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- /**
- * @author Kyle-Larson https://github.com/Kyle-Larson
- * @author Takahiro https://github.com/takahirox
- *
- * Loader loads FBX file and generates Group representing FBX scene.
- * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
- *
- * Supports:
- * Mesh Generation (Positional Data)
- * Normal Data (Per Vertex Drawing Instance)
- * UV Data (Per Vertex Drawing Instance)
- * Skinning
- * Animation
- * - Separated Animations based on stacks.
- * - Skeletal & Non-Skeletal Animations
- * NURBS (Open, Closed and Periodic forms)
- *
- * Needs Support:
- * Indexed Buffers
- * PreRotation support.
- */
- ( function () {
- /**
- * Generates a loader for loading FBX files from URL and parsing into
- * a THREE.Group.
- * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
- */
- THREE.FBXLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- Object.assign( THREE.FBXLoader.prototype, {
- /**
- * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
- * THREE.Group will have an animations property of AnimationClips
- * of the different animations exported with the FBX.
- * @param {string} url - URL of the FBX file.
- * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
- * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
- * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
- */
- load: function ( url, onLoad, onProgress, onError ) {
- var self = this;
- var resourceDirectory = url.split( /[\\\/]/ );
- resourceDirectory.pop();
- resourceDirectory = resourceDirectory.join( '/' ) + '/';
- var loader = new THREE.FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.load( url, function ( buffer ) {
- try {
- var scene = self.parse( buffer, resourceDirectory );
- onLoad( scene );
- } catch ( error ) {
- window.setTimeout( function () {
- if ( onError ) onError( error );
- self.manager.itemError( url );
- }, 0 );
- }
- }, onProgress, onError );
- },
- /**
- * Parses an ASCII/Binary FBX file and returns a THREE.Group.
- * THREE.Group will have an animations property of AnimationClips
- * of the different animations within the FBX file.
- * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
- * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
- * @returns {THREE.Group}
- */
- parse: function ( FBXBuffer, resourceDirectory ) {
- var FBXTree;
- if ( isFbxFormatBinary( FBXBuffer ) ) {
- FBXTree = new BinaryParser().parse( FBXBuffer );
- } else {
- var FBXText = convertArrayBufferToString( FBXBuffer );
- if ( ! isFbxFormatASCII( FBXText ) ) {
- throw new Error( 'FBXLoader: Unknown format.' );
- self.manager.itemError( url );
- return;
- }
- if ( getFbxVersion( FBXText ) < 7000 ) {
- throw new Error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( FBXText ) );
- self.manager.itemError( url );
- return;
- }
- FBXTree = new TextParser().parse( FBXText );
- }
- // console.log( FBXTree );
- var connections = parseConnections( FBXTree );
- var images = parseImages( FBXTree );
- var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
- var materials = parseMaterials( FBXTree, textures, connections );
- var deformers = parseDeformers( FBXTree, connections );
- var geometryMap = parseGeometries( FBXTree, connections, deformers );
- var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
- return sceneGraph;
- }
- } );
- /**
- * Parses map of relationships between objects.
- * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
- * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
- */
- function parseConnections( FBXTree ) {
- /**
- * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
- */
- var connectionMap = new Map();
- if ( 'Connections' in FBXTree ) {
- /**
- * @type {[number, number, string][]}
- */
- var connectionArray = FBXTree.Connections.properties.connections;
- for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
- var connection = connectionArray[ connectionArrayIndex ];
- if ( ! connectionMap.has( connection[ 0 ] ) ) {
- connectionMap.set( connection[ 0 ], {
- parents: [],
- children: []
- } );
- }
- var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
- connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
- if ( ! connectionMap.has( connection[ 1 ] ) ) {
- connectionMap.set( connection[ 1 ], {
- parents: [],
- children: []
- } );
- }
- var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
- connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
- }
- }
- return connectionMap;
- }
- /**
- * Parses map of images referenced in FBXTree.
- * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
- * @returns {Map<number, string(image blob URL)>}
- */
- function parseImages( FBXTree ) {
- /**
- * @type {Map<number, string(image blob URL)>}
- */
- var imageMap = new Map();
- if ( 'Video' in FBXTree.Objects.subNodes ) {
- var videoNodes = FBXTree.Objects.subNodes.Video;
- for ( var nodeID in videoNodes ) {
- var videoNode = videoNodes[ nodeID ];
- // raw image data is in videoNode.properties.Content
- if ( 'Content' in videoNode.properties ) {
- var image = parseImage( videoNodes[ nodeID ] );
- imageMap.set( parseInt( nodeID ), image );
- }
- }
- }
- return imageMap;
- }
- /**
- * @param {videoNode} videoNode - Node to get texture image information from.
- * @returns {string} - image blob URL
- */
- function parseImage( videoNode ) {
- var buffer = videoNode.properties.Content;
- var array = new Uint8Array( buffer );
- var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
- var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
- var type;
- switch ( extension ) {
- case 'bmp':
- type = 'image/bmp';
- break;
- case 'jpg':
- type = 'image/jpeg';
- break;
- case 'png':
- type = 'image/png';
- break;
- case 'tif':
- type = 'image/tiff';
- break;
- default:
- console.warn( 'FBXLoader: No support image type ' + extension );
- return;
- }
- return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
- }
- /**
- * Parses map of textures referenced in FBXTree.
- * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
- * @param {THREE.TextureLoader} loader
- * @param {Map<number, string(image blob URL)>} imageMap
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @returns {Map<number, THREE.Texture>}
- */
- function parseTextures( FBXTree, loader, imageMap, connections ) {
- /**
- * @type {Map<number, THREE.Texture>}
- */
- var textureMap = new Map();
- if ( 'Texture' in FBXTree.Objects.subNodes ) {
- var textureNodes = FBXTree.Objects.subNodes.Texture;
- for ( var nodeID in textureNodes ) {
- var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
- textureMap.set( parseInt( nodeID ), texture );
- }
- }
- return textureMap;
- }
- /**
- * @param {textureNode} textureNode - Node to get texture information from.
- * @param {THREE.TextureLoader} loader
- * @param {Map<number, string(image blob URL)>} imageMap
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @returns {THREE.Texture}
- */
- function parseTexture( textureNode, loader, imageMap, connections ) {
- var FBX_ID = textureNode.id;
- var name = textureNode.name;
- var fileName;
- var filePath = textureNode.properties.FileName;
- var relativeFilePath = textureNode.properties.RelativeFilename;
- var children = connections.get( FBX_ID ).children;
- if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
- fileName = imageMap.get( children[ 0 ].ID );
- } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
- relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
- // use textureNode.properties.RelativeFilename
- // if it exists and it doesn't seem an absolute path
- fileName = relativeFilePath;
- } else {
- var split = filePath.split( /[\\\/]/ );
- if ( split.length > 0 ) {
- fileName = split[ split.length - 1 ];
- } else {
- fileName = filePath;
- }
- }
- var currentPath = loader.path;
- if ( fileName.indexOf( 'blob:' ) === 0 ) {
- loader.setPath( undefined );
- }
- /**
- * @type {THREE.Texture}
- */
- var texture = loader.load( fileName );
- texture.name = name;
- texture.FBX_ID = FBX_ID;
- loader.setPath( currentPath );
- return texture;
- }
- /**
- * Parses map of Material information.
- * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
- * @param {Map<number, THREE.Texture>} textureMap
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @returns {Map<number, THREE.Material>}
- */
- function parseMaterials( FBXTree, textureMap, connections ) {
- var materialMap = new Map();
- if ( 'Material' in FBXTree.Objects.subNodes ) {
- var materialNodes = FBXTree.Objects.subNodes.Material;
- for ( var nodeID in materialNodes ) {
- var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
- materialMap.set( parseInt( nodeID ), material );
- }
- }
- return materialMap;
- }
- /**
- * Takes information from Material node and returns a generated THREE.Material
- * @param {FBXMaterialNode} materialNode
- * @param {Map<number, THREE.Texture>} textureMap
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @returns {THREE.Material}
- */
- function parseMaterial( materialNode, textureMap, connections ) {
- var FBX_ID = materialNode.id;
- var name = materialNode.attrName;
- var type = materialNode.properties.ShadingModel;
- //Case where FBXs wrap shading model in property object.
- if ( typeof type === 'object' ) {
- type = type.value;
- }
- var children = connections.get( FBX_ID ).children;
- var parameters = parseParameters( materialNode.properties, textureMap, children );
- var material;
- switch ( type ) {
- case 'phong':
- material = new THREE.MeshPhongMaterial();
- break;
- case 'lambert':
- material = new THREE.MeshLambertMaterial();
- break;
- default:
- console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
- material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
- break;
- }
- material.setValues( parameters );
- material.name = name;
- return material;
- }
- /**
- * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
- */
- /**
- * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
- */
- /**
- * @param {FBXMaterialProperties} properties
- * @param {Map<number, THREE.Texture>} textureMap
- * @param {{ID: number, relationship: string}[]} childrenRelationships
- * @returns {THREEMaterialParameterPack}
- */
- function parseParameters( properties, textureMap, childrenRelationships ) {
- var parameters = {};
- if ( properties.Diffuse ) {
- parameters.color = parseColor( properties.Diffuse );
- }
- if ( properties.Specular ) {
- parameters.specular = parseColor( properties.Specular );
- }
- if ( properties.Shininess ) {
- parameters.shininess = properties.Shininess.value;
- }
- if ( properties.Emissive ) {
- parameters.emissive = parseColor( properties.Emissive );
- }
- if ( properties.EmissiveFactor ) {
- parameters.emissiveIntensity = properties.EmissiveFactor.value;
- }
- if ( properties.Opacity ) {
- parameters.opacity = properties.Opacity.value;
- }
- if ( parameters.opacity < 1.0 ) {
- parameters.transparent = true;
- }
- for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
- var relationship = childrenRelationships[ childrenRelationshipsIndex ];
- var type = relationship.relationship;
- switch ( type ) {
- case "DiffuseColor":
- case " \"DiffuseColor":
- parameters.map = textureMap.get( relationship.ID );
- break;
- case "Bump":
- case " \"Bump":
- parameters.bumpMap = textureMap.get( relationship.ID );
- break;
- case "NormalMap":
- case " \"NormalMap":
- parameters.normalMap = textureMap.get( relationship.ID );
- break;
- case " \"AmbientColor":
- case " \"EmissiveColor":
- case "AmbientColor":
- case "EmissiveColor":
- default:
- console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
- break;
- }
- }
- return parameters;
- }
- /**
- * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
- * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @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}>}
- */
- function parseDeformers( FBXTree, connections ) {
- var deformers = {};
- if ( 'Deformer' in FBXTree.Objects.subNodes ) {
- var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
- for ( var nodeID in DeformerNodes ) {
- var deformerNode = DeformerNodes[ nodeID ];
- if ( deformerNode.attrType === 'Skin' ) {
- var conns = connections.get( parseInt( nodeID ) );
- var skeleton = parseSkeleton( conns, DeformerNodes );
- skeleton.FBX_ID = parseInt( nodeID );
- deformers[ nodeID ] = skeleton;
- }
- }
- }
- return deformers;
- }
- /**
- * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
- * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
- * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
- * @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}}
- */
- function parseSkeleton( connections, DeformerNodes ) {
- var subDeformers = {};
- var children = connections.children;
- for ( var i = 0, l = children.length; i < l; ++ i ) {
- var child = children[ i ];
- var subDeformerNode = DeformerNodes[ child.ID ];
- var subDeformer = {
- FBX_ID: child.ID,
- index: i,
- indices: [],
- weights: [],
- transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
- transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
- linkMode: subDeformerNode.properties.Mode
- };
- if ( 'Indexes' in subDeformerNode.subNodes ) {
- subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
- subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
- }
- subDeformers[ child.ID ] = subDeformer;
- }
- return {
- map: subDeformers,
- bones: []
- };
- }
- /**
- * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
- * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @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
- * @returns {Map<number, THREE.BufferGeometry>}
- */
- function parseGeometries( FBXTree, connections, deformers ) {
- var geometryMap = new Map();
- if ( 'Geometry' in FBXTree.Objects.subNodes ) {
- var geometryNodes = FBXTree.Objects.subNodes.Geometry;
- for ( var nodeID in geometryNodes ) {
- var relationships = connections.get( parseInt( nodeID ) );
- var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
- geometryMap.set( parseInt( nodeID ), geo );
- }
- }
- return geometryMap;
- }
- /**
- * Generates BufferGeometry from FBXGeometryNode.
- * @param {FBXGeometryNode} geometryNode
- * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
- * @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
- * @returns {THREE.BufferGeometry}
- */
- function parseGeometry( geometryNode, relationships, deformers ) {
- switch ( geometryNode.attrType ) {
- case 'Mesh':
- return parseMeshGeometry( geometryNode, relationships, deformers );
- break;
- case 'NurbsCurve':
- return parseNurbsGeometry( geometryNode );
- break;
- }
- }
- /**
- * Specialty function for parsing Mesh based Geometry Nodes.
- * @param {FBXGeometryNode} geometryNode
- * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
- * @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.
- * @returns {THREE.BufferGeometry}
- */
- function parseMeshGeometry( geometryNode, relationships, deformers ) {
- for ( var i = 0; i < relationships.children.length; ++ i ) {
- var deformer = deformers[ relationships.children[ i ].ID ];
- if ( deformer !== undefined ) break;
- }
- return genGeometry( geometryNode, deformer );
- }
- /**
- * @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.
- * @returns {THREE.BufferGeometry}
- */
- function genGeometry( geometryNode, deformer ) {
- var geometry = new Geometry();
- var subNodes = geometryNode.subNodes;
- // First, each index is going to be its own vertex.
- var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
- var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
- if ( subNodes.LayerElementNormal ) {
- var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
- }
- if ( subNodes.LayerElementUV ) {
- var uvInfo = getUVs( subNodes.LayerElementUV[ 0 ] );
- }
- if ( subNodes.LayerElementColor ) {
- var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
- }
- if ( subNodes.LayerElementMaterial ) {
- var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
- }
- var faceVertexBuffer = [];
- var polygonIndex = 0;
- for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
- var vertexIndex = indexBuffer[ polygonVertexIndex ];
- var endOfFace = false;
- if ( vertexIndex < 0 ) {
- vertexIndex = vertexIndex ^ - 1;
- indexBuffer[ polygonVertexIndex ] = vertexIndex;
- endOfFace = true;
- }
- var vertex = new Vertex();
- var weightIndices = [];
- var weights = [];
- vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
- if ( deformer ) {
- var subDeformers = deformer.map;
- for ( var key in subDeformers ) {
- var subDeformer = subDeformers[ key ];
- var indices = subDeformer.indices;
- for ( var j = 0; j < indices.length; j ++ ) {
- var index = indices[ j ];
- if ( index === vertexIndex ) {
- weights.push( subDeformer.weights[ j ] );
- weightIndices.push( subDeformer.index );
- break;
- }
- }
- }
- if ( weights.length > 4 ) {
- console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
- var WIndex = [ 0, 0, 0, 0 ];
- var Weight = [ 0, 0, 0, 0 ];
- weights.forEach( function ( weight, weightIndex ) {
- var currentWeight = weight;
- var currentIndex = weightIndices[ weightIndex ];
- Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
- if ( currentWeight > comparedWeight ) {
- comparedWeightArray[ comparedWeightIndex ] = currentWeight;
- currentWeight = comparedWeight;
- var tmp = WIndex[ comparedWeightIndex ];
- WIndex[ comparedWeightIndex ] = currentIndex;
- currentIndex = tmp;
- }
- } );
- } );
- weightIndices = WIndex;
- weights = Weight;
- }
- for ( var i = weights.length; i < 4; ++ i ) {
- weights[ i ] = 0;
- weightIndices[ i ] = 0;
- }
- vertex.skinWeights.fromArray( weights );
- vertex.skinIndices.fromArray( weightIndices );
- }
- if ( normalInfo ) {
- vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
- }
- if ( uvInfo ) {
- vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
- }
- if ( colorInfo ) {
- vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
- }
- faceVertexBuffer.push( vertex );
- if ( endOfFace ) {
- var face = new Face();
- face.genTrianglesFromVertices( faceVertexBuffer );
- if ( materialInfo !== undefined ) {
- var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
- face.materialIndex = materials[ 0 ];
- } else {
- // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
- // Set 0 in such a case.
- face.materialIndex = 0;
- }
- geometry.faces.push( face );
- faceVertexBuffer = [];
- polygonIndex ++;
- endOfFace = false;
- }
- }
- /**
- * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
- */
- var bufferInfo = geometry.flattenToBuffers();
- var geo = new THREE.BufferGeometry();
- geo.name = geometryNode.name;
- geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
- if ( bufferInfo.normalBuffer.length > 0 ) {
- geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
- }
- if ( bufferInfo.uvBuffer.length > 0 ) {
- geo.addAttribute( 'uv', new THREE.Float32BufferAttribute( bufferInfo.uvBuffer, 2 ) );
- }
- if ( subNodes.LayerElementColor ) {
- geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
- }
- if ( deformer ) {
- geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
- geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
- geo.FBX_Deformer = deformer;
- }
- // Convert the material indices of each vertex into rendering groups on the geometry.
- var materialIndexBuffer = bufferInfo.materialIndexBuffer;
- var prevMaterialIndex = materialIndexBuffer[ 0 ];
- var startIndex = 0;
- for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
- if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
- geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
- prevMaterialIndex = materialIndexBuffer[ i ];
- startIndex = i;
- }
- }
- return geo;
- }
- /**
- * Parses normal information for geometry.
- * @param {FBXGeometryNode} geometryNode
- * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
- */
- function getNormals( NormalNode ) {
- var mappingType = NormalNode.properties.MappingInformationType;
- var referenceType = NormalNode.properties.ReferenceInformationType;
- var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- if ( 'NormalIndex' in NormalNode.subNodes ) {
- indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
- } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
- indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
- }
- }
- return {
- dataSize: 3,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- /**
- * Parses UV information for geometry.
- * @param {FBXGeometryNode} geometryNode
- * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
- */
- function getUVs( UVNode ) {
- var mappingType = UVNode.properties.MappingInformationType;
- var referenceType = UVNode.properties.ReferenceInformationType;
- var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
- }
- return {
- dataSize: 2,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- /**
- * Parses Vertex Color information for geometry.
- * @param {FBXGeometryNode} geometryNode
- * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
- */
- function getColors( ColorNode ) {
- var mappingType = ColorNode.properties.MappingInformationType;
- var referenceType = ColorNode.properties.ReferenceInformationType;
- var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
- }
- return {
- dataSize: 4,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- /**
- * Parses material application information for geometry.
- * @param {FBXGeometryNode}
- * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
- */
- function getMaterials( MaterialNode ) {
- var mappingType = MaterialNode.properties.MappingInformationType;
- var referenceType = MaterialNode.properties.ReferenceInformationType;
- if ( mappingType === 'NoMappingInformation' ) {
- return {
- dataSize: 1,
- buffer: [ 0 ],
- indices: [ 0 ],
- mappingType: 'AllSame',
- referenceType: referenceType
- };
- }
- var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
- // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
- // we expect. So we create an intermediate buffer that points to the index in the buffer,
- // for conforming with the other functions we've written for other data.
- var materialIndices = [];
- for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
- materialIndices.push( materialIndexBufferIndex );
- }
- return {
- dataSize: 1,
- buffer: materialIndexBuffer,
- indices: materialIndices,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- /**
- * Function uses the infoObject and given indices to return value array of object.
- * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- * @param {number} polygonIndex - Index of polygon in geometry.
- * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
- * @returns {number[]}
- */
- var dataArray = [];
- var GetData = {
- ByPolygonVertex: {
- /**
- * Function uses the infoObject and given indices to return value array of object.
- * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- * @param {number} polygonIndex - Index of polygon in geometry.
- * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
- * @returns {number[]}
- */
- Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = ( polygonVertexIndex * infoObject.dataSize );
- var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- },
- /**
- * Function uses the infoObject and given indices to return value array of object.
- * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- * @param {number} polygonIndex - Index of polygon in geometry.
- * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
- * @returns {number[]}
- */
- IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var index = infoObject.indices[ polygonVertexIndex ];
- var from = ( index * infoObject.dataSize );
- var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- },
- ByPolygon: {
- /**
- * Function uses the infoObject and given indices to return value array of object.
- * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- * @param {number} polygonIndex - Index of polygon in geometry.
- * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
- * @returns {number[]}
- */
- Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = polygonIndex * infoObject.dataSize;
- var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- },
- /**
- * Function uses the infoObject and given indices to return value array of object.
- * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- * @param {number} polygonIndex - Index of polygon in geometry.
- * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
- * @returns {number[]}
- */
- IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var index = infoObject.indices[ polygonIndex ];
- var from = index * infoObject.dataSize;
- var to = index * infoObject.dataSize + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- },
- ByVertice: {
- Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = ( vertexIndex * infoObject.dataSize );
- var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- },
- AllSame: {
- /**
- * Function uses the infoObject and given indices to return value array of object.
- * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- * @param {number} polygonIndex - Index of polygon in geometry.
- * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
- * @returns {number[]}
- */
- IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = infoObject.indices[ 0 ] * infoObject.dataSize;
- var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- }
- };
- function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
- }
- /**
- * Specialty function for parsing NurbsCurve based Geometry Nodes.
- * @param {FBXGeometryNode} geometryNode
- * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
- * @returns {THREE.BufferGeometry}
- */
- function parseNurbsGeometry( geometryNode ) {
- if ( THREE.NURBSCurve === undefined ) {
- console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
- return new THREE.BufferGeometry();
- }
- var order = parseInt( geometryNode.properties.Order );
- if ( isNaN( order ) ) {
- console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
- return new THREE.BufferGeometry();
- }
- var degree = order - 1;
- var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
- var controlPoints = [];
- var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
- for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
- controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
- }
- var startKnot, endKnot;
- if ( geometryNode.properties.Form === 'Closed' ) {
- controlPoints.push( controlPoints[ 0 ] );
- } else if ( geometryNode.properties.Form === 'Periodic' ) {
- startKnot = degree;
- endKnot = knots.length - 1 - startKnot;
- for ( var i = 0; i < degree; ++ i ) {
- controlPoints.push( controlPoints[ i ] );
- }
- }
- var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
- var vertices = curve.getPoints( controlPoints.length * 7 );
- var positions = new Float32Array( vertices.length * 3 );
- for ( var i = 0, l = vertices.length; i < l; ++ i ) {
- vertices[ i ].toArray( positions, i * 3 );
- }
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- return geometry;
- }
- /**
- * Finally generates Scene graph and Scene graph Objects.
- * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @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
- * @param {Map<number, THREE.BufferGeometry>} geometryMap
- * @param {Map<number, THREE.Material>} materialMap
- * @returns {THREE.Group}
- */
- function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
- var sceneGraph = new THREE.Group();
- var ModelNode = FBXTree.Objects.subNodes.Model;
- /**
- * @type {Array.<THREE.Object3D>}
- */
- var modelArray = [];
- /**
- * @type {Map.<number, THREE.Object3D>}
- */
- var modelMap = new Map();
- for ( var nodeID in ModelNode ) {
- var id = parseInt( nodeID );
- var node = ModelNode[ nodeID ];
- var conns = connections.get( id );
- var model = null;
- for ( var i = 0; i < conns.parents.length; ++ i ) {
- for ( var FBX_ID in deformers ) {
- var deformer = deformers[ FBX_ID ];
- var subDeformers = deformer.map;
- var subDeformer = subDeformers[ conns.parents[ i ].ID ];
- if ( subDeformer ) {
- var model2 = model;
- model = new THREE.Bone();
- deformer.bones[ subDeformer.index ] = model;
- // seems like we need this not to make non-connected bone, maybe?
- // TODO: confirm
- if ( model2 !== null ) model.add( model2 );
- }
- }
- }
- if ( ! model ) {
- switch ( node.attrType ) {
- case "Mesh":
- /**
- * @type {?THREE.BufferGeometry}
- */
- var geometry = null;
- /**
- * @type {THREE.MultiMaterial|THREE.Material}
- */
- var material = null;
- /**
- * @type {Array.<THREE.Material>}
- */
- var materials = [];
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var child = conns.children[ childrenIndex ];
- if ( geometryMap.has( child.ID ) ) {
- geometry = geometryMap.get( child.ID );
- }
- if ( materialMap.has( child.ID ) ) {
- materials.push( materialMap.get( child.ID ) );
- }
- }
- if ( materials.length > 1 ) {
- material = materials;
- } else if ( materials.length > 0 ) {
- material = materials[ 0 ];
- } else {
- material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
- materials.push( material );
- }
- if ( 'color' in geometry.attributes ) {
- for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) {
- materials[ materialIndex ].vertexColors = THREE.VertexColors;
- }
- }
- if ( geometry.FBX_Deformer ) {
- for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
- materials[ materialsIndex ].skinning = true;
- }
- model = new THREE.SkinnedMesh( geometry, material );
- } else {
- model = new THREE.Mesh( geometry, material );
- }
- break;
- case "NurbsCurve":
- var geometry = null;
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var child = conns.children[ childrenIndex ];
- if ( geometryMap.has( child.ID ) ) {
- geometry = geometryMap.get( child.ID );
- }
- }
- // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
- material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
- model = new THREE.Line( geometry, material );
- break;
- default:
- model = new THREE.Object3D();
- break;
- }
- }
- model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
- model.FBX_ID = id;
- modelArray.push( model );
- modelMap.set( id, model );
- }
- for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
- var model = modelArray[ modelArrayIndex ];
- var node = ModelNode[ model.FBX_ID ];
- if ( 'Lcl_Translation' in node.properties ) {
- model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
- }
- if ( 'Lcl_Rotation' in node.properties ) {
- var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
- rotation.push( 'ZYX' );
- model.rotation.fromArray( rotation );
- }
- if ( 'Lcl_Scaling' in node.properties ) {
- model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
- }
- if ( 'PreRotation' in node.properties ) {
- var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
- preRotations = new THREE.Quaternion().setFromEuler( preRotations );
- var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
- preRotations.multiply( currentRotation );
- model.rotation.setFromQuaternion( preRotations, 'ZYX' );
- }
- var conns = connections.get( model.FBX_ID );
- for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
- var pIndex = findIndex( modelArray, function ( mod ) {
- return mod.FBX_ID === conns.parents[ parentIndex ].ID;
- } );
- if ( pIndex > - 1 ) {
- modelArray[ pIndex ].add( model );
- break;
- }
- }
- if ( model.parent === null ) {
- sceneGraph.add( model );
- }
- }
- // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
- sceneGraph.updateMatrixWorld( true );
- // Put skeleton into bind pose.
- var BindPoseNode = FBXTree.Objects.subNodes.Pose;
- for ( var nodeID in BindPoseNode ) {
- if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
- BindPoseNode = BindPoseNode[ nodeID ];
- break;
- }
- }
- if ( BindPoseNode ) {
- var PoseNode = BindPoseNode.subNodes.PoseNode;
- var worldMatrices = new Map();
- for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
- var node = PoseNode[ PoseNodeIndex ];
- var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
- worldMatrices.set( parseInt( node.id ), rawMatWrd );
- }
- }
- for ( var FBX_ID in deformers ) {
- var deformer = deformers[ FBX_ID ];
- var subDeformers = deformer.map;
- for ( var key in subDeformers ) {
- var subDeformer = subDeformers[ key ];
- var subDeformerIndex = subDeformer.index;
- /**
- * @type {THREE.Bone}
- */
- var bone = deformer.bones[ subDeformerIndex ];
- if ( ! worldMatrices.has( bone.FBX_ID ) ) {
- break;
- }
- var mat = worldMatrices.get( bone.FBX_ID );
- bone.matrixWorld.copy( mat );
- }
- // Now that skeleton is in bind pose, bind to model.
- deformer.skeleton = new THREE.Skeleton( deformer.bones );
- var conns = connections.get( deformer.FBX_ID );
- var parents = conns.parents;
- for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
- var parent = parents[ parentsIndex ];
- if ( geometryMap.has( parent.ID ) ) {
- var geoID = parent.ID;
- var geoConns = connections.get( geoID );
- for ( var i = 0; i < geoConns.parents.length; ++ i ) {
- if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
- var model = modelMap.get( geoConns.parents[ i ].ID );
- //ASSERT model typeof SkinnedMesh
- model.bind( deformer.skeleton, model.matrixWorld );
- break;
- }
- }
- }
- }
- }
- //Skeleton is now bound, return objects to starting
- //world positions.
- sceneGraph.updateMatrixWorld( true );
- // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
- // to attach animations to, since FBXs treat animations as animations for the entire scene,
- // not just for individual objects.
- sceneGraph.skeleton = {
- bones: modelArray
- };
- var animations = parseAnimations( FBXTree, connections, sceneGraph );
- addAnimations( sceneGraph, animations );
- return sceneGraph;
- }
- /**
- * Parses animation information from FBXTree and generates an AnimationInfoObject.
- * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- */
- function parseAnimations( FBXTree, connections, sceneGraph ) {
- var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
- var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
- var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
- var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
- /**
- * @type {{
- curves: Map<number, {
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- },
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- },
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- }
- }>,
- layers: Map<number, {
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- },
- },
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- },
- },
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- },
- }
- }[]>,
- stacks: Map<number, {
- name: string,
- layers: {
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- }[][],
- length: number,
- frames: number }>,
- length: number,
- fps: number,
- frames: number
- }}
- */
- var returnObject = {
- curves: new Map(),
- layers: {},
- stacks: {},
- length: 0,
- fps: 30,
- frames: 0
- };
- /**
- * @type {Array.<{
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- }>}
- */
- var animationCurveNodes = [];
- for ( var nodeID in rawNodes ) {
- if ( nodeID.match( /\d+/ ) ) {
- var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
- animationCurveNodes.push( animationNode );
- }
- }
- /**
- * @type {Map.<number, {
- id: number,
- attr: string,
- internalID: number,
- attrX: boolean,
- attrY: boolean,
- attrZ: boolean,
- containerBoneID: number,
- containerID: number,
- curves: {
- x: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- y: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- z: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- }
- }
- }>}
- */
- var tmpMap = new Map();
- for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
- if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
- continue;
- }
- tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
- }
- /**
- * @type {{
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- }[]}
- */
- var animationCurves = [];
- for ( nodeID in rawCurves ) {
- if ( nodeID.match( /\d+/ ) ) {
- var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
- // seems like this check would be necessary?
- if ( ! connections.has( animationCurve.id ) ) continue;
- animationCurves.push( animationCurve );
- var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
- var firstParentID = firstParentConn.ID;
- var firstParentRelationship = firstParentConn.relationship;
- var axis = '';
- if ( firstParentRelationship.match( /X/ ) ) {
- axis = 'x';
- } else if ( firstParentRelationship.match( /Y/ ) ) {
- axis = 'y';
- } else if ( firstParentRelationship.match( /Z/ ) ) {
- axis = 'z';
- } else {
- continue;
- }
- tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
- }
- }
- tmpMap.forEach( function ( curveNode ) {
- var id = curveNode.containerBoneID;
- if ( ! returnObject.curves.has( id ) ) {
- returnObject.curves.set( id, { T: null, R: null, S: null } );
- }
- returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
- if ( curveNode.attr === 'R' ) {
- var curves = curveNode.curves;
- curves.x.values = curves.x.values.map( degreeToRadian );
- curves.y.values = curves.y.values.map( degreeToRadian );
- curves.z.values = curves.z.values.map( degreeToRadian );
- if ( curveNode.preRotations !== null ) {
- var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
- preRotations = new THREE.Quaternion().setFromEuler( preRotations );
- var frameRotation = new THREE.Euler();
- var frameRotationQuaternion = new THREE.Quaternion();
- for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
- frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
- frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
- frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
- curves.x.values[ frame ] = frameRotation.x;
- curves.y.values[ frame ] = frameRotation.y;
- curves.z.values[ frame ] = frameRotation.z;
- }
- }
- }
- } );
- for ( var nodeID in rawLayers ) {
- /**
- * @type {{
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- },
- },
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- },
- },
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- },
- }
- }[]}
- */
- var layer = [];
- var children = connections.get( parseInt( nodeID ) ).children;
- for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
- // Skip lockInfluenceWeights
- if ( tmpMap.has( children[ childIndex ].ID ) ) {
- var curveNode = tmpMap.get( children[ childIndex ].ID );
- var boneID = curveNode.containerBoneID;
- if ( layer[ boneID ] === undefined ) {
- layer[ boneID ] = {
- T: null,
- R: null,
- S: null
- };
- }
- layer[ boneID ][ curveNode.attr ] = curveNode;
- }
- }
- returnObject.layers[ nodeID ] = layer;
- }
- for ( var nodeID in rawStacks ) {
- var layers = [];
- var children = connections.get( parseInt( nodeID ) ).children;
- var timestamps = { max: 0, min: Number.MAX_VALUE };
- for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
- var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
- if ( currentLayer !== undefined ) {
- layers.push( currentLayer );
- for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
- var layer = currentLayer[ currentLayerIndex ];
- if ( layer ) {
- getCurveNodeMaxMinTimeStamps( layer, timestamps );
- }
- }
- }
- }
- // Do we have an animation clip with actual length?
- if ( timestamps.max > timestamps.min ) {
- returnObject.stacks[ nodeID ] = {
- name: rawStacks[ nodeID ].attrName,
- layers: layers,
- length: timestamps.max - timestamps.min,
- frames: ( timestamps.max - timestamps.min ) * 30
- };
- }
- }
- return returnObject;
- }
- /**
- * @param {Object} FBXTree
- * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
- * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
- * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
- */
- function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
- var rawModels = FBXTree.Objects.subNodes.Model;
- var returnObject = {
- /**
- * @type {number}
- */
- id: animationCurveNode.id,
- /**
- * @type {string}
- */
- attr: animationCurveNode.attrName,
- /**
- * @type {number}
- */
- internalID: animationCurveNode.id,
- /**
- * @type {boolean}
- */
- attrX: false,
- /**
- * @type {boolean}
- */
- attrY: false,
- /**
- * @type {boolean}
- */
- attrZ: false,
- /**
- * @type {number}
- */
- containerBoneID: - 1,
- /**
- * @type {number}
- */
- containerID: - 1,
- curves: {
- x: null,
- y: null,
- z: null
- },
- /**
- * @type {number[]}
- */
- preRotations: null
- };
- if ( returnObject.attr.match( /S|R|T/ ) ) {
- for ( var attributeKey in animationCurveNode.properties ) {
- if ( attributeKey.match( /X/ ) ) {
- returnObject.attrX = true;
- }
- if ( attributeKey.match( /Y/ ) ) {
- returnObject.attrY = true;
- }
- if ( attributeKey.match( /Z/ ) ) {
- returnObject.attrZ = true;
- }
- }
- } else {
- return null;
- }
- var conns = connections.get( returnObject.id );
- var containerIndices = conns.parents;
- for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
- var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
- return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
- } );
- if ( boneID > - 1 ) {
- returnObject.containerBoneID = boneID;
- returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
- var model = rawModels[ returnObject.containerID.toString() ];
- if ( 'PreRotation' in model.properties ) {
- returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
- }
- break;
- }
- }
- return returnObject;
- }
- /**
- * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
- */
- function parseAnimationCurve( animationCurve ) {
- return {
- version: null,
- id: animationCurve.id,
- internalID: animationCurve.id,
- times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
- values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
- attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
- attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
- };
- }
- /**
- * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
- * than the max or min respectively.
- * @param {{
- T: {
- id: number,
- attr: string,
- internalID: number,
- attrX: boolean,
- attrY: boolean,
- attrZ: boolean,
- containerBoneID: number,
- containerID: number,
- curves: {
- x: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- y: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- z: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- },
- },
- R: {
- id: number,
- attr: string,
- internalID: number,
- attrX: boolean,
- attrY: boolean,
- attrZ: boolean,
- containerBoneID: number,
- containerID: number,
- curves: {
- x: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- y: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- z: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- },
- },
- S: {
- id: number,
- attr: string,
- internalID: number,
- attrX: boolean,
- attrY: boolean,
- attrZ: boolean,
- containerBoneID: number,
- containerID: number,
- curves: {
- x: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- y: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- z: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- },
- },
- }} layer
- */
- function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
- if ( layer.R ) {
- getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
- }
- if ( layer.S ) {
- getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
- }
- if ( layer.T ) {
- getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
- }
- }
- /**
- * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
- * exceeds the maximum or minimum.
- * @param {{
- x: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- y: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- },
- z: {
- version: any,
- id: number,
- internalID: number,
- times: number[],
- values: number[],
- attrFlag: number[],
- attrData: number[],
- }
- }} curve
- */
- function getCurveMaxMinTimeStamp( curve, timestamps ) {
- if ( curve.x ) {
- getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
- }
- if ( curve.y ) {
- getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
- }
- if ( curve.z ) {
- getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
- }
- }
- /**
- * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
- * @param {{times: number[]}} axis
- */
- function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
- timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
- timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
- }
- /**
- * @param {{
- curves: Map<number, {
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- }>;
- layers: Map<number, {
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- }[]>;
- stacks: Map<number, {
- name: string;
- layers: {
- T: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- R: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- S: {
- id: number;
- attr: string;
- internalID: number;
- attrX: boolean;
- attrY: boolean;
- attrZ: boolean;
- containerBoneID: number;
- containerID: number;
- curves: {
- x: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- y: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- z: {
- version: any;
- id: number;
- internalID: number;
- times: number[];
- values: number[];
- attrFlag: number[];
- attrData: number[];
- };
- };
- };
- }[][];
- length: number;
- frames: number;
- }>;
- length: number;
- fps: number;
- frames: number;
- }} animations,
- * @param {{skeleton: { bones: THREE.Bone[]}}} group
- */
- function addAnimations( group, animations ) {
- if ( group.animations === undefined ) {
- group.animations = [];
- }
- var stacks = animations.stacks;
- for ( var key in stacks ) {
- var stack = stacks[ key ];
- /**
- * @type {{
- * name: string,
- * fps: number,
- * length: number,
- * hierarchy: Array.<{
- * parent: number,
- * name: string,
- * keys: Array.<{
- * time: number,
- * pos: Array.<number>,
- * rot: Array.<number>,
- * scl: Array.<number>
- * }>
- * }>
- * }}
- */
- var animationData = {
- name: stack.name,
- fps: 30,
- length: stack.length,
- hierarchy: []
- };
- var bones = group.skeleton.bones;
- for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
- var bone = bones[ bonesIndex ];
- var name = bone.name.replace( /.*:/, '' );
- var parentIndex = findIndex( bones, function ( parentBone ) {
- return bone.parent === parentBone;
- } );
- animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
- }
- for ( var frame = 0; frame <= stack.frames; frame ++ ) {
- for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
- var bone = bones[ bonesIndex ];
- var boneIndex = bonesIndex;
- var animationNode = stack.layers[ 0 ][ boneIndex ];
- for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
- var node = animationData.hierarchy[ hierarchyIndex ];
- if ( node.name === bone.name ) {
- node.keys.push( generateKey( animations, animationNode, bone, frame ) );
- }
- }
- }
- }
- group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
- }
- }
- var euler = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- /**
- * @param {THREE.Bone} bone
- */
- function generateKey( animations, animationNode, bone, frame ) {
- var key = {
- time: frame / animations.fps,
- pos: bone.position.toArray(),
- rot: bone.quaternion.toArray(),
- scl: bone.scale.toArray()
- };
- if ( animationNode === undefined ) return key;
- try {
- if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
- key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
- }
- if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
- var rotationX = animationNode.R.curves.x.values[ frame ];
- var rotationY = animationNode.R.curves.y.values[ frame ];
- var rotationZ = animationNode.R.curves.z.values[ frame ];
- quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
- key.rot = quaternion.toArray();
- }
- if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
- key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
- }
- } catch ( error ) {
- // Curve is not fully plotted.
- console.log( bone );
- console.log( error );
- }
- return key;
- }
- var AXES = [ 'x', 'y', 'z' ];
- function hasCurve( animationNode, attribute ) {
- if ( animationNode === undefined ) {
- return false;
- }
- var attributeNode = animationNode[ attribute ];
- if ( ! attributeNode ) {
- return false;
- }
- return AXES.every( function ( key ) {
- return attributeNode.curves[ key ] !== null;
- } );
- }
- function hasKeyOnFrame( attributeNode, frame ) {
- return AXES.every( function ( key ) {
- return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
- } );
- }
- function isKeyExistOnFrame( curve, frame ) {
- return curve.values[ frame ] !== undefined;
- }
- /**
- * An instance of a Vertex with data for drawing vertices to the screen.
- * @constructor
- */
- function Vertex() {
- /**
- * Position of the vertex.
- * @type {THREE.Vector3}
- */
- this.position = new THREE.Vector3();
- /**
- * Normal of the vertex
- * @type {THREE.Vector3}
- */
- this.normal = new THREE.Vector3();
- /**
- * UV coordinates of the vertex.
- * @type {THREE.Vector2}
- */
- this.uv = new THREE.Vector2();
- /**
- * Color of the vertex
- * @type {THREE.Vector3}
- */
- this.color = new THREE.Vector3();
- /**
- * Indices of the bones vertex is influenced by.
- * @type {THREE.Vector4}
- */
- this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
- /**
- * Weights that each bone influences the vertex.
- * @type {THREE.Vector4}
- */
- this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
- }
- Object.assign( Vertex.prototype, {
- copy: function ( target ) {
- var returnVar = target || new Vertex();
- returnVar.position.copy( this.position );
- returnVar.normal.copy( this.normal );
- returnVar.uv.copy( this.uv );
- returnVar.skinIndices.copy( this.skinIndices );
- returnVar.skinWeights.copy( this.skinWeights );
- return returnVar;
- },
- flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
- this.position.toArray( vertexBuffer, vertexBuffer.length );
- this.normal.toArray( normalBuffer, normalBuffer.length );
- this.uv.toArray( uvBuffer, uvBuffer.length );
- this.color.toArray( colorBuffer, colorBuffer.length );
- this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
- this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
- }
- } );
- /**
- * @constructor
- */
- function Triangle() {
- /**
- * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
- */
- this.vertices = [];
- }
- Object.assign( Triangle.prototype, {
- copy: function ( target ) {
- var returnVar = target || new Triangle();
- for ( var i = 0; i < this.vertices.length; ++ i ) {
- this.vertices[ i ].copy( returnVar.vertices[ i ] );
- }
- return returnVar;
- },
- flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
- var vertices = this.vertices;
- for ( var i = 0, l = vertices.length; i < l; ++ i ) {
- vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
- }
- }
- } );
- /**
- * @constructor
- */
- function Face() {
- /**
- * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
- */
- this.triangles = [];
- this.materialIndex = 0;
- }
- Object.assign( Face.prototype, {
- copy: function ( target ) {
- var returnVar = target || new Face();
- for ( var i = 0; i < this.triangles.length; ++ i ) {
- this.triangles[ i ].copy( returnVar.triangles[ i ] );
- }
- returnVar.materialIndex = this.materialIndex;
- return returnVar;
- },
- genTrianglesFromVertices: function ( vertexArray ) {
- for ( var i = 2; i < vertexArray.length; ++ i ) {
- var triangle = new Triangle();
- triangle.vertices[ 0 ] = vertexArray[ 0 ];
- triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
- triangle.vertices[ 2 ] = vertexArray[ i ];
- this.triangles.push( triangle );
- }
- },
- flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
- var triangles = this.triangles;
- var materialIndex = this.materialIndex;
- for ( var i = 0, l = triangles.length; i < l; ++ i ) {
- triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
- append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
- }
- }
- } );
- /**
- * @constructor
- */
- function Geometry() {
- /**
- * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
- */
- this.faces = [];
- /**
- * @type {{}|THREE.Skeleton}
- */
- this.skeleton = null;
- }
- Object.assign( Geometry.prototype, {
- /**
- * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
- */
- flattenToBuffers: function () {
- var vertexBuffer = [];
- var normalBuffer = [];
- var uvBuffer = [];
- var colorBuffer = [];
- var skinIndexBuffer = [];
- var skinWeightBuffer = [];
- var materialIndexBuffer = [];
- var faces = this.faces;
- for ( var i = 0, l = faces.length; i < l; ++ i ) {
- faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
- }
- return {
- vertexBuffer: vertexBuffer,
- normalBuffer: normalBuffer,
- uvBuffer: uvBuffer,
- colorBuffer: colorBuffer,
- skinIndexBuffer: skinIndexBuffer,
- skinWeightBuffer: skinWeightBuffer,
- materialIndexBuffer: materialIndexBuffer
- };
- }
- } );
- function TextParser() {}
- Object.assign( TextParser.prototype, {
- getPrevNode: function () {
- return this.nodeStack[ this.currentIndent - 2 ];
- },
- getCurrentNode: function () {
- return this.nodeStack[ this.currentIndent - 1 ];
- },
- getCurrentProp: function () {
- return this.currentProp;
- },
- pushStack: function ( node ) {
- this.nodeStack.push( node );
- this.currentIndent += 1;
- },
- popStack: function () {
- this.nodeStack.pop();
- this.currentIndent -= 1;
- },
- setCurrentProp: function ( val, name ) {
- this.currentProp = val;
- this.currentPropName = name;
- },
- // ----------parse ---------------------------------------------------
- parse: function ( text ) {
- this.currentIndent = 0;
- this.allNodes = new FBXTree();
- this.nodeStack = [];
- this.currentProp = [];
- this.currentPropName = '';
- var split = text.split( "\n" );
- for ( var line in split ) {
- var l = split[ line ];
- // short cut
- if ( l.match( /^[\s\t]*;/ ) ) {
- continue;
- } // skip comment line
- if ( l.match( /^[\s\t]*$/ ) ) {
- continue;
- } // skip empty line
- // beginning of node
- var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
- var match = l.match( beginningOfNodeExp );
- if ( match ) {
- var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
- var nodeAttrs = match[ 2 ].split( ',' );
- for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
- nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
- }
- this.parseNodeBegin( l, nodeName, nodeAttrs || null );
- continue;
- }
- // node's property
- var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
- var match = l.match( propExp );
- if ( match ) {
- var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
- var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
- this.parseNodeProperty( l, propName, propValue );
- continue;
- }
- // end of node
- var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
- if ( l.match( endOfNodeExp ) ) {
- this.nodeEnd();
- continue;
- }
- // for special case,
- //
- // Vertices: *8670 {
- // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
- // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
- // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
- // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
- //
- // these case the lines must contiue with previous line
- if ( l.match( /^[^\s\t}]/ ) ) {
- this.parseNodePropertyContinued( l );
- }
- }
- return this.allNodes;
- },
- parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
- // var nodeName = match[1];
- var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
- var attrs = this.parseNodeAttr( nodeAttrs );
- var currentNode = this.getCurrentNode();
- // a top node
- if ( this.currentIndent === 0 ) {
- this.allNodes.add( nodeName, node );
- } else {
- // a subnode
- // already exists subnode, then append it
- if ( nodeName in currentNode.subNodes ) {
- var tmp = currentNode.subNodes[ nodeName ];
- // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
- if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
- if ( attrs.id === '' ) {
- currentNode.subNodes[ nodeName ] = [];
- currentNode.subNodes[ nodeName ].push( tmp );
- } else {
- currentNode.subNodes[ nodeName ] = {};
- currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
- }
- }
- if ( attrs.id === '' ) {
- currentNode.subNodes[ nodeName ].push( node );
- } else {
- currentNode.subNodes[ nodeName ][ attrs.id ] = node;
- }
- } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
- currentNode.subNodes[ nodeName ] = {};
- currentNode.subNodes[ nodeName ][ attrs.id ] = node;
- } else {
- currentNode.subNodes[ nodeName ] = node;
- }
- }
- // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
- // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
- if ( nodeAttrs ) {
- node.id = attrs.id;
- node.attrName = attrs.name;
- node.attrType = attrs.type;
- }
- this.pushStack( node );
- },
- parseNodeAttr: function ( attrs ) {
- var id = attrs[ 0 ];
- if ( attrs[ 0 ] !== "" ) {
- id = parseInt( attrs[ 0 ] );
- if ( isNaN( id ) ) {
- // PolygonVertexIndex: *16380 {
- id = attrs[ 0 ];
- }
- }
- var name = '', type = '';
- if ( attrs.length > 1 ) {
- name = attrs[ 1 ].replace( /^(\w+)::/, '' );
- type = attrs[ 2 ];
- }
- return { id: id, name: name, type: type };
- },
- parseNodeProperty: function ( line, propName, propValue ) {
- var currentNode = this.getCurrentNode();
- var parentName = currentNode.name;
- // special case parent node's is like "Properties70"
- // these chilren nodes must treat with careful
- if ( parentName !== undefined ) {
- var propMatch = parentName.match( /Properties(\d)+/ );
- if ( propMatch ) {
- this.parseNodeSpecialProperty( line, propName, propValue );
- return;
- }
- }
- // special case Connections
- if ( propName == 'C' ) {
- var connProps = propValue.split( ',' ).slice( 1 );
- var from = parseInt( connProps[ 0 ] );
- var to = parseInt( connProps[ 1 ] );
- var rest = propValue.split( ',' ).slice( 3 );
- propName = 'connections';
- propValue = [ from, to ];
- append( propValue, rest );
- if ( currentNode.properties[ propName ] === undefined ) {
- currentNode.properties[ propName ] = [];
- }
- }
- // special case Connections
- if ( propName == 'Node' ) {
- var id = parseInt( propValue );
- currentNode.properties.id = id;
- currentNode.id = id;
- }
- // already exists in properties, then append this
- if ( propName in currentNode.properties ) {
- // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
- if ( Array.isArray( currentNode.properties[ propName ] ) ) {
- currentNode.properties[ propName ].push( propValue );
- } else {
- currentNode.properties[ propName ] += propValue;
- }
- } else {
- // console.log( propName + ": " + propValue );
- if ( Array.isArray( currentNode.properties[ propName ] ) ) {
- currentNode.properties[ propName ].push( propValue );
- } else {
- currentNode.properties[ propName ] = propValue;
- }
- }
- this.setCurrentProp( currentNode.properties, propName );
- },
- // TODO:
- parseNodePropertyContinued: function ( line ) {
- this.currentProp[ this.currentPropName ] += line;
- },
- parseNodeSpecialProperty: function ( line, propName, propValue ) {
- // split this
- // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
- // into array like below
- // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
- var props = propValue.split( '",' );
- for ( var i = 0, l = props.length; i < l; i ++ ) {
- props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
- }
- var innerPropName = props[ 0 ];
- var innerPropType1 = props[ 1 ];
- var innerPropType2 = props[ 2 ];
- var innerPropFlag = props[ 3 ];
- var innerPropValue = props[ 4 ];
- /*
- if ( innerPropValue === undefined ) {
- innerPropValue = props[3];
- }
- */
- // cast value in its type
- switch ( innerPropType1 ) {
- case "int":
- innerPropValue = parseInt( innerPropValue );
- break;
- case "double":
- innerPropValue = parseFloat( innerPropValue );
- break;
- case "ColorRGB":
- case "Vector3D":
- innerPropValue = parseFloatArray( innerPropValue );
- break;
- }
- // CAUTION: these props must append to parent's parent
- this.getPrevNode().properties[ innerPropName ] = {
- 'type': innerPropType1,
- 'type2': innerPropType2,
- 'flag': innerPropFlag,
- 'value': innerPropValue
- };
- this.setCurrentProp( this.getPrevNode().properties, innerPropName );
- },
- nodeEnd: function () {
- this.popStack();
- },
- /* ---------------------------------------------------------------- */
- /* util */
- isFlattenNode: function ( node ) {
- return ( 'subNodes' in node && 'properties' in node ) ? true : false;
- }
- } );
- // Binary format specification:
- // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
- // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
- function BinaryParser() {}
- Object.assign( BinaryParser.prototype, {
- /**
- * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
- * @param {ArrayBuffer} buffer
- * @returns {THREE.FBXTree}
- */
- parse: function ( buffer ) {
- var reader = new BinaryReader( buffer );
- reader.skip( 23 ); // skip magic 23 bytes
- var version = reader.getUint32();
- console.log( 'FBX binary version: ' + version );
- var allNodes = new FBXTree();
- while ( ! this.endOfContent( reader ) ) {
- var node = this.parseNode( reader, version );
- if ( node !== null ) allNodes.add( node.name, node );
- }
- return allNodes;
- },
- /**
- * Checks if reader has reached the end of content.
- * @param {BinaryReader} reader
- * @returns {boolean}
- */
- endOfContent: function( reader ) {
- // footer size: 160bytes + 16-byte alignment padding
- // - 16bytes: magic
- // - padding til 16-byte alignment (at least 1byte?)
- // (seems like some exporters embed fixed 15bytes?)
- // - 4bytes: magic
- // - 4bytes: version
- // - 120bytes: zero
- // - 16bytes: magic
- if ( reader.size() % 16 === 0 ) {
- return ( ( reader.getOffset() + 160 + 16 ) & ~0xf ) >= reader.size();
- } else {
- return reader.getOffset() + 160 + 15 >= reader.size();
- }
- },
- /**
- * Parses Node as much compatible as possible with the one parsed by TextParser
- * TODO: could be optimized more?
- * @param {BinaryReader} reader
- * @param {number} version
- * @returns {Object} - Returns an Object as node, or null if NULL-record.
- */
- parseNode: function ( reader, version ) {
- // The first three data sizes depends on version.
- var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var nameLen = reader.getUint8();
- var name = reader.getString( nameLen );
- // Regards this node as NULL-record if endOffset is zero
- if ( endOffset === 0 ) return null;
- var propertyList = [];
- for ( var i = 0; i < numProperties; i ++ ) {
- propertyList.push( this.parseProperty( reader ) );
- }
- // Regards the first three elements in propertyList as id, attrName, and attrType
- var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
- var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
- var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
- var subNodes = {};
- var properties = {};
- var isSingleProperty = false;
- // if this node represents just a single property
- // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
- if ( numProperties === 1 && reader.getOffset() === endOffset ) {
- isSingleProperty = true;
- }
- while ( endOffset > reader.getOffset() ) {
- var node = this.parseNode( reader, version );
- if ( node === null ) continue;
- // special case: child node is single property
- if ( node.singleProperty === true ) {
- var value = node.propertyList[ 0 ];
- if ( Array.isArray( value ) ) {
- // node represents
- // Vertices: *3 {
- // a: 0.01, 0.02, 0.03
- // }
- // of text format here.
- node.properties[ node.name ] = node.propertyList[ 0 ];
- subNodes[ node.name ] = node;
- // Later phase expects single property array is in node.properties.a as String.
- // TODO: optimize
- node.properties.a = value.toString();
- } else {
- // node represents
- // Version: 100
- // of text format here.
- properties[ node.name ] = value;
- }
- continue;
- }
- // special case: connections
- if ( name === 'Connections' && node.name === 'C' ) {
- var array = [];
- // node.propertyList would be like
- // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
- for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
- array[ i - 1 ] = node.propertyList[ i ];
- }
- if ( properties.connections === undefined ) {
- properties.connections = [];
- }
- properties.connections.push( array );
- continue;
- }
- // special case: child node is Properties\d+
- if ( node.name.match( /^Properties\d+$/ ) ) {
- // move child node's properties to this node.
- var keys = Object.keys( node.properties );
- for ( var i = 0, il = keys.length; i < il; i ++ ) {
- var key = keys[ i ];
- properties[ key ] = node.properties[ key ];
- }
- continue;
- }
- // special case: properties
- if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
- var innerPropName = node.propertyList[ 0 ];
- var innerPropType1 = node.propertyList[ 1 ];
- var innerPropType2 = node.propertyList[ 2 ];
- var innerPropFlag = node.propertyList[ 3 ];
- var innerPropValue;
- if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
- if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
- if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
- innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
- innerPropValue = [
- node.propertyList[ 4 ],
- node.propertyList[ 5 ],
- node.propertyList[ 6 ]
- ];
- } else {
- innerPropValue = node.propertyList[ 4 ];
- }
- if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
- innerPropValue = innerPropValue.toString();
- }
- // this will be copied to parent. see above.
- properties[ innerPropName ] = {
- 'type': innerPropType1,
- 'type2': innerPropType2,
- 'flag': innerPropFlag,
- 'value': innerPropValue
- };
- continue;
- }
- // standard case
- // follows TextParser's manner.
- if ( subNodes[ node.name ] === undefined ) {
- if ( typeof node.id === 'number' ) {
- subNodes[ node.name ] = {};
- subNodes[ node.name ][ node.id ] = node;
- } else {
- subNodes[ node.name ] = node;
- }
- } else {
- if ( node.id === '' ) {
- if ( ! Array.isArray( subNodes[ node.name ] ) ) {
- subNodes[ node.name ] = [ subNodes[ node.name ] ];
- }
- subNodes[ node.name ].push( node );
- } else {
- if ( subNodes[ node.name ][ node.id ] === undefined ) {
- subNodes[ node.name ][ node.id ] = node;
- } else {
- // conflict id. irregular?
- if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
- subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
- }
- subNodes[ node.name ][ node.id ].push( node );
- }
- }
- }
- }
- return {
- singleProperty: isSingleProperty,
- id: id,
- attrName: attrName,
- attrType: attrType,
- name: name,
- properties: properties,
- propertyList: propertyList, // raw property list, would be used by parent
- subNodes: subNodes
- };
- },
- parseProperty: function ( reader ) {
- var type = reader.getChar();
- switch ( type ) {
- case 'F':
- return reader.getFloat32();
- case 'D':
- return reader.getFloat64();
- case 'L':
- return reader.getInt64();
- case 'I':
- return reader.getInt32();
- case 'Y':
- return reader.getInt16();
- case 'C':
- return reader.getBoolean();
- case 'f':
- case 'd':
- case 'l':
- case 'i':
- case 'b':
- var arrayLength = reader.getUint32();
- var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
- var compressedLength = reader.getUint32();
- if ( encoding === 0 ) {
- switch ( type ) {
- case 'f':
- return reader.getFloat32Array( arrayLength );
- case 'd':
- return reader.getFloat64Array( arrayLength );
- case 'l':
- return reader.getInt64Array( arrayLength );
- case 'i':
- return reader.getInt32Array( arrayLength );
- case 'b':
- return reader.getBooleanArray( arrayLength );
- }
- }
- if ( window.Zlib === undefined ) {
- throw new Error( 'FBXLoader: Import inflate.min.js from https://github.com/imaya/zlib.js' );
- }
- var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) );
- var reader2 = new BinaryReader( inflate.decompress().buffer );
- switch ( type ) {
- case 'f':
- return reader2.getFloat32Array( arrayLength );
- case 'd':
- return reader2.getFloat64Array( arrayLength );
- case 'l':
- return reader2.getInt64Array( arrayLength );
- case 'i':
- return reader2.getInt32Array( arrayLength );
- case 'b':
- return reader2.getBooleanArray( arrayLength );
- }
- case 'S':
- var length = reader.getUint32();
- return reader.getString( length );
- case 'R':
- var length = reader.getUint32();
- return reader.getArrayBuffer( length );
- default:
- throw new Error( 'FBXLoader: Unknown property type ' + type );
- }
- }
- } );
- function BinaryReader( buffer, littleEndian ) {
- this.dv = new DataView( buffer );
- this.offset = 0;
- this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
- }
- Object.assign( BinaryReader.prototype, {
- getOffset: function () {
- return this.offset;
- },
- size: function () {
- return this.dv.buffer.byteLength;
- },
- skip: function ( length ) {
- this.offset += length;
- },
- // seems like true/false representation depends on exporter.
- // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
- // then sees LSB.
- getBoolean: function () {
- return ( this.getUint8() & 1 ) === 1;
- },
- getBooleanArray: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getBoolean() );
- }
- return a;
- },
- getInt8: function () {
- var value = this.dv.getInt8( this.offset );
- this.offset += 1;
- return value;
- },
- getInt8Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt8() );
- }
- return a;
- },
- getUint8: function () {
- var value = this.dv.getUint8( this.offset );
- this.offset += 1;
- return value;
- },
- getUint8Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint8() );
- }
- return a;
- },
- getInt16: function () {
- var value = this.dv.getInt16( this.offset, this.littleEndian );
- this.offset += 2;
- return value;
- },
- getInt16Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt16() );
- }
- return a;
- },
- getUint16: function () {
- var value = this.dv.getUint16( this.offset, this.littleEndian );
- this.offset += 2;
- return value;
- },
- getUint16Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint16() );
- }
- return a;
- },
- getInt32: function () {
- var value = this.dv.getInt32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getInt32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt32() );
- }
- return a;
- },
- getUint32: function () {
- var value = this.dv.getUint32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getUint32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint32() );
- }
- return a;
- },
- // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
- // 1 << 32 will return 1 so using multiply operation instead here.
- // There'd be a possibility that this method returns wrong value if the value
- // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
- // TODO: safely handle 64-bit integer
- getInt64: function () {
- var low, high;
- if ( this.littleEndian ) {
- low = this.getUint32();
- high = this.getUint32();
- } else {
- high = this.getUint32();
- low = this.getUint32();
- }
- // calculate negative value
- if ( high & 0x80000000 ) {
- high = ~high & 0xFFFFFFFF;
- low = ~low & 0xFFFFFFFF;
- if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
- low = ( low + 1 ) & 0xFFFFFFFF;
- return - ( high * 0x100000000 + low );
- }
- return high * 0x100000000 + low;
- },
- getInt64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt64() );
- }
- return a;
- },
- // Note: see getInt64() comment
- getUint64: function () {
- var low, high;
- if ( this.littleEndian ) {
- low = this.getUint32();
- high = this.getUint32();
- } else {
- high = this.getUint32();
- low = this.getUint32();
- }
- return high * 0x100000000 + low;
- },
- getUint64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint64() );
- }
- return a;
- },
- getFloat32: function () {
- var value = this.dv.getFloat32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getFloat32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getFloat32() );
- }
- return a;
- },
- getFloat64: function () {
- var value = this.dv.getFloat64( this.offset, this.littleEndian );
- this.offset += 8;
- return value;
- },
- getFloat64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getFloat64() );
- }
- return a;
- },
- getArrayBuffer: function ( size ) {
- var value = this.dv.buffer.slice( this.offset, this.offset + size );
- this.offset += size;
- return value;
- },
- getChar: function () {
- return String.fromCharCode( this.getUint8() );
- },
- getString: function ( size ) {
- var s = '';
- while ( size > 0 ) {
- var value = this.getUint8();
- size--;
- if ( value === 0 ) break;
- s += String.fromCharCode( value );
- }
- this.skip( size );
- return s;
- }
- } );
- function FBXTree() {}
- Object.assign( FBXTree.prototype, {
- add: function ( key, val ) {
- this[ key ] = val;
- },
- searchConnectionParent: function ( id ) {
- if ( this.__cache_search_connection_parent === undefined ) {
- this.__cache_search_connection_parent = [];
- }
- if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
- return this.__cache_search_connection_parent[ id ];
- } else {
- this.__cache_search_connection_parent[ id ] = [];
- }
- var conns = this.Connections.properties.connections;
- var results = [];
- for ( var i = 0; i < conns.length; ++ i ) {
- if ( conns[ i ][ 0 ] == id ) {
- // 0 means scene root
- var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
- results.push( res );
- }
- }
- if ( results.length > 0 ) {
- append( this.__cache_search_connection_parent[ id ], results );
- return results;
- } else {
- this.__cache_search_connection_parent[ id ] = [ - 1 ];
- return [ - 1 ];
- }
- },
- searchConnectionChildren: function ( id ) {
- if ( this.__cache_search_connection_children === undefined ) {
- this.__cache_search_connection_children = [];
- }
- if ( this.__cache_search_connection_children[ id ] !== undefined ) {
- return this.__cache_search_connection_children[ id ];
- } else {
- this.__cache_search_connection_children[ id ] = [];
- }
- var conns = this.Connections.properties.connections;
- var res = [];
- for ( var i = 0; i < conns.length; ++ i ) {
- if ( conns[ i ][ 1 ] == id ) {
- // 0 means scene root
- res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
- // there may more than one kid, then search to the end
- }
- }
- if ( res.length > 0 ) {
- append( this.__cache_search_connection_children[ id ], res );
- return res;
- } else {
- this.__cache_search_connection_children[ id ] = [ ];
- return [ ];
- }
- },
- searchConnectionType: function ( id, to ) {
- var key = id + ',' + to; // TODO: to hash
- if ( this.__cache_search_connection_type === undefined ) {
- this.__cache_search_connection_type = {};
- }
- if ( this.__cache_search_connection_type[ key ] !== undefined ) {
- return this.__cache_search_connection_type[ key ];
- } else {
- this.__cache_search_connection_type[ key ] = '';
- }
- var conns = this.Connections.properties.connections;
- for ( var i = 0; i < conns.length; ++ i ) {
- if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
- // 0 means scene root
- this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
- return conns[ i ][ 2 ];
- }
- }
- this.__cache_search_connection_type[ id ] = null;
- return null;
- }
- } );
- /**
- * @param {ArrayBuffer} buffer
- * @returns {boolean}
- */
- function isFbxFormatBinary( buffer ) {
- var CORRECT = 'Kaydara FBX Binary \0';
- return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
- }
- /**
- * @returns {boolean}
- */
- function isFbxFormatASCII( text ) {
- var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
- var cursor = 0;
- function read( offset ) {
- var result = text[ offset - 1 ];
- text = text.slice( cursor + offset );
- cursor ++;
- return result;
- }
- for ( var i = 0; i < CORRECT.length; ++ i ) {
- var num = read( 1 );
- if ( num == CORRECT[ i ] ) {
- return false;
- }
- }
- return true;
- }
- /**
- * @returns {number}
- */
- function getFbxVersion( text ) {
- var versionRegExp = /FBXVersion: (\d+)/;
- var match = text.match( versionRegExp );
- if ( match ) {
- var version = parseInt( match[ 1 ] );
- return version;
- }
- throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
- }
- /**
- * Converts FBX ticks into real time seconds.
- * @param {number} time - FBX tick timestamp to convert.
- * @returns {number} - FBX tick in real world time.
- */
- function convertFBXTimeToSeconds( time ) {
- // Constant is FBX ticks per second.
- return time / 46186158000;
- }
- /**
- * Parses comma separated list of float numbers and returns them in an array.
- * @example
- * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
- * parseFloatArray( "5.6,9.4,2.5,1.4" )
- * @returns {number[]}
- */
- function parseFloatArray( string ) {
- var array = string.split( ',' );
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- array[ i ] = parseFloat( array[ i ] );
- }
- return array;
- }
- /**
- * Parses comma separated list of int numbers and returns them in an array.
- * @example
- * // Returns [ 5, 8, 2, 3 ]
- * parseFloatArray( "5,8,2,3" )
- * @returns {number[]}
- */
- function parseIntArray( string ) {
- var array = string.split( ',' );
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- array[ i ] = parseInt( array[ i ] );
- }
- return array;
- }
- /**
- * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
- * @param {FBXVector3} property - Property to parse as Vector3.
- * @returns {THREE.Vector3}
- */
- function parseVector3( property ) {
- return new THREE.Vector3().fromArray( property.value );
- }
- /**
- * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
- * @param {FBXVector3} property - Property to parse as Color.
- * @returns {THREE.Color}
- */
- function parseColor( property ) {
- return new THREE.Color().fromArray( property.value );
- }
- function parseMatrixArray( floatString ) {
- return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
- }
- /**
- * Converts ArrayBuffer to String.
- * @param {ArrayBuffer} buffer
- * @param {number} from
- * @param {number} to
- * @returns {String}
- */
- function convertArrayBufferToString( buffer, from, to ) {
- if ( from === undefined ) from = 0;
- if ( to === undefined ) to = buffer.byteLength;
- var array = new Uint8Array( buffer, from, to );
- if ( window.TextDecoder !== undefined ) {
- return new TextDecoder().decode( array );
- }
- var s = '';
- for ( var i = 0, il = array.length; i < il; i ++ ) {
- s += String.fromCharCode( array[ i ] );
- }
- return s;
- }
- /**
- * Converts number from degrees into radians.
- * @param {number} value
- * @returns {number}
- */
- function degreeToRadian( value ) {
- return value * DEG2RAD;
- }
- var DEG2RAD = Math.PI / 180;
- //
- function findIndex( array, func ) {
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- if ( func( array[ i ] ) ) return i;
- }
- return -1;
- }
- function append( a, b ) {
- for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
- a[ j ] = b[ i ];
- }
- }
- function slice( a, b, from, to ) {
- for ( var i = from, j = 0; i < to; i ++, j ++ ) {
- a[ j ] = b[ i ];
- }
- return a;
- }
- } )();
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