FBXLoader.js 124 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. */
  22. ( function () {
  23. /**
  24. * Generates a loader for loading FBX files from URL and parsing into
  25. * a THREE.Group.
  26. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  27. */
  28. THREE.FBXLoader = function ( manager ) {
  29. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  30. };
  31. Object.assign( THREE.FBXLoader.prototype, {
  32. /**
  33. * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
  34. * THREE.Group will have an animations property of AnimationClips
  35. * of the different animations exported with the FBX.
  36. * @param {string} url - URL of the FBX file.
  37. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  38. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  39. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  40. */
  41. load: function ( url, onLoad, onProgress, onError ) {
  42. var self = this;
  43. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  44. var loader = new THREE.FileLoader( this.manager );
  45. loader.setResponseType( 'arraybuffer' );
  46. loader.load( url, function ( buffer ) {
  47. try {
  48. var scene = self.parse( buffer, resourceDirectory );
  49. onLoad( scene );
  50. } catch ( error ) {
  51. window.setTimeout( function () {
  52. if ( onError ) onError( error );
  53. self.manager.itemError( url );
  54. }, 0 );
  55. }
  56. }, onProgress, onError );
  57. },
  58. /**
  59. * Parses an ASCII/Binary FBX file and returns a THREE.Group.
  60. * THREE.Group will have an animations property of AnimationClips
  61. * of the different animations within the FBX file.
  62. * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
  63. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  64. * @returns {THREE.Group}
  65. */
  66. parse: function ( FBXBuffer, resourceDirectory ) {
  67. var FBXTree;
  68. if ( isFbxFormatBinary( FBXBuffer ) ) {
  69. FBXTree = new BinaryParser().parse( FBXBuffer );
  70. } else {
  71. var FBXText = convertArrayBufferToString( FBXBuffer );
  72. if ( ! isFbxFormatASCII( FBXText ) ) {
  73. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  74. }
  75. if ( getFbxVersion( FBXText ) < 7000 ) {
  76. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  77. }
  78. FBXTree = new TextParser().parse( FBXText );
  79. }
  80. // console.log( FBXTree );
  81. var connections = parseConnections( FBXTree );
  82. var images = parseImages( FBXTree );
  83. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  84. var materials = parseMaterials( FBXTree, textures, connections );
  85. var deformers = parseDeformers( FBXTree, connections );
  86. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  87. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  88. return sceneGraph;
  89. }
  90. } );
  91. /**
  92. * Parses map of relationships between objects.
  93. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  94. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  95. */
  96. function parseConnections( FBXTree ) {
  97. /**
  98. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  99. */
  100. var connectionMap = new Map();
  101. if ( 'Connections' in FBXTree ) {
  102. /**
  103. * @type {[number, number, string][]}
  104. */
  105. var connectionArray = FBXTree.Connections.properties.connections;
  106. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  107. var connection = connectionArray[ connectionArrayIndex ];
  108. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  109. connectionMap.set( connection[ 0 ], {
  110. parents: [],
  111. children: []
  112. } );
  113. }
  114. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  115. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  116. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  117. connectionMap.set( connection[ 1 ], {
  118. parents: [],
  119. children: []
  120. } );
  121. }
  122. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  123. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  124. }
  125. }
  126. return connectionMap;
  127. }
  128. /**
  129. * Parses map of images referenced in FBXTree.
  130. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  131. * @returns {Map<number, string(image blob/data URL)>}
  132. */
  133. function parseImages( FBXTree ) {
  134. /**
  135. * @type {Map<number, string(image blob/data URL)>}
  136. */
  137. var imageMap = new Map();
  138. if ( 'Video' in FBXTree.Objects.subNodes ) {
  139. var videoNodes = FBXTree.Objects.subNodes.Video;
  140. for ( var nodeID in videoNodes ) {
  141. var videoNode = videoNodes[ nodeID ];
  142. // raw image data is in videoNode.properties.Content
  143. if ( 'Content' in videoNode.properties ) {
  144. var image = parseImage( videoNodes[ nodeID ] );
  145. imageMap.set( parseInt( nodeID ), image );
  146. }
  147. }
  148. }
  149. return imageMap;
  150. }
  151. /**
  152. * @param {videoNode} videoNode - Node to get texture image information from.
  153. * @returns {string} - image blob/data URL
  154. */
  155. function parseImage( videoNode ) {
  156. var content = videoNode.properties.Content;
  157. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  158. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  159. var type;
  160. switch ( extension ) {
  161. case 'bmp':
  162. type = 'image/bmp';
  163. break;
  164. case 'jpg':
  165. type = 'image/jpeg';
  166. break;
  167. case 'png':
  168. type = 'image/png';
  169. break;
  170. case 'tif':
  171. type = 'image/tiff';
  172. break;
  173. default:
  174. console.warn( 'FBXLoader: No support image type ' + extension );
  175. return;
  176. }
  177. if ( typeof content === 'string' ) {
  178. return 'data:' + type + ';base64,' + content;
  179. } else {
  180. var array = new Uint8Array( content );
  181. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  182. }
  183. }
  184. /**
  185. * Parses map of textures referenced in FBXTree.
  186. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  187. * @param {THREE.TextureLoader} loader
  188. * @param {Map<number, string(image blob/data URL)>} imageMap
  189. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  190. * @returns {Map<number, THREE.Texture>}
  191. */
  192. function parseTextures( FBXTree, loader, imageMap, connections ) {
  193. /**
  194. * @type {Map<number, THREE.Texture>}
  195. */
  196. var textureMap = new Map();
  197. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  198. var textureNodes = FBXTree.Objects.subNodes.Texture;
  199. for ( var nodeID in textureNodes ) {
  200. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  201. textureMap.set( parseInt( nodeID ), texture );
  202. }
  203. }
  204. return textureMap;
  205. }
  206. /**
  207. * @param {textureNode} textureNode - Node to get texture information from.
  208. * @param {THREE.TextureLoader} loader
  209. * @param {Map<number, string(image blob/data URL)>} imageMap
  210. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  211. * @returns {THREE.Texture}
  212. */
  213. function parseTexture( textureNode, loader, imageMap, connections ) {
  214. var FBX_ID = textureNode.id;
  215. var name = textureNode.name;
  216. var fileName;
  217. var filePath = textureNode.properties.FileName;
  218. var relativeFilePath = textureNode.properties.RelativeFilename;
  219. var children = connections.get( FBX_ID ).children;
  220. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  221. fileName = imageMap.get( children[ 0 ].ID );
  222. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
  223. relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  224. // use textureNode.properties.RelativeFilename
  225. // if it exists and it doesn't seem an absolute path
  226. fileName = relativeFilePath;
  227. } else {
  228. var split = filePath.split( /[\\\/]/ );
  229. if ( split.length > 0 ) {
  230. fileName = split[ split.length - 1 ];
  231. } else {
  232. fileName = filePath;
  233. }
  234. }
  235. var currentPath = loader.path;
  236. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  237. loader.setPath( undefined );
  238. }
  239. /**
  240. * @type {THREE.Texture}
  241. */
  242. var texture = loader.load( fileName );
  243. texture.name = name;
  244. texture.FBX_ID = FBX_ID;
  245. var wrapModeU = textureNode.properties.WrapModeU;
  246. var wrapModeV = textureNode.properties.WrapModeV;
  247. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  248. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  249. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  250. // 0: repeat(default), 1: clamp
  251. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  252. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  253. loader.setPath( currentPath );
  254. return texture;
  255. }
  256. /**
  257. * Parses map of Material information.
  258. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  259. * @param {Map<number, THREE.Texture>} textureMap
  260. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  261. * @returns {Map<number, THREE.Material>}
  262. */
  263. function parseMaterials( FBXTree, textureMap, connections ) {
  264. var materialMap = new Map();
  265. if ( 'Material' in FBXTree.Objects.subNodes ) {
  266. var materialNodes = FBXTree.Objects.subNodes.Material;
  267. for ( var nodeID in materialNodes ) {
  268. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  269. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  270. }
  271. }
  272. return materialMap;
  273. }
  274. /**
  275. * Takes information from Material node and returns a generated THREE.Material
  276. * @param {FBXMaterialNode} materialNode
  277. * @param {Map<number, THREE.Texture>} textureMap
  278. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  279. * @returns {THREE.Material}
  280. */
  281. function parseMaterial( materialNode, textureMap, connections ) {
  282. var FBX_ID = materialNode.id;
  283. var name = materialNode.attrName;
  284. var type = materialNode.properties.ShadingModel;
  285. //Case where FBXs wrap shading model in property object.
  286. if ( typeof type === 'object' ) {
  287. type = type.value;
  288. }
  289. // Seems like FBX can include unused materials which don't have any connections.
  290. // Ignores them so far.
  291. if ( ! connections.has( FBX_ID ) ) return null;
  292. var children = connections.get( FBX_ID ).children;
  293. var parameters = parseParameters( materialNode.properties, textureMap, children );
  294. var material;
  295. switch ( type.toLowerCase() ) {
  296. case 'phong':
  297. material = new THREE.MeshPhongMaterial();
  298. break;
  299. case 'lambert':
  300. material = new THREE.MeshLambertMaterial();
  301. break;
  302. default:
  303. console.warn( 'THREE.FBXLoader: No implementation given for material type %s in FBXLoader.js. Defaulting to standard material.', type );
  304. material = new THREE.MeshStandardMaterial( { color: 0x3300ff } );
  305. break;
  306. }
  307. material.setValues( parameters );
  308. material.name = name;
  309. return material;
  310. }
  311. /**
  312. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  313. */
  314. /**
  315. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  316. */
  317. /**
  318. * @param {FBXMaterialProperties} properties
  319. * @param {Map<number, THREE.Texture>} textureMap
  320. * @param {{ID: number, relationship: string}[]} childrenRelationships
  321. * @returns {THREEMaterialParameterPack}
  322. */
  323. function parseParameters( properties, textureMap, childrenRelationships ) {
  324. var parameters = {};
  325. if ( properties.BumpFactor ) {
  326. parameters.bumpScale = parseFloat( properties.BumpFactor.value );
  327. }
  328. if ( properties.Diffuse ) {
  329. parameters.color = parseColor( properties.Diffuse );
  330. }
  331. if ( properties.Specular ) {
  332. parameters.specular = parseColor( properties.Specular );
  333. }
  334. if ( properties.Shininess ) {
  335. parameters.shininess = properties.Shininess.value;
  336. }
  337. if ( properties.Emissive ) {
  338. parameters.emissive = parseColor( properties.Emissive );
  339. }
  340. if ( properties.EmissiveFactor ) {
  341. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  342. }
  343. if ( properties.Opacity ) {
  344. parameters.opacity = properties.Opacity.value;
  345. }
  346. if ( parameters.opacity < 1.0 ) {
  347. parameters.transparent = true;
  348. }
  349. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  350. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  351. var type = relationship.relationship;
  352. switch ( type ) {
  353. case 'DiffuseColor':
  354. case ' "DiffuseColor':
  355. parameters.map = textureMap.get( relationship.ID );
  356. break;
  357. case 'Bump':
  358. case ' "Bump':
  359. parameters.bumpMap = textureMap.get( relationship.ID );
  360. break;
  361. case 'NormalMap':
  362. case ' "NormalMap':
  363. parameters.normalMap = textureMap.get( relationship.ID );
  364. break;
  365. case 'AmbientColor':
  366. case 'EmissiveColor':
  367. case ' "AmbientColor':
  368. case ' "EmissiveColor':
  369. default:
  370. console.warn( 'THREE.FBXLoader: Unknown texture application of type %s, skipping texture.', type );
  371. break;
  372. }
  373. }
  374. return parameters;
  375. }
  376. /**
  377. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  378. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  379. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  380. * @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}>}
  381. */
  382. function parseDeformers( FBXTree, connections ) {
  383. var deformers = {};
  384. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  385. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  386. for ( var nodeID in DeformerNodes ) {
  387. var deformerNode = DeformerNodes[ nodeID ];
  388. if ( deformerNode.attrType === 'Skin' ) {
  389. var conns = connections.get( parseInt( nodeID ) );
  390. var skeleton = parseSkeleton( conns, DeformerNodes );
  391. skeleton.FBX_ID = parseInt( nodeID );
  392. deformers[ nodeID ] = skeleton;
  393. }
  394. }
  395. }
  396. return deformers;
  397. }
  398. /**
  399. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  400. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  401. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  402. * @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}}
  403. */
  404. function parseSkeleton( connections, DeformerNodes ) {
  405. var subDeformers = {};
  406. var children = connections.children;
  407. for ( var i = 0, l = children.length; i < l; ++ i ) {
  408. var child = children[ i ];
  409. var subDeformerNode = DeformerNodes[ child.ID ];
  410. var subDeformer = {
  411. FBX_ID: child.ID,
  412. index: i,
  413. indices: [],
  414. weights: [],
  415. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  416. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  417. linkMode: subDeformerNode.properties.Mode
  418. };
  419. if ( 'Indexes' in subDeformerNode.subNodes ) {
  420. subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
  421. subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
  422. }
  423. subDeformers[ child.ID ] = subDeformer;
  424. }
  425. return {
  426. map: subDeformers,
  427. bones: []
  428. };
  429. }
  430. /**
  431. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  432. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  433. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  434. * @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
  435. * @returns {Map<number, THREE.BufferGeometry>}
  436. */
  437. function parseGeometries( FBXTree, connections, deformers ) {
  438. var geometryMap = new Map();
  439. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  440. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  441. for ( var nodeID in geometryNodes ) {
  442. var relationships = connections.get( parseInt( nodeID ) );
  443. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  444. geometryMap.set( parseInt( nodeID ), geo );
  445. }
  446. }
  447. return geometryMap;
  448. }
  449. /**
  450. * Generates BufferGeometry from FBXGeometryNode.
  451. * @param {FBXGeometryNode} geometryNode
  452. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  453. * @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
  454. * @returns {THREE.BufferGeometry}
  455. */
  456. function parseGeometry( geometryNode, relationships, deformers ) {
  457. switch ( geometryNode.attrType ) {
  458. case 'Mesh':
  459. return parseMeshGeometry( geometryNode, relationships, deformers );
  460. break;
  461. case 'NurbsCurve':
  462. return parseNurbsGeometry( geometryNode );
  463. break;
  464. }
  465. }
  466. /**
  467. * Specialty function for parsing Mesh based Geometry Nodes.
  468. * @param {FBXGeometryNode} geometryNode
  469. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  470. * @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.
  471. * @returns {THREE.BufferGeometry}
  472. */
  473. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  474. for ( var i = 0; i < relationships.children.length; ++ i ) {
  475. var deformer = deformers[ relationships.children[ i ].ID ];
  476. if ( deformer !== undefined ) break;
  477. }
  478. return genGeometry( geometryNode, deformer );
  479. }
  480. /**
  481. * @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.
  482. * @returns {THREE.BufferGeometry}
  483. */
  484. function genGeometry( geometryNode, deformer ) {
  485. var geometry = new Geometry();
  486. var subNodes = geometryNode.subNodes;
  487. // First, each index is going to be its own vertex.
  488. var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
  489. var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
  490. if ( subNodes.LayerElementNormal ) {
  491. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  492. }
  493. if ( subNodes.LayerElementUV ) {
  494. var uvInfo = [];
  495. var i = 0;
  496. while ( subNodes.LayerElementUV[ i ] ) {
  497. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  498. i ++;
  499. }
  500. }
  501. if ( subNodes.LayerElementColor ) {
  502. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  503. }
  504. if ( subNodes.LayerElementMaterial ) {
  505. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  506. }
  507. var weightTable = {};
  508. if ( deformer ) {
  509. var subDeformers = deformer.map;
  510. for ( var key in subDeformers ) {
  511. var subDeformer = subDeformers[ key ];
  512. var indices = subDeformer.indices;
  513. for ( var j = 0; j < indices.length; j ++ ) {
  514. var index = indices[ j ];
  515. var weight = subDeformer.weights[ j ];
  516. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  517. weightTable[ index ].push( {
  518. id: subDeformer.index,
  519. weight: weight
  520. } );
  521. }
  522. }
  523. }
  524. var faceVertexBuffer = [];
  525. var polygonIndex = 0;
  526. var displayedWeightsWarning = false;
  527. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  528. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  529. var endOfFace = false;
  530. if ( vertexIndex < 0 ) {
  531. vertexIndex = vertexIndex ^ - 1;
  532. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  533. endOfFace = true;
  534. }
  535. var vertex = new Vertex();
  536. var weightIndices = [];
  537. var weights = [];
  538. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  539. if ( deformer ) {
  540. if ( weightTable[ vertexIndex ] !== undefined ) {
  541. var array = weightTable[ vertexIndex ];
  542. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  543. weights.push( array[ j ].weight );
  544. weightIndices.push( array[ j ].id );
  545. }
  546. }
  547. if ( weights.length > 4 ) {
  548. if ( ! displayedWeightsWarning ) {
  549. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  550. displayedWeightsWarning = true;
  551. }
  552. var WIndex = [ 0, 0, 0, 0 ];
  553. var Weight = [ 0, 0, 0, 0 ];
  554. weights.forEach( function ( weight, weightIndex ) {
  555. var currentWeight = weight;
  556. var currentIndex = weightIndices[ weightIndex ];
  557. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  558. if ( currentWeight > comparedWeight ) {
  559. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  560. currentWeight = comparedWeight;
  561. var tmp = WIndex[ comparedWeightIndex ];
  562. WIndex[ comparedWeightIndex ] = currentIndex;
  563. currentIndex = tmp;
  564. }
  565. } );
  566. } );
  567. weightIndices = WIndex;
  568. weights = Weight;
  569. }
  570. for ( var i = weights.length; i < 4; ++ i ) {
  571. weights[ i ] = 0;
  572. weightIndices[ i ] = 0;
  573. }
  574. vertex.skinWeights.fromArray( weights );
  575. vertex.skinIndices.fromArray( weightIndices );
  576. }
  577. if ( normalInfo ) {
  578. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  579. }
  580. if ( uvInfo ) {
  581. for ( var i = 0; i < uvInfo.length; i ++ ) {
  582. uvTemp = new THREE.Vector2();
  583. vertex.uv.push( uvTemp.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] ) ) );
  584. }
  585. }
  586. if ( colorInfo ) {
  587. vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
  588. }
  589. faceVertexBuffer.push( vertex );
  590. if ( endOfFace ) {
  591. var face = new Face();
  592. face.genTrianglesFromVertices( faceVertexBuffer );
  593. if ( materialInfo !== undefined ) {
  594. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  595. face.materialIndex = materials[ 0 ];
  596. } else {
  597. // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
  598. // Set 0 in such a case.
  599. face.materialIndex = 0;
  600. }
  601. geometry.faces.push( face );
  602. faceVertexBuffer = [];
  603. polygonIndex ++;
  604. endOfFace = false;
  605. }
  606. }
  607. /**
  608. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  609. */
  610. var bufferInfo = geometry.flattenToBuffers();
  611. var geo = new THREE.BufferGeometry();
  612. geo.name = geometryNode.name;
  613. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
  614. if ( bufferInfo.normalBuffer.length > 0 ) {
  615. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
  616. }
  617. if ( bufferInfo.uvBuffers.length > 0 ) {
  618. for ( var i = 0; i < bufferInfo.uvBuffers.length; i ++ ) {
  619. var name = 'uv' + ( i + 1 ).toString();
  620. if ( i == 0 ) {
  621. name = 'uv';
  622. }
  623. geo.addAttribute( name, new THREE.Float32BufferAttribute( bufferInfo.uvBuffers[ i ], 2 ) );
  624. }
  625. }
  626. if ( subNodes.LayerElementColor ) {
  627. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
  628. }
  629. if ( deformer ) {
  630. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  631. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  632. geo.FBX_Deformer = deformer;
  633. }
  634. // Convert the material indices of each vertex into rendering groups on the geometry.
  635. var materialIndexBuffer = bufferInfo.materialIndexBuffer;
  636. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  637. var startIndex = 0;
  638. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  639. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  640. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  641. prevMaterialIndex = materialIndexBuffer[ i ];
  642. startIndex = i;
  643. }
  644. }
  645. return geo;
  646. }
  647. /**
  648. * Parses normal information for geometry.
  649. * @param {FBXGeometryNode} geometryNode
  650. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  651. */
  652. function getNormals( NormalNode ) {
  653. var mappingType = NormalNode.properties.MappingInformationType;
  654. var referenceType = NormalNode.properties.ReferenceInformationType;
  655. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  656. var indexBuffer = [];
  657. if ( referenceType === 'IndexToDirect' ) {
  658. if ( 'NormalIndex' in NormalNode.subNodes ) {
  659. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  660. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  661. indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
  662. }
  663. }
  664. return {
  665. dataSize: 3,
  666. buffer: buffer,
  667. indices: indexBuffer,
  668. mappingType: mappingType,
  669. referenceType: referenceType
  670. };
  671. }
  672. /**
  673. * Parses UV information for geometry.
  674. * @param {FBXGeometryNode} geometryNode
  675. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  676. */
  677. function getUVs( UVNode ) {
  678. var mappingType = UVNode.properties.MappingInformationType;
  679. var referenceType = UVNode.properties.ReferenceInformationType;
  680. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  681. var indexBuffer = [];
  682. if ( referenceType === 'IndexToDirect' ) {
  683. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  684. }
  685. return {
  686. dataSize: 2,
  687. buffer: buffer,
  688. indices: indexBuffer,
  689. mappingType: mappingType,
  690. referenceType: referenceType
  691. };
  692. }
  693. /**
  694. * Parses Vertex Color information for geometry.
  695. * @param {FBXGeometryNode} geometryNode
  696. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  697. */
  698. function getColors( ColorNode ) {
  699. var mappingType = ColorNode.properties.MappingInformationType;
  700. var referenceType = ColorNode.properties.ReferenceInformationType;
  701. var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
  702. var indexBuffer = [];
  703. if ( referenceType === 'IndexToDirect' ) {
  704. indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
  705. }
  706. return {
  707. dataSize: 4,
  708. buffer: buffer,
  709. indices: indexBuffer,
  710. mappingType: mappingType,
  711. referenceType: referenceType
  712. };
  713. }
  714. /**
  715. * Parses material application information for geometry.
  716. * @param {FBXGeometryNode}
  717. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  718. */
  719. function getMaterials( MaterialNode ) {
  720. var mappingType = MaterialNode.properties.MappingInformationType;
  721. var referenceType = MaterialNode.properties.ReferenceInformationType;
  722. if ( mappingType === 'NoMappingInformation' ) {
  723. return {
  724. dataSize: 1,
  725. buffer: [ 0 ],
  726. indices: [ 0 ],
  727. mappingType: 'AllSame',
  728. referenceType: referenceType
  729. };
  730. }
  731. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  732. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  733. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  734. // for conforming with the other functions we've written for other data.
  735. var materialIndices = [];
  736. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  737. materialIndices.push( materialIndexBufferIndex );
  738. }
  739. return {
  740. dataSize: 1,
  741. buffer: materialIndexBuffer,
  742. indices: materialIndices,
  743. mappingType: mappingType,
  744. referenceType: referenceType
  745. };
  746. }
  747. /**
  748. * Function uses the infoObject and given indices to return value array of object.
  749. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  750. * @param {number} polygonIndex - Index of polygon in geometry.
  751. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  752. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  753. * @returns {number[]}
  754. */
  755. var dataArray = [];
  756. var GetData = {
  757. ByPolygonVertex: {
  758. /**
  759. * Function uses the infoObject and given indices to return value array of object.
  760. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  761. * @param {number} polygonIndex - Index of polygon in geometry.
  762. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  763. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  764. * @returns {number[]}
  765. */
  766. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  767. var from = ( polygonVertexIndex * infoObject.dataSize );
  768. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  769. // return infoObject.buffer.slice( from, to );
  770. return slice( dataArray, infoObject.buffer, from, to );
  771. },
  772. /**
  773. * Function uses the infoObject and given indices to return value array of object.
  774. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  775. * @param {number} polygonIndex - Index of polygon in geometry.
  776. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  777. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  778. * @returns {number[]}
  779. */
  780. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  781. var index = infoObject.indices[ polygonVertexIndex ];
  782. var from = ( index * infoObject.dataSize );
  783. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  784. // return infoObject.buffer.slice( from, to );
  785. return slice( dataArray, infoObject.buffer, from, to );
  786. }
  787. },
  788. ByPolygon: {
  789. /**
  790. * Function uses the infoObject and given indices to return value array of object.
  791. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  792. * @param {number} polygonIndex - Index of polygon in geometry.
  793. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  794. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  795. * @returns {number[]}
  796. */
  797. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  798. var from = polygonIndex * infoObject.dataSize;
  799. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  800. // return infoObject.buffer.slice( from, to );
  801. return slice( dataArray, infoObject.buffer, from, to );
  802. },
  803. /**
  804. * Function uses the infoObject and given indices to return value array of object.
  805. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  806. * @param {number} polygonIndex - Index of polygon in geometry.
  807. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  808. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  809. * @returns {number[]}
  810. */
  811. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  812. var index = infoObject.indices[ polygonIndex ];
  813. var from = index * infoObject.dataSize;
  814. var to = index * infoObject.dataSize + infoObject.dataSize;
  815. // return infoObject.buffer.slice( from, to );
  816. return slice( dataArray, infoObject.buffer, from, to );
  817. }
  818. },
  819. ByVertice: {
  820. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  821. var from = ( vertexIndex * infoObject.dataSize );
  822. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  823. // return infoObject.buffer.slice( from, to );
  824. return slice( dataArray, infoObject.buffer, from, to );
  825. }
  826. },
  827. AllSame: {
  828. /**
  829. * Function uses the infoObject and given indices to return value array of object.
  830. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  831. * @param {number} polygonIndex - Index of polygon in geometry.
  832. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  833. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  834. * @returns {number[]}
  835. */
  836. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  837. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  838. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  839. // return infoObject.buffer.slice( from, to );
  840. return slice( dataArray, infoObject.buffer, from, to );
  841. }
  842. }
  843. };
  844. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  845. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  846. }
  847. /**
  848. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  849. * @param {FBXGeometryNode} geometryNode
  850. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  851. * @returns {THREE.BufferGeometry}
  852. */
  853. function parseNurbsGeometry( geometryNode ) {
  854. if ( THREE.NURBSCurve === undefined ) {
  855. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  856. return new THREE.BufferGeometry();
  857. }
  858. var order = parseInt( geometryNode.properties.Order );
  859. if ( isNaN( order ) ) {
  860. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  861. return new THREE.BufferGeometry();
  862. }
  863. var degree = order - 1;
  864. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  865. var controlPoints = [];
  866. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  867. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  868. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  869. }
  870. var startKnot, endKnot;
  871. if ( geometryNode.properties.Form === 'Closed' ) {
  872. controlPoints.push( controlPoints[ 0 ] );
  873. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  874. startKnot = degree;
  875. endKnot = knots.length - 1 - startKnot;
  876. for ( var i = 0; i < degree; ++ i ) {
  877. controlPoints.push( controlPoints[ i ] );
  878. }
  879. }
  880. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  881. var vertices = curve.getPoints( controlPoints.length * 7 );
  882. var positions = new Float32Array( vertices.length * 3 );
  883. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  884. vertices[ i ].toArray( positions, i * 3 );
  885. }
  886. var geometry = new THREE.BufferGeometry();
  887. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  888. return geometry;
  889. }
  890. /**
  891. * Finally generates Scene graph and Scene graph Objects.
  892. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  893. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  894. * @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
  895. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  896. * @param {Map<number, THREE.Material>} materialMap
  897. * @returns {THREE.Group}
  898. */
  899. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  900. var sceneGraph = new THREE.Group();
  901. var ModelNode = FBXTree.Objects.subNodes.Model;
  902. /**
  903. * @type {Array.<THREE.Object3D>}
  904. */
  905. var modelArray = [];
  906. /**
  907. * @type {Map.<number, THREE.Object3D>}
  908. */
  909. var modelMap = new Map();
  910. for ( var nodeID in ModelNode ) {
  911. var id = parseInt( nodeID );
  912. var node = ModelNode[ nodeID ];
  913. var conns = connections.get( id );
  914. var model = null;
  915. for ( var i = 0; i < conns.parents.length; ++ i ) {
  916. for ( var FBX_ID in deformers ) {
  917. var deformer = deformers[ FBX_ID ];
  918. var subDeformers = deformer.map;
  919. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  920. if ( subDeformer ) {
  921. var model2 = model;
  922. model = new THREE.Bone();
  923. deformer.bones[ subDeformer.index ] = model;
  924. // seems like we need this not to make non-connected bone, maybe?
  925. // TODO: confirm
  926. if ( model2 !== null ) model.add( model2 );
  927. }
  928. }
  929. }
  930. if ( ! model ) {
  931. switch ( node.attrType ) {
  932. case 'Camera':
  933. /* ***********
  934. * Supported camera types:
  935. * PerspectiveCamera
  936. * OrthographicCamera
  937. ************** */
  938. var cameraAttribute;
  939. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  940. var childID = conns.children[ childrenIndex ].ID;
  941. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  942. if ( attr !== undefined && attr.properties !== undefined ) {
  943. cameraAttribute = attr.properties;
  944. }
  945. }
  946. if ( cameraAttribute === undefined ) {
  947. model = new THREE.Object3D();
  948. } else {
  949. var type = 0;
  950. if ( cameraAttribute.CameraProjectionType !== undefined && ( cameraAttribute.CameraProjectionType.value === '1' || cameraAttribute.CameraProjectionType.value === 1 ) ) {
  951. type = 1;
  952. }
  953. var nearClippingPlane = 1;
  954. if ( cameraAttribute.NearPlane !== undefined ) {
  955. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  956. }
  957. var farClippingPlane = 1000;
  958. if ( cameraAttribute.FarPlane !== undefined ) {
  959. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  960. }
  961. var width = window.innerWidth;
  962. var height = window.innerHeight;
  963. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  964. width = parseFloat( cameraAttribute.AspectWidth.value );
  965. height = parseFloat( cameraAttribute.AspectHeight.value );
  966. }
  967. var aspect = width / height;
  968. var fov = 45;
  969. if ( cameraAttribute.FieldOfView !== undefined ) {
  970. fov = parseFloat( cameraAttribute.FieldOfView.value );
  971. }
  972. switch ( type ) {
  973. case '0': // Perspective
  974. case 0:
  975. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  976. break;
  977. case '1': // Orthographic
  978. case 1:
  979. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  980. break;
  981. default:
  982. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  983. model = new THREE.Object3D();
  984. break;
  985. }
  986. }
  987. break;
  988. case 'Light':
  989. /* ***********
  990. * Supported light types:
  991. * DirectionalLight
  992. * PointLight
  993. * SpotLight
  994. ************** */
  995. var lightAttribute;
  996. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  997. var childID = conns.children[ childrenIndex ].ID;
  998. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  999. if ( attr !== undefined && attr.properties !== undefined ) {
  1000. lightAttribute = attr.properties;
  1001. }
  1002. }
  1003. if ( lightAttribute === undefined ) {
  1004. model = new THREE.Object3D();
  1005. } else {
  1006. var type;
  1007. // LightType can be undefined for Point lights
  1008. if ( lightAttribute.LightType === undefined ) {
  1009. type = 0;
  1010. } else {
  1011. type = lightAttribute.LightType.value;
  1012. }
  1013. var color = 0xffffff;
  1014. if ( lightAttribute.Color !== undefined ) {
  1015. var temp = lightAttribute.Color.value.split( ',' );
  1016. var r = parseFloat( temp[ 0 ] );
  1017. var g = parseFloat( temp[ 1 ] );
  1018. var b = parseFloat( temp[ 1 ] );
  1019. color = new THREE.Color( r, g, b );
  1020. }
  1021. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1022. // light disabled
  1023. if ( lightAttribute.CastLightOnObject !== undefined && ( lightAttribute.CastLightOnObject.value === '0' || lightAttribute.CastLightOnObject.value === 0 ) ) {
  1024. intensity = 0;
  1025. }
  1026. var distance = 0;
  1027. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1028. if ( lightAttribute.EnableFarAttenuation !== undefined && ( lightAttribute.EnableFarAttenuation.value === '0' || lightAttribute.EnableFarAttenuation.value === 0 ) ) {
  1029. distance = 0;
  1030. } else {
  1031. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1032. }
  1033. }
  1034. // TODO
  1035. // could be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1036. var decay = 1;
  1037. switch ( type ) {
  1038. case '0': // Point
  1039. case 0:
  1040. model = new THREE.PointLight( color, intensity, distance, decay );
  1041. break;
  1042. case '1': // Directional
  1043. case 1:
  1044. model = new THREE.DirectionalLight( color, intensity );
  1045. break;
  1046. case '2': // Spot
  1047. case 2:
  1048. var angle = Math.PI / 3;
  1049. if ( lightAttribute.InnerAngle !== undefined ) {
  1050. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1051. }
  1052. var penumbra = 0;
  1053. if ( lightAttribute.OuterAngle !== undefined ) {
  1054. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1055. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1056. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1057. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1058. penumbra = Math.max( penumbra, 1 );
  1059. }
  1060. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1061. break;
  1062. default:
  1063. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1064. model = new THREE.PointLight( color, intensity );
  1065. break;
  1066. }
  1067. if ( lightAttribute.CastShadows !== undefined && ( lightAttribute.CastShadows.value === '1' || lightAttribute.CastShadows.value === 1 ) ) {
  1068. model.castShadow = true;
  1069. }
  1070. }
  1071. break;
  1072. case 'Mesh':
  1073. /**
  1074. * @type {?THREE.BufferGeometry}
  1075. */
  1076. var geometry = null;
  1077. /**
  1078. * @type {THREE.MultiMaterial|THREE.Material}
  1079. */
  1080. var material = null;
  1081. /**
  1082. * @type {Array.<THREE.Material>}
  1083. */
  1084. var materials = [];
  1085. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1086. var child = conns.children[ childrenIndex ];
  1087. if ( geometryMap.has( child.ID ) ) {
  1088. geometry = geometryMap.get( child.ID );
  1089. }
  1090. if ( materialMap.has( child.ID ) ) {
  1091. materials.push( materialMap.get( child.ID ) );
  1092. }
  1093. }
  1094. if ( materials.length > 1 ) {
  1095. material = materials;
  1096. } else if ( materials.length > 0 ) {
  1097. material = materials[ 0 ];
  1098. } else {
  1099. material = new THREE.MeshStandardMaterial( { color: 0x3300ff } );
  1100. materials.push( material );
  1101. }
  1102. if ( 'color' in geometry.attributes ) {
  1103. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1104. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1105. }
  1106. }
  1107. if ( geometry.FBX_Deformer ) {
  1108. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1109. materials[ materialsIndex ].skinning = true;
  1110. }
  1111. model = new THREE.SkinnedMesh( geometry, material );
  1112. } else {
  1113. model = new THREE.Mesh( geometry, material );
  1114. }
  1115. break;
  1116. case 'NurbsCurve':
  1117. var geometry = null;
  1118. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1119. var child = conns.children[ childrenIndex ];
  1120. if ( geometryMap.has( child.ID ) ) {
  1121. geometry = geometryMap.get( child.ID );
  1122. }
  1123. }
  1124. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1125. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1126. model = new THREE.Line( geometry, material );
  1127. break;
  1128. default:
  1129. model = new THREE.Object3D();
  1130. break;
  1131. }
  1132. }
  1133. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  1134. model.FBX_ID = id;
  1135. modelArray.push( model );
  1136. modelMap.set( id, model );
  1137. }
  1138. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1139. var model = modelArray[ modelArrayIndex ];
  1140. var node = ModelNode[ model.FBX_ID ];
  1141. if ( 'Lcl_Translation' in node.properties ) {
  1142. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  1143. }
  1144. if ( 'Lcl_Rotation' in node.properties ) {
  1145. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
  1146. rotation.push( 'ZYX' );
  1147. model.rotation.fromArray( rotation );
  1148. }
  1149. if ( 'Lcl_Scaling' in node.properties ) {
  1150. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  1151. }
  1152. if ( 'PreRotation' in node.properties ) {
  1153. var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
  1154. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1155. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1156. preRotations.multiply( currentRotation );
  1157. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1158. }
  1159. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1160. if ( 'GeometricTranslation' in node.properties ) {
  1161. var array = node.properties.GeometricTranslation.value;
  1162. model.traverse( function ( child ) {
  1163. if ( child.geometry ) {
  1164. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1165. }
  1166. } );
  1167. }
  1168. if ( 'LookAtProperty' in node.properties ) {
  1169. var conns = connections.get( model.FBX_ID );
  1170. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1171. var child = conns.children[ childrenIndex ];
  1172. if ( child.relationship === 'LookAtProperty' || child.relationship === ' "LookAtProperty' ) {
  1173. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1174. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1175. var pos = lookAtTarget.properties.Lcl_Translation.value.split( ',' ).map( function ( val ) {
  1176. return parseFloat( val );
  1177. } );
  1178. // DirectionalLight, SpotLight
  1179. if ( model.target !== undefined ) {
  1180. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1181. sceneGraph.add( model.target );
  1182. } else { // Cameras and other Object3Ds
  1183. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1184. }
  1185. }
  1186. }
  1187. }
  1188. }
  1189. var conns = connections.get( model.FBX_ID );
  1190. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1191. var pIndex = findIndex( modelArray, function ( mod ) {
  1192. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1193. } );
  1194. if ( pIndex > - 1 ) {
  1195. modelArray[ pIndex ].add( model );
  1196. break;
  1197. }
  1198. }
  1199. if ( model.parent === null ) {
  1200. sceneGraph.add( model );
  1201. }
  1202. }
  1203. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1204. sceneGraph.updateMatrixWorld( true );
  1205. // Put skeleton into bind pose.
  1206. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1207. for ( var nodeID in BindPoseNode ) {
  1208. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1209. BindPoseNode = BindPoseNode[ nodeID ];
  1210. break;
  1211. }
  1212. }
  1213. if ( BindPoseNode ) {
  1214. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1215. var worldMatrices = new Map();
  1216. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1217. var node = PoseNode[ PoseNodeIndex ];
  1218. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  1219. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1220. }
  1221. }
  1222. for ( var FBX_ID in deformers ) {
  1223. var deformer = deformers[ FBX_ID ];
  1224. var subDeformers = deformer.map;
  1225. for ( var key in subDeformers ) {
  1226. var subDeformer = subDeformers[ key ];
  1227. var subDeformerIndex = subDeformer.index;
  1228. /**
  1229. * @type {THREE.Bone}
  1230. */
  1231. var bone = deformer.bones[ subDeformerIndex ];
  1232. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1233. break;
  1234. }
  1235. var mat = worldMatrices.get( bone.FBX_ID );
  1236. bone.matrixWorld.copy( mat );
  1237. }
  1238. // Now that skeleton is in bind pose, bind to model.
  1239. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1240. var conns = connections.get( deformer.FBX_ID );
  1241. var parents = conns.parents;
  1242. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1243. var parent = parents[ parentsIndex ];
  1244. if ( geometryMap.has( parent.ID ) ) {
  1245. var geoID = parent.ID;
  1246. var geoConns = connections.get( geoID );
  1247. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1248. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1249. var model = modelMap.get( geoConns.parents[ i ].ID );
  1250. //ASSERT model typeof SkinnedMesh
  1251. model.bind( deformer.skeleton, model.matrixWorld );
  1252. break;
  1253. }
  1254. }
  1255. }
  1256. }
  1257. }
  1258. //Skeleton is now bound, return objects to starting
  1259. //world positions.
  1260. sceneGraph.updateMatrixWorld( true );
  1261. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1262. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  1263. // not just for individual objects.
  1264. sceneGraph.skeleton = {
  1265. bones: modelArray
  1266. };
  1267. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1268. addAnimations( sceneGraph, animations );
  1269. // Parse ambient color - if it's not set to black (default), create an ambient light
  1270. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1271. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1272. var r = ambientColor[ 0 ];
  1273. var g = ambientColor[ 1 ];
  1274. var b = ambientColor[ 2 ];
  1275. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1276. var color = new THREE.Color( r, g, b );
  1277. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1278. }
  1279. }
  1280. return sceneGraph;
  1281. }
  1282. /**
  1283. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  1284. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  1285. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1286. */
  1287. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1288. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1289. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1290. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1291. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1292. /**
  1293. * @type {{
  1294. curves: Map<number, {
  1295. T: {
  1296. id: number;
  1297. attr: string;
  1298. internalID: number;
  1299. attrX: boolean;
  1300. attrY: boolean;
  1301. attrZ: boolean;
  1302. containerBoneID: number;
  1303. containerID: number;
  1304. curves: {
  1305. x: {
  1306. version: any;
  1307. id: number;
  1308. internalID: number;
  1309. times: number[];
  1310. values: number[];
  1311. attrFlag: number[];
  1312. attrData: number[];
  1313. };
  1314. y: {
  1315. version: any;
  1316. id: number;
  1317. internalID: number;
  1318. times: number[];
  1319. values: number[];
  1320. attrFlag: number[];
  1321. attrData: number[];
  1322. };
  1323. z: {
  1324. version: any;
  1325. id: number;
  1326. internalID: number;
  1327. times: number[];
  1328. values: number[];
  1329. attrFlag: number[];
  1330. attrData: number[];
  1331. };
  1332. };
  1333. },
  1334. R: {
  1335. id: number;
  1336. attr: string;
  1337. internalID: number;
  1338. attrX: boolean;
  1339. attrY: boolean;
  1340. attrZ: boolean;
  1341. containerBoneID: number;
  1342. containerID: number;
  1343. curves: {
  1344. x: {
  1345. version: any;
  1346. id: number;
  1347. internalID: number;
  1348. times: number[];
  1349. values: number[];
  1350. attrFlag: number[];
  1351. attrData: number[];
  1352. };
  1353. y: {
  1354. version: any;
  1355. id: number;
  1356. internalID: number;
  1357. times: number[];
  1358. values: number[];
  1359. attrFlag: number[];
  1360. attrData: number[];
  1361. };
  1362. z: {
  1363. version: any;
  1364. id: number;
  1365. internalID: number;
  1366. times: number[];
  1367. values: number[];
  1368. attrFlag: number[];
  1369. attrData: number[];
  1370. };
  1371. };
  1372. },
  1373. S: {
  1374. id: number;
  1375. attr: string;
  1376. internalID: number;
  1377. attrX: boolean;
  1378. attrY: boolean;
  1379. attrZ: boolean;
  1380. containerBoneID: number;
  1381. containerID: number;
  1382. curves: {
  1383. x: {
  1384. version: any;
  1385. id: number;
  1386. internalID: number;
  1387. times: number[];
  1388. values: number[];
  1389. attrFlag: number[];
  1390. attrData: number[];
  1391. };
  1392. y: {
  1393. version: any;
  1394. id: number;
  1395. internalID: number;
  1396. times: number[];
  1397. values: number[];
  1398. attrFlag: number[];
  1399. attrData: number[];
  1400. };
  1401. z: {
  1402. version: any;
  1403. id: number;
  1404. internalID: number;
  1405. times: number[];
  1406. values: number[];
  1407. attrFlag: number[];
  1408. attrData: number[];
  1409. };
  1410. };
  1411. }
  1412. }>,
  1413. layers: Map<number, {
  1414. T: {
  1415. id: number;
  1416. attr: string;
  1417. internalID: number;
  1418. attrX: boolean;
  1419. attrY: boolean;
  1420. attrZ: boolean;
  1421. containerBoneID: number;
  1422. containerID: number;
  1423. curves: {
  1424. x: {
  1425. version: any;
  1426. id: number;
  1427. internalID: number;
  1428. times: number[];
  1429. values: number[];
  1430. attrFlag: number[];
  1431. attrData: number[];
  1432. };
  1433. y: {
  1434. version: any;
  1435. id: number;
  1436. internalID: number;
  1437. times: number[];
  1438. values: number[];
  1439. attrFlag: number[];
  1440. attrData: number[];
  1441. };
  1442. z: {
  1443. version: any;
  1444. id: number;
  1445. internalID: number;
  1446. times: number[];
  1447. values: number[];
  1448. attrFlag: number[];
  1449. attrData: number[];
  1450. };
  1451. },
  1452. },
  1453. R: {
  1454. id: number;
  1455. attr: string;
  1456. internalID: number;
  1457. attrX: boolean;
  1458. attrY: boolean;
  1459. attrZ: boolean;
  1460. containerBoneID: number;
  1461. containerID: number;
  1462. curves: {
  1463. x: {
  1464. version: any;
  1465. id: number;
  1466. internalID: number;
  1467. times: number[];
  1468. values: number[];
  1469. attrFlag: number[];
  1470. attrData: number[];
  1471. };
  1472. y: {
  1473. version: any;
  1474. id: number;
  1475. internalID: number;
  1476. times: number[];
  1477. values: number[];
  1478. attrFlag: number[];
  1479. attrData: number[];
  1480. };
  1481. z: {
  1482. version: any;
  1483. id: number;
  1484. internalID: number;
  1485. times: number[];
  1486. values: number[];
  1487. attrFlag: number[];
  1488. attrData: number[];
  1489. };
  1490. },
  1491. },
  1492. S: {
  1493. id: number;
  1494. attr: string;
  1495. internalID: number;
  1496. attrX: boolean;
  1497. attrY: boolean;
  1498. attrZ: boolean;
  1499. containerBoneID: number;
  1500. containerID: number;
  1501. curves: {
  1502. x: {
  1503. version: any;
  1504. id: number;
  1505. internalID: number;
  1506. times: number[];
  1507. values: number[];
  1508. attrFlag: number[];
  1509. attrData: number[];
  1510. };
  1511. y: {
  1512. version: any;
  1513. id: number;
  1514. internalID: number;
  1515. times: number[];
  1516. values: number[];
  1517. attrFlag: number[];
  1518. attrData: number[];
  1519. };
  1520. z: {
  1521. version: any;
  1522. id: number;
  1523. internalID: number;
  1524. times: number[];
  1525. values: number[];
  1526. attrFlag: number[];
  1527. attrData: number[];
  1528. };
  1529. },
  1530. }
  1531. }[]>,
  1532. stacks: Map<number, {
  1533. name: string,
  1534. layers: {
  1535. T: {
  1536. id: number;
  1537. attr: string;
  1538. internalID: number;
  1539. attrX: boolean;
  1540. attrY: boolean;
  1541. attrZ: boolean;
  1542. containerBoneID: number;
  1543. containerID: number;
  1544. curves: {
  1545. x: {
  1546. version: any;
  1547. id: number;
  1548. internalID: number;
  1549. times: number[];
  1550. values: number[];
  1551. attrFlag: number[];
  1552. attrData: number[];
  1553. };
  1554. y: {
  1555. version: any;
  1556. id: number;
  1557. internalID: number;
  1558. times: number[];
  1559. values: number[];
  1560. attrFlag: number[];
  1561. attrData: number[];
  1562. };
  1563. z: {
  1564. version: any;
  1565. id: number;
  1566. internalID: number;
  1567. times: number[];
  1568. values: number[];
  1569. attrFlag: number[];
  1570. attrData: number[];
  1571. };
  1572. };
  1573. };
  1574. R: {
  1575. id: number;
  1576. attr: string;
  1577. internalID: number;
  1578. attrX: boolean;
  1579. attrY: boolean;
  1580. attrZ: boolean;
  1581. containerBoneID: number;
  1582. containerID: number;
  1583. curves: {
  1584. x: {
  1585. version: any;
  1586. id: number;
  1587. internalID: number;
  1588. times: number[];
  1589. values: number[];
  1590. attrFlag: number[];
  1591. attrData: number[];
  1592. };
  1593. y: {
  1594. version: any;
  1595. id: number;
  1596. internalID: number;
  1597. times: number[];
  1598. values: number[];
  1599. attrFlag: number[];
  1600. attrData: number[];
  1601. };
  1602. z: {
  1603. version: any;
  1604. id: number;
  1605. internalID: number;
  1606. times: number[];
  1607. values: number[];
  1608. attrFlag: number[];
  1609. attrData: number[];
  1610. };
  1611. };
  1612. };
  1613. S: {
  1614. id: number;
  1615. attr: string;
  1616. internalID: number;
  1617. attrX: boolean;
  1618. attrY: boolean;
  1619. attrZ: boolean;
  1620. containerBoneID: number;
  1621. containerID: number;
  1622. curves: {
  1623. x: {
  1624. version: any;
  1625. id: number;
  1626. internalID: number;
  1627. times: number[];
  1628. values: number[];
  1629. attrFlag: number[];
  1630. attrData: number[];
  1631. };
  1632. y: {
  1633. version: any;
  1634. id: number;
  1635. internalID: number;
  1636. times: number[];
  1637. values: number[];
  1638. attrFlag: number[];
  1639. attrData: number[];
  1640. };
  1641. z: {
  1642. version: any;
  1643. id: number;
  1644. internalID: number;
  1645. times: number[];
  1646. values: number[];
  1647. attrFlag: number[];
  1648. attrData: number[];
  1649. };
  1650. };
  1651. };
  1652. }[][],
  1653. length: number,
  1654. frames: number }>,
  1655. length: number,
  1656. fps: number,
  1657. frames: number
  1658. }}
  1659. */
  1660. var returnObject = {
  1661. curves: new Map(),
  1662. layers: {},
  1663. stacks: {},
  1664. length: 0,
  1665. fps: 30,
  1666. frames: 0
  1667. };
  1668. /**
  1669. * @type {Array.<{
  1670. id: number;
  1671. attr: string;
  1672. internalID: number;
  1673. attrX: boolean;
  1674. attrY: boolean;
  1675. attrZ: boolean;
  1676. containerBoneID: number;
  1677. containerID: number;
  1678. }>}
  1679. */
  1680. var animationCurveNodes = [];
  1681. for ( var nodeID in rawNodes ) {
  1682. if ( nodeID.match( /\d+/ ) ) {
  1683. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1684. animationCurveNodes.push( animationNode );
  1685. }
  1686. }
  1687. /**
  1688. * @type {Map.<number, {
  1689. id: number,
  1690. attr: string,
  1691. internalID: number,
  1692. attrX: boolean,
  1693. attrY: boolean,
  1694. attrZ: boolean,
  1695. containerBoneID: number,
  1696. containerID: number,
  1697. curves: {
  1698. x: {
  1699. version: any,
  1700. id: number,
  1701. internalID: number,
  1702. times: number[],
  1703. values: number[],
  1704. attrFlag: number[],
  1705. attrData: number[],
  1706. },
  1707. y: {
  1708. version: any,
  1709. id: number,
  1710. internalID: number,
  1711. times: number[],
  1712. values: number[],
  1713. attrFlag: number[],
  1714. attrData: number[],
  1715. },
  1716. z: {
  1717. version: any,
  1718. id: number,
  1719. internalID: number,
  1720. times: number[],
  1721. values: number[],
  1722. attrFlag: number[],
  1723. attrData: number[],
  1724. }
  1725. }
  1726. }>}
  1727. */
  1728. var tmpMap = new Map();
  1729. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1730. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1731. continue;
  1732. }
  1733. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1734. }
  1735. /**
  1736. * @type {{
  1737. version: any,
  1738. id: number,
  1739. internalID: number,
  1740. times: number[],
  1741. values: number[],
  1742. attrFlag: number[],
  1743. attrData: number[],
  1744. }[]}
  1745. */
  1746. var animationCurves = [];
  1747. for ( nodeID in rawCurves ) {
  1748. if ( nodeID.match( /\d+/ ) ) {
  1749. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1750. // seems like this check would be necessary?
  1751. if ( ! connections.has( animationCurve.id ) ) continue;
  1752. animationCurves.push( animationCurve );
  1753. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1754. var firstParentID = firstParentConn.ID;
  1755. var firstParentRelationship = firstParentConn.relationship;
  1756. var axis = '';
  1757. if ( firstParentRelationship.match( /X/ ) ) {
  1758. axis = 'x';
  1759. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1760. axis = 'y';
  1761. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1762. axis = 'z';
  1763. } else {
  1764. continue;
  1765. }
  1766. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1767. }
  1768. }
  1769. tmpMap.forEach( function ( curveNode ) {
  1770. var id = curveNode.containerBoneID;
  1771. if ( ! returnObject.curves.has( id ) ) {
  1772. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1773. }
  1774. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1775. if ( curveNode.attr === 'R' ) {
  1776. var curves = curveNode.curves;
  1777. // Seems like some FBX files have AnimationCurveNode
  1778. // which doesn't have any connected AnimationCurve.
  1779. // Setting animation parameter for them here.
  1780. if ( curves.x === null ) {
  1781. curves.x = {
  1782. version: null,
  1783. times: [ 0.0 ],
  1784. values: [ 0.0 ]
  1785. };
  1786. }
  1787. if ( curves.y === null ) {
  1788. curves.y = {
  1789. version: null,
  1790. times: [ 0.0 ],
  1791. values: [ 0.0 ]
  1792. };
  1793. }
  1794. if ( curves.z === null ) {
  1795. curves.z = {
  1796. version: null,
  1797. times: [ 0.0 ],
  1798. values: [ 0.0 ]
  1799. };
  1800. }
  1801. curves.x.values = curves.x.values.map( degreeToRadian );
  1802. curves.y.values = curves.y.values.map( degreeToRadian );
  1803. curves.z.values = curves.z.values.map( degreeToRadian );
  1804. if ( curveNode.preRotations !== null ) {
  1805. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1806. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1807. var frameRotation = new THREE.Euler();
  1808. var frameRotationQuaternion = new THREE.Quaternion();
  1809. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1810. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1811. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1812. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1813. curves.x.values[ frame ] = frameRotation.x;
  1814. curves.y.values[ frame ] = frameRotation.y;
  1815. curves.z.values[ frame ] = frameRotation.z;
  1816. }
  1817. }
  1818. }
  1819. } );
  1820. for ( var nodeID in rawLayers ) {
  1821. /**
  1822. * @type {{
  1823. T: {
  1824. id: number;
  1825. attr: string;
  1826. internalID: number;
  1827. attrX: boolean;
  1828. attrY: boolean;
  1829. attrZ: boolean;
  1830. containerBoneID: number;
  1831. containerID: number;
  1832. curves: {
  1833. x: {
  1834. version: any;
  1835. id: number;
  1836. internalID: number;
  1837. times: number[];
  1838. values: number[];
  1839. attrFlag: number[];
  1840. attrData: number[];
  1841. };
  1842. y: {
  1843. version: any;
  1844. id: number;
  1845. internalID: number;
  1846. times: number[];
  1847. values: number[];
  1848. attrFlag: number[];
  1849. attrData: number[];
  1850. };
  1851. z: {
  1852. version: any;
  1853. id: number;
  1854. internalID: number;
  1855. times: number[];
  1856. values: number[];
  1857. attrFlag: number[];
  1858. attrData: number[];
  1859. };
  1860. },
  1861. },
  1862. R: {
  1863. id: number;
  1864. attr: string;
  1865. internalID: number;
  1866. attrX: boolean;
  1867. attrY: boolean;
  1868. attrZ: boolean;
  1869. containerBoneID: number;
  1870. containerID: number;
  1871. curves: {
  1872. x: {
  1873. version: any;
  1874. id: number;
  1875. internalID: number;
  1876. times: number[];
  1877. values: number[];
  1878. attrFlag: number[];
  1879. attrData: number[];
  1880. };
  1881. y: {
  1882. version: any;
  1883. id: number;
  1884. internalID: number;
  1885. times: number[];
  1886. values: number[];
  1887. attrFlag: number[];
  1888. attrData: number[];
  1889. };
  1890. z: {
  1891. version: any;
  1892. id: number;
  1893. internalID: number;
  1894. times: number[];
  1895. values: number[];
  1896. attrFlag: number[];
  1897. attrData: number[];
  1898. };
  1899. },
  1900. },
  1901. S: {
  1902. id: number;
  1903. attr: string;
  1904. internalID: number;
  1905. attrX: boolean;
  1906. attrY: boolean;
  1907. attrZ: boolean;
  1908. containerBoneID: number;
  1909. containerID: number;
  1910. curves: {
  1911. x: {
  1912. version: any;
  1913. id: number;
  1914. internalID: number;
  1915. times: number[];
  1916. values: number[];
  1917. attrFlag: number[];
  1918. attrData: number[];
  1919. };
  1920. y: {
  1921. version: any;
  1922. id: number;
  1923. internalID: number;
  1924. times: number[];
  1925. values: number[];
  1926. attrFlag: number[];
  1927. attrData: number[];
  1928. };
  1929. z: {
  1930. version: any;
  1931. id: number;
  1932. internalID: number;
  1933. times: number[];
  1934. values: number[];
  1935. attrFlag: number[];
  1936. attrData: number[];
  1937. };
  1938. },
  1939. }
  1940. }[]}
  1941. */
  1942. var layer = [];
  1943. var children = connections.get( parseInt( nodeID ) ).children;
  1944. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1945. // Skip lockInfluenceWeights
  1946. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1947. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1948. var boneID = curveNode.containerBoneID;
  1949. if ( layer[ boneID ] === undefined ) {
  1950. layer[ boneID ] = {
  1951. T: null,
  1952. R: null,
  1953. S: null
  1954. };
  1955. }
  1956. layer[ boneID ][ curveNode.attr ] = curveNode;
  1957. }
  1958. }
  1959. returnObject.layers[ nodeID ] = layer;
  1960. }
  1961. for ( var nodeID in rawStacks ) {
  1962. var layers = [];
  1963. var children = connections.get( parseInt( nodeID ) ).children;
  1964. var timestamps = { max: 0, min: Number.MAX_VALUE };
  1965. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1966. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  1967. if ( currentLayer !== undefined ) {
  1968. layers.push( currentLayer );
  1969. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1970. var layer = currentLayer[ currentLayerIndex ];
  1971. if ( layer ) {
  1972. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  1973. }
  1974. }
  1975. }
  1976. }
  1977. // Do we have an animation clip with actual length?
  1978. if ( timestamps.max > timestamps.min ) {
  1979. returnObject.stacks[ nodeID ] = {
  1980. name: rawStacks[ nodeID ].attrName,
  1981. layers: layers,
  1982. length: timestamps.max - timestamps.min,
  1983. frames: ( timestamps.max - timestamps.min ) * 30
  1984. };
  1985. }
  1986. }
  1987. return returnObject;
  1988. }
  1989. /**
  1990. * @param {Object} FBXTree
  1991. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1992. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1993. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1994. */
  1995. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1996. var rawModels = FBXTree.Objects.subNodes.Model;
  1997. var returnObject = {
  1998. /**
  1999. * @type {number}
  2000. */
  2001. id: animationCurveNode.id,
  2002. /**
  2003. * @type {string}
  2004. */
  2005. attr: animationCurveNode.attrName,
  2006. /**
  2007. * @type {number}
  2008. */
  2009. internalID: animationCurveNode.id,
  2010. /**
  2011. * @type {boolean}
  2012. */
  2013. attrX: false,
  2014. /**
  2015. * @type {boolean}
  2016. */
  2017. attrY: false,
  2018. /**
  2019. * @type {boolean}
  2020. */
  2021. attrZ: false,
  2022. /**
  2023. * @type {number}
  2024. */
  2025. containerBoneID: - 1,
  2026. /**
  2027. * @type {number}
  2028. */
  2029. containerID: - 1,
  2030. curves: {
  2031. x: null,
  2032. y: null,
  2033. z: null
  2034. },
  2035. /**
  2036. * @type {number[]}
  2037. */
  2038. preRotations: null
  2039. };
  2040. if ( returnObject.attr.match( /S|R|T/ ) ) {
  2041. for ( var attributeKey in animationCurveNode.properties ) {
  2042. if ( attributeKey.match( /X/ ) ) {
  2043. returnObject.attrX = true;
  2044. }
  2045. if ( attributeKey.match( /Y/ ) ) {
  2046. returnObject.attrY = true;
  2047. }
  2048. if ( attributeKey.match( /Z/ ) ) {
  2049. returnObject.attrZ = true;
  2050. }
  2051. }
  2052. } else {
  2053. return null;
  2054. }
  2055. var conns = connections.get( returnObject.id );
  2056. var containerIndices = conns.parents;
  2057. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  2058. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  2059. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  2060. } );
  2061. if ( boneID > - 1 ) {
  2062. returnObject.containerBoneID = boneID;
  2063. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  2064. var model = rawModels[ returnObject.containerID.toString() ];
  2065. if ( 'PreRotation' in model.properties ) {
  2066. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  2067. }
  2068. break;
  2069. }
  2070. }
  2071. return returnObject;
  2072. }
  2073. /**
  2074. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  2075. */
  2076. function parseAnimationCurve( animationCurve ) {
  2077. return {
  2078. version: null,
  2079. id: animationCurve.id,
  2080. internalID: animationCurve.id,
  2081. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
  2082. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  2083. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  2084. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  2085. };
  2086. }
  2087. /**
  2088. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  2089. * than the max or min respectively.
  2090. * @param {{
  2091. T: {
  2092. id: number,
  2093. attr: string,
  2094. internalID: number,
  2095. attrX: boolean,
  2096. attrY: boolean,
  2097. attrZ: boolean,
  2098. containerBoneID: number,
  2099. containerID: number,
  2100. curves: {
  2101. x: {
  2102. version: any,
  2103. id: number,
  2104. internalID: number,
  2105. times: number[],
  2106. values: number[],
  2107. attrFlag: number[],
  2108. attrData: number[],
  2109. },
  2110. y: {
  2111. version: any,
  2112. id: number,
  2113. internalID: number,
  2114. times: number[],
  2115. values: number[],
  2116. attrFlag: number[],
  2117. attrData: number[],
  2118. },
  2119. z: {
  2120. version: any,
  2121. id: number,
  2122. internalID: number,
  2123. times: number[],
  2124. values: number[],
  2125. attrFlag: number[],
  2126. attrData: number[],
  2127. },
  2128. },
  2129. },
  2130. R: {
  2131. id: number,
  2132. attr: string,
  2133. internalID: number,
  2134. attrX: boolean,
  2135. attrY: boolean,
  2136. attrZ: boolean,
  2137. containerBoneID: number,
  2138. containerID: number,
  2139. curves: {
  2140. x: {
  2141. version: any,
  2142. id: number,
  2143. internalID: number,
  2144. times: number[],
  2145. values: number[],
  2146. attrFlag: number[],
  2147. attrData: number[],
  2148. },
  2149. y: {
  2150. version: any,
  2151. id: number,
  2152. internalID: number,
  2153. times: number[],
  2154. values: number[],
  2155. attrFlag: number[],
  2156. attrData: number[],
  2157. },
  2158. z: {
  2159. version: any,
  2160. id: number,
  2161. internalID: number,
  2162. times: number[],
  2163. values: number[],
  2164. attrFlag: number[],
  2165. attrData: number[],
  2166. },
  2167. },
  2168. },
  2169. S: {
  2170. id: number,
  2171. attr: string,
  2172. internalID: number,
  2173. attrX: boolean,
  2174. attrY: boolean,
  2175. attrZ: boolean,
  2176. containerBoneID: number,
  2177. containerID: number,
  2178. curves: {
  2179. x: {
  2180. version: any,
  2181. id: number,
  2182. internalID: number,
  2183. times: number[],
  2184. values: number[],
  2185. attrFlag: number[],
  2186. attrData: number[],
  2187. },
  2188. y: {
  2189. version: any,
  2190. id: number,
  2191. internalID: number,
  2192. times: number[],
  2193. values: number[],
  2194. attrFlag: number[],
  2195. attrData: number[],
  2196. },
  2197. z: {
  2198. version: any,
  2199. id: number,
  2200. internalID: number,
  2201. times: number[],
  2202. values: number[],
  2203. attrFlag: number[],
  2204. attrData: number[],
  2205. },
  2206. },
  2207. },
  2208. }} layer
  2209. */
  2210. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  2211. if ( layer.R ) {
  2212. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  2213. }
  2214. if ( layer.S ) {
  2215. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  2216. }
  2217. if ( layer.T ) {
  2218. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  2219. }
  2220. }
  2221. /**
  2222. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  2223. * exceeds the maximum or minimum.
  2224. * @param {{
  2225. x: {
  2226. version: any,
  2227. id: number,
  2228. internalID: number,
  2229. times: number[],
  2230. values: number[],
  2231. attrFlag: number[],
  2232. attrData: number[],
  2233. },
  2234. y: {
  2235. version: any,
  2236. id: number,
  2237. internalID: number,
  2238. times: number[],
  2239. values: number[],
  2240. attrFlag: number[],
  2241. attrData: number[],
  2242. },
  2243. z: {
  2244. version: any,
  2245. id: number,
  2246. internalID: number,
  2247. times: number[],
  2248. values: number[],
  2249. attrFlag: number[],
  2250. attrData: number[],
  2251. }
  2252. }} curve
  2253. */
  2254. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  2255. if ( curve.x ) {
  2256. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  2257. }
  2258. if ( curve.y ) {
  2259. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  2260. }
  2261. if ( curve.z ) {
  2262. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  2263. }
  2264. }
  2265. /**
  2266. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  2267. * @param {{times: number[]}} axis
  2268. */
  2269. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  2270. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  2271. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  2272. }
  2273. /**
  2274. * @param {{
  2275. curves: Map<number, {
  2276. T: {
  2277. id: number;
  2278. attr: string;
  2279. internalID: number;
  2280. attrX: boolean;
  2281. attrY: boolean;
  2282. attrZ: boolean;
  2283. containerBoneID: number;
  2284. containerID: number;
  2285. curves: {
  2286. x: {
  2287. version: any;
  2288. id: number;
  2289. internalID: number;
  2290. times: number[];
  2291. values: number[];
  2292. attrFlag: number[];
  2293. attrData: number[];
  2294. };
  2295. y: {
  2296. version: any;
  2297. id: number;
  2298. internalID: number;
  2299. times: number[];
  2300. values: number[];
  2301. attrFlag: number[];
  2302. attrData: number[];
  2303. };
  2304. z: {
  2305. version: any;
  2306. id: number;
  2307. internalID: number;
  2308. times: number[];
  2309. values: number[];
  2310. attrFlag: number[];
  2311. attrData: number[];
  2312. };
  2313. };
  2314. };
  2315. R: {
  2316. id: number;
  2317. attr: string;
  2318. internalID: number;
  2319. attrX: boolean;
  2320. attrY: boolean;
  2321. attrZ: boolean;
  2322. containerBoneID: number;
  2323. containerID: number;
  2324. curves: {
  2325. x: {
  2326. version: any;
  2327. id: number;
  2328. internalID: number;
  2329. times: number[];
  2330. values: number[];
  2331. attrFlag: number[];
  2332. attrData: number[];
  2333. };
  2334. y: {
  2335. version: any;
  2336. id: number;
  2337. internalID: number;
  2338. times: number[];
  2339. values: number[];
  2340. attrFlag: number[];
  2341. attrData: number[];
  2342. };
  2343. z: {
  2344. version: any;
  2345. id: number;
  2346. internalID: number;
  2347. times: number[];
  2348. values: number[];
  2349. attrFlag: number[];
  2350. attrData: number[];
  2351. };
  2352. };
  2353. };
  2354. S: {
  2355. id: number;
  2356. attr: string;
  2357. internalID: number;
  2358. attrX: boolean;
  2359. attrY: boolean;
  2360. attrZ: boolean;
  2361. containerBoneID: number;
  2362. containerID: number;
  2363. curves: {
  2364. x: {
  2365. version: any;
  2366. id: number;
  2367. internalID: number;
  2368. times: number[];
  2369. values: number[];
  2370. attrFlag: number[];
  2371. attrData: number[];
  2372. };
  2373. y: {
  2374. version: any;
  2375. id: number;
  2376. internalID: number;
  2377. times: number[];
  2378. values: number[];
  2379. attrFlag: number[];
  2380. attrData: number[];
  2381. };
  2382. z: {
  2383. version: any;
  2384. id: number;
  2385. internalID: number;
  2386. times: number[];
  2387. values: number[];
  2388. attrFlag: number[];
  2389. attrData: number[];
  2390. };
  2391. };
  2392. };
  2393. }>;
  2394. layers: Map<number, {
  2395. T: {
  2396. id: number;
  2397. attr: string;
  2398. internalID: number;
  2399. attrX: boolean;
  2400. attrY: boolean;
  2401. attrZ: boolean;
  2402. containerBoneID: number;
  2403. containerID: number;
  2404. curves: {
  2405. x: {
  2406. version: any;
  2407. id: number;
  2408. internalID: number;
  2409. times: number[];
  2410. values: number[];
  2411. attrFlag: number[];
  2412. attrData: number[];
  2413. };
  2414. y: {
  2415. version: any;
  2416. id: number;
  2417. internalID: number;
  2418. times: number[];
  2419. values: number[];
  2420. attrFlag: number[];
  2421. attrData: number[];
  2422. };
  2423. z: {
  2424. version: any;
  2425. id: number;
  2426. internalID: number;
  2427. times: number[];
  2428. values: number[];
  2429. attrFlag: number[];
  2430. attrData: number[];
  2431. };
  2432. };
  2433. };
  2434. R: {
  2435. id: number;
  2436. attr: string;
  2437. internalID: number;
  2438. attrX: boolean;
  2439. attrY: boolean;
  2440. attrZ: boolean;
  2441. containerBoneID: number;
  2442. containerID: number;
  2443. curves: {
  2444. x: {
  2445. version: any;
  2446. id: number;
  2447. internalID: number;
  2448. times: number[];
  2449. values: number[];
  2450. attrFlag: number[];
  2451. attrData: number[];
  2452. };
  2453. y: {
  2454. version: any;
  2455. id: number;
  2456. internalID: number;
  2457. times: number[];
  2458. values: number[];
  2459. attrFlag: number[];
  2460. attrData: number[];
  2461. };
  2462. z: {
  2463. version: any;
  2464. id: number;
  2465. internalID: number;
  2466. times: number[];
  2467. values: number[];
  2468. attrFlag: number[];
  2469. attrData: number[];
  2470. };
  2471. };
  2472. };
  2473. S: {
  2474. id: number;
  2475. attr: string;
  2476. internalID: number;
  2477. attrX: boolean;
  2478. attrY: boolean;
  2479. attrZ: boolean;
  2480. containerBoneID: number;
  2481. containerID: number;
  2482. curves: {
  2483. x: {
  2484. version: any;
  2485. id: number;
  2486. internalID: number;
  2487. times: number[];
  2488. values: number[];
  2489. attrFlag: number[];
  2490. attrData: number[];
  2491. };
  2492. y: {
  2493. version: any;
  2494. id: number;
  2495. internalID: number;
  2496. times: number[];
  2497. values: number[];
  2498. attrFlag: number[];
  2499. attrData: number[];
  2500. };
  2501. z: {
  2502. version: any;
  2503. id: number;
  2504. internalID: number;
  2505. times: number[];
  2506. values: number[];
  2507. attrFlag: number[];
  2508. attrData: number[];
  2509. };
  2510. };
  2511. };
  2512. }[]>;
  2513. stacks: Map<number, {
  2514. name: string;
  2515. layers: {
  2516. T: {
  2517. id: number;
  2518. attr: string;
  2519. internalID: number;
  2520. attrX: boolean;
  2521. attrY: boolean;
  2522. attrZ: boolean;
  2523. containerBoneID: number;
  2524. containerID: number;
  2525. curves: {
  2526. x: {
  2527. version: any;
  2528. id: number;
  2529. internalID: number;
  2530. times: number[];
  2531. values: number[];
  2532. attrFlag: number[];
  2533. attrData: number[];
  2534. };
  2535. y: {
  2536. version: any;
  2537. id: number;
  2538. internalID: number;
  2539. times: number[];
  2540. values: number[];
  2541. attrFlag: number[];
  2542. attrData: number[];
  2543. };
  2544. z: {
  2545. version: any;
  2546. id: number;
  2547. internalID: number;
  2548. times: number[];
  2549. values: number[];
  2550. attrFlag: number[];
  2551. attrData: number[];
  2552. };
  2553. };
  2554. };
  2555. R: {
  2556. id: number;
  2557. attr: string;
  2558. internalID: number;
  2559. attrX: boolean;
  2560. attrY: boolean;
  2561. attrZ: boolean;
  2562. containerBoneID: number;
  2563. containerID: number;
  2564. curves: {
  2565. x: {
  2566. version: any;
  2567. id: number;
  2568. internalID: number;
  2569. times: number[];
  2570. values: number[];
  2571. attrFlag: number[];
  2572. attrData: number[];
  2573. };
  2574. y: {
  2575. version: any;
  2576. id: number;
  2577. internalID: number;
  2578. times: number[];
  2579. values: number[];
  2580. attrFlag: number[];
  2581. attrData: number[];
  2582. };
  2583. z: {
  2584. version: any;
  2585. id: number;
  2586. internalID: number;
  2587. times: number[];
  2588. values: number[];
  2589. attrFlag: number[];
  2590. attrData: number[];
  2591. };
  2592. };
  2593. };
  2594. S: {
  2595. id: number;
  2596. attr: string;
  2597. internalID: number;
  2598. attrX: boolean;
  2599. attrY: boolean;
  2600. attrZ: boolean;
  2601. containerBoneID: number;
  2602. containerID: number;
  2603. curves: {
  2604. x: {
  2605. version: any;
  2606. id: number;
  2607. internalID: number;
  2608. times: number[];
  2609. values: number[];
  2610. attrFlag: number[];
  2611. attrData: number[];
  2612. };
  2613. y: {
  2614. version: any;
  2615. id: number;
  2616. internalID: number;
  2617. times: number[];
  2618. values: number[];
  2619. attrFlag: number[];
  2620. attrData: number[];
  2621. };
  2622. z: {
  2623. version: any;
  2624. id: number;
  2625. internalID: number;
  2626. times: number[];
  2627. values: number[];
  2628. attrFlag: number[];
  2629. attrData: number[];
  2630. };
  2631. };
  2632. };
  2633. }[][];
  2634. length: number;
  2635. frames: number;
  2636. }>;
  2637. length: number;
  2638. fps: number;
  2639. frames: number;
  2640. }} animations,
  2641. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2642. */
  2643. function addAnimations( group, animations ) {
  2644. if ( group.animations === undefined ) {
  2645. group.animations = [];
  2646. }
  2647. var stacks = animations.stacks;
  2648. for ( var key in stacks ) {
  2649. var stack = stacks[ key ];
  2650. /**
  2651. * @type {{
  2652. * name: string,
  2653. * fps: number,
  2654. * length: number,
  2655. * hierarchy: Array.<{
  2656. * parent: number,
  2657. * name: string,
  2658. * keys: Array.<{
  2659. * time: number,
  2660. * pos: Array.<number>,
  2661. * rot: Array.<number>,
  2662. * scl: Array.<number>
  2663. * }>
  2664. * }>
  2665. * }}
  2666. */
  2667. var animationData = {
  2668. name: stack.name,
  2669. fps: 30,
  2670. length: stack.length,
  2671. hierarchy: []
  2672. };
  2673. var bones = group.skeleton.bones;
  2674. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2675. var bone = bones[ bonesIndex ];
  2676. var name = bone.name.replace( /.*:/, '' );
  2677. var parentIndex = findIndex( bones, function ( parentBone ) {
  2678. return bone.parent === parentBone;
  2679. } );
  2680. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2681. }
  2682. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2683. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2684. var bone = bones[ bonesIndex ];
  2685. var boneIndex = bonesIndex;
  2686. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2687. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2688. var node = animationData.hierarchy[ hierarchyIndex ];
  2689. if ( node.name === bone.name ) {
  2690. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  2691. }
  2692. }
  2693. }
  2694. }
  2695. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2696. }
  2697. }
  2698. var euler = new THREE.Euler();
  2699. var quaternion = new THREE.Quaternion();
  2700. /**
  2701. * @param {THREE.Bone} bone
  2702. */
  2703. function generateKey( animations, animationNode, bone, frame ) {
  2704. var key = {
  2705. time: frame / animations.fps,
  2706. pos: bone.position.toArray(),
  2707. rot: bone.quaternion.toArray(),
  2708. scl: bone.scale.toArray()
  2709. };
  2710. if ( animationNode === undefined ) return key;
  2711. try {
  2712. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2713. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2714. }
  2715. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2716. var rotationX = animationNode.R.curves.x.values[ frame ];
  2717. var rotationY = animationNode.R.curves.y.values[ frame ];
  2718. var rotationZ = animationNode.R.curves.z.values[ frame ];
  2719. quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
  2720. key.rot = quaternion.toArray();
  2721. }
  2722. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2723. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2724. }
  2725. } catch ( error ) {
  2726. // Curve is not fully plotted.
  2727. console.log( 'THREE.FBXLoader: ', bone );
  2728. console.log( 'THREE.FBXLoader: ', error );
  2729. }
  2730. return key;
  2731. }
  2732. var AXES = [ 'x', 'y', 'z' ];
  2733. function hasCurve( animationNode, attribute ) {
  2734. if ( animationNode === undefined ) {
  2735. return false;
  2736. }
  2737. var attributeNode = animationNode[ attribute ];
  2738. if ( ! attributeNode ) {
  2739. return false;
  2740. }
  2741. return AXES.every( function ( key ) {
  2742. return attributeNode.curves[ key ] !== null;
  2743. } );
  2744. }
  2745. function hasKeyOnFrame( attributeNode, frame ) {
  2746. return AXES.every( function ( key ) {
  2747. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2748. } );
  2749. }
  2750. function isKeyExistOnFrame( curve, frame ) {
  2751. return curve.values[ frame ] !== undefined;
  2752. }
  2753. /**
  2754. * An instance of a Vertex with data for drawing vertices to the screen.
  2755. * @constructor
  2756. */
  2757. function Vertex() {
  2758. /**
  2759. * Position of the vertex.
  2760. * @type {THREE.Vector3}
  2761. */
  2762. this.position = new THREE.Vector3();
  2763. /**
  2764. * Normal of the vertex
  2765. * @type {THREE.Vector3}
  2766. */
  2767. this.normal = new THREE.Vector3();
  2768. /**
  2769. * Array of UV coordinates of the vertex.
  2770. * @type {Array of THREE.Vector2}
  2771. */
  2772. this.uv = [];
  2773. /**
  2774. * Color of the vertex
  2775. * @type {THREE.Vector3}
  2776. */
  2777. this.color = new THREE.Vector3();
  2778. /**
  2779. * Indices of the bones vertex is influenced by.
  2780. * @type {THREE.Vector4}
  2781. */
  2782. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2783. /**
  2784. * Weights that each bone influences the vertex.
  2785. * @type {THREE.Vector4}
  2786. */
  2787. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2788. }
  2789. Object.assign( Vertex.prototype, {
  2790. copy: function ( target ) {
  2791. var returnVar = target || new Vertex();
  2792. returnVar.position.copy( this.position );
  2793. returnVar.normal.copy( this.normal );
  2794. returnVar.uv.copy( this.uv );
  2795. returnVar.skinIndices.copy( this.skinIndices );
  2796. returnVar.skinWeights.copy( this.skinWeights );
  2797. return returnVar;
  2798. },
  2799. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2800. this.position.toArray( vertexBuffer, vertexBuffer.length );
  2801. this.normal.toArray( normalBuffer, normalBuffer.length );
  2802. for ( var i = 0; i < this.uv.length; i ++ ) {
  2803. this.uv[ i ].toArray( uvBuffers[ i ], uvBuffers[ i ].length );
  2804. }
  2805. this.color.toArray( colorBuffer, colorBuffer.length );
  2806. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  2807. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  2808. }
  2809. } );
  2810. /**
  2811. * @constructor
  2812. */
  2813. function Triangle() {
  2814. /**
  2815. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2816. */
  2817. this.vertices = [];
  2818. }
  2819. Object.assign( Triangle.prototype, {
  2820. copy: function ( target ) {
  2821. var returnVar = target || new Triangle();
  2822. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2823. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2824. }
  2825. return returnVar;
  2826. },
  2827. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2828. var vertices = this.vertices;
  2829. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  2830. vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2831. }
  2832. }
  2833. } );
  2834. /**
  2835. * @constructor
  2836. */
  2837. function Face() {
  2838. /**
  2839. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2840. */
  2841. this.triangles = [];
  2842. this.materialIndex = 0;
  2843. }
  2844. Object.assign( Face.prototype, {
  2845. copy: function ( target ) {
  2846. var returnVar = target || new Face();
  2847. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2848. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2849. }
  2850. returnVar.materialIndex = this.materialIndex;
  2851. return returnVar;
  2852. },
  2853. genTrianglesFromVertices: function ( vertexArray ) {
  2854. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2855. var triangle = new Triangle();
  2856. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2857. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2858. triangle.vertices[ 2 ] = vertexArray[ i ];
  2859. this.triangles.push( triangle );
  2860. }
  2861. },
  2862. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
  2863. var triangles = this.triangles;
  2864. var materialIndex = this.materialIndex;
  2865. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  2866. triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  2867. append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
  2868. }
  2869. }
  2870. } );
  2871. /**
  2872. * @constructor
  2873. */
  2874. function Geometry() {
  2875. /**
  2876. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: Array of THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2877. */
  2878. this.faces = [];
  2879. /**
  2880. * @type {{}|THREE.Skeleton}
  2881. */
  2882. this.skeleton = null;
  2883. }
  2884. Object.assign( Geometry.prototype, {
  2885. /**
  2886. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffers: Array of number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2887. */
  2888. flattenToBuffers: function () {
  2889. var vertexBuffer = [];
  2890. var normalBuffer = [];
  2891. var uvBuffers = [];
  2892. var colorBuffer = [];
  2893. var skinIndexBuffer = [];
  2894. var skinWeightBuffer = [];
  2895. var materialIndexBuffer = [];
  2896. var faces = this.faces;
  2897. for ( var i = 0; i < faces[ 0 ].triangles[ 0 ].vertices[ 0 ].uv.length; i ++ ) {
  2898. uvBuffers.push( [] );
  2899. }
  2900. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  2901. faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
  2902. }
  2903. return {
  2904. vertexBuffer: vertexBuffer,
  2905. normalBuffer: normalBuffer,
  2906. uvBuffers: uvBuffers,
  2907. colorBuffer: colorBuffer,
  2908. skinIndexBuffer: skinIndexBuffer,
  2909. skinWeightBuffer: skinWeightBuffer,
  2910. materialIndexBuffer: materialIndexBuffer
  2911. };
  2912. }
  2913. } );
  2914. function TextParser() {}
  2915. Object.assign( TextParser.prototype, {
  2916. getPrevNode: function () {
  2917. return this.nodeStack[ this.currentIndent - 2 ];
  2918. },
  2919. getCurrentNode: function () {
  2920. return this.nodeStack[ this.currentIndent - 1 ];
  2921. },
  2922. getCurrentProp: function () {
  2923. return this.currentProp;
  2924. },
  2925. pushStack: function ( node ) {
  2926. this.nodeStack.push( node );
  2927. this.currentIndent += 1;
  2928. },
  2929. popStack: function () {
  2930. this.nodeStack.pop();
  2931. this.currentIndent -= 1;
  2932. },
  2933. setCurrentProp: function ( val, name ) {
  2934. this.currentProp = val;
  2935. this.currentPropName = name;
  2936. },
  2937. // ----------parse ---------------------------------------------------
  2938. parse: function ( text ) {
  2939. this.currentIndent = 0;
  2940. this.allNodes = new FBXTree();
  2941. this.nodeStack = [];
  2942. this.currentProp = [];
  2943. this.currentPropName = '';
  2944. var split = text.split( '\n' );
  2945. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  2946. var l = split[ lineNum ];
  2947. // skip comment line
  2948. if ( l.match( /^[\s\t]*;/ ) ) {
  2949. continue;
  2950. }
  2951. // skip empty line
  2952. if ( l.match( /^[\s\t]*$/ ) ) {
  2953. continue;
  2954. }
  2955. // beginning of node
  2956. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  2957. var match = l.match( beginningOfNodeExp );
  2958. if ( match ) {
  2959. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2960. var nodeAttrs = match[ 2 ].split( ',' );
  2961. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  2962. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2963. }
  2964. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2965. continue;
  2966. }
  2967. // node's property
  2968. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  2969. var match = l.match( propExp );
  2970. if ( match ) {
  2971. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  2972. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  2973. // for special case: base64 image data follows "Content: ," line
  2974. // Content: ,
  2975. // "iVB..."
  2976. if ( propName === 'Content' && propValue === ',' ) {
  2977. propValue = split[ ++ lineNum ].replace( /"/g, '' ).trim();
  2978. }
  2979. this.parseNodeProperty( l, propName, propValue );
  2980. continue;
  2981. }
  2982. // end of node
  2983. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  2984. if ( l.match( endOfNodeExp ) ) {
  2985. this.nodeEnd();
  2986. continue;
  2987. }
  2988. // for special case,
  2989. //
  2990. // Vertices: *8670 {
  2991. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2992. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2993. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2994. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2995. //
  2996. // these case the lines must contiue with previous line
  2997. if ( l.match( /^[^\s\t}]/ ) ) {
  2998. this.parseNodePropertyContinued( l );
  2999. }
  3000. }
  3001. return this.allNodes;
  3002. },
  3003. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  3004. // var nodeName = match[1];
  3005. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  3006. var attrs = this.parseNodeAttr( nodeAttrs );
  3007. var currentNode = this.getCurrentNode();
  3008. // a top node
  3009. if ( this.currentIndent === 0 ) {
  3010. this.allNodes.add( nodeName, node );
  3011. } else {
  3012. // a subnode
  3013. // already exists subnode, then append it
  3014. if ( nodeName in currentNode.subNodes ) {
  3015. var tmp = currentNode.subNodes[ nodeName ];
  3016. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  3017. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  3018. if ( attrs.id === '' ) {
  3019. currentNode.subNodes[ nodeName ] = [];
  3020. currentNode.subNodes[ nodeName ].push( tmp );
  3021. } else {
  3022. currentNode.subNodes[ nodeName ] = {};
  3023. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  3024. }
  3025. }
  3026. if ( attrs.id === '' ) {
  3027. currentNode.subNodes[ nodeName ].push( node );
  3028. } else {
  3029. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3030. }
  3031. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  3032. currentNode.subNodes[ nodeName ] = {};
  3033. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3034. } else {
  3035. currentNode.subNodes[ nodeName ] = node;
  3036. }
  3037. }
  3038. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  3039. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  3040. if ( nodeAttrs ) {
  3041. node.id = attrs.id;
  3042. node.attrName = attrs.name;
  3043. node.attrType = attrs.type;
  3044. }
  3045. this.pushStack( node );
  3046. },
  3047. parseNodeAttr: function ( attrs ) {
  3048. var id = attrs[ 0 ];
  3049. if ( attrs[ 0 ] !== '' ) {
  3050. id = parseInt( attrs[ 0 ] );
  3051. if ( isNaN( id ) ) {
  3052. // PolygonVertexIndex: *16380 {
  3053. id = attrs[ 0 ];
  3054. }
  3055. }
  3056. var name = '', type = '';
  3057. if ( attrs.length > 1 ) {
  3058. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  3059. type = attrs[ 2 ];
  3060. }
  3061. return { id: id, name: name, type: type };
  3062. },
  3063. parseNodeProperty: function ( line, propName, propValue ) {
  3064. var currentNode = this.getCurrentNode();
  3065. var parentName = currentNode.name;
  3066. // special case parent node's is like "Properties70"
  3067. // these children nodes must treat with careful
  3068. if ( parentName !== undefined ) {
  3069. var propMatch = parentName.match( /Properties(\d)+/ );
  3070. if ( propMatch ) {
  3071. this.parseNodeSpecialProperty( line, propName, propValue );
  3072. return;
  3073. }
  3074. }
  3075. // special case Connections
  3076. if ( propName === 'C' ) {
  3077. var connProps = propValue.split( ',' ).slice( 1 );
  3078. var from = parseInt( connProps[ 0 ] );
  3079. var to = parseInt( connProps[ 1 ] );
  3080. var rest = propValue.split( ',' ).slice( 3 );
  3081. propName = 'connections';
  3082. propValue = [ from, to ];
  3083. append( propValue, rest );
  3084. if ( currentNode.properties[ propName ] === undefined ) {
  3085. currentNode.properties[ propName ] = [];
  3086. }
  3087. }
  3088. // special case Connections
  3089. if ( propName === 'Node' ) {
  3090. var id = parseInt( propValue );
  3091. currentNode.properties.id = id;
  3092. currentNode.id = id;
  3093. }
  3094. // already exists in properties, then append this
  3095. if ( propName in currentNode.properties ) {
  3096. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  3097. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3098. currentNode.properties[ propName ].push( propValue );
  3099. } else {
  3100. currentNode.properties[ propName ] += propValue;
  3101. }
  3102. } else {
  3103. // console.log( propName + ": " + propValue );
  3104. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3105. currentNode.properties[ propName ].push( propValue );
  3106. } else {
  3107. currentNode.properties[ propName ] = propValue;
  3108. }
  3109. }
  3110. this.setCurrentProp( currentNode.properties, propName );
  3111. },
  3112. // TODO:
  3113. parseNodePropertyContinued: function ( line ) {
  3114. this.currentProp[ this.currentPropName ] += line;
  3115. },
  3116. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  3117. // split this
  3118. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  3119. // into array like below
  3120. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  3121. var props = propValue.split( '",' );
  3122. for ( var i = 0, l = props.length; i < l; i ++ ) {
  3123. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  3124. }
  3125. var innerPropName = props[ 0 ];
  3126. var innerPropType1 = props[ 1 ];
  3127. var innerPropType2 = props[ 2 ];
  3128. var innerPropFlag = props[ 3 ];
  3129. var innerPropValue = props[ 4 ];
  3130. /*
  3131. if ( innerPropValue === undefined ) {
  3132. innerPropValue = props[3];
  3133. }
  3134. */
  3135. // cast value in its type
  3136. switch ( innerPropType1 ) {
  3137. case 'int':
  3138. innerPropValue = parseInt( innerPropValue );
  3139. break;
  3140. case 'double':
  3141. innerPropValue = parseFloat( innerPropValue );
  3142. break;
  3143. case 'ColorRGB':
  3144. case 'Vector3D':
  3145. innerPropValue = parseFloatArray( innerPropValue );
  3146. break;
  3147. }
  3148. // CAUTION: these props must append to parent's parent
  3149. this.getPrevNode().properties[ innerPropName ] = {
  3150. 'type': innerPropType1,
  3151. 'type2': innerPropType2,
  3152. 'flag': innerPropFlag,
  3153. 'value': innerPropValue
  3154. };
  3155. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  3156. },
  3157. nodeEnd: function () {
  3158. this.popStack();
  3159. },
  3160. /* ---------------------------------------------------------------- */
  3161. /* util */
  3162. isFlattenNode: function ( node ) {
  3163. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  3164. }
  3165. } );
  3166. // Binary format specification:
  3167. // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  3168. // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  3169. function BinaryParser() {}
  3170. Object.assign( BinaryParser.prototype, {
  3171. /**
  3172. * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
  3173. * @param {ArrayBuffer} buffer
  3174. * @returns {THREE.FBXTree}
  3175. */
  3176. parse: function ( buffer ) {
  3177. var reader = new BinaryReader( buffer );
  3178. reader.skip( 23 ); // skip magic 23 bytes
  3179. var version = reader.getUint32();
  3180. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  3181. var allNodes = new FBXTree();
  3182. while ( ! this.endOfContent( reader ) ) {
  3183. var node = this.parseNode( reader, version );
  3184. if ( node !== null ) allNodes.add( node.name, node );
  3185. }
  3186. return allNodes;
  3187. },
  3188. /**
  3189. * Checks if reader has reached the end of content.
  3190. * @param {BinaryReader} reader
  3191. * @returns {boolean}
  3192. */
  3193. endOfContent: function ( reader ) {
  3194. // footer size: 160bytes + 16-byte alignment padding
  3195. // - 16bytes: magic
  3196. // - padding til 16-byte alignment (at least 1byte?)
  3197. // (seems like some exporters embed fixed 15 or 16bytes?)
  3198. // - 4bytes: magic
  3199. // - 4bytes: version
  3200. // - 120bytes: zero
  3201. // - 16bytes: magic
  3202. if ( reader.size() % 16 === 0 ) {
  3203. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  3204. } else {
  3205. return reader.getOffset() + 160 + 16 >= reader.size();
  3206. }
  3207. },
  3208. /**
  3209. * Parses Node as much compatible as possible with the one parsed by TextParser
  3210. * TODO: could be optimized more?
  3211. * @param {BinaryReader} reader
  3212. * @param {number} version
  3213. * @returns {Object} - Returns an Object as node, or null if NULL-record.
  3214. */
  3215. parseNode: function ( reader, version ) {
  3216. // The first three data sizes depends on version.
  3217. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3218. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3219. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3220. var nameLen = reader.getUint8();
  3221. var name = reader.getString( nameLen );
  3222. // Regards this node as NULL-record if endOffset is zero
  3223. if ( endOffset === 0 ) return null;
  3224. var propertyList = [];
  3225. for ( var i = 0; i < numProperties; i ++ ) {
  3226. propertyList.push( this.parseProperty( reader ) );
  3227. }
  3228. // Regards the first three elements in propertyList as id, attrName, and attrType
  3229. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  3230. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  3231. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  3232. var subNodes = {};
  3233. var properties = {};
  3234. var isSingleProperty = false;
  3235. // if this node represents just a single property
  3236. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  3237. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  3238. isSingleProperty = true;
  3239. }
  3240. while ( endOffset > reader.getOffset() ) {
  3241. var node = this.parseNode( reader, version );
  3242. if ( node === null ) continue;
  3243. // special case: child node is single property
  3244. if ( node.singleProperty === true ) {
  3245. var value = node.propertyList[ 0 ];
  3246. if ( Array.isArray( value ) ) {
  3247. // node represents
  3248. // Vertices: *3 {
  3249. // a: 0.01, 0.02, 0.03
  3250. // }
  3251. // of text format here.
  3252. node.properties[ node.name ] = node.propertyList[ 0 ];
  3253. subNodes[ node.name ] = node;
  3254. // Later phase expects single property array is in node.properties.a as String.
  3255. // TODO: optimize
  3256. node.properties.a = value.toString();
  3257. } else {
  3258. // node represents
  3259. // Version: 100
  3260. // of text format here.
  3261. properties[ node.name ] = value;
  3262. }
  3263. continue;
  3264. }
  3265. // special case: connections
  3266. if ( name === 'Connections' && node.name === 'C' ) {
  3267. var array = [];
  3268. // node.propertyList would be like
  3269. // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
  3270. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  3271. array[ i - 1 ] = node.propertyList[ i ];
  3272. }
  3273. if ( properties.connections === undefined ) {
  3274. properties.connections = [];
  3275. }
  3276. properties.connections.push( array );
  3277. continue;
  3278. }
  3279. // special case: child node is Properties\d+
  3280. if ( node.name.match( /^Properties\d+$/ ) ) {
  3281. // move child node's properties to this node.
  3282. var keys = Object.keys( node.properties );
  3283. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  3284. var key = keys[ i ];
  3285. properties[ key ] = node.properties[ key ];
  3286. }
  3287. continue;
  3288. }
  3289. // special case: properties
  3290. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  3291. var innerPropName = node.propertyList[ 0 ];
  3292. var innerPropType1 = node.propertyList[ 1 ];
  3293. var innerPropType2 = node.propertyList[ 2 ];
  3294. var innerPropFlag = node.propertyList[ 3 ];
  3295. var innerPropValue;
  3296. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  3297. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  3298. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
  3299. innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3300. innerPropValue = [
  3301. node.propertyList[ 4 ],
  3302. node.propertyList[ 5 ],
  3303. node.propertyList[ 6 ]
  3304. ];
  3305. } else {
  3306. innerPropValue = node.propertyList[ 4 ];
  3307. }
  3308. if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3309. innerPropValue = innerPropValue.toString();
  3310. }
  3311. // this will be copied to parent. see above.
  3312. properties[ innerPropName ] = {
  3313. 'type': innerPropType1,
  3314. 'type2': innerPropType2,
  3315. 'flag': innerPropFlag,
  3316. 'value': innerPropValue
  3317. };
  3318. continue;
  3319. }
  3320. // standard case
  3321. // follows TextParser's manner.
  3322. if ( subNodes[ node.name ] === undefined ) {
  3323. if ( typeof node.id === 'number' ) {
  3324. subNodes[ node.name ] = {};
  3325. subNodes[ node.name ][ node.id ] = node;
  3326. } else {
  3327. subNodes[ node.name ] = node;
  3328. }
  3329. } else {
  3330. if ( node.id === '' ) {
  3331. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  3332. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  3333. }
  3334. subNodes[ node.name ].push( node );
  3335. } else {
  3336. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  3337. subNodes[ node.name ][ node.id ] = node;
  3338. } else {
  3339. // conflict id. irregular?
  3340. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  3341. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  3342. }
  3343. subNodes[ node.name ][ node.id ].push( node );
  3344. }
  3345. }
  3346. }
  3347. }
  3348. return {
  3349. singleProperty: isSingleProperty,
  3350. id: id,
  3351. attrName: attrName,
  3352. attrType: attrType,
  3353. name: name,
  3354. properties: properties,
  3355. propertyList: propertyList, // raw property list, would be used by parent
  3356. subNodes: subNodes
  3357. };
  3358. },
  3359. parseProperty: function ( reader ) {
  3360. var type = reader.getChar();
  3361. switch ( type ) {
  3362. case 'F':
  3363. return reader.getFloat32();
  3364. case 'D':
  3365. return reader.getFloat64();
  3366. case 'L':
  3367. return reader.getInt64();
  3368. case 'I':
  3369. return reader.getInt32();
  3370. case 'Y':
  3371. return reader.getInt16();
  3372. case 'C':
  3373. return reader.getBoolean();
  3374. case 'f':
  3375. case 'd':
  3376. case 'l':
  3377. case 'i':
  3378. case 'b':
  3379. var arrayLength = reader.getUint32();
  3380. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  3381. var compressedLength = reader.getUint32();
  3382. if ( encoding === 0 ) {
  3383. switch ( type ) {
  3384. case 'f':
  3385. return reader.getFloat32Array( arrayLength );
  3386. case 'd':
  3387. return reader.getFloat64Array( arrayLength );
  3388. case 'l':
  3389. return reader.getInt64Array( arrayLength );
  3390. case 'i':
  3391. return reader.getInt32Array( arrayLength );
  3392. case 'b':
  3393. return reader.getBooleanArray( arrayLength );
  3394. }
  3395. }
  3396. if ( window.Zlib === undefined ) {
  3397. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  3398. }
  3399. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  3400. var reader2 = new BinaryReader( inflate.decompress().buffer );
  3401. switch ( type ) {
  3402. case 'f':
  3403. return reader2.getFloat32Array( arrayLength );
  3404. case 'd':
  3405. return reader2.getFloat64Array( arrayLength );
  3406. case 'l':
  3407. return reader2.getInt64Array( arrayLength );
  3408. case 'i':
  3409. return reader2.getInt32Array( arrayLength );
  3410. case 'b':
  3411. return reader2.getBooleanArray( arrayLength );
  3412. }
  3413. case 'S':
  3414. var length = reader.getUint32();
  3415. return reader.getString( length );
  3416. case 'R':
  3417. var length = reader.getUint32();
  3418. return reader.getArrayBuffer( length );
  3419. default:
  3420. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  3421. }
  3422. }
  3423. } );
  3424. function BinaryReader( buffer, littleEndian ) {
  3425. this.dv = new DataView( buffer );
  3426. this.offset = 0;
  3427. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  3428. }
  3429. Object.assign( BinaryReader.prototype, {
  3430. getOffset: function () {
  3431. return this.offset;
  3432. },
  3433. size: function () {
  3434. return this.dv.buffer.byteLength;
  3435. },
  3436. skip: function ( length ) {
  3437. this.offset += length;
  3438. },
  3439. // seems like true/false representation depends on exporter.
  3440. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  3441. // then sees LSB.
  3442. getBoolean: function () {
  3443. return ( this.getUint8() & 1 ) === 1;
  3444. },
  3445. getBooleanArray: function ( size ) {
  3446. var a = [];
  3447. for ( var i = 0; i < size; i ++ ) {
  3448. a.push( this.getBoolean() );
  3449. }
  3450. return a;
  3451. },
  3452. getInt8: function () {
  3453. var value = this.dv.getInt8( this.offset );
  3454. this.offset += 1;
  3455. return value;
  3456. },
  3457. getInt8Array: function ( size ) {
  3458. var a = [];
  3459. for ( var i = 0; i < size; i ++ ) {
  3460. a.push( this.getInt8() );
  3461. }
  3462. return a;
  3463. },
  3464. getUint8: function () {
  3465. var value = this.dv.getUint8( this.offset );
  3466. this.offset += 1;
  3467. return value;
  3468. },
  3469. getUint8Array: function ( size ) {
  3470. var a = [];
  3471. for ( var i = 0; i < size; i ++ ) {
  3472. a.push( this.getUint8() );
  3473. }
  3474. return a;
  3475. },
  3476. getInt16: function () {
  3477. var value = this.dv.getInt16( this.offset, this.littleEndian );
  3478. this.offset += 2;
  3479. return value;
  3480. },
  3481. getInt16Array: function ( size ) {
  3482. var a = [];
  3483. for ( var i = 0; i < size; i ++ ) {
  3484. a.push( this.getInt16() );
  3485. }
  3486. return a;
  3487. },
  3488. getUint16: function () {
  3489. var value = this.dv.getUint16( this.offset, this.littleEndian );
  3490. this.offset += 2;
  3491. return value;
  3492. },
  3493. getUint16Array: function ( size ) {
  3494. var a = [];
  3495. for ( var i = 0; i < size; i ++ ) {
  3496. a.push( this.getUint16() );
  3497. }
  3498. return a;
  3499. },
  3500. getInt32: function () {
  3501. var value = this.dv.getInt32( this.offset, this.littleEndian );
  3502. this.offset += 4;
  3503. return value;
  3504. },
  3505. getInt32Array: function ( size ) {
  3506. var a = [];
  3507. for ( var i = 0; i < size; i ++ ) {
  3508. a.push( this.getInt32() );
  3509. }
  3510. return a;
  3511. },
  3512. getUint32: function () {
  3513. var value = this.dv.getUint32( this.offset, this.littleEndian );
  3514. this.offset += 4;
  3515. return value;
  3516. },
  3517. getUint32Array: function ( size ) {
  3518. var a = [];
  3519. for ( var i = 0; i < size; i ++ ) {
  3520. a.push( this.getUint32() );
  3521. }
  3522. return a;
  3523. },
  3524. // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
  3525. // 1 << 32 will return 1 so using multiply operation instead here.
  3526. // There'd be a possibility that this method returns wrong value if the value
  3527. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  3528. // TODO: safely handle 64-bit integer
  3529. getInt64: function () {
  3530. var low, high;
  3531. if ( this.littleEndian ) {
  3532. low = this.getUint32();
  3533. high = this.getUint32();
  3534. } else {
  3535. high = this.getUint32();
  3536. low = this.getUint32();
  3537. }
  3538. // calculate negative value
  3539. if ( high & 0x80000000 ) {
  3540. high = ~ high & 0xFFFFFFFF;
  3541. low = ~ low & 0xFFFFFFFF;
  3542. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  3543. low = ( low + 1 ) & 0xFFFFFFFF;
  3544. return - ( high * 0x100000000 + low );
  3545. }
  3546. return high * 0x100000000 + low;
  3547. },
  3548. getInt64Array: function ( size ) {
  3549. var a = [];
  3550. for ( var i = 0; i < size; i ++ ) {
  3551. a.push( this.getInt64() );
  3552. }
  3553. return a;
  3554. },
  3555. // Note: see getInt64() comment
  3556. getUint64: function () {
  3557. var low, high;
  3558. if ( this.littleEndian ) {
  3559. low = this.getUint32();
  3560. high = this.getUint32();
  3561. } else {
  3562. high = this.getUint32();
  3563. low = this.getUint32();
  3564. }
  3565. return high * 0x100000000 + low;
  3566. },
  3567. getUint64Array: function ( size ) {
  3568. var a = [];
  3569. for ( var i = 0; i < size; i ++ ) {
  3570. a.push( this.getUint64() );
  3571. }
  3572. return a;
  3573. },
  3574. getFloat32: function () {
  3575. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  3576. this.offset += 4;
  3577. return value;
  3578. },
  3579. getFloat32Array: function ( size ) {
  3580. var a = [];
  3581. for ( var i = 0; i < size; i ++ ) {
  3582. a.push( this.getFloat32() );
  3583. }
  3584. return a;
  3585. },
  3586. getFloat64: function () {
  3587. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  3588. this.offset += 8;
  3589. return value;
  3590. },
  3591. getFloat64Array: function ( size ) {
  3592. var a = [];
  3593. for ( var i = 0; i < size; i ++ ) {
  3594. a.push( this.getFloat64() );
  3595. }
  3596. return a;
  3597. },
  3598. getArrayBuffer: function ( size ) {
  3599. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  3600. this.offset += size;
  3601. return value;
  3602. },
  3603. getChar: function () {
  3604. return String.fromCharCode( this.getUint8() );
  3605. },
  3606. getString: function ( size ) {
  3607. var s = '';
  3608. while ( size > 0 ) {
  3609. var value = this.getUint8();
  3610. size --;
  3611. if ( value === 0 ) break;
  3612. s += String.fromCharCode( value );
  3613. }
  3614. // Manage UTF8 encoding
  3615. s = decodeURIComponent( escape( s ) );
  3616. this.skip( size );
  3617. return s;
  3618. }
  3619. } );
  3620. function FBXTree() {}
  3621. Object.assign( FBXTree.prototype, {
  3622. add: function ( key, val ) {
  3623. this[ key ] = val;
  3624. },
  3625. searchConnectionParent: function ( id ) {
  3626. if ( this.__cache_search_connection_parent === undefined ) {
  3627. this.__cache_search_connection_parent = [];
  3628. }
  3629. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  3630. return this.__cache_search_connection_parent[ id ];
  3631. } else {
  3632. this.__cache_search_connection_parent[ id ] = [];
  3633. }
  3634. var conns = this.Connections.properties.connections;
  3635. var results = [];
  3636. for ( var i = 0; i < conns.length; ++ i ) {
  3637. if ( conns[ i ][ 0 ] == id ) {
  3638. // 0 means scene root
  3639. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  3640. results.push( res );
  3641. }
  3642. }
  3643. if ( results.length > 0 ) {
  3644. append( this.__cache_search_connection_parent[ id ], results );
  3645. return results;
  3646. } else {
  3647. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  3648. return [ - 1 ];
  3649. }
  3650. },
  3651. searchConnectionChildren: function ( id ) {
  3652. if ( this.__cache_search_connection_children === undefined ) {
  3653. this.__cache_search_connection_children = [];
  3654. }
  3655. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  3656. return this.__cache_search_connection_children[ id ];
  3657. } else {
  3658. this.__cache_search_connection_children[ id ] = [];
  3659. }
  3660. var conns = this.Connections.properties.connections;
  3661. var res = [];
  3662. for ( var i = 0; i < conns.length; ++ i ) {
  3663. if ( conns[ i ][ 1 ] == id ) {
  3664. // 0 means scene root
  3665. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  3666. // there may more than one kid, then search to the end
  3667. }
  3668. }
  3669. if ( res.length > 0 ) {
  3670. append( this.__cache_search_connection_children[ id ], res );
  3671. return res;
  3672. } else {
  3673. this.__cache_search_connection_children[ id ] = [ ];
  3674. return [ ];
  3675. }
  3676. },
  3677. searchConnectionType: function ( id, to ) {
  3678. var key = id + ',' + to; // TODO: to hash
  3679. if ( this.__cache_search_connection_type === undefined ) {
  3680. this.__cache_search_connection_type = {};
  3681. }
  3682. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  3683. return this.__cache_search_connection_type[ key ];
  3684. } else {
  3685. this.__cache_search_connection_type[ key ] = '';
  3686. }
  3687. var conns = this.Connections.properties.connections;
  3688. for ( var i = 0; i < conns.length; ++ i ) {
  3689. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  3690. // 0 means scene root
  3691. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  3692. return conns[ i ][ 2 ];
  3693. }
  3694. }
  3695. this.__cache_search_connection_type[ id ] = null;
  3696. return null;
  3697. }
  3698. } );
  3699. /**
  3700. * @param {ArrayBuffer} buffer
  3701. * @returns {boolean}
  3702. */
  3703. function isFbxFormatBinary( buffer ) {
  3704. var CORRECT = 'Kaydara FBX Binary \0';
  3705. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  3706. }
  3707. /**
  3708. * @returns {boolean}
  3709. */
  3710. function isFbxFormatASCII( text ) {
  3711. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  3712. var cursor = 0;
  3713. function read( offset ) {
  3714. var result = text[ offset - 1 ];
  3715. text = text.slice( cursor + offset );
  3716. cursor ++;
  3717. return result;
  3718. }
  3719. for ( var i = 0; i < CORRECT.length; ++ i ) {
  3720. var num = read( 1 );
  3721. if ( num === CORRECT[ i ] ) {
  3722. return false;
  3723. }
  3724. }
  3725. return true;
  3726. }
  3727. /**
  3728. * @returns {number}
  3729. */
  3730. function getFbxVersion( text ) {
  3731. var versionRegExp = /FBXVersion: (\d+)/;
  3732. var match = text.match( versionRegExp );
  3733. if ( match ) {
  3734. var version = parseInt( match[ 1 ] );
  3735. return version;
  3736. }
  3737. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  3738. }
  3739. /**
  3740. * Converts FBX ticks into real time seconds.
  3741. * @param {number} time - FBX tick timestamp to convert.
  3742. * @returns {number} - FBX tick in real world time.
  3743. */
  3744. function convertFBXTimeToSeconds( time ) {
  3745. // Constant is FBX ticks per second.
  3746. return time / 46186158000;
  3747. }
  3748. /**
  3749. * Parses comma separated list of float numbers and returns them in an array.
  3750. * @example
  3751. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3752. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  3753. * @returns {number[]}
  3754. */
  3755. function parseFloatArray( string ) {
  3756. var array = string.split( ',' );
  3757. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3758. array[ i ] = parseFloat( array[ i ] );
  3759. }
  3760. return array;
  3761. }
  3762. /**
  3763. * Parses comma separated list of int numbers and returns them in an array.
  3764. * @example
  3765. * // Returns [ 5, 8, 2, 3 ]
  3766. * parseFloatArray( "5,8,2,3" )
  3767. * @returns {number[]}
  3768. */
  3769. function parseIntArray( string ) {
  3770. var array = string.split( ',' );
  3771. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3772. array[ i ] = parseInt( array[ i ] );
  3773. }
  3774. return array;
  3775. }
  3776. /**
  3777. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  3778. * @param {FBXVector3} property - Property to parse as Vector3.
  3779. * @returns {THREE.Vector3}
  3780. */
  3781. function parseVector3( property ) {
  3782. return new THREE.Vector3().fromArray( property.value );
  3783. }
  3784. /**
  3785. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  3786. * @param {FBXVector3} property - Property to parse as Color.
  3787. * @returns {THREE.Color}
  3788. */
  3789. function parseColor( property ) {
  3790. return new THREE.Color().fromArray( property.value );
  3791. }
  3792. function parseMatrixArray( floatString ) {
  3793. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  3794. }
  3795. /**
  3796. * Converts ArrayBuffer to String.
  3797. * @param {ArrayBuffer} buffer
  3798. * @param {number} from
  3799. * @param {number} to
  3800. * @returns {String}
  3801. */
  3802. function convertArrayBufferToString( buffer, from, to ) {
  3803. if ( from === undefined ) from = 0;
  3804. if ( to === undefined ) to = buffer.byteLength;
  3805. var array = new Uint8Array( buffer, from, to );
  3806. if ( window.TextDecoder !== undefined ) {
  3807. return new TextDecoder().decode( array );
  3808. }
  3809. var s = '';
  3810. for ( var i = 0, il = array.length; i < il; i ++ ) {
  3811. s += String.fromCharCode( array[ i ] );
  3812. }
  3813. return s;
  3814. }
  3815. /**
  3816. * Converts number from degrees into radians.
  3817. * @param {number} value
  3818. * @returns {number}
  3819. */
  3820. function degreeToRadian( value ) {
  3821. return value * DEG2RAD;
  3822. }
  3823. var DEG2RAD = Math.PI / 180;
  3824. //
  3825. function findIndex( array, func ) {
  3826. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3827. if ( func( array[ i ] ) ) return i;
  3828. }
  3829. return - 1;
  3830. }
  3831. function append( a, b ) {
  3832. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  3833. a[ j ] = b[ i ];
  3834. }
  3835. }
  3836. function slice( a, b, from, to ) {
  3837. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  3838. a[ j ] = b[ i ];
  3839. }
  3840. return a;
  3841. }
  3842. } )();