurveMaxMinTimeStamp( layer.S.curves );
  1816. }
  1817. if ( layer.T ) {
  1818. getCurveMaxMinTimeStamp( layer.T.curves );
  1819. }
  1820. }
  1821. }
  1822. }
  1823. }
  1824. // Do we have an animation clip with actual length?
  1825. if ( maxTimeStamp > minTimeStamp ) {
  1826. returnObject.stacks.set( parseInt( nodeID ), {
  1827. name: rawStacks[ nodeID ].attrName,
  1828. layers: layers,
  1829. length: maxTimeStamp - minTimeStamp,
  1830. frames: ( maxTimeStamp - minTimeStamp ) * 30
  1831. } );
  1832. }
  1833. }
  1834. return returnObject;
  1835. /**
  1836. * @param {Object} FBXTree
  1837. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1838. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1839. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1840. */
  1841. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1842. var returnObject = {
  1843. /**
  1844. * @type {number}
  1845. */
  1846. id: animationCurveNode.id,
  1847. /**
  1848. * @type {string}
  1849. */
  1850. attr: animationCurveNode.attrName,
  1851. /**
  1852. * @type {number}
  1853. */
  1854. internalID: animationCurveNode.id,
  1855. /**
  1856. * @type {boolean}
  1857. */
  1858. attrX: false,
  1859. /**
  1860. * @type {boolean}
  1861. */
  1862. attrY: false,
  1863. /**
  1864. * @type {boolean}
  1865. */
  1866. attrZ: false,
  1867. /**
  1868. * @type {number}
  1869. */
  1870. containerBoneID: - 1,
  1871. /**
  1872. * @type {number}
  1873. */
  1874. containerID: - 1,
  1875. curves: {
  1876. x: null,
  1877. y: null,
  1878. z: null
  1879. },
  1880. /**
  1881. * @type {number[]}
  1882. */
  1883. preRotations: null
  1884. };
  1885. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1886. for ( var attributeKey in animationCurveNode.properties ) {
  1887. if ( attributeKey.match( /X/ ) ) {
  1888. returnObject.attrX = true;
  1889. }
  1890. if ( attributeKey.match( /Y/ ) ) {
  1891. returnObject.attrY = true;
  1892. }
  1893. if ( attributeKey.match( /Z/ ) ) {
  1894. returnObject.attrZ = true;
  1895. }
  1896. }
  1897. } else {
  1898. return null;
  1899. }
  1900. var conns = connections.get( returnObject.id );
  1901. var containerIndices = conns.parents;
  1902. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1903. var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
  1904. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1905. } );
  1906. if ( boneID > - 1 ) {
  1907. returnObject.containerBoneID = boneID;
  1908. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1909. var model = rawModels[ returnObject.containerID.toString() ];
  1910. if ( 'PreRotation' in model.properties ) {
  1911. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  1912. }
  1913. break;
  1914. }
  1915. }
  1916. return returnObject;
  1917. }
  1918. /**
  1919. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1920. */
  1921. function parseAnimationCurve( animationCurve ) {
  1922. return {
  1923. version: null,
  1924. id: animationCurve.id,
  1925. internalID: animationCurve.id,
  1926. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
  1927. return ConvertFBXTimeToSeconds( time );
  1928. } ),
  1929. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1930. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1931. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1932. };
  1933. }
  1934. }
  1935. /**
  1936. * @param {{
  1937. curves: Map<number, {
  1938. T: {
  1939. id: number;
  1940. attr: string;
  1941. internalID: number;
  1942. attrX: boolean;
  1943. attrY: boolean;
  1944. attrZ: boolean;
  1945. containerBoneID: number;
  1946. containerID: number;
  1947. curves: {
  1948. x: {
  1949. version: any;
  1950. id: number;
  1951. internalID: number;
  1952. times: number[];
  1953. values: number[];
  1954. attrFlag: number[];
  1955. attrData: number[];
  1956. };
  1957. y: {
  1958. version: any;
  1959. id: number;
  1960. internalID: number;
  1961. times: number[];
  1962. values: number[];
  1963. attrFlag: number[];
  1964. attrData: number[];
  1965. };
  1966. z: {
  1967. version: any;
  1968. id: number;
  1969. internalID: number;
  1970. times: number[];
  1971. values: number[];
  1972. attrFlag: number[];
  1973. attrData: number[];
  1974. };
  1975. };
  1976. };
  1977. R: {
  1978. id: number;
  1979. attr: string;
  1980. internalID: number;
  1981. attrX: boolean;
  1982. attrY: boolean;
  1983. attrZ: boolean;
  1984. containerBoneID: number;
  1985. containerID: number;
  1986. curves: {
  1987. x: {
  1988. version: any;
  1989. id: number;
  1990. internalID: number;
  1991. times: number[];
  1992. values: number[];
  1993. attrFlag: number[];
  1994. attrData: number[];
  1995. };
  1996. y: {
  1997. version: any;
  1998. id: number;
  1999. internalID: number;
  2000. times: number[];
  2001. values: number[];
  2002. attrFlag: number[];
  2003. attrData: number[];
  2004. };
  2005. z: {
  2006. version: any;
  2007. id: number;
  2008. internalID: number;
  2009. times: number[];
  2010. values: number[];
  2011. attrFlag: number[];
  2012. attrData: number[];
  2013. };
  2014. };
  2015. };
  2016. S: {
  2017. id: number;
  2018. attr: string;
  2019. internalID: number;
  2020. attrX: boolean;
  2021. attrY: boolean;
  2022. attrZ: boolean;
  2023. containerBoneID: number;
  2024. containerID: number;
  2025. curves: {
  2026. x: {
  2027. version: any;
  2028. id: number;
  2029. internalID: number;
  2030. times: number[];
  2031. values: number[];
  2032. attrFlag: number[];
  2033. attrData: number[];
  2034. };
  2035. y: {
  2036. version: any;
  2037. id: number;
  2038. internalID: number;
  2039. times: number[];
  2040. values: number[];
  2041. attrFlag: number[];
  2042. attrData: number[];
  2043. };
  2044. z: {
  2045. version: any;
  2046. id: number;
  2047. internalID: number;
  2048. times: number[];
  2049. values: number[];
  2050. attrFlag: number[];
  2051. attrData: number[];
  2052. };
  2053. };
  2054. };
  2055. }>;
  2056. layers: Map<number, {
  2057. T: {
  2058. id: number;
  2059. attr: string;
  2060. internalID: number;
  2061. attrX: boolean;
  2062. attrY: boolean;
  2063. attrZ: boolean;
  2064. containerBoneID: number;
  2065. containerID: number;
  2066. curves: {
  2067. x: {
  2068. version: any;
  2069. id: number;
  2070. internalID: number;
  2071. times: number[];
  2072. values: number[];
  2073. attrFlag: number[];
  2074. attrData: number[];
  2075. };
  2076. y: {
  2077. version: any;
  2078. id: number;
  2079. internalID: number;
  2080. times: number[];
  2081. values: number[];
  2082. attrFlag: number[];
  2083. attrData: number[];
  2084. };
  2085. z: {
  2086. version: any;
  2087. id: number;
  2088. internalID: number;
  2089. times: number[];
  2090. values: number[];
  2091. attrFlag: number[];
  2092. attrData: number[];
  2093. };
  2094. };
  2095. };
  2096. R: {
  2097. id: number;
  2098. attr: string;
  2099. internalID: number;
  2100. attrX: boolean;
  2101. attrY: boolean;
  2102. attrZ: boolean;
  2103. containerBoneID: number;
  2104. containerID: number;
  2105. curves: {
  2106. x: {
  2107. version: any;
  2108. id: number;
  2109. internalID: number;
  2110. times: number[];
  2111. values: number[];
  2112. attrFlag: number[];
  2113. attrData: number[];
  2114. };
  2115. y: {
  2116. version: any;
  2117. id: number;
  2118. internalID: number;
  2119. times: number[];
  2120. values: number[];
  2121. attrFlag: number[];
  2122. attrData: number[];
  2123. };
  2124. z: {
  2125. version: any;
  2126. id: number;
  2127. internalID: number;
  2128. times: number[];
  2129. values: number[];
  2130. attrFlag: number[];
  2131. attrData: number[];
  2132. };
  2133. };
  2134. };
  2135. S: {
  2136. id: number;
  2137. attr: string;
  2138. internalID: number;
  2139. attrX: boolean;
  2140. attrY: boolean;
  2141. attrZ: boolean;
  2142. containerBoneID: number;
  2143. containerID: number;
  2144. curves: {
  2145. x: {
  2146. version: any;
  2147. id: number;
  2148. internalID: number;
  2149. times: number[];
  2150. values: number[];
  2151. attrFlag: number[];
  2152. attrData: number[];
  2153. };
  2154. y: {
  2155. version: any;
  2156. id: number;
  2157. internalID: number;
  2158. times: number[];
  2159. values: number[];
  2160. attrFlag: number[];
  2161. attrData: number[];
  2162. };
  2163. z: {
  2164. version: any;
  2165. id: number;
  2166. internalID: number;
  2167. times: number[];
  2168. values: number[];
  2169. attrFlag: number[];
  2170. attrData: number[];
  2171. };
  2172. };
  2173. };
  2174. }[]>;
  2175. stacks: Map<number, {
  2176. name: string;
  2177. layers: {
  2178. T: {
  2179. id: number;
  2180. attr: string;
  2181. internalID: number;
  2182. attrX: boolean;
  2183. attrY: boolean;
  2184. attrZ: boolean;
  2185. containerBoneID: number;
  2186. containerID: number;
  2187. curves: {
  2188. x: {
  2189. version: any;
  2190. id: number;
  2191. internalID: number;
  2192. times: number[];
  2193. values: number[];
  2194. attrFlag: number[];
  2195. attrData: number[];
  2196. };
  2197. y: {
  2198. version: any;
  2199. id: number;
  2200. internalID: number;
  2201. times: number[];
  2202. values: number[];
  2203. attrFlag: number[];
  2204. attrData: number[];
  2205. };
  2206. z: {
  2207. version: any;
  2208. id: number;
  2209. internalID: number;
  2210. times: number[];
  2211. values: number[];
  2212. attrFlag: number[];
  2213. attrData: number[];
  2214. };
  2215. };
  2216. };
  2217. R: {
  2218. id: number;
  2219. attr: string;
  2220. internalID: number;
  2221. attrX: boolean;
  2222. attrY: boolean;
  2223. attrZ: boolean;
  2224. containerBoneID: number;
  2225. containerID: number;
  2226. curves: {
  2227. x: {
  2228. version: any;
  2229. id: number;
  2230. internalID: number;
  2231. times: number[];
  2232. values: number[];
  2233. attrFlag: number[];
  2234. attrData: number[];
  2235. };
  2236. y: {
  2237. version: any;
  2238. id: number;
  2239. internalID: number;
  2240. times: number[];
  2241. values: number[];
  2242. attrFlag: number[];
  2243. attrData: number[];
  2244. };
  2245. z: {
  2246. version: any;
  2247. id: number;
  2248. internalID: number;
  2249. times: number[];
  2250. values: number[];
  2251. attrFlag: number[];
  2252. attrData: number[];
  2253. };
  2254. };
  2255. };
  2256. S: {
  2257. id: number;
  2258. attr: string;
  2259. internalID: number;
  2260. attrX: boolean;
  2261. attrY: boolean;
  2262. attrZ: boolean;
  2263. containerBoneID: number;
  2264. containerID: number;
  2265. curves: {
  2266. x: {
  2267. version: any;
  2268. id: number;
  2269. internalID: number;
  2270. times: number[];
  2271. values: number[];
  2272. attrFlag: number[];
  2273. attrData: number[];
  2274. };
  2275. y: {
  2276. version: any;
  2277. id: number;
  2278. internalID: number;
  2279. times: number[];
  2280. values: number[];
  2281. attrFlag: number[];
  2282. attrData: number[];
  2283. };
  2284. z: {
  2285. version: any;
  2286. id: number;
  2287. internalID: number;
  2288. times: number[];
  2289. values: number[];
  2290. attrFlag: number[];
  2291. attrData: number[];
  2292. };
  2293. };
  2294. };
  2295. }[][];
  2296. length: number;
  2297. frames: number;
  2298. }>;
  2299. length: number;
  2300. fps: number;
  2301. frames: number;
  2302. }} animations,
  2303. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2304. */
  2305. function addAnimations( group, animations ) {
  2306. if ( group.animations === undefined ) {
  2307. group.animations = [];
  2308. }
  2309. animations.stacks.forEach( function ( stack ) {
  2310. /**
  2311. * @type {{
  2312. * name: string,
  2313. * fps: number,
  2314. * length: number,
  2315. * hierarchy: Array.<{
  2316. * parent: number,
  2317. * name: string,
  2318. * keys: Array.<{
  2319. * time: number,
  2320. * pos: Array.<number>,
  2321. * rot: Array.<number>,
  2322. * scl: Array.<number>
  2323. * }>
  2324. * }>
  2325. * }}
  2326. */
  2327. var animationData = {
  2328. name: stack.name,
  2329. fps: 30,
  2330. length: stack.length,
  2331. hierarchy: []
  2332. };
  2333. var bones = group.skeleton.bones;
  2334. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2335. var bone = bones[ bonesIndex ];
  2336. var name = bone.name.replace( /.*:/, '' );
  2337. var parentIndex = bones.findIndex( function ( parentBone ) {
  2338. return bone.parent === parentBone;
  2339. } );
  2340. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2341. }
  2342. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2343. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2344. var bone = bones[ bonesIndex ];
  2345. var boneIndex = bonesIndex;
  2346. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2347. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2348. var node = animationData.hierarchy[ hierarchyIndex ];
  2349. if ( node.name === bone.name ) {
  2350. node.keys.push( generateKey( animationNode, bone, frame ) );
  2351. }
  2352. }
  2353. }
  2354. }
  2355. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2356. /**
  2357. * @param {THREE.Bone} bone
  2358. */
  2359. function generateKey( animationNode, bone, frame ) {
  2360. var key = {
  2361. time: frame / animations.fps,
  2362. pos: bone.position.toArray(),
  2363. rot: bone.quaternion.toArray(),
  2364. scl: bone.scale.toArray()
  2365. };
  2366. if ( animationNode === undefined ) {
  2367. return key;
  2368. }
  2369. try {
  2370. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2371. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2372. }
  2373. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2374. var rotationX = animationNode.R.curves.x.values[ frame ];
  2375. var rotationY = animationNode.R.curves.y.values[ frame ];
  2376. var rotationZ = animationNode.R.curves.z.values[ frame ];
  2377. var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
  2378. key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
  2379. }
  2380. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2381. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2382. }
  2383. } catch ( error ) {
  2384. // Curve is not fully plotted.
  2385. console.log( bone );
  2386. console.log( error );
  2387. }
  2388. return key;
  2389. function hasCurve( animationNode, attribute ) {
  2390. if ( animationNode === undefined ) {
  2391. return false;
  2392. }
  2393. var attributeNode = animationNode[ attribute ];
  2394. if ( ! attributeNode ) {
  2395. return false;
  2396. }
  2397. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2398. return attributeNode.curves[ key ] !== null;
  2399. } );
  2400. }
  2401. function hasKeyOnFrame( attributeNode, frame ) {
  2402. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2403. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2404. function isKeyExistOnFrame( curve, frame ) {
  2405. return curve.values[ frame ] !== undefined;
  2406. }
  2407. } );
  2408. }
  2409. }
  2410. } );
  2411. }
  2412. // UTILS
  2413. /**
  2414. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  2415. * @param {FBXVector3} property - Property to parse as Vector3.
  2416. * @returns {THREE.Vector3}
  2417. */
  2418. function parseVector3( property ) {
  2419. return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
  2420. }
  2421. /**
  2422. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  2423. * @param {FBXVector3} property - Property to parse as Color.
  2424. * @returns {THREE.Color}
  2425. */
  2426. function parseColor( property ) {
  2427. return new THREE.Color().fromArray( parseVector3( property ).toArray() );
  2428. }
  2429. }
  2430. } );
  2431. /**
  2432. * An instance of a Vertex with data for drawing vertices to the screen.
  2433. * @constructor
  2434. */
  2435. function Vertex() {
  2436. /**
  2437. * Position of the vertex.
  2438. * @type {THREE.Vector3}
  2439. */
  2440. this.position = new THREE.Vector3( );
  2441. /**
  2442. * Normal of the vertex
  2443. * @type {THREE.Vector3}
  2444. */
  2445. this.normal = new THREE.Vector3( );
  2446. /**
  2447. * UV coordinates of the vertex.
  2448. * @type {THREE.Vector2}
  2449. */
  2450. this.uv = new THREE.Vector2( );
  2451. /**
  2452. * Color of the vertex
  2453. * @type {THREE.Vector3}
  2454. */
  2455. this.color = new THREE.Vector3();
  2456. /**
  2457. * Indices of the bones vertex is influenced by.
  2458. * @type {THREE.Vector4}
  2459. */
  2460. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2461. /**
  2462. * Weights that each bone influences the vertex.
  2463. * @type {THREE.Vector4}
  2464. */
  2465. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2466. }
  2467. Object.assign( Vertex.prototype, {
  2468. copy: function ( target ) {
  2469. var returnVar = target || new Vertex();
  2470. returnVar.position.copy( this.position );
  2471. returnVar.normal.copy( this.normal );
  2472. returnVar.uv.copy( this.uv );
  2473. returnVar.skinIndices.copy( this.skinIndices );
  2474. returnVar.skinWeights.copy( this.skinWeights );
  2475. return returnVar;
  2476. },
  2477. flattenToBuffers: function () {
  2478. var vertexBuffer = this.position.toArray();
  2479. var normalBuffer = this.normal.toArray();
  2480. var uvBuffer = this.uv.toArray();
  2481. var colorBuffer = this.color.toArray();
  2482. var skinIndexBuffer = this.skinIndices.toArray();
  2483. var skinWeightBuffer = this.skinWeights.toArray();
  2484. return {
  2485. vertexBuffer: vertexBuffer,
  2486. normalBuffer: normalBuffer,
  2487. uvBuffer: uvBuffer,
  2488. colorBuffer: colorBuffer,
  2489. skinIndexBuffer: skinIndexBuffer,
  2490. skinWeightBuffer: skinWeightBuffer,
  2491. };
  2492. }
  2493. } );
  2494. /**
  2495. * @constructor
  2496. */
  2497. function Triangle() {
  2498. /**
  2499. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2500. */
  2501. this.vertices = [ ];
  2502. }
  2503. Object.assign( Triangle.prototype, {
  2504. copy: function ( target ) {
  2505. var returnVar = target || new Triangle();
  2506. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2507. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2508. }
  2509. return returnVar;
  2510. },
  2511. flattenToBuffers: function () {
  2512. var vertexBuffer = [];
  2513. var normalBuffer = [];
  2514. var uvBuffer = [];
  2515. var colorsBuffer = [];
  2516. var skinIndexBuffer = [];
  2517. var skinWeightBuffer = [];
  2518. for ( var verticesIndex = 0, verticesLength = this.vertices.length; verticesIndex < verticesLength; ++ verticesIndex ) {
  2519. var vertex = this.vertices[ verticesIndex ];
  2520. var flatVertex = vertex.flattenToBuffers();
  2521. vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
  2522. normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
  2523. uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
  2524. colorsBuffer = colorsBuffer.concat( flatVertex.colorBuffer );
  2525. skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
  2526. skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
  2527. }
  2528. return {
  2529. vertexBuffer: vertexBuffer,
  2530. normalBuffer: normalBuffer,
  2531. uvBuffer: uvBuffer,
  2532. colorsBuffer: colorsBuffer,
  2533. skinIndexBuffer: skinIndexBuffer,
  2534. skinWeightBuffer: skinWeightBuffer,
  2535. };
  2536. }
  2537. } );
  2538. /**
  2539. * @constructor
  2540. */
  2541. function Face() {
  2542. /**
  2543. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2544. */
  2545. this.triangles = [ ];
  2546. this.materialIndex = 0;
  2547. }
  2548. Object.assign( Face.prototype, {
  2549. copy: function ( target ) {
  2550. var returnVar = target || new Face();
  2551. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2552. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2553. }
  2554. returnVar.materialIndex = this.materialIndex;
  2555. return returnVar;
  2556. },
  2557. genTrianglesFromVertices: function ( vertexArray ) {
  2558. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2559. var triangle = new Triangle();
  2560. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2561. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2562. triangle.vertices[ 2 ] = vertexArray[ i ];
  2563. this.triangles.push( triangle );
  2564. }
  2565. },
  2566. flattenToBuffers: function () {
  2567. var vertexBuffer = [];
  2568. var normalBuffer = [];
  2569. var uvBuffer = [];
  2570. var colorsBuffer = [];
  2571. var skinIndexBuffer = [];
  2572. var skinWeightBuffer = [];
  2573. var materialIndexBuffer = [];
  2574. var materialIndex = this.materialIndex;
  2575. for ( var triangleIndex = 0, triangleLength = this.triangles.length; triangleIndex < triangleLength; ++ triangleIndex ) {
  2576. var triangle = this.triangles[ triangleIndex ];
  2577. var flatTriangle = triangle.flattenToBuffers();
  2578. vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
  2579. normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
  2580. uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
  2581. colorsBuffer = colorsBuffer.concat( flatTriangle.colorsBuffer );
  2582. skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
  2583. skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
  2584. materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
  2585. }
  2586. return {
  2587. vertexBuffer: vertexBuffer,
  2588. normalBuffer: normalBuffer,
  2589. uvBuffer: uvBuffer,
  2590. colorsBuffer: colorsBuffer,
  2591. skinIndexBuffer: skinIndexBuffer,
  2592. skinWeightBuffer: skinWeightBuffer,
  2593. materialIndexBuffer: materialIndexBuffer
  2594. };
  2595. }
  2596. } );
  2597. /**
  2598. * @constructor
  2599. */
  2600. function Geometry() {
  2601. /**
  2602. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2603. */
  2604. this.faces = [ ];
  2605. /**
  2606. * @type {{}|THREE.Skeleton}
  2607. */
  2608. this.skeleton = null;
  2609. }
  2610. Object.assign( Geometry.prototype, {
  2611. /**
  2612. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2613. */
  2614. flattenToBuffers: function () {
  2615. var vertexBuffer = [];
  2616. var normalBuffer = [];
  2617. var uvBuffer = [];
  2618. var colorsBuffer = [];
  2619. var skinIndexBuffer = [];
  2620. var skinWeightBuffer = [];
  2621. var materialIndexBuffer = [];
  2622. for ( var faceIndex = 0, faceLength = this.faces.length; faceIndex < faceLength; ++ faceIndex ) {
  2623. var face = this.faces[ faceIndex ];
  2624. var flatFace = face.flattenToBuffers();
  2625. vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
  2626. normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
  2627. uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
  2628. colorsBuffer = colorsBuffer.concat( flatFace.colorsBuffer );
  2629. skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
  2630. skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
  2631. materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
  2632. }
  2633. return {
  2634. vertexBuffer: vertexBuffer,
  2635. normalBuffer: normalBuffer,
  2636. uvBuffer: uvBuffer,
  2637. colorsBuffer: colorsBuffer,
  2638. skinIndexBuffer: skinIndexBuffer,
  2639. skinWeightBuffer: skinWeightBuffer,
  2640. materialIndexBuffer: materialIndexBuffer
  2641. };
  2642. }
  2643. } );
  2644. function TextParser() {}
  2645. Object.assign( TextParser.prototype, {
  2646. getPrevNode: function () {
  2647. return this.nodeStack[ this.currentIndent - 2 ];
  2648. },
  2649. getCurrentNode: function () {
  2650. return this.nodeStack[ this.currentIndent - 1 ];
  2651. },
  2652. getCurrentProp: function () {
  2653. return this.currentProp;
  2654. },
  2655. pushStack: function ( node ) {
  2656. this.nodeStack.push( node );
  2657. this.currentIndent += 1;
  2658. },
  2659. popStack: function () {
  2660. this.nodeStack.pop();
  2661. this.currentIndent -= 1;
  2662. },
  2663. setCurrentProp: function ( val, name ) {
  2664. this.currentProp = val;
  2665. this.currentPropName = name;
  2666. },
  2667. // ----------parse ---------------------------------------------------
  2668. parse: function ( text ) {
  2669. this.currentIndent = 0;
  2670. this.allNodes = new FBXTree();
  2671. this.nodeStack = [];
  2672. this.currentProp = [];
  2673. this.currentPropName = '';
  2674. var split = text.split( "\n" );
  2675. for ( var line in split ) {
  2676. var l = split[ line ];
  2677. // short cut
  2678. if ( l.match( /^[\s\t]*;/ ) ) {
  2679. continue;
  2680. } // skip comment line
  2681. if ( l.match( /^[\s\t]*$/ ) ) {
  2682. continue;
  2683. } // skip empty line
  2684. // beginning of node
  2685. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2686. var match = l.match( beginningOfNodeExp );
  2687. if ( match ) {
  2688. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2689. var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  2690. return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  2691. } );
  2692. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2693. continue;
  2694. }
  2695. // node's property
  2696. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2697. var match = l.match( propExp );
  2698. if ( match ) {
  2699. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2700. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2701. this.parseNodeProperty( l, propName, propValue );
  2702. continue;
  2703. }
  2704. // end of node
  2705. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2706. if ( l.match( endOfNodeExp ) ) {
  2707. this.nodeEnd();
  2708. continue;
  2709. }
  2710. // for special case,
  2711. //
  2712. // Vertices: *8670 {
  2713. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2714. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2715. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2716. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2717. //
  2718. // these case the lines must contiue with previous line
  2719. if ( l.match( /^[^\s\t}]/ ) ) {
  2720. this.parseNodePropertyContinued( l );
  2721. }
  2722. }
  2723. return this.allNodes;
  2724. },
  2725. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2726. // var nodeName = match[1];
  2727. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2728. var attrs = this.parseNodeAttr( nodeAttrs );
  2729. var currentNode = this.getCurrentNode();
  2730. // a top node
  2731. if ( this.currentIndent === 0 ) {
  2732. this.allNodes.add( nodeName, node );
  2733. } else {
  2734. // a subnode
  2735. // already exists subnode, then append it
  2736. if ( nodeName in currentNode.subNodes ) {
  2737. var tmp = currentNode.subNodes[ nodeName ];
  2738. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2739. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2740. if ( attrs.id === '' ) {
  2741. currentNode.subNodes[ nodeName ] = [];
  2742. currentNode.subNodes[ nodeName ].push( tmp );
  2743. } else {
  2744. currentNode.subNodes[ nodeName ] = {};
  2745. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2746. }
  2747. }
  2748. if ( attrs.id === '' ) {
  2749. currentNode.subNodes[ nodeName ].push( node );
  2750. } else {
  2751. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2752. }
  2753. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2754. currentNode.subNodes[ nodeName ] = {};
  2755. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2756. } else {
  2757. currentNode.subNodes[ nodeName ] = node;
  2758. }
  2759. }
  2760. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2761. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2762. if ( nodeAttrs ) {
  2763. node.id = attrs.id;
  2764. node.attrName = attrs.name;
  2765. node.attrType = attrs.type;
  2766. }
  2767. this.pushStack( node );
  2768. },
  2769. parseNodeAttr: function ( attrs ) {
  2770. var id = attrs[ 0 ];
  2771. if ( attrs[ 0 ] !== "" ) {
  2772. id = parseInt( attrs[ 0 ] );
  2773. if ( isNaN( id ) ) {
  2774. // PolygonVertexIndex: *16380 {
  2775. id = attrs[ 0 ];
  2776. }
  2777. }
  2778. var name;
  2779. var type;
  2780. if ( attrs.length > 1 ) {
  2781. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2782. type = attrs[ 2 ];
  2783. }
  2784. return { id: id, name: name || '', type: type || '' };
  2785. },
  2786. parseNodeProperty: function ( line, propName, propValue ) {
  2787. var currentNode = this.getCurrentNode();
  2788. var parentName = currentNode.name;
  2789. // special case parent node's is like "Properties70"
  2790. // these chilren nodes must treat with careful
  2791. if ( parentName !== undefined ) {
  2792. var propMatch = parentName.match( /Properties(\d)+/ );
  2793. if ( propMatch ) {
  2794. this.parseNodeSpecialProperty( line, propName, propValue );
  2795. return;
  2796. }
  2797. }
  2798. // special case Connections
  2799. if ( propName == 'C' ) {
  2800. var connProps = propValue.split( ',' ).slice( 1 );
  2801. var from = parseInt( connProps[ 0 ] );
  2802. var to = parseInt( connProps[ 1 ] );
  2803. var rest = propValue.split( ',' ).slice( 3 );
  2804. propName = 'connections';
  2805. propValue = [ from, to ];
  2806. propValue = propValue.concat( rest );
  2807. if ( currentNode.properties[ propName ] === undefined ) {
  2808. currentNode.properties[ propName ] = [];
  2809. }
  2810. }
  2811. // special case Connections
  2812. if ( propName == 'Node' ) {
  2813. var id = parseInt( propValue );
  2814. currentNode.properties.id = id;
  2815. currentNode.id = id;
  2816. }
  2817. // already exists in properties, then append this
  2818. if ( propName in currentNode.properties ) {
  2819. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2820. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2821. currentNode.properties[ propName ].push( propValue );
  2822. } else {
  2823. currentNode.properties[ propName ] += propValue;
  2824. }
  2825. } else {
  2826. // console.log( propName + ": " + propValue );
  2827. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2828. currentNode.properties[ propName ].push( propValue );
  2829. } else {
  2830. currentNode.properties[ propName ] = propValue;
  2831. }
  2832. }
  2833. this.setCurrentProp( currentNode.properties, propName );
  2834. },
  2835. // TODO:
  2836. parseNodePropertyContinued: function ( line ) {
  2837. this.currentProp[ this.currentPropName ] += line;
  2838. },
  2839. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2840. // split this
  2841. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2842. // into array like below
  2843. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2844. var props = propValue.split( '",' ).map( function ( element ) {
  2845. return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2846. } );
  2847. var innerPropName = props[ 0 ];
  2848. var innerPropType1 = props[ 1 ];
  2849. var innerPropType2 = props[ 2 ];
  2850. var innerPropFlag = props[ 3 ];
  2851. var innerPropValue = props[ 4 ];
  2852. /*
  2853. if ( innerPropValue === undefined ) {
  2854. innerPropValue = props[3];
  2855. }
  2856. */
  2857. // cast value in its type
  2858. switch ( innerPropType1 ) {
  2859. case "int":
  2860. innerPropValue = parseInt( innerPropValue );
  2861. break;
  2862. case "double":
  2863. innerPropValue = parseFloat( innerPropValue );
  2864. break;
  2865. case "ColorRGB":
  2866. case "Vector3D":
  2867. var tmp = innerPropValue.split( ',' );
  2868. innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  2869. break;
  2870. }
  2871. // CAUTION: these props must append to parent's parent
  2872. this.getPrevNode().properties[ innerPropName ] = {
  2873. 'type': innerPropType1,
  2874. 'type2': innerPropType2,
  2875. 'flag': innerPropFlag,
  2876. 'value': innerPropValue
  2877. };
  2878. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2879. },
  2880. nodeEnd: function () {
  2881. this.popStack();
  2882. },
  2883. /* ---------------------------------------------------------------- */
  2884. /* util */
  2885. isFlattenNode: function ( node ) {
  2886. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2887. }
  2888. } );
  2889. function FBXTree() {}
  2890. Object.assign( FBXTree.prototype, {
  2891. add: function ( key, val ) {
  2892. this[ key ] = val;
  2893. },
  2894. searchConnectionParent: function ( id ) {
  2895. if ( this.__cache_search_connection_parent === undefined ) {
  2896. this.__cache_search_connection_parent = [];
  2897. }
  2898. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  2899. return this.__cache_search_connection_parent[ id ];
  2900. } else {
  2901. this.__cache_search_connection_parent[ id ] = [];
  2902. }
  2903. var conns = this.Connections.properties.connections;
  2904. var results = [];
  2905. for ( var i = 0; i < conns.length; ++ i ) {
  2906. if ( conns[ i ][ 0 ] == id ) {
  2907. // 0 means scene root
  2908. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  2909. results.push( res );
  2910. }
  2911. }
  2912. if ( results.length > 0 ) {
  2913. this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  2914. return results;
  2915. } else {
  2916. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  2917. return [ - 1 ];
  2918. }
  2919. },
  2920. searchConnectionChildren: function ( id ) {
  2921. if ( this.__cache_search_connection_children === undefined ) {
  2922. this.__cache_search_connection_children = [];
  2923. }
  2924. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  2925. return this.__cache_search_connection_children[ id ];
  2926. } else {
  2927. this.__cache_search_connection_children[ id ] = [];
  2928. }
  2929. var conns = this.Connections.properties.connections;
  2930. var res = [];
  2931. for ( var i = 0; i < conns.length; ++ i ) {
  2932. if ( conns[ i ][ 1 ] == id ) {
  2933. // 0 means scene root
  2934. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  2935. // there may more than one kid, then search to the end
  2936. }
  2937. }
  2938. if ( res.length > 0 ) {
  2939. this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  2940. return res;
  2941. } else {
  2942. this.__cache_search_connection_children[ id ] = [ ];
  2943. return [ ];
  2944. }
  2945. },
  2946. searchConnectionType: function ( id, to ) {
  2947. var key = id + ',' + to; // TODO: to hash
  2948. if ( this.__cache_search_connection_type === undefined ) {
  2949. this.__cache_search_connection_type = {};
  2950. }
  2951. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  2952. return this.__cache_search_connection_type[ key ];
  2953. } else {
  2954. this.__cache_search_connection_type[ key ] = '';
  2955. }
  2956. var conns = this.Connections.properties.connections;
  2957. for ( var i = 0; i < conns.length; ++ i ) {
  2958. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  2959. // 0 means scene root
  2960. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  2961. return conns[ i ][ 2 ];
  2962. }
  2963. }
  2964. this.__cache_search_connection_type[ id ] = null;
  2965. return null;
  2966. }
  2967. } );
  2968. /**
  2969. * @returns {boolean}
  2970. */
  2971. function isFbxFormatASCII( text ) {
  2972. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2973. var cursor = 0;
  2974. var read = function ( offset ) {
  2975. var result = text[ offset - 1 ];
  2976. text = text.slice( cursor + offset );
  2977. cursor ++;
  2978. return result;
  2979. };
  2980. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2981. var num = read( 1 );
  2982. if ( num == CORRECT[ i ] ) {
  2983. return false;
  2984. }
  2985. }
  2986. return true;
  2987. }
  2988. /**
  2989. * @returns {number}
  2990. */
  2991. function getFbxVersion( text ) {
  2992. var versionRegExp = /FBXVersion: (\d+)/;
  2993. var match = text.match( versionRegExp );
  2994. if ( match ) {
  2995. var version = parseInt( match[ 1 ] );
  2996. return version;
  2997. }
  2998. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  2999. }
  3000. /**
  3001. * Converts FBX ticks into real time seconds.
  3002. * @param {number} time - FBX tick timestamp to convert.
  3003. * @returns {number} - FBX tick in real world time.
  3004. */
  3005. function ConvertFBXTimeToSeconds( time ) {
  3006. // Constant is FBX ticks per second.
  3007. return time / 46186158000;
  3008. }
  3009. /**
  3010. * Parses comma separated list of float numbers and returns them in an array.
  3011. * @example
  3012. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3013. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  3014. * @returns {number[]}
  3015. */
  3016. function parseFloatArray( floatString ) {
  3017. return floatString.split( ',' ).map( function ( stringValue ) {
  3018. return parseFloat( stringValue );
  3019. } );
  3020. }
  3021. /**
  3022. * Parses comma separated list of int numbers and returns them in an array.
  3023. * @example
  3024. * // Returns [ 5, 8, 2, 3 ]
  3025. * parseFloatArray( "5,8,2,3" )
  3026. * @returns {number[]}
  3027. */
  3028. function parseIntArray( intString ) {
  3029. return intString.split( ',' ).map( function ( stringValue ) {
  3030. return parseInt( stringValue );
  3031. } );
  3032. }
  3033. function parseMatrixArray( floatString ) {
  3034. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  3035. }
  3036. /**
  3037. * Converts number from degrees into radians.
  3038. * @param {number} value
  3039. * @returns {number}
  3040. */
  3041. function degreeToRadian( value ) {
  3042. return value * Math.PI / 180;
  3043. }
  3044. } )();