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FBXLoader.js 114 KB

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