FBXLoader.js 130 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. case 'jpeg':
  166. type = 'image/jpeg';
  167. break;
  168. case 'png':
  169. type = 'image/png';
  170. break;
  171. case 'tif':
  172. type = 'image/tiff';
  173. break;
  174. default:
  175. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  176. return;
  177. }
  178. if ( typeof content === 'string' ) {
  179. return 'data:' + type + ';base64,' + content;
  180. } else {
  181. var array = new Uint8Array( content );
  182. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  183. }
  184. }
  185. /**
  186. * Parses map of textures referenced in FBXTree.
  187. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  188. * @param {THREE.TextureLoader} loader
  189. * @param {Map<number, string(image blob/data URL)>} imageMap
  190. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  191. * @returns {Map<number, THREE.Texture>}
  192. */
  193. function parseTextures( FBXTree, loader, imageMap, connections ) {
  194. /**
  195. * @type {Map<number, THREE.Texture>}
  196. */
  197. var textureMap = new Map();
  198. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  199. var textureNodes = FBXTree.Objects.subNodes.Texture;
  200. for ( var nodeID in textureNodes ) {
  201. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  202. textureMap.set( parseInt( nodeID ), texture );
  203. }
  204. }
  205. return textureMap;
  206. }
  207. /**
  208. * @param {textureNode} textureNode - Node to get texture information from.
  209. * @param {THREE.TextureLoader} loader
  210. * @param {Map<number, string(image blob/data URL)>} imageMap
  211. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  212. * @returns {THREE.Texture}
  213. */
  214. function parseTexture( textureNode, loader, imageMap, connections ) {
  215. var FBX_ID = textureNode.id;
  216. var name = textureNode.attrName;
  217. var fileName;
  218. var filePath = textureNode.properties.FileName;
  219. var relativeFilePath = textureNode.properties.RelativeFilename;
  220. var children = connections.get( FBX_ID ).children;
  221. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  222. fileName = imageMap.get( children[ 0 ].ID );
  223. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && 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. if ( 'Scaling' in textureNode.properties ) {
  254. var values = textureNode.properties.Scaling.value;
  255. texture.repeat.x = values[ 0 ];
  256. texture.repeat.y = values[ 1 ];
  257. }
  258. loader.setPath( currentPath );
  259. return texture;
  260. }
  261. /**
  262. * Parses map of Material information.
  263. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  264. * @param {Map<number, THREE.Texture>} textureMap
  265. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  266. * @returns {Map<number, THREE.Material>}
  267. */
  268. function parseMaterials( FBXTree, textureMap, connections ) {
  269. var materialMap = new Map();
  270. if ( 'Material' in FBXTree.Objects.subNodes ) {
  271. var materialNodes = FBXTree.Objects.subNodes.Material;
  272. for ( var nodeID in materialNodes ) {
  273. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  274. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  275. }
  276. }
  277. return materialMap;
  278. }
  279. /**
  280. * Takes information from Material node and returns a generated THREE.Material
  281. * @param {FBXMaterialNode} materialNode
  282. * @param {Map<number, THREE.Texture>} textureMap
  283. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  284. * @returns {THREE.Material}
  285. */
  286. function parseMaterial( materialNode, textureMap, connections ) {
  287. var FBX_ID = materialNode.id;
  288. var name = materialNode.attrName;
  289. var type = materialNode.properties.ShadingModel;
  290. //Case where FBX wraps shading model in property object.
  291. if ( typeof type === 'object' ) {
  292. type = type.value;
  293. }
  294. // Seems like FBX can include unused materials which don't have any connections.
  295. // Ignores them so far.
  296. if ( ! connections.has( FBX_ID ) ) return null;
  297. var children = connections.get( FBX_ID ).children;
  298. var parameters = parseParameters( materialNode.properties, textureMap, children );
  299. var material;
  300. switch ( type.toLowerCase() ) {
  301. case 'phong':
  302. material = new THREE.MeshPhongMaterial();
  303. break;
  304. case 'lambert':
  305. material = new THREE.MeshLambertMaterial();
  306. break;
  307. default:
  308. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  309. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  310. break;
  311. }
  312. material.setValues( parameters );
  313. material.name = name;
  314. return material;
  315. }
  316. /**
  317. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  318. */
  319. /**
  320. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  321. */
  322. /**
  323. * @param {FBXMaterialProperties} properties
  324. * @param {Map<number, THREE.Texture>} textureMap
  325. * @param {{ID: number, relationship: string}[]} childrenRelationships
  326. * @returns {THREEMaterialParameterPack}
  327. */
  328. function parseParameters( properties, textureMap, childrenRelationships ) {
  329. var parameters = {};
  330. if ( properties.BumpFactor ) {
  331. parameters.bumpScale = properties.BumpFactor.value;
  332. }
  333. if ( properties.Diffuse ) {
  334. parameters.color = parseColor( properties.Diffuse );
  335. }
  336. if ( properties.DisplacementFactor ) {
  337. parameters.displacementScale = properties.DisplacementFactor.value;
  338. }
  339. if ( properties.ReflectionFactor ) {
  340. parameters.reflectivity = properties.ReflectionFactor.value;
  341. }
  342. if ( properties.Specular ) {
  343. parameters.specular = parseColor( properties.Specular );
  344. }
  345. if ( properties.Shininess ) {
  346. parameters.shininess = properties.Shininess.value;
  347. }
  348. if ( properties.Emissive ) {
  349. parameters.emissive = parseColor( properties.Emissive );
  350. }
  351. if ( properties.EmissiveFactor ) {
  352. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  353. }
  354. if ( properties.Opacity ) {
  355. parameters.opacity = parseFloat( properties.Opacity.value );
  356. }
  357. if ( parameters.opacity < 1.0 ) {
  358. parameters.transparent = true;
  359. }
  360. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  361. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  362. var type = relationship.relationship;
  363. switch ( type ) {
  364. case 'Bump':
  365. parameters.bumpMap = textureMap.get( relationship.ID );
  366. break;
  367. case 'DiffuseColor':
  368. parameters.map = textureMap.get( relationship.ID );
  369. break;
  370. case 'DisplacementColor':
  371. parameters.displacementMap = textureMap.get( relationship.ID );
  372. break;
  373. case 'EmissiveColor':
  374. parameters.emissiveMap = textureMap.get( relationship.ID );
  375. break;
  376. case 'NormalMap':
  377. parameters.normalMap = textureMap.get( relationship.ID );
  378. break;
  379. case 'ReflectionColor':
  380. parameters.envMap = textureMap.get( relationship.ID );
  381. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  382. break;
  383. case 'SpecularColor':
  384. parameters.specularMap = textureMap.get( relationship.ID );
  385. break;
  386. case 'TransparentColor':
  387. parameters.alphaMap = textureMap.get( relationship.ID );
  388. parameters.transparent = true;
  389. break;
  390. case 'AmbientColor':
  391. case 'ShininessExponent': // AKA glossiness map
  392. case 'SpecularFactor': // AKA specularLevel
  393. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  394. default:
  395. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  396. break;
  397. }
  398. }
  399. return parameters;
  400. }
  401. /**
  402. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  403. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  404. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  405. * @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}>}
  406. */
  407. function parseDeformers( FBXTree, connections ) {
  408. var deformers = {};
  409. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  410. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  411. for ( var nodeID in DeformerNodes ) {
  412. var deformerNode = DeformerNodes[ nodeID ];
  413. if ( deformerNode.attrType === 'Skin' ) {
  414. var conns = connections.get( parseInt( nodeID ) );
  415. var skeleton = parseSkeleton( conns, DeformerNodes );
  416. skeleton.FBX_ID = parseInt( nodeID );
  417. deformers[ nodeID ] = skeleton;
  418. }
  419. }
  420. }
  421. return deformers;
  422. }
  423. /**
  424. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  425. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  426. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  427. * @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}}
  428. */
  429. function parseSkeleton( connections, DeformerNodes ) {
  430. var subDeformers = {};
  431. var children = connections.children;
  432. for ( var i = 0, l = children.length; i < l; ++ i ) {
  433. var child = children[ i ];
  434. var subDeformerNode = DeformerNodes[ child.ID ];
  435. var subDeformer = {
  436. FBX_ID: child.ID,
  437. index: i,
  438. indices: [],
  439. weights: [],
  440. transform: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.Transform.properties.a ),
  441. transformLink: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  442. linkMode: subDeformerNode.properties.Mode
  443. };
  444. if ( 'Indexes' in subDeformerNode.subNodes ) {
  445. subDeformer.indices = subDeformerNode.subNodes.Indexes.properties.a;
  446. subDeformer.weights = subDeformerNode.subNodes.Weights.properties.a;
  447. }
  448. subDeformers[ child.ID ] = subDeformer;
  449. }
  450. return {
  451. map: subDeformers,
  452. bones: []
  453. };
  454. }
  455. /**
  456. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  457. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  458. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  459. * @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
  460. * @returns {Map<number, THREE.BufferGeometry>}
  461. */
  462. function parseGeometries( FBXTree, connections, deformers ) {
  463. var geometryMap = new Map();
  464. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  465. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  466. for ( var nodeID in geometryNodes ) {
  467. var relationships = connections.get( parseInt( nodeID ) );
  468. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  469. geometryMap.set( parseInt( nodeID ), geo );
  470. }
  471. }
  472. return geometryMap;
  473. }
  474. /**
  475. * Generates BufferGeometry from FBXGeometryNode.
  476. * @param {FBXGeometryNode} geometryNode
  477. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  478. * @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
  479. * @returns {THREE.BufferGeometry}
  480. */
  481. function parseGeometry( geometryNode, relationships, deformers ) {
  482. switch ( geometryNode.attrType ) {
  483. case 'Mesh':
  484. return parseMeshGeometry( geometryNode, relationships, deformers );
  485. break;
  486. case 'NurbsCurve':
  487. return parseNurbsGeometry( geometryNode );
  488. break;
  489. }
  490. }
  491. /**
  492. * Specialty function for parsing Mesh based Geometry Nodes.
  493. * @param {FBXGeometryNode} geometryNode
  494. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  495. * @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.
  496. * @returns {THREE.BufferGeometry}
  497. */
  498. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  499. for ( var i = 0; i < relationships.children.length; ++ i ) {
  500. var deformer = deformers[ relationships.children[ i ].ID ];
  501. if ( deformer !== undefined ) break;
  502. }
  503. return genGeometry( geometryNode, deformer );
  504. }
  505. /**
  506. * @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.
  507. * @returns {THREE.BufferGeometry}
  508. */
  509. function genGeometry( geometryNode, deformer ) {
  510. var geometry = new Geometry();
  511. var subNodes = geometryNode.subNodes;
  512. // First, each index is going to be its own vertex.
  513. var vertexBuffer = subNodes.Vertices.properties.a;
  514. var indexBuffer = subNodes.PolygonVertexIndex.properties.a;
  515. var vertexB = [];
  516. var normalB = [];
  517. var colorsB = [];
  518. var uvsB = [];
  519. var materialsB = [];
  520. if ( subNodes.LayerElementNormal ) {
  521. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  522. var normalBuffer = normalInfo.buffer;
  523. }
  524. if ( subNodes.LayerElementUV ) {
  525. var uvInfo = [];
  526. var i = 0;
  527. while ( subNodes.LayerElementUV[ i ] ) {
  528. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  529. i ++;
  530. }
  531. }
  532. if ( subNodes.LayerElementColor ) {
  533. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  534. var colorBuffer = colorInfo.buffer;
  535. }
  536. if ( subNodes.LayerElementMaterial ) {
  537. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  538. console.log( materialInfo)
  539. }
  540. var weightTable = {};
  541. if ( deformer ) {
  542. var subDeformers = deformer.map;
  543. for ( var key in subDeformers ) {
  544. var subDeformer = subDeformers[ key ];
  545. var indices = subDeformer.indices;
  546. for ( var j = 0; j < indices.length; j ++ ) {
  547. var index = indices[ j ];
  548. var weight = subDeformer.weights[ j ];
  549. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  550. weightTable[ index ].push( {
  551. id: subDeformer.index,
  552. weight: weight
  553. } );
  554. }
  555. }
  556. }
  557. var faceVertexBuffer = [];
  558. var polygonIndex = 0;
  559. var faceLength = 0;
  560. var displayedWeightsWarning = false;
  561. var vertexPositionIndexes = [];
  562. var faceNormals = [];
  563. var faceColors = [];
  564. var faceUVs = [];
  565. var faceMaterials = [];
  566. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  567. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  568. var endOfFace = false;
  569. // Face index and vertex index arrays are combined in a single array
  570. // A cube with quad faces looks like this:
  571. // PolygonVertexIndex: *24 {
  572. // a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
  573. // }
  574. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  575. // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
  576. if ( vertexIndex < 0 ) {
  577. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  578. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  579. endOfFace = true;
  580. }
  581. var vertex = new Vertex();
  582. var weightIndices = [];
  583. var weights = [];
  584. vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  585. if ( deformer ) {
  586. if ( weightTable[ vertexIndex ] !== undefined ) {
  587. var array = weightTable[ vertexIndex ];
  588. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  589. weights.push( array[ j ].weight );
  590. weightIndices.push( array[ j ].id );
  591. }
  592. }
  593. if ( weights.length > 4 ) {
  594. if ( ! displayedWeightsWarning ) {
  595. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  596. displayedWeightsWarning = true;
  597. }
  598. var WIndex = [ 0, 0, 0, 0 ];
  599. var Weight = [ 0, 0, 0, 0 ];
  600. weights.forEach( function ( weight, weightIndex ) {
  601. var currentWeight = weight;
  602. var currentIndex = weightIndices[ weightIndex ];
  603. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  604. if ( currentWeight > comparedWeight ) {
  605. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  606. currentWeight = comparedWeight;
  607. var tmp = WIndex[ comparedWeightIndex ];
  608. WIndex[ comparedWeightIndex ] = currentIndex;
  609. currentIndex = tmp;
  610. }
  611. } );
  612. } );
  613. weightIndices = WIndex;
  614. weights = Weight;
  615. }
  616. for ( var i = weights.length; i < 4; ++ i ) {
  617. weights[ i ] = 0;
  618. weightIndices[ i ] = 0;
  619. }
  620. vertex.skinWeights.fromArray( weights );
  621. vertex.skinIndices.fromArray( weightIndices );
  622. }
  623. if ( normalInfo ) {
  624. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
  625. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  626. }
  627. if ( uvInfo ) {
  628. for ( var i = 0; i < uvInfo.length; i ++ ) {
  629. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] );
  630. if( faceUVs[i] === undefined ) faceUVs[ i ] = [];
  631. faceUVs[ i ].push(
  632. data[ 0 ],
  633. data[ 1 ],
  634. );
  635. }
  636. }
  637. if ( colorInfo ) {
  638. // TODO: find file to test this
  639. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
  640. vertex.color.fromArray( data );
  641. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  642. }
  643. faceVertexBuffer.push( vertex );
  644. faceLength ++;
  645. if ( endOfFace ) {
  646. var face = new Face();
  647. face.genTrianglesFromVertices( faceVertexBuffer );
  648. for ( var i = 2; i < faceLength; i ++ ) {
  649. vertexB.push(
  650. vertexBuffer[ vertexPositionIndexes[ 0 ] ],
  651. vertexBuffer[ vertexPositionIndexes[ 1 ] ],
  652. vertexBuffer[ vertexPositionIndexes[ 2 ] ],
  653. vertexBuffer[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ],
  654. vertexBuffer[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ],
  655. vertexBuffer[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ],
  656. vertexBuffer[ vertexPositionIndexes[ i * 3 ] ],
  657. vertexBuffer[ vertexPositionIndexes[ i * 3 + 1 ] ],
  658. vertexBuffer[ vertexPositionIndexes[ i * 3 + 2 ] ]
  659. );
  660. }
  661. if ( normalInfo ) {
  662. for ( var i = 2; i < faceLength; i ++ ) {
  663. normalB.push(
  664. faceNormals[ 0 ],
  665. faceNormals[ 1 ],
  666. faceNormals[ 2 ],
  667. faceNormals[ ( i - 1 ) * 3 ],
  668. faceNormals[ ( i - 1 ) * 3 + 1 ],
  669. faceNormals[ ( i - 1 ) * 3 + 2 ],
  670. faceNormals[ i * 3 ],
  671. faceNormals[ i * 3 + 1 ],
  672. faceNormals[ i * 3 + 2 ]
  673. );
  674. }
  675. }
  676. if ( uvInfo ) {
  677. for (var j = 0; j < uvInfo.length; j++) {
  678. if ( uvsB[ j ] === undefined) uvsB[ j ] = [];
  679. for ( var i = 2; i < faceLength; i++ ) {
  680. uvsB[j].push(
  681. faceUVs[j][ 0],
  682. faceUVs[j][ 1],
  683. faceUVs[j][ ( i - 1 ) * 2 ],
  684. faceUVs[j][ ( i - 1 ) * 2 + 1 ],
  685. faceUVs[j][ i * 2 ],
  686. faceUVs[j][ i * 2 + 1 ],
  687. );
  688. }
  689. }
  690. }
  691. if ( colorInfo ) {
  692. for ( var i = 2; i < faceLength; i ++ ) {
  693. colorsB.push(
  694. faceColors[ 0 ],
  695. faceColors[ 1 ],
  696. faceColors[ 2 ],
  697. faceColors[ ( i - 1 ) * 3 ],
  698. faceColors[ ( i - 1 ) * 3 + 1 ],
  699. faceColors[ ( i - 1 ) * 3 + 2 ],
  700. faceColors[ i * 3 ],
  701. faceColors[ i * 3 + 1 ],
  702. faceColors[ i * 3 + 2 ]
  703. );
  704. }
  705. }
  706. if ( materialInfo !== undefined ) {
  707. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  708. console.log( materials)
  709. face.materialIndex = materials[ 0 ];
  710. materialsB.push( materials[ 0 ] )
  711. } else {
  712. // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
  713. // Set 0 in such a case.
  714. face.materialIndex = 0;
  715. materialsB.push( 0 );
  716. }
  717. geometry.faces.push( face );
  718. faceVertexBuffer = [];
  719. polygonIndex ++;
  720. endOfFace = false;
  721. vertexPositionIndexes = [];
  722. faceNormals = [];
  723. faceColors = [];
  724. faceUVs = [];
  725. faceMaterials = [];
  726. faceLength = 0;
  727. }
  728. }
  729. /**
  730. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  731. */
  732. var bufferInfo = geometry.flattenToBuffers();
  733. // console.log(geometry)
  734. // console.log( bufferInfo.materialIndexBuffer );
  735. // console.log( materialsB );
  736. var is_same = (bufferInfo.materialIndexBuffer.length == materialsB.length) && bufferInfo.materialIndexBuffer.every( function ( element, index ) {
  737. return element === materialsB[ index ];
  738. } );
  739. console.log( is_same );
  740. var geo = new THREE.BufferGeometry();
  741. geo.name = geometryNode.name;
  742. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( vertexB, 3 ) );
  743. if ( normalB.length > 0 ) {
  744. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalB, 3 ) );
  745. }
  746. if ( uvsB.length > 0 ) {
  747. for ( var i = 0; i < uvsB.length; i ++ ) {
  748. var name = 'uv' + ( i + 1 ).toString();
  749. if ( i == 0 ) {
  750. name = 'uv';
  751. }
  752. geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsB[ i ], 2 ) );
  753. }
  754. }
  755. if ( colorsB.length > 0 ) {
  756. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorB, 3 ) );
  757. }
  758. if ( deformer ) {
  759. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  760. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  761. geo.FBX_Deformer = deformer;
  762. }
  763. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  764. // Convert the material indices of each vertex into rendering groups on the geometry.
  765. var materialIndexBuffer = bufferInfo.materialIndexBuffer;
  766. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  767. var startIndex = 0;
  768. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  769. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  770. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  771. prevMaterialIndex = materialIndexBuffer[ i ];
  772. startIndex = i;
  773. }
  774. }
  775. // the loop above doesn't add the last group, do that here.
  776. if ( geo.groups.length > 0 ) {
  777. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  778. var lastIndex = lastGroup.start + lastGroup.count;
  779. if ( lastIndex !== materialIndexBuffer.length ) {
  780. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  781. }
  782. }
  783. // case where there are multiple materials but the whole geometry is only
  784. // using one of them
  785. if ( geo.groups.length === 0 ) {
  786. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  787. }
  788. }
  789. return geo;
  790. }
  791. /**
  792. * Parses normal information for geometry.
  793. * @param {FBXGeometryNode} geometryNode
  794. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  795. */
  796. function getNormals( NormalNode ) {
  797. var mappingType = NormalNode.properties.MappingInformationType;
  798. var referenceType = NormalNode.properties.ReferenceInformationType;
  799. var buffer = NormalNode.subNodes.Normals.properties.a;
  800. var indexBuffer = [];
  801. if ( referenceType === 'IndexToDirect' ) {
  802. if ( 'NormalIndex' in NormalNode.subNodes ) {
  803. indexBuffer = NormalNode.subNodes.NormalIndex.properties.a;
  804. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  805. indexBuffer = NormalNode.subNodes.NormalsIndex.properties.a;
  806. }
  807. }
  808. return {
  809. dataSize: 3,
  810. buffer: buffer,
  811. indices: indexBuffer,
  812. mappingType: mappingType,
  813. referenceType: referenceType
  814. };
  815. }
  816. /**
  817. * Parses UV information for geometry.
  818. * @param {FBXGeometryNode} geometryNode
  819. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  820. */
  821. function getUVs( UVNode ) {
  822. var mappingType = UVNode.properties.MappingInformationType;
  823. var referenceType = UVNode.properties.ReferenceInformationType;
  824. var buffer = UVNode.subNodes.UV.properties.a;
  825. var indexBuffer = [];
  826. if ( referenceType === 'IndexToDirect' ) {
  827. indexBuffer = UVNode.subNodes.UVIndex.properties.a;
  828. }
  829. return {
  830. dataSize: 2,
  831. buffer: buffer,
  832. indices: indexBuffer,
  833. mappingType: mappingType,
  834. referenceType: referenceType
  835. };
  836. }
  837. /**
  838. * Parses Vertex Color information for geometry.
  839. * @param {FBXGeometryNode} geometryNode
  840. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  841. */
  842. function getColors( ColorNode ) {
  843. var mappingType = ColorNode.properties.MappingInformationType;
  844. var referenceType = ColorNode.properties.ReferenceInformationType;
  845. var buffer = ColorNode.subNodes.Colors.properties.a;
  846. var indexBuffer = [];
  847. if ( referenceType === 'IndexToDirect' ) {
  848. indexBuffer = ColorNode.subNodes.ColorIndex.properties.a;
  849. }
  850. return {
  851. dataSize: 4,
  852. buffer: buffer,
  853. indices: indexBuffer,
  854. mappingType: mappingType,
  855. referenceType: referenceType
  856. };
  857. }
  858. /**
  859. * Parses material application information for geometry.
  860. * @param {FBXGeometryNode}
  861. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  862. */
  863. function getMaterials( MaterialNode ) {
  864. var mappingType = MaterialNode.properties.MappingInformationType;
  865. var referenceType = MaterialNode.properties.ReferenceInformationType;
  866. if ( mappingType === 'NoMappingInformation' ) {
  867. return {
  868. dataSize: 1,
  869. buffer: [ 0 ],
  870. indices: [ 0 ],
  871. mappingType: 'AllSame',
  872. referenceType: referenceType
  873. };
  874. }
  875. var materialIndexBuffer = MaterialNode.subNodes.Materials.properties.a;
  876. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  877. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  878. // for conforming with the other functions we've written for other data.
  879. var materialIndices = [];
  880. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  881. materialIndices.push( materialIndexBufferIndex );
  882. }
  883. return {
  884. dataSize: 1,
  885. buffer: materialIndexBuffer,
  886. indices: materialIndices,
  887. mappingType: mappingType,
  888. referenceType: referenceType
  889. };
  890. }
  891. /**
  892. * Function uses the infoObject and given indices to return value array of object.
  893. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  894. * @param {number} polygonIndex - Index of polygon in geometry.
  895. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  896. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  897. * @returns {number[]}
  898. */
  899. var dataArray = [];
  900. var GetData = {
  901. ByPolygonVertex: {
  902. /**
  903. * Function uses the infoObject and given indices to return value array of object.
  904. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  905. * @param {number} polygonIndex - Index of polygon in geometry.
  906. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  907. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  908. * @returns {number[]}
  909. */
  910. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  911. var from = ( polygonVertexIndex * infoObject.dataSize );
  912. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  913. // return infoObject.buffer.slice( from, to );
  914. return slice( dataArray, infoObject.buffer, from, to );
  915. },
  916. /**
  917. * Function uses the infoObject and given indices to return value array of object.
  918. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  919. * @param {number} polygonIndex - Index of polygon in geometry.
  920. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  921. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  922. * @returns {number[]}
  923. */
  924. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  925. var index = infoObject.indices[ polygonVertexIndex ];
  926. var from = ( index * infoObject.dataSize );
  927. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  928. // return infoObject.buffer.slice( from, to );
  929. return slice( dataArray, infoObject.buffer, from, to );
  930. }
  931. },
  932. ByPolygon: {
  933. /**
  934. * Function uses the infoObject and given indices to return value array of object.
  935. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  936. * @param {number} polygonIndex - Index of polygon in geometry.
  937. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  938. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  939. * @returns {number[]}
  940. */
  941. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  942. var from = polygonIndex * infoObject.dataSize;
  943. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  944. // return infoObject.buffer.slice( from, to );
  945. return slice( dataArray, infoObject.buffer, from, to );
  946. },
  947. /**
  948. * Function uses the infoObject and given indices to return value array of object.
  949. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  950. * @param {number} polygonIndex - Index of polygon in geometry.
  951. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  952. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  953. * @returns {number[]}
  954. */
  955. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  956. var index = infoObject.indices[ polygonIndex ];
  957. var from = index * infoObject.dataSize;
  958. var to = index * infoObject.dataSize + infoObject.dataSize;
  959. // return infoObject.buffer.slice( from, to );
  960. return slice( dataArray, infoObject.buffer, from, to );
  961. }
  962. },
  963. ByVertice: {
  964. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  965. var from = ( vertexIndex * infoObject.dataSize );
  966. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  967. // return infoObject.buffer.slice( from, to );
  968. return slice( dataArray, infoObject.buffer, from, to );
  969. }
  970. },
  971. AllSame: {
  972. /**
  973. * Function uses the infoObject and given indices to return value array of object.
  974. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  975. * @param {number} polygonIndex - Index of polygon in geometry.
  976. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  977. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  978. * @returns {number[]}
  979. */
  980. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  981. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  982. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  983. // return infoObject.buffer.slice( from, to );
  984. return slice( dataArray, infoObject.buffer, from, to );
  985. }
  986. }
  987. };
  988. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  989. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  990. }
  991. /**
  992. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  993. * @param {FBXGeometryNode} geometryNode
  994. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  995. * @returns {THREE.BufferGeometry}
  996. */
  997. function parseNurbsGeometry( geometryNode ) {
  998. if ( THREE.NURBSCurve === undefined ) {
  999. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  1000. return new THREE.BufferGeometry();
  1001. }
  1002. var order = parseInt( geometryNode.properties.Order );
  1003. if ( isNaN( order ) ) {
  1004. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  1005. return new THREE.BufferGeometry();
  1006. }
  1007. var degree = order - 1;
  1008. var knots = geometryNode.subNodes.KnotVector.properties.a;
  1009. var controlPoints = [];
  1010. var pointsValues = geometryNode.subNodes.Points.properties.a;
  1011. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  1012. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  1013. }
  1014. var startKnot, endKnot;
  1015. if ( geometryNode.properties.Form === 'Closed' ) {
  1016. controlPoints.push( controlPoints[ 0 ] );
  1017. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  1018. startKnot = degree;
  1019. endKnot = knots.length - 1 - startKnot;
  1020. for ( var i = 0; i < degree; ++ i ) {
  1021. controlPoints.push( controlPoints[ i ] );
  1022. }
  1023. }
  1024. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  1025. var vertices = curve.getPoints( controlPoints.length * 7 );
  1026. var positions = new Float32Array( vertices.length * 3 );
  1027. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  1028. vertices[ i ].toArray( positions, i * 3 );
  1029. }
  1030. var geometry = new THREE.BufferGeometry();
  1031. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  1032. return geometry;
  1033. }
  1034. /**
  1035. * Finally generates Scene graph and Scene graph Objects.
  1036. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  1037. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1038. * @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
  1039. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  1040. * @param {Map<number, THREE.Material>} materialMap
  1041. * @returns {THREE.Group}
  1042. */
  1043. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  1044. var sceneGraph = new THREE.Group();
  1045. var ModelNode = FBXTree.Objects.subNodes.Model;
  1046. /**
  1047. * @type {Array.<THREE.Object3D>}
  1048. */
  1049. var modelArray = [];
  1050. /**
  1051. * @type {Map.<number, THREE.Object3D>}
  1052. */
  1053. var modelMap = new Map();
  1054. for ( var nodeID in ModelNode ) {
  1055. var id = parseInt( nodeID );
  1056. var node = ModelNode[ nodeID ];
  1057. var conns = connections.get( id );
  1058. var model = null;
  1059. for ( var i = 0; i < conns.parents.length; ++ i ) {
  1060. for ( var FBX_ID in deformers ) {
  1061. var deformer = deformers[ FBX_ID ];
  1062. var subDeformers = deformer.map;
  1063. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  1064. if ( subDeformer ) {
  1065. var model2 = model;
  1066. model = new THREE.Bone();
  1067. deformer.bones[ subDeformer.index ] = model;
  1068. // seems like we need this not to make non-connected bone, maybe?
  1069. // TODO: confirm
  1070. if ( model2 !== null ) model.add( model2 );
  1071. }
  1072. }
  1073. }
  1074. if ( ! model ) {
  1075. switch ( node.attrType ) {
  1076. case 'Camera':
  1077. /* ***********
  1078. * Supported camera types:
  1079. * PerspectiveCamera
  1080. * OrthographicCamera
  1081. ************** */
  1082. var cameraAttribute;
  1083. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1084. var childID = conns.children[ childrenIndex ].ID;
  1085. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  1086. if ( attr !== undefined && attr.properties !== undefined ) {
  1087. cameraAttribute = attr.properties;
  1088. }
  1089. }
  1090. if ( cameraAttribute === undefined ) {
  1091. model = new THREE.Object3D();
  1092. } else {
  1093. var type = 0;
  1094. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  1095. type = 1;
  1096. }
  1097. var nearClippingPlane = 1;
  1098. if ( cameraAttribute.NearPlane !== undefined ) {
  1099. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  1100. }
  1101. var farClippingPlane = 1000;
  1102. if ( cameraAttribute.FarPlane !== undefined ) {
  1103. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  1104. }
  1105. var width = window.innerWidth;
  1106. var height = window.innerHeight;
  1107. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1108. width = cameraAttribute.AspectWidth.value;
  1109. height = cameraAttribute.AspectHeight.value;
  1110. }
  1111. var aspect = width / height;
  1112. var fov = 45;
  1113. if ( cameraAttribute.FieldOfView !== undefined ) {
  1114. fov = cameraAttribute.FieldOfView.value;
  1115. }
  1116. switch ( type ) {
  1117. case 0: // Perspective
  1118. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1119. break;
  1120. case 1: // Orthographic
  1121. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1122. break;
  1123. default:
  1124. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1125. model = new THREE.Object3D();
  1126. break;
  1127. }
  1128. }
  1129. break;
  1130. case 'Light':
  1131. /* ***********
  1132. * Supported light types:
  1133. * DirectionalLight
  1134. * PointLight
  1135. * SpotLight
  1136. ************** */
  1137. var lightAttribute;
  1138. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1139. var childID = conns.children[ childrenIndex ].ID;
  1140. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  1141. if ( attr !== undefined && attr.properties !== undefined ) {
  1142. lightAttribute = attr.properties;
  1143. }
  1144. }
  1145. if ( lightAttribute === undefined ) {
  1146. model = new THREE.Object3D();
  1147. } else {
  1148. var type;
  1149. // LightType can be undefined for Point lights
  1150. if ( lightAttribute.LightType === undefined ) {
  1151. type = 0;
  1152. } else {
  1153. type = lightAttribute.LightType.value;
  1154. }
  1155. var color = 0xffffff;
  1156. if ( lightAttribute.Color !== undefined ) {
  1157. color = parseColor( lightAttribute.Color.value );
  1158. }
  1159. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1160. // light disabled
  1161. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1162. intensity = 0;
  1163. }
  1164. var distance = 0;
  1165. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1166. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1167. distance = 0;
  1168. } else {
  1169. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1170. }
  1171. }
  1172. // TODO
  1173. // could be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1174. var decay = 1;
  1175. switch ( type ) {
  1176. case 0: // Point
  1177. model = new THREE.PointLight( color, intensity, distance, decay );
  1178. break;
  1179. case 1: // Directional
  1180. model = new THREE.DirectionalLight( color, intensity );
  1181. break;
  1182. case 2: // Spot
  1183. var angle = Math.PI / 3;
  1184. if ( lightAttribute.InnerAngle !== undefined ) {
  1185. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1186. }
  1187. var penumbra = 0;
  1188. if ( lightAttribute.OuterAngle !== undefined ) {
  1189. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1190. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1191. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1192. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1193. penumbra = Math.max( penumbra, 1 );
  1194. }
  1195. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1196. break;
  1197. default:
  1198. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1199. model = new THREE.PointLight( color, intensity );
  1200. break;
  1201. }
  1202. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1203. model.castShadow = true;
  1204. }
  1205. }
  1206. break;
  1207. case 'Mesh':
  1208. /**
  1209. * @type {?THREE.BufferGeometry}
  1210. */
  1211. var geometry = null;
  1212. /**
  1213. * @type {THREE.MultiMaterial|THREE.Material}
  1214. */
  1215. var material = null;
  1216. /**
  1217. * @type {Array.<THREE.Material>}
  1218. */
  1219. var materials = [];
  1220. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1221. var child = conns.children[ childrenIndex ];
  1222. if ( geometryMap.has( child.ID ) ) {
  1223. geometry = geometryMap.get( child.ID );
  1224. }
  1225. if ( materialMap.has( child.ID ) ) {
  1226. materials.push( materialMap.get( child.ID ) );
  1227. }
  1228. }
  1229. if ( materials.length > 1 ) {
  1230. material = materials;
  1231. } else if ( materials.length > 0 ) {
  1232. material = materials[ 0 ];
  1233. } else {
  1234. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1235. materials.push( material );
  1236. }
  1237. if ( 'color' in geometry.attributes ) {
  1238. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1239. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1240. }
  1241. }
  1242. if ( geometry.FBX_Deformer ) {
  1243. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1244. materials[ materialsIndex ].skinning = true;
  1245. }
  1246. model = new THREE.SkinnedMesh( geometry, material );
  1247. } else {
  1248. model = new THREE.Mesh( geometry, material );
  1249. }
  1250. break;
  1251. case 'NurbsCurve':
  1252. var geometry = null;
  1253. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1254. var child = conns.children[ childrenIndex ];
  1255. if ( geometryMap.has( child.ID ) ) {
  1256. geometry = geometryMap.get( child.ID );
  1257. }
  1258. }
  1259. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1260. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1261. model = new THREE.Line( geometry, material );
  1262. break;
  1263. default:
  1264. model = new THREE.Group();
  1265. break;
  1266. }
  1267. }
  1268. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  1269. model.FBX_ID = id;
  1270. modelArray.push( model );
  1271. modelMap.set( id, model );
  1272. }
  1273. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1274. var model = modelArray[ modelArrayIndex ];
  1275. var node = ModelNode[ model.FBX_ID ];
  1276. if ( 'Lcl_Translation' in node.properties ) {
  1277. model.position.fromArray( node.properties.Lcl_Translation.value );
  1278. }
  1279. if ( 'Lcl_Rotation' in node.properties ) {
  1280. var rotation = node.properties.Lcl_Rotation.value.map( THREE.Math.degToRad );
  1281. rotation.push( 'ZYX' );
  1282. model.rotation.fromArray( rotation );
  1283. }
  1284. if ( 'Lcl_Scaling' in node.properties ) {
  1285. model.scale.fromArray( node.properties.Lcl_Scaling.value );
  1286. }
  1287. if ( 'PreRotation' in node.properties ) {
  1288. var preRotations = new THREE.Euler().fromArray( node.properties.PreRotation.value.map( THREE.Math.degToRad ), 'ZYX' );
  1289. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1290. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1291. preRotations.multiply( currentRotation );
  1292. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1293. }
  1294. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1295. if ( 'GeometricTranslation' in node.properties ) {
  1296. var array = node.properties.GeometricTranslation.value;
  1297. model.traverse( function ( child ) {
  1298. if ( child.geometry ) {
  1299. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1300. }
  1301. } );
  1302. }
  1303. if ( 'LookAtProperty' in node.properties ) {
  1304. var conns = connections.get( model.FBX_ID );
  1305. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1306. var child = conns.children[ childrenIndex ];
  1307. if ( child.relationship === 'LookAtProperty' ) {
  1308. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1309. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1310. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1311. // DirectionalLight, SpotLight
  1312. if ( model.target !== undefined ) {
  1313. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1314. sceneGraph.add( model.target );
  1315. } else { // Cameras and other Object3Ds
  1316. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1317. }
  1318. }
  1319. }
  1320. }
  1321. }
  1322. var conns = connections.get( model.FBX_ID );
  1323. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1324. var pIndex = findIndex( modelArray, function ( mod ) {
  1325. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1326. } );
  1327. if ( pIndex > - 1 ) {
  1328. modelArray[ pIndex ].add( model );
  1329. break;
  1330. }
  1331. }
  1332. if ( model.parent === null ) {
  1333. sceneGraph.add( model );
  1334. }
  1335. }
  1336. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1337. sceneGraph.updateMatrixWorld( true );
  1338. var worldMatrices = new Map();
  1339. // Put skeleton into bind pose.
  1340. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1341. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1342. for ( var nodeID in BindPoseNode ) {
  1343. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1344. BindPoseNode = BindPoseNode[ nodeID ];
  1345. break;
  1346. }
  1347. }
  1348. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1349. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1350. var node = PoseNode[ PoseNodeIndex ];
  1351. var rawMatWrd = new THREE.Matrix4().fromArray( node.subNodes.Matrix.properties.a );
  1352. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1353. }
  1354. }
  1355. for ( var FBX_ID in deformers ) {
  1356. var deformer = deformers[ FBX_ID ];
  1357. var subDeformers = deformer.map;
  1358. for ( var key in subDeformers ) {
  1359. var subDeformer = subDeformers[ key ];
  1360. var subDeformerIndex = subDeformer.index;
  1361. /**
  1362. * @type {THREE.Bone}
  1363. */
  1364. var bone = deformer.bones[ subDeformerIndex ];
  1365. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1366. break;
  1367. }
  1368. var mat = worldMatrices.get( bone.FBX_ID );
  1369. bone.matrixWorld.copy( mat );
  1370. }
  1371. // Now that skeleton is in bind pose, bind to model.
  1372. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1373. var conns = connections.get( deformer.FBX_ID );
  1374. var parents = conns.parents;
  1375. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1376. var parent = parents[ parentsIndex ];
  1377. if ( geometryMap.has( parent.ID ) ) {
  1378. var geoID = parent.ID;
  1379. var geoConns = connections.get( geoID );
  1380. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1381. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1382. var model = modelMap.get( geoConns.parents[ i ].ID );
  1383. //ASSERT model typeof SkinnedMesh
  1384. model.bind( deformer.skeleton, model.matrixWorld );
  1385. break;
  1386. }
  1387. }
  1388. }
  1389. }
  1390. }
  1391. //Skeleton is now bound, return objects to starting
  1392. //world positions.
  1393. sceneGraph.updateMatrixWorld( true );
  1394. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1395. // to attach animations to, since FBX treats animations as animations for the entire scene,
  1396. // not just for individual objects.
  1397. sceneGraph.skeleton = {
  1398. bones: modelArray
  1399. };
  1400. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1401. addAnimations( sceneGraph, animations );
  1402. // Parse ambient color - if it's not set to black (default), create an ambient light
  1403. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1404. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1405. var r = ambientColor[ 0 ];
  1406. var g = ambientColor[ 1 ];
  1407. var b = ambientColor[ 2 ];
  1408. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1409. var color = new THREE.Color( r, g, b );
  1410. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1411. }
  1412. }
  1413. return sceneGraph;
  1414. }
  1415. /**
  1416. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  1417. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  1418. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1419. */
  1420. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1421. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1422. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1423. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1424. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1425. var fps = 30; // default framerate
  1426. if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
  1427. /* Autodesk time mode documentation can be found here:
  1428. * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
  1429. */
  1430. var timeModeEnum = [
  1431. 30, // 0: eDefaultMode
  1432. 120, // 1: eFrames120
  1433. 100, // 2: eFrames100
  1434. 60, // 3: eFrames60
  1435. 50, // 4: eFrames50
  1436. 48, // 5: eFrames48
  1437. 30, // 6: eFrames30 (black and white NTSC )
  1438. 30, // 7: eFrames30Drop
  1439. 29.97, // 8: eNTSCDropFrame
  1440. 29.97, // 90: eNTSCFullFrame
  1441. 25, // 10: ePal ( PAL/SECAM )
  1442. 24, // 11: eFrames24 (Film/Cinema)
  1443. 1, // 12: eFrames1000 (use for date time))
  1444. 23.976, // 13: eFilmFullFrame
  1445. 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
  1446. 96, // 15: eFrames96
  1447. 72, // 16: eFrames72
  1448. 59.94, // 17: eFrames59dot94
  1449. ];
  1450. var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
  1451. if ( eMode === 14 ) {
  1452. if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
  1453. fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
  1454. fps = ( fps === - 1 ) ? 30 : fps;
  1455. }
  1456. } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
  1457. fps = timeModeEnum[ eMode ];
  1458. }
  1459. }
  1460. /**
  1461. * @type {{
  1462. curves: Map<number, {
  1463. T: {
  1464. id: number;
  1465. attr: string;
  1466. internalID: number;
  1467. attrX: boolean;
  1468. attrY: boolean;
  1469. attrZ: boolean;
  1470. containerBoneID: number;
  1471. containerID: number;
  1472. curves: {
  1473. x: {
  1474. version: any;
  1475. id: number;
  1476. internalID: number;
  1477. times: number[];
  1478. values: number[];
  1479. attrFlag: number[];
  1480. attrData: number[];
  1481. };
  1482. y: {
  1483. version: any;
  1484. id: number;
  1485. internalID: number;
  1486. times: number[];
  1487. values: number[];
  1488. attrFlag: number[];
  1489. attrData: number[];
  1490. };
  1491. z: {
  1492. version: any;
  1493. id: number;
  1494. internalID: number;
  1495. times: number[];
  1496. values: number[];
  1497. attrFlag: number[];
  1498. attrData: number[];
  1499. };
  1500. };
  1501. },
  1502. R: {
  1503. id: number;
  1504. attr: string;
  1505. internalID: number;
  1506. attrX: boolean;
  1507. attrY: boolean;
  1508. attrZ: boolean;
  1509. containerBoneID: number;
  1510. containerID: number;
  1511. curves: {
  1512. x: {
  1513. version: any;
  1514. id: number;
  1515. internalID: number;
  1516. times: number[];
  1517. values: number[];
  1518. attrFlag: number[];
  1519. attrData: number[];
  1520. };
  1521. y: {
  1522. version: any;
  1523. id: number;
  1524. internalID: number;
  1525. times: number[];
  1526. values: number[];
  1527. attrFlag: number[];
  1528. attrData: number[];
  1529. };
  1530. z: {
  1531. version: any;
  1532. id: number;
  1533. internalID: number;
  1534. times: number[];
  1535. values: number[];
  1536. attrFlag: number[];
  1537. attrData: number[];
  1538. };
  1539. };
  1540. },
  1541. S: {
  1542. id: number;
  1543. attr: string;
  1544. internalID: number;
  1545. attrX: boolean;
  1546. attrY: boolean;
  1547. attrZ: boolean;
  1548. containerBoneID: number;
  1549. containerID: number;
  1550. curves: {
  1551. x: {
  1552. version: any;
  1553. id: number;
  1554. internalID: number;
  1555. times: number[];
  1556. values: number[];
  1557. attrFlag: number[];
  1558. attrData: number[];
  1559. };
  1560. y: {
  1561. version: any;
  1562. id: number;
  1563. internalID: number;
  1564. times: number[];
  1565. values: number[];
  1566. attrFlag: number[];
  1567. attrData: number[];
  1568. };
  1569. z: {
  1570. version: any;
  1571. id: number;
  1572. internalID: number;
  1573. times: number[];
  1574. values: number[];
  1575. attrFlag: number[];
  1576. attrData: number[];
  1577. };
  1578. };
  1579. }
  1580. }>,
  1581. layers: Map<number, {
  1582. T: {
  1583. id: number;
  1584. attr: string;
  1585. internalID: number;
  1586. attrX: boolean;
  1587. attrY: boolean;
  1588. attrZ: boolean;
  1589. containerBoneID: number;
  1590. containerID: number;
  1591. curves: {
  1592. x: {
  1593. version: any;
  1594. id: number;
  1595. internalID: number;
  1596. times: number[];
  1597. values: number[];
  1598. attrFlag: number[];
  1599. attrData: number[];
  1600. };
  1601. y: {
  1602. version: any;
  1603. id: number;
  1604. internalID: number;
  1605. times: number[];
  1606. values: number[];
  1607. attrFlag: number[];
  1608. attrData: number[];
  1609. };
  1610. z: {
  1611. version: any;
  1612. id: number;
  1613. internalID: number;
  1614. times: number[];
  1615. values: number[];
  1616. attrFlag: number[];
  1617. attrData: number[];
  1618. };
  1619. },
  1620. },
  1621. R: {
  1622. id: number;
  1623. attr: string;
  1624. internalID: number;
  1625. attrX: boolean;
  1626. attrY: boolean;
  1627. attrZ: boolean;
  1628. containerBoneID: number;
  1629. containerID: number;
  1630. curves: {
  1631. x: {
  1632. version: any;
  1633. id: number;
  1634. internalID: number;
  1635. times: number[];
  1636. values: number[];
  1637. attrFlag: number[];
  1638. attrData: number[];
  1639. };
  1640. y: {
  1641. version: any;
  1642. id: number;
  1643. internalID: number;
  1644. times: number[];
  1645. values: number[];
  1646. attrFlag: number[];
  1647. attrData: number[];
  1648. };
  1649. z: {
  1650. version: any;
  1651. id: number;
  1652. internalID: number;
  1653. times: number[];
  1654. values: number[];
  1655. attrFlag: number[];
  1656. attrData: number[];
  1657. };
  1658. },
  1659. },
  1660. S: {
  1661. id: number;
  1662. attr: string;
  1663. internalID: number;
  1664. attrX: boolean;
  1665. attrY: boolean;
  1666. attrZ: boolean;
  1667. containerBoneID: number;
  1668. containerID: number;
  1669. curves: {
  1670. x: {
  1671. version: any;
  1672. id: number;
  1673. internalID: number;
  1674. times: number[];
  1675. values: number[];
  1676. attrFlag: number[];
  1677. attrData: number[];
  1678. };
  1679. y: {
  1680. version: any;
  1681. id: number;
  1682. internalID: number;
  1683. times: number[];
  1684. values: number[];
  1685. attrFlag: number[];
  1686. attrData: number[];
  1687. };
  1688. z: {
  1689. version: any;
  1690. id: number;
  1691. internalID: number;
  1692. times: number[];
  1693. values: number[];
  1694. attrFlag: number[];
  1695. attrData: number[];
  1696. };
  1697. },
  1698. }
  1699. }[]>,
  1700. stacks: Map<number, {
  1701. name: string,
  1702. layers: {
  1703. T: {
  1704. id: number;
  1705. attr: string;
  1706. internalID: number;
  1707. attrX: boolean;
  1708. attrY: boolean;
  1709. attrZ: boolean;
  1710. containerBoneID: number;
  1711. containerID: number;
  1712. curves: {
  1713. x: {
  1714. version: any;
  1715. id: number;
  1716. internalID: number;
  1717. times: number[];
  1718. values: number[];
  1719. attrFlag: number[];
  1720. attrData: number[];
  1721. };
  1722. y: {
  1723. version: any;
  1724. id: number;
  1725. internalID: number;
  1726. times: number[];
  1727. values: number[];
  1728. attrFlag: number[];
  1729. attrData: number[];
  1730. };
  1731. z: {
  1732. version: any;
  1733. id: number;
  1734. internalID: number;
  1735. times: number[];
  1736. values: number[];
  1737. attrFlag: number[];
  1738. attrData: number[];
  1739. };
  1740. };
  1741. };
  1742. R: {
  1743. id: number;
  1744. attr: string;
  1745. internalID: number;
  1746. attrX: boolean;
  1747. attrY: boolean;
  1748. attrZ: boolean;
  1749. containerBoneID: number;
  1750. containerID: number;
  1751. curves: {
  1752. x: {
  1753. version: any;
  1754. id: number;
  1755. internalID: number;
  1756. times: number[];
  1757. values: number[];
  1758. attrFlag: number[];
  1759. attrData: number[];
  1760. };
  1761. y: {
  1762. version: any;
  1763. id: number;
  1764. internalID: number;
  1765. times: number[];
  1766. values: number[];
  1767. attrFlag: number[];
  1768. attrData: number[];
  1769. };
  1770. z: {
  1771. version: any;
  1772. id: number;
  1773. internalID: number;
  1774. times: number[];
  1775. values: number[];
  1776. attrFlag: number[];
  1777. attrData: number[];
  1778. };
  1779. };
  1780. };
  1781. S: {
  1782. id: number;
  1783. attr: string;
  1784. internalID: number;
  1785. attrX: boolean;
  1786. attrY: boolean;
  1787. attrZ: boolean;
  1788. containerBoneID: number;
  1789. containerID: number;
  1790. curves: {
  1791. x: {
  1792. version: any;
  1793. id: number;
  1794. internalID: number;
  1795. times: number[];
  1796. values: number[];
  1797. attrFlag: number[];
  1798. attrData: number[];
  1799. };
  1800. y: {
  1801. version: any;
  1802. id: number;
  1803. internalID: number;
  1804. times: number[];
  1805. values: number[];
  1806. attrFlag: number[];
  1807. attrData: number[];
  1808. };
  1809. z: {
  1810. version: any;
  1811. id: number;
  1812. internalID: number;
  1813. times: number[];
  1814. values: number[];
  1815. attrFlag: number[];
  1816. attrData: number[];
  1817. };
  1818. };
  1819. };
  1820. }[][],
  1821. length: number,
  1822. frames: number }>,
  1823. length: number,
  1824. fps: number,
  1825. frames: number
  1826. }}
  1827. */
  1828. var returnObject = {
  1829. curves: new Map(),
  1830. layers: {},
  1831. stacks: {},
  1832. length: 0,
  1833. fps: fps,
  1834. frames: 0
  1835. };
  1836. /**
  1837. * @type {Array.<{
  1838. id: number;
  1839. attr: string;
  1840. internalID: number;
  1841. attrX: boolean;
  1842. attrY: boolean;
  1843. attrZ: boolean;
  1844. containerBoneID: number;
  1845. containerID: number;
  1846. }>}
  1847. */
  1848. var animationCurveNodes = [];
  1849. for ( var nodeID in rawNodes ) {
  1850. if ( nodeID.match( /\d+/ ) ) {
  1851. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1852. animationCurveNodes.push( animationNode );
  1853. }
  1854. }
  1855. /**
  1856. * @type {Map.<number, {
  1857. id: number,
  1858. attr: string,
  1859. internalID: number,
  1860. attrX: boolean,
  1861. attrY: boolean,
  1862. attrZ: boolean,
  1863. containerBoneID: number,
  1864. containerID: number,
  1865. curves: {
  1866. x: {
  1867. version: any,
  1868. id: number,
  1869. internalID: number,
  1870. times: number[],
  1871. values: number[],
  1872. attrFlag: number[],
  1873. attrData: number[],
  1874. },
  1875. y: {
  1876. version: any,
  1877. id: number,
  1878. internalID: number,
  1879. times: number[],
  1880. values: number[],
  1881. attrFlag: number[],
  1882. attrData: number[],
  1883. },
  1884. z: {
  1885. version: any,
  1886. id: number,
  1887. internalID: number,
  1888. times: number[],
  1889. values: number[],
  1890. attrFlag: number[],
  1891. attrData: number[],
  1892. }
  1893. }
  1894. }>}
  1895. */
  1896. var tmpMap = new Map();
  1897. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1898. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1899. continue;
  1900. }
  1901. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1902. }
  1903. /**
  1904. * @type {{
  1905. version: any,
  1906. id: number,
  1907. internalID: number,
  1908. times: number[],
  1909. values: number[],
  1910. attrFlag: number[],
  1911. attrData: number[],
  1912. }[]}
  1913. */
  1914. var animationCurves = [];
  1915. for ( nodeID in rawCurves ) {
  1916. if ( nodeID.match( /\d+/ ) ) {
  1917. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1918. // seems like this check would be necessary?
  1919. if ( ! connections.has( animationCurve.id ) ) continue;
  1920. animationCurves.push( animationCurve );
  1921. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1922. var firstParentID = firstParentConn.ID;
  1923. var firstParentRelationship = firstParentConn.relationship;
  1924. var axis = '';
  1925. if ( firstParentRelationship.match( /X/ ) ) {
  1926. axis = 'x';
  1927. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1928. axis = 'y';
  1929. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1930. axis = 'z';
  1931. } else {
  1932. continue;
  1933. }
  1934. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1935. }
  1936. }
  1937. tmpMap.forEach( function ( curveNode ) {
  1938. var id = curveNode.containerBoneID;
  1939. if ( ! returnObject.curves.has( id ) ) {
  1940. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1941. }
  1942. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1943. if ( curveNode.attr === 'R' ) {
  1944. var curves = curveNode.curves;
  1945. // Seems like some FBX files have AnimationCurveNode
  1946. // which doesn't have any connected AnimationCurve.
  1947. // Setting animation parameter for them here.
  1948. if ( curves.x === null ) {
  1949. curves.x = {
  1950. version: null,
  1951. times: [ 0.0 ],
  1952. values: [ 0.0 ]
  1953. };
  1954. }
  1955. if ( curves.y === null ) {
  1956. curves.y = {
  1957. version: null,
  1958. times: [ 0.0 ],
  1959. values: [ 0.0 ]
  1960. };
  1961. }
  1962. if ( curves.z === null ) {
  1963. curves.z = {
  1964. version: null,
  1965. times: [ 0.0 ],
  1966. values: [ 0.0 ]
  1967. };
  1968. }
  1969. curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1970. curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1971. curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1972. if ( curveNode.preRotations !== null ) {
  1973. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1974. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1975. var frameRotation = new THREE.Euler();
  1976. var frameRotationQuaternion = new THREE.Quaternion();
  1977. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1978. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1979. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1980. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1981. curves.x.values[ frame ] = frameRotation.x;
  1982. curves.y.values[ frame ] = frameRotation.y;
  1983. curves.z.values[ frame ] = frameRotation.z;
  1984. }
  1985. }
  1986. }
  1987. } );
  1988. for ( var nodeID in rawLayers ) {
  1989. /**
  1990. * @type {{
  1991. T: {
  1992. id: number;
  1993. attr: string;
  1994. internalID: number;
  1995. attrX: boolean;
  1996. attrY: boolean;
  1997. attrZ: boolean;
  1998. containerBoneID: number;
  1999. containerID: number;
  2000. curves: {
  2001. x: {
  2002. version: any;
  2003. id: number;
  2004. internalID: number;
  2005. times: number[];
  2006. values: number[];
  2007. attrFlag: number[];
  2008. attrData: number[];
  2009. };
  2010. y: {
  2011. version: any;
  2012. id: number;
  2013. internalID: number;
  2014. times: number[];
  2015. values: number[];
  2016. attrFlag: number[];
  2017. attrData: number[];
  2018. };
  2019. z: {
  2020. version: any;
  2021. id: number;
  2022. internalID: number;
  2023. times: number[];
  2024. values: number[];
  2025. attrFlag: number[];
  2026. attrData: number[];
  2027. };
  2028. },
  2029. },
  2030. R: {
  2031. id: number;
  2032. attr: string;
  2033. internalID: number;
  2034. attrX: boolean;
  2035. attrY: boolean;
  2036. attrZ: boolean;
  2037. containerBoneID: number;
  2038. containerID: number;
  2039. curves: {
  2040. x: {
  2041. version: any;
  2042. id: number;
  2043. internalID: number;
  2044. times: number[];
  2045. values: number[];
  2046. attrFlag: number[];
  2047. attrData: number[];
  2048. };
  2049. y: {
  2050. version: any;
  2051. id: number;
  2052. internalID: number;
  2053. times: number[];
  2054. values: number[];
  2055. attrFlag: number[];
  2056. attrData: number[];
  2057. };
  2058. z: {
  2059. version: any;
  2060. id: number;
  2061. internalID: number;
  2062. times: number[];
  2063. values: number[];
  2064. attrFlag: number[];
  2065. attrData: number[];
  2066. };
  2067. },
  2068. },
  2069. S: {
  2070. id: number;
  2071. attr: string;
  2072. internalID: number;
  2073. attrX: boolean;
  2074. attrY: boolean;
  2075. attrZ: boolean;
  2076. containerBoneID: number;
  2077. containerID: number;
  2078. curves: {
  2079. x: {
  2080. version: any;
  2081. id: number;
  2082. internalID: number;
  2083. times: number[];
  2084. values: number[];
  2085. attrFlag: number[];
  2086. attrData: number[];
  2087. };
  2088. y: {
  2089. version: any;
  2090. id: number;
  2091. internalID: number;
  2092. times: number[];
  2093. values: number[];
  2094. attrFlag: number[];
  2095. attrData: number[];
  2096. };
  2097. z: {
  2098. version: any;
  2099. id: number;
  2100. internalID: number;
  2101. times: number[];
  2102. values: number[];
  2103. attrFlag: number[];
  2104. attrData: number[];
  2105. };
  2106. },
  2107. }
  2108. }[]}
  2109. */
  2110. var layer = [];
  2111. var children = connections.get( parseInt( nodeID ) ).children;
  2112. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  2113. // Skip lockInfluenceWeights
  2114. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  2115. var curveNode = tmpMap.get( children[ childIndex ].ID );
  2116. var boneID = curveNode.containerBoneID;
  2117. if ( layer[ boneID ] === undefined ) {
  2118. layer[ boneID ] = {
  2119. T: null,
  2120. R: null,
  2121. S: null
  2122. };
  2123. }
  2124. layer[ boneID ][ curveNode.attr ] = curveNode;
  2125. }
  2126. }
  2127. returnObject.layers[ nodeID ] = layer;
  2128. }
  2129. for ( var nodeID in rawStacks ) {
  2130. var layers = [];
  2131. var children = connections.get( parseInt( nodeID ) ).children;
  2132. var timestamps = { max: 0, min: Number.MAX_VALUE };
  2133. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  2134. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  2135. if ( currentLayer !== undefined ) {
  2136. layers.push( currentLayer );
  2137. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  2138. var layer = currentLayer[ currentLayerIndex ];
  2139. if ( layer ) {
  2140. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  2141. }
  2142. }
  2143. }
  2144. }
  2145. // Do we have an animation clip with actual length?
  2146. if ( timestamps.max > timestamps.min ) {
  2147. returnObject.stacks[ nodeID ] = {
  2148. name: rawStacks[ nodeID ].attrName,
  2149. layers: layers,
  2150. length: timestamps.max - timestamps.min,
  2151. frames: ( timestamps.max - timestamps.min ) * returnObject.fps
  2152. };
  2153. }
  2154. }
  2155. return returnObject;
  2156. }
  2157. /**
  2158. * @param {Object} FBXTree
  2159. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  2160. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  2161. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  2162. */
  2163. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  2164. var rawModels = FBXTree.Objects.subNodes.Model;
  2165. var returnObject = {
  2166. /**
  2167. * @type {number}
  2168. */
  2169. id: animationCurveNode.id,
  2170. /**
  2171. * @type {string}
  2172. */
  2173. attr: animationCurveNode.attrName,
  2174. /**
  2175. * @type {number}
  2176. */
  2177. internalID: animationCurveNode.id,
  2178. /**
  2179. * @type {boolean}
  2180. */
  2181. attrX: false,
  2182. /**
  2183. * @type {boolean}
  2184. */
  2185. attrY: false,
  2186. /**
  2187. * @type {boolean}
  2188. */
  2189. attrZ: false,
  2190. /**
  2191. * @type {number}
  2192. */
  2193. containerBoneID: - 1,
  2194. /**
  2195. * @type {number}
  2196. */
  2197. containerID: - 1,
  2198. curves: {
  2199. x: null,
  2200. y: null,
  2201. z: null
  2202. },
  2203. /**
  2204. * @type {number[]}
  2205. */
  2206. preRotations: null
  2207. };
  2208. if ( returnObject.attr.match( /S|R|T/ ) ) {
  2209. for ( var attributeKey in animationCurveNode.properties ) {
  2210. if ( attributeKey.match( /X/ ) ) {
  2211. returnObject.attrX = true;
  2212. }
  2213. if ( attributeKey.match( /Y/ ) ) {
  2214. returnObject.attrY = true;
  2215. }
  2216. if ( attributeKey.match( /Z/ ) ) {
  2217. returnObject.attrZ = true;
  2218. }
  2219. }
  2220. } else {
  2221. return null;
  2222. }
  2223. var conns = connections.get( returnObject.id );
  2224. var containerIndices = conns.parents;
  2225. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  2226. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  2227. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  2228. } );
  2229. if ( boneID > - 1 ) {
  2230. returnObject.containerBoneID = boneID;
  2231. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  2232. var model = rawModels[ returnObject.containerID.toString() ];
  2233. if ( 'PreRotation' in model.properties ) {
  2234. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  2235. }
  2236. break;
  2237. }
  2238. }
  2239. return returnObject;
  2240. }
  2241. /**
  2242. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  2243. */
  2244. function parseAnimationCurve( animationCurve ) {
  2245. return {
  2246. version: null,
  2247. id: animationCurve.id,
  2248. internalID: animationCurve.id,
  2249. times: animationCurve.subNodes.KeyTime.properties.a.map( convertFBXTimeToSeconds ),
  2250. values: animationCurve.subNodes.KeyValueFloat.properties.a,
  2251. attrFlag: animationCurve.subNodes.KeyAttrFlags.properties.a,
  2252. attrData: animationCurve.subNodes.KeyAttrDataFloat.properties.a,
  2253. };
  2254. }
  2255. /**
  2256. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  2257. * than the max or min respectively.
  2258. * @param {{
  2259. T: {
  2260. id: number,
  2261. attr: string,
  2262. internalID: number,
  2263. attrX: boolean,
  2264. attrY: boolean,
  2265. attrZ: boolean,
  2266. containerBoneID: number,
  2267. containerID: number,
  2268. curves: {
  2269. x: {
  2270. version: any,
  2271. id: number,
  2272. internalID: number,
  2273. times: number[],
  2274. values: number[],
  2275. attrFlag: number[],
  2276. attrData: number[],
  2277. },
  2278. y: {
  2279. version: any,
  2280. id: number,
  2281. internalID: number,
  2282. times: number[],
  2283. values: number[],
  2284. attrFlag: number[],
  2285. attrData: number[],
  2286. },
  2287. z: {
  2288. version: any,
  2289. id: number,
  2290. internalID: number,
  2291. times: number[],
  2292. values: number[],
  2293. attrFlag: number[],
  2294. attrData: number[],
  2295. },
  2296. },
  2297. },
  2298. R: {
  2299. id: number,
  2300. attr: string,
  2301. internalID: number,
  2302. attrX: boolean,
  2303. attrY: boolean,
  2304. attrZ: boolean,
  2305. containerBoneID: number,
  2306. containerID: number,
  2307. curves: {
  2308. x: {
  2309. version: any,
  2310. id: number,
  2311. internalID: number,
  2312. times: number[],
  2313. values: number[],
  2314. attrFlag: number[],
  2315. attrData: number[],
  2316. },
  2317. y: {
  2318. version: any,
  2319. id: number,
  2320. internalID: number,
  2321. times: number[],
  2322. values: number[],
  2323. attrFlag: number[],
  2324. attrData: number[],
  2325. },
  2326. z: {
  2327. version: any,
  2328. id: number,
  2329. internalID: number,
  2330. times: number[],
  2331. values: number[],
  2332. attrFlag: number[],
  2333. attrData: number[],
  2334. },
  2335. },
  2336. },
  2337. S: {
  2338. id: number,
  2339. attr: string,
  2340. internalID: number,
  2341. attrX: boolean,
  2342. attrY: boolean,
  2343. attrZ: boolean,
  2344. containerBoneID: number,
  2345. containerID: number,
  2346. curves: {
  2347. x: {
  2348. version: any,
  2349. id: number,
  2350. internalID: number,
  2351. times: number[],
  2352. values: number[],
  2353. attrFlag: number[],
  2354. attrData: number[],
  2355. },
  2356. y: {
  2357. version: any,
  2358. id: number,
  2359. internalID: number,
  2360. times: number[],
  2361. values: number[],
  2362. attrFlag: number[],
  2363. attrData: number[],
  2364. },
  2365. z: {
  2366. version: any,
  2367. id: number,
  2368. internalID: number,
  2369. times: number[],
  2370. values: number[],
  2371. attrFlag: number[],
  2372. attrData: number[],
  2373. },
  2374. },
  2375. },
  2376. }} layer
  2377. */
  2378. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  2379. if ( layer.R ) {
  2380. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  2381. }
  2382. if ( layer.S ) {
  2383. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  2384. }
  2385. if ( layer.T ) {
  2386. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  2387. }
  2388. }
  2389. /**
  2390. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  2391. * exceeds the maximum or minimum.
  2392. * @param {{
  2393. x: {
  2394. version: any,
  2395. id: number,
  2396. internalID: number,
  2397. times: number[],
  2398. values: number[],
  2399. attrFlag: number[],
  2400. attrData: number[],
  2401. },
  2402. y: {
  2403. version: any,
  2404. id: number,
  2405. internalID: number,
  2406. times: number[],
  2407. values: number[],
  2408. attrFlag: number[],
  2409. attrData: number[],
  2410. },
  2411. z: {
  2412. version: any,
  2413. id: number,
  2414. internalID: number,
  2415. times: number[],
  2416. values: number[],
  2417. attrFlag: number[],
  2418. attrData: number[],
  2419. }
  2420. }} curve
  2421. */
  2422. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  2423. if ( curve.x ) {
  2424. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  2425. }
  2426. if ( curve.y ) {
  2427. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  2428. }
  2429. if ( curve.z ) {
  2430. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  2431. }
  2432. }
  2433. /**
  2434. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  2435. * @param {{times: number[]}} axis
  2436. */
  2437. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  2438. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  2439. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  2440. }
  2441. /**
  2442. * @param {{
  2443. curves: Map<number, {
  2444. T: {
  2445. id: number;
  2446. attr: string;
  2447. internalID: number;
  2448. attrX: boolean;
  2449. attrY: boolean;
  2450. attrZ: boolean;
  2451. containerBoneID: number;
  2452. containerID: number;
  2453. curves: {
  2454. x: {
  2455. version: any;
  2456. id: number;
  2457. internalID: number;
  2458. times: number[];
  2459. values: number[];
  2460. attrFlag: number[];
  2461. attrData: number[];
  2462. };
  2463. y: {
  2464. version: any;
  2465. id: number;
  2466. internalID: number;
  2467. times: number[];
  2468. values: number[];
  2469. attrFlag: number[];
  2470. attrData: number[];
  2471. };
  2472. z: {
  2473. version: any;
  2474. id: number;
  2475. internalID: number;
  2476. times: number[];
  2477. values: number[];
  2478. attrFlag: number[];
  2479. attrData: number[];
  2480. };
  2481. };
  2482. };
  2483. R: {
  2484. id: number;
  2485. attr: string;
  2486. internalID: number;
  2487. attrX: boolean;
  2488. attrY: boolean;
  2489. attrZ: boolean;
  2490. containerBoneID: number;
  2491. containerID: number;
  2492. curves: {
  2493. x: {
  2494. version: any;
  2495. id: number;
  2496. internalID: number;
  2497. times: number[];
  2498. values: number[];
  2499. attrFlag: number[];
  2500. attrData: number[];
  2501. };
  2502. y: {
  2503. version: any;
  2504. id: number;
  2505. internalID: number;
  2506. times: number[];
  2507. values: number[];
  2508. attrFlag: number[];
  2509. attrData: number[];
  2510. };
  2511. z: {
  2512. version: any;
  2513. id: number;
  2514. internalID: number;
  2515. times: number[];
  2516. values: number[];
  2517. attrFlag: number[];
  2518. attrData: number[];
  2519. };
  2520. };
  2521. };
  2522. S: {
  2523. id: number;
  2524. attr: string;
  2525. internalID: number;
  2526. attrX: boolean;
  2527. attrY: boolean;
  2528. attrZ: boolean;
  2529. containerBoneID: number;
  2530. containerID: number;
  2531. curves: {
  2532. x: {
  2533. version: any;
  2534. id: number;
  2535. internalID: number;
  2536. times: number[];
  2537. values: number[];
  2538. attrFlag: number[];
  2539. attrData: number[];
  2540. };
  2541. y: {
  2542. version: any;
  2543. id: number;
  2544. internalID: number;
  2545. times: number[];
  2546. values: number[];
  2547. attrFlag: number[];
  2548. attrData: number[];
  2549. };
  2550. z: {
  2551. version: any;
  2552. id: number;
  2553. internalID: number;
  2554. times: number[];
  2555. values: number[];
  2556. attrFlag: number[];
  2557. attrData: number[];
  2558. };
  2559. };
  2560. };
  2561. }>;
  2562. layers: Map<number, {
  2563. T: {
  2564. id: number;
  2565. attr: string;
  2566. internalID: number;
  2567. attrX: boolean;
  2568. attrY: boolean;
  2569. attrZ: boolean;
  2570. containerBoneID: number;
  2571. containerID: number;
  2572. curves: {
  2573. x: {
  2574. version: any;
  2575. id: number;
  2576. internalID: number;
  2577. times: number[];
  2578. values: number[];
  2579. attrFlag: number[];
  2580. attrData: number[];
  2581. };
  2582. y: {
  2583. version: any;
  2584. id: number;
  2585. internalID: number;
  2586. times: number[];
  2587. values: number[];
  2588. attrFlag: number[];
  2589. attrData: number[];
  2590. };
  2591. z: {
  2592. version: any;
  2593. id: number;
  2594. internalID: number;
  2595. times: number[];
  2596. values: number[];
  2597. attrFlag: number[];
  2598. attrData: number[];
  2599. };
  2600. };
  2601. };
  2602. R: {
  2603. id: number;
  2604. attr: string;
  2605. internalID: number;
  2606. attrX: boolean;
  2607. attrY: boolean;
  2608. attrZ: boolean;
  2609. containerBoneID: number;
  2610. containerID: number;
  2611. curves: {
  2612. x: {
  2613. version: any;
  2614. id: number;
  2615. internalID: number;
  2616. times: number[];
  2617. values: number[];
  2618. attrFlag: number[];
  2619. attrData: number[];
  2620. };
  2621. y: {
  2622. version: any;
  2623. id: number;
  2624. internalID: number;
  2625. times: number[];
  2626. values: number[];
  2627. attrFlag: number[];
  2628. attrData: number[];
  2629. };
  2630. z: {
  2631. version: any;
  2632. id: number;
  2633. internalID: number;
  2634. times: number[];
  2635. values: number[];
  2636. attrFlag: number[];
  2637. attrData: number[];
  2638. };
  2639. };
  2640. };
  2641. S: {
  2642. id: number;
  2643. attr: string;
  2644. internalID: number;
  2645. attrX: boolean;
  2646. attrY: boolean;
  2647. attrZ: boolean;
  2648. containerBoneID: number;
  2649. containerID: number;
  2650. curves: {
  2651. x: {
  2652. version: any;
  2653. id: number;
  2654. internalID: number;
  2655. times: number[];
  2656. values: number[];
  2657. attrFlag: number[];
  2658. attrData: number[];
  2659. };
  2660. y: {
  2661. version: any;
  2662. id: number;
  2663. internalID: number;
  2664. times: number[];
  2665. values: number[];
  2666. attrFlag: number[];
  2667. attrData: number[];
  2668. };
  2669. z: {
  2670. version: any;
  2671. id: number;
  2672. internalID: number;
  2673. times: number[];
  2674. values: number[];
  2675. attrFlag: number[];
  2676. attrData: number[];
  2677. };
  2678. };
  2679. };
  2680. }[]>;
  2681. stacks: Map<number, {
  2682. name: string;
  2683. layers: {
  2684. T: {
  2685. id: number;
  2686. attr: string;
  2687. internalID: number;
  2688. attrX: boolean;
  2689. attrY: boolean;
  2690. attrZ: boolean;
  2691. containerBoneID: number;
  2692. containerID: number;
  2693. curves: {
  2694. x: {
  2695. version: any;
  2696. id: number;
  2697. internalID: number;
  2698. times: number[];
  2699. values: number[];
  2700. attrFlag: number[];
  2701. attrData: number[];
  2702. };
  2703. y: {
  2704. version: any;
  2705. id: number;
  2706. internalID: number;
  2707. times: number[];
  2708. values: number[];
  2709. attrFlag: number[];
  2710. attrData: number[];
  2711. };
  2712. z: {
  2713. version: any;
  2714. id: number;
  2715. internalID: number;
  2716. times: number[];
  2717. values: number[];
  2718. attrFlag: number[];
  2719. attrData: number[];
  2720. };
  2721. };
  2722. };
  2723. R: {
  2724. id: number;
  2725. attr: string;
  2726. internalID: number;
  2727. attrX: boolean;
  2728. attrY: boolean;
  2729. attrZ: boolean;
  2730. containerBoneID: number;
  2731. containerID: number;
  2732. curves: {
  2733. x: {
  2734. version: any;
  2735. id: number;
  2736. internalID: number;
  2737. times: number[];
  2738. values: number[];
  2739. attrFlag: number[];
  2740. attrData: number[];
  2741. };
  2742. y: {
  2743. version: any;
  2744. id: number;
  2745. internalID: number;
  2746. times: number[];
  2747. values: number[];
  2748. attrFlag: number[];
  2749. attrData: number[];
  2750. };
  2751. z: {
  2752. version: any;
  2753. id: number;
  2754. internalID: number;
  2755. times: number[];
  2756. values: number[];
  2757. attrFlag: number[];
  2758. attrData: number[];
  2759. };
  2760. };
  2761. };
  2762. S: {
  2763. id: number;
  2764. attr: string;
  2765. internalID: number;
  2766. attrX: boolean;
  2767. attrY: boolean;
  2768. attrZ: boolean;
  2769. containerBoneID: number;
  2770. containerID: number;
  2771. curves: {
  2772. x: {
  2773. version: any;
  2774. id: number;
  2775. internalID: number;
  2776. times: number[];
  2777. values: number[];
  2778. attrFlag: number[];
  2779. attrData: number[];
  2780. };
  2781. y: {
  2782. version: any;
  2783. id: number;
  2784. internalID: number;
  2785. times: number[];
  2786. values: number[];
  2787. attrFlag: number[];
  2788. attrData: number[];
  2789. };
  2790. z: {
  2791. version: any;
  2792. id: number;
  2793. internalID: number;
  2794. times: number[];
  2795. values: number[];
  2796. attrFlag: number[];
  2797. attrData: number[];
  2798. };
  2799. };
  2800. };
  2801. }[][];
  2802. length: number;
  2803. frames: number;
  2804. }>;
  2805. length: number;
  2806. fps: number;
  2807. frames: number;
  2808. }} animations,
  2809. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2810. */
  2811. function addAnimations( group, animations ) {
  2812. if ( group.animations === undefined ) {
  2813. group.animations = [];
  2814. }
  2815. var stacks = animations.stacks;
  2816. for ( var key in stacks ) {
  2817. var stack = stacks[ key ];
  2818. /**
  2819. * @type {{
  2820. * name: string,
  2821. * fps: number,
  2822. * length: number,
  2823. * hierarchy: Array.<{
  2824. * parent: number,
  2825. * name: string,
  2826. * keys: Array.<{
  2827. * time: number,
  2828. * pos: Array.<number>,
  2829. * rot: Array.<number>,
  2830. * scl: Array.<number>
  2831. * }>
  2832. * }>
  2833. * }}
  2834. */
  2835. var animationData = {
  2836. name: stack.name,
  2837. fps: animations.fps,
  2838. length: stack.length,
  2839. hierarchy: []
  2840. };
  2841. var bones = group.skeleton.bones;
  2842. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2843. var bone = bones[ bonesIndex ];
  2844. var name = bone.name.replace( /.*:/, '' );
  2845. var parentIndex = findIndex( bones, function ( parentBone ) {
  2846. return bone.parent === parentBone;
  2847. } );
  2848. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2849. }
  2850. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  2851. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  2852. var bone = bones[ bonesIndex ];
  2853. var boneIndex = bonesIndex;
  2854. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2855. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  2856. var node = animationData.hierarchy[ hierarchyIndex ];
  2857. if ( node.name === bone.name ) {
  2858. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  2859. }
  2860. }
  2861. }
  2862. }
  2863. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2864. }
  2865. }
  2866. var euler = new THREE.Euler();
  2867. var quaternion = new THREE.Quaternion();
  2868. /**
  2869. * @param {THREE.Bone} bone
  2870. */
  2871. function generateKey( animations, animationNode, bone, frame ) {
  2872. var key = {
  2873. time: frame / animations.fps,
  2874. pos: bone.position.toArray(),
  2875. rot: bone.quaternion.toArray(),
  2876. scl: bone.scale.toArray()
  2877. };
  2878. if ( animationNode === undefined ) return key;
  2879. euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
  2880. try {
  2881. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2882. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2883. }
  2884. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2885. // Only update the euler's values if rotation is defined for the axis on this frame
  2886. if ( animationNode.R.curves.x.values[ frame ] ) {
  2887. euler.x = animationNode.R.curves.x.values[ frame ];
  2888. }
  2889. if ( animationNode.R.curves.y.values[ frame ] ) {
  2890. euler.y = animationNode.R.curves.y.values[ frame ];
  2891. }
  2892. if ( animationNode.R.curves.z.values[ frame ] ) {
  2893. euler.z = animationNode.R.curves.z.values[ frame ];
  2894. }
  2895. quaternion.setFromEuler( euler );
  2896. key.rot = quaternion.toArray();
  2897. }
  2898. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2899. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2900. }
  2901. } catch ( error ) {
  2902. // Curve is not fully plotted.
  2903. console.log( 'THREE.FBXLoader: ', bone );
  2904. console.log( 'THREE.FBXLoader: ', error );
  2905. }
  2906. return key;
  2907. }
  2908. var AXES = [ 'x', 'y', 'z' ];
  2909. function hasCurve( animationNode, attribute ) {
  2910. if ( animationNode === undefined ) {
  2911. return false;
  2912. }
  2913. var attributeNode = animationNode[ attribute ];
  2914. if ( ! attributeNode ) {
  2915. return false;
  2916. }
  2917. return AXES.every( function ( key ) {
  2918. return attributeNode.curves[ key ] !== null;
  2919. } );
  2920. }
  2921. function hasKeyOnFrame( attributeNode, frame ) {
  2922. return AXES.every( function ( key ) {
  2923. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2924. } );
  2925. }
  2926. function isKeyExistOnFrame( curve, frame ) {
  2927. return curve.values[ frame ] !== undefined;
  2928. }
  2929. /**
  2930. * An instance of a Vertex with data for drawing vertices to the screen.
  2931. * @constructor
  2932. */
  2933. function Vertex() {
  2934. /**
  2935. * Position of the vertex.
  2936. * @type {THREE.Vector3}
  2937. */
  2938. this.position = new THREE.Vector3();
  2939. /**
  2940. * Normal of the vertex
  2941. * @type {THREE.Vector3}
  2942. */
  2943. this.normal = new THREE.Vector3();
  2944. /**
  2945. * Array of UV coordinates of the vertex.
  2946. * @type {Array of THREE.Vector2}
  2947. */
  2948. this.uv = [];
  2949. /**
  2950. * Color of the vertex
  2951. * @type {THREE.Vector3}
  2952. */
  2953. this.color = new THREE.Vector3();
  2954. /**
  2955. * Indices of the bones vertex is influenced by.
  2956. * @type {THREE.Vector4}
  2957. */
  2958. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2959. /**
  2960. * Weights that each bone influences the vertex.
  2961. * @type {THREE.Vector4}
  2962. */
  2963. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2964. }
  2965. Object.assign( Vertex.prototype, {
  2966. copy: function ( target ) {
  2967. var returnVar = target || new Vertex();
  2968. returnVar.position.copy( this.position );
  2969. returnVar.normal.copy( this.normal );
  2970. returnVar.uv.copy( this.uv );
  2971. returnVar.skinIndices.copy( this.skinIndices );
  2972. returnVar.skinWeights.copy( this.skinWeights );
  2973. return returnVar;
  2974. },
  2975. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  2976. this.position.toArray( vertexBuffer, vertexBuffer.length );
  2977. this.normal.toArray( normalBuffer, normalBuffer.length );
  2978. for ( var i = 0; i < this.uv.length; i ++ ) {
  2979. this.uv[ i ].toArray( uvBuffers[ i ], uvBuffers[ i ].length );
  2980. }
  2981. this.color.toArray( colorBuffer, colorBuffer.length );
  2982. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  2983. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  2984. }
  2985. } );
  2986. /**
  2987. * @constructor
  2988. */
  2989. function Triangle() {
  2990. /**
  2991. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2992. */
  2993. this.vertices = [];
  2994. }
  2995. Object.assign( Triangle.prototype, {
  2996. copy: function ( target ) {
  2997. var returnVar = target || new Triangle();
  2998. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2999. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  3000. }
  3001. return returnVar;
  3002. },
  3003. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
  3004. var vertices = this.vertices;
  3005. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  3006. vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  3007. }
  3008. }
  3009. } );
  3010. /**
  3011. * @constructor
  3012. */
  3013. function Face() {
  3014. /**
  3015. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  3016. */
  3017. this.triangles = [];
  3018. this.materialIndex = 0;
  3019. }
  3020. Object.assign( Face.prototype, {
  3021. copy: function ( target ) {
  3022. var returnVar = target || new Face();
  3023. for ( var i = 0; i < this.triangles.length; ++ i ) {
  3024. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  3025. }
  3026. returnVar.materialIndex = this.materialIndex;
  3027. return returnVar;
  3028. },
  3029. genTrianglesFromVertices: function ( vertexArray ) {
  3030. for ( var i = 2; i < vertexArray.length; ++ i ) {
  3031. var triangle = new Triangle();
  3032. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  3033. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  3034. triangle.vertices[ 2 ] = vertexArray[ i ];
  3035. this.triangles.push( triangle );
  3036. }
  3037. },
  3038. flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
  3039. var triangles = this.triangles;
  3040. var materialIndex = this.materialIndex;
  3041. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  3042. triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer );
  3043. append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
  3044. }
  3045. }
  3046. } );
  3047. /**
  3048. * @constructor
  3049. */
  3050. function Geometry() {
  3051. /**
  3052. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: Array of THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  3053. */
  3054. this.faces = [];
  3055. /**
  3056. * @type {{}|THREE.Skeleton}
  3057. */
  3058. this.skeleton = null;
  3059. }
  3060. Object.assign( Geometry.prototype, {
  3061. /**
  3062. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffers: Array of number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  3063. */
  3064. flattenToBuffers: function () {
  3065. var vertexBuffer = [];
  3066. var normalBuffer = [];
  3067. var uvBuffers = [];
  3068. var colorBuffer = [];
  3069. var skinIndexBuffer = [];
  3070. var skinWeightBuffer = [];
  3071. var materialIndexBuffer = [];
  3072. var faces = this.faces;
  3073. for ( var i = 0; i < faces[ 0 ].triangles[ 0 ].vertices[ 0 ].uv.length; i ++ ) {
  3074. uvBuffers.push( [] );
  3075. }
  3076. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  3077. faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffers, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
  3078. }
  3079. return {
  3080. // vertexBuffer: vertexBuffer,
  3081. // normalBuffer: normalBuffer,
  3082. uvBuffers: uvBuffers,
  3083. // colorBuffer: colorBuffer,
  3084. skinIndexBuffer: skinIndexBuffer,
  3085. skinWeightBuffer: skinWeightBuffer,
  3086. materialIndexBuffer: materialIndexBuffer
  3087. };
  3088. }
  3089. } );
  3090. function TextParser() {}
  3091. Object.assign( TextParser.prototype, {
  3092. getPrevNode: function () {
  3093. return this.nodeStack[ this.currentIndent - 2 ];
  3094. },
  3095. getCurrentNode: function () {
  3096. return this.nodeStack[ this.currentIndent - 1 ];
  3097. },
  3098. getCurrentProp: function () {
  3099. return this.currentProp;
  3100. },
  3101. pushStack: function ( node ) {
  3102. this.nodeStack.push( node );
  3103. this.currentIndent += 1;
  3104. },
  3105. popStack: function () {
  3106. this.nodeStack.pop();
  3107. this.currentIndent -= 1;
  3108. },
  3109. setCurrentProp: function ( val, name ) {
  3110. this.currentProp = val;
  3111. this.currentPropName = name;
  3112. },
  3113. // ----------parse ---------------------------------------------------
  3114. parse: function ( text ) {
  3115. this.currentIndent = 0;
  3116. this.allNodes = new FBXTree();
  3117. this.nodeStack = [];
  3118. this.currentProp = [];
  3119. this.currentPropName = '';
  3120. var split = text.split( '\n' );
  3121. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  3122. var l = split[ lineNum ];
  3123. // skip comment line
  3124. if ( l.match( /^[\s\t]*;/ ) ) {
  3125. continue;
  3126. }
  3127. // skip empty line
  3128. if ( l.match( /^[\s\t]*$/ ) ) {
  3129. continue;
  3130. }
  3131. // beginning of node
  3132. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  3133. var match = l.match( beginningOfNodeExp );
  3134. if ( match ) {
  3135. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  3136. var nodeAttrs = match[ 2 ].split( ',' );
  3137. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  3138. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  3139. }
  3140. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  3141. continue;
  3142. }
  3143. // node's property
  3144. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  3145. var match = l.match( propExp );
  3146. if ( match ) {
  3147. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  3148. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  3149. // for special case: base64 image data follows "Content: ," line
  3150. // Content: ,
  3151. // "iVB..."
  3152. if ( propName === 'Content' && propValue === ',' ) {
  3153. propValue = split[ ++ lineNum ].replace( /"/g, '' ).replace( /,$/, '' ).trim();
  3154. }
  3155. this.parseNodeProperty( l, propName, propValue );
  3156. continue;
  3157. }
  3158. // end of node
  3159. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  3160. if ( l.match( endOfNodeExp ) ) {
  3161. this.nodeEnd();
  3162. continue;
  3163. }
  3164. // large arrays are split over multiple lines terminated with a ',' character
  3165. // if this is encountered the line needs to be joined to the previous line
  3166. if ( l.match( /^[^\s\t}]/ ) ) {
  3167. this.parseNodePropertyContinued( l );
  3168. }
  3169. }
  3170. return this.allNodes;
  3171. },
  3172. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  3173. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  3174. var attrs = this.parseNodeAttr( nodeAttrs );
  3175. var currentNode = this.getCurrentNode();
  3176. // a top node
  3177. if ( this.currentIndent === 0 ) {
  3178. this.allNodes.add( nodeName, node );
  3179. } else { // a subnode
  3180. // if the subnode already exists, append it
  3181. if ( nodeName in currentNode.subNodes ) {
  3182. var tmp = currentNode.subNodes[ nodeName ];
  3183. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  3184. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  3185. if ( attrs.id === '' ) {
  3186. currentNode.subNodes[ nodeName ] = [];
  3187. currentNode.subNodes[ nodeName ].push( tmp );
  3188. } else {
  3189. currentNode.subNodes[ nodeName ] = {};
  3190. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  3191. }
  3192. }
  3193. if ( attrs.id === '' ) {
  3194. currentNode.subNodes[ nodeName ].push( node );
  3195. } else {
  3196. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3197. }
  3198. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  3199. currentNode.subNodes[ nodeName ] = {};
  3200. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  3201. } else {
  3202. currentNode.subNodes[ nodeName ] = node;
  3203. }
  3204. }
  3205. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  3206. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  3207. if ( nodeAttrs ) {
  3208. node.id = attrs.id;
  3209. node.attrName = attrs.name;
  3210. node.attrType = attrs.type;
  3211. }
  3212. this.pushStack( node );
  3213. },
  3214. parseNodeAttr: function ( attrs ) {
  3215. var id = attrs[ 0 ];
  3216. if ( attrs[ 0 ] !== '' ) {
  3217. id = parseInt( attrs[ 0 ] );
  3218. if ( isNaN( id ) ) {
  3219. // PolygonVertexIndex: *16380 {
  3220. id = attrs[ 0 ];
  3221. }
  3222. }
  3223. var name = '', type = '';
  3224. if ( attrs.length > 1 ) {
  3225. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  3226. type = attrs[ 2 ];
  3227. }
  3228. return { id: id, name: name, type: type };
  3229. },
  3230. parseNodeProperty: function ( line, propName, propValue ) {
  3231. var currentNode = this.getCurrentNode();
  3232. var parentName = currentNode.name;
  3233. // special case where the parent node is something like "Properties70"
  3234. // these children nodes must treated carefully
  3235. if ( parentName !== undefined ) {
  3236. var propMatch = parentName.match( /Properties(\d)+/ );
  3237. if ( propMatch ) {
  3238. this.parseNodeSpecialProperty( line, propName, propValue );
  3239. return;
  3240. }
  3241. }
  3242. // Connections
  3243. if ( propName === 'C' ) {
  3244. var connProps = propValue.split( ',' ).slice( 1 );
  3245. var from = parseInt( connProps[ 0 ] );
  3246. var to = parseInt( connProps[ 1 ] );
  3247. var rest = propValue.split( ',' ).slice( 3 );
  3248. rest = rest.map( function ( elem ) {
  3249. return elem.trim().replace( /^"/, '' );
  3250. } );
  3251. propName = 'connections';
  3252. propValue = [ from, to ];
  3253. append( propValue, rest );
  3254. if ( currentNode.properties[ propName ] === undefined ) {
  3255. currentNode.properties[ propName ] = [];
  3256. }
  3257. }
  3258. // Node
  3259. if ( propName === 'Node' ) {
  3260. var id = parseInt( propValue );
  3261. currentNode.properties.id = id;
  3262. currentNode.id = id;
  3263. }
  3264. // already exists in properties, then append this
  3265. if ( propName in currentNode.properties ) {
  3266. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3267. currentNode.properties[ propName ].push( propValue );
  3268. } else {
  3269. currentNode.properties[ propName ] += propValue;
  3270. }
  3271. } else {
  3272. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  3273. currentNode.properties[ propName ].push( propValue );
  3274. } else {
  3275. currentNode.properties[ propName ] = propValue;
  3276. }
  3277. }
  3278. this.setCurrentProp( currentNode.properties, propName );
  3279. // convert string to array, unless it ends in ',' in which case more will be added to it
  3280. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  3281. currentNode.properties.a = parseNumberArray( propValue );
  3282. }
  3283. },
  3284. parseNodePropertyContinued: function ( line ) {
  3285. this.currentProp[ this.currentPropName ] += line;
  3286. // if the line doesn't end in ',' we have reached the end of the property value
  3287. // so convert the string to an array
  3288. if ( line.slice( - 1 ) !== ',' ) {
  3289. var currentNode = this.getCurrentNode();
  3290. currentNode.properties.a = parseNumberArray( currentNode.properties.a );
  3291. }
  3292. },
  3293. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  3294. // split this
  3295. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  3296. // into array like below
  3297. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  3298. var props = propValue.split( '",' );
  3299. for ( var i = 0, l = props.length; i < l; i ++ ) {
  3300. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  3301. }
  3302. var innerPropName = props[ 0 ];
  3303. var innerPropType1 = props[ 1 ];
  3304. var innerPropType2 = props[ 2 ];
  3305. var innerPropFlag = props[ 3 ];
  3306. var innerPropValue = props[ 4 ];
  3307. /*
  3308. if ( innerPropValue === undefined ) {
  3309. innerPropValue = props[3];
  3310. }
  3311. */
  3312. // cast value to its type
  3313. switch ( innerPropType1 ) {
  3314. case 'int':
  3315. case 'enum':
  3316. case 'bool':
  3317. case 'ULongLong':
  3318. innerPropValue = parseInt( innerPropValue );
  3319. break;
  3320. case 'double':
  3321. case 'Number':
  3322. case 'FieldOfView':
  3323. innerPropValue = parseFloat( innerPropValue );
  3324. break;
  3325. case 'ColorRGB':
  3326. case 'Vector3D':
  3327. case 'Lcl_Translation':
  3328. case 'Lcl_Rotation':
  3329. case 'Lcl_Scaling':
  3330. innerPropValue = parseNumberArray( innerPropValue );
  3331. break;
  3332. }
  3333. // CAUTION: these props must append to parent's parent
  3334. this.getPrevNode().properties[ innerPropName ] = {
  3335. 'type': innerPropType1,
  3336. 'type2': innerPropType2,
  3337. 'flag': innerPropFlag,
  3338. 'value': innerPropValue
  3339. };
  3340. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  3341. },
  3342. nodeEnd: function () {
  3343. this.popStack();
  3344. },
  3345. /* ---------------------------------------------------------------- */
  3346. /* util */
  3347. isFlattenNode: function ( node ) {
  3348. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  3349. }
  3350. } );
  3351. // Binary format specification:
  3352. // https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  3353. // https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  3354. function BinaryParser() {}
  3355. Object.assign( BinaryParser.prototype, {
  3356. /**
  3357. * Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
  3358. * @param {ArrayBuffer} buffer
  3359. * @returns {THREE.FBXTree}
  3360. */
  3361. parse: function ( buffer ) {
  3362. var reader = new BinaryReader( buffer );
  3363. reader.skip( 23 ); // skip magic 23 bytes
  3364. var version = reader.getUint32();
  3365. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  3366. var allNodes = new FBXTree();
  3367. while ( ! this.endOfContent( reader ) ) {
  3368. var node = this.parseNode( reader, version );
  3369. if ( node !== null ) allNodes.add( node.name, node );
  3370. }
  3371. return allNodes;
  3372. },
  3373. /**
  3374. * Checks if reader has reached the end of content.
  3375. * @param {BinaryReader} reader
  3376. * @returns {boolean}
  3377. */
  3378. endOfContent: function ( reader ) {
  3379. // footer size: 160bytes + 16-byte alignment padding
  3380. // - 16bytes: magic
  3381. // - padding til 16-byte alignment (at least 1byte?)
  3382. // (seems like some exporters embed fixed 15 or 16bytes?)
  3383. // - 4bytes: magic
  3384. // - 4bytes: version
  3385. // - 120bytes: zero
  3386. // - 16bytes: magic
  3387. if ( reader.size() % 16 === 0 ) {
  3388. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  3389. } else {
  3390. return reader.getOffset() + 160 + 16 >= reader.size();
  3391. }
  3392. },
  3393. /**
  3394. * Parses Node as much compatible as possible with the one parsed by TextParser
  3395. * TODO: could be optimized more?
  3396. * @param {BinaryReader} reader
  3397. * @param {number} version
  3398. * @returns {Object} - Returns an Object as node, or null if NULL-record.
  3399. */
  3400. parseNode: function ( reader, version ) {
  3401. // The first three data sizes depends on version.
  3402. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3403. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3404. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  3405. var nameLen = reader.getUint8();
  3406. var name = reader.getString( nameLen );
  3407. // Regards this node as NULL-record if endOffset is zero
  3408. if ( endOffset === 0 ) return null;
  3409. var propertyList = [];
  3410. for ( var i = 0; i < numProperties; i ++ ) {
  3411. propertyList.push( this.parseProperty( reader ) );
  3412. }
  3413. // Regards the first three elements in propertyList as id, attrName, and attrType
  3414. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  3415. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  3416. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  3417. var subNodes = {};
  3418. var properties = {};
  3419. var isSingleProperty = false;
  3420. // if this node represents just a single property
  3421. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  3422. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  3423. isSingleProperty = true;
  3424. }
  3425. while ( endOffset > reader.getOffset() ) {
  3426. var node = this.parseNode( reader, version );
  3427. if ( node === null ) continue;
  3428. // special case: child node is single property
  3429. if ( node.singleProperty === true ) {
  3430. var value = node.propertyList[ 0 ];
  3431. if ( Array.isArray( value ) ) {
  3432. node.properties[ node.name ] = node.propertyList[ 0 ];
  3433. subNodes[ node.name ] = node;
  3434. node.properties.a = value;
  3435. } else {
  3436. // node represents
  3437. // Version: 100
  3438. // of text format here.
  3439. properties[ node.name ] = value;
  3440. }
  3441. continue;
  3442. }
  3443. // special case: connections
  3444. if ( name === 'Connections' && node.name === 'C' ) {
  3445. var array = [];
  3446. // node.propertyList would be like
  3447. // ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
  3448. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  3449. array[ i - 1 ] = node.propertyList[ i ];
  3450. }
  3451. if ( properties.connections === undefined ) {
  3452. properties.connections = [];
  3453. }
  3454. properties.connections.push( array );
  3455. continue;
  3456. }
  3457. // special case: child node is Properties\d+
  3458. if ( node.name.match( /^Properties\d+$/ ) ) {
  3459. // move child node's properties to this node.
  3460. var keys = Object.keys( node.properties );
  3461. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  3462. var key = keys[ i ];
  3463. properties[ key ] = node.properties[ key ];
  3464. }
  3465. continue;
  3466. }
  3467. // special case: properties
  3468. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  3469. var innerPropName = node.propertyList[ 0 ];
  3470. var innerPropType1 = node.propertyList[ 1 ];
  3471. var innerPropType2 = node.propertyList[ 2 ];
  3472. var innerPropFlag = node.propertyList[ 3 ];
  3473. var innerPropValue;
  3474. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  3475. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  3476. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  3477. innerPropValue = [
  3478. node.propertyList[ 4 ],
  3479. node.propertyList[ 5 ],
  3480. node.propertyList[ 6 ]
  3481. ];
  3482. } else {
  3483. innerPropValue = node.propertyList[ 4 ];
  3484. }
  3485. // this will be copied to parent. see above.
  3486. properties[ innerPropName ] = {
  3487. 'type': innerPropType1,
  3488. 'type2': innerPropType2,
  3489. 'flag': innerPropFlag,
  3490. 'value': innerPropValue
  3491. };
  3492. continue;
  3493. }
  3494. // standard case
  3495. // follows TextParser's manner.
  3496. if ( subNodes[ node.name ] === undefined ) {
  3497. if ( typeof node.id === 'number' ) {
  3498. subNodes[ node.name ] = {};
  3499. subNodes[ node.name ][ node.id ] = node;
  3500. } else {
  3501. subNodes[ node.name ] = node;
  3502. }
  3503. } else {
  3504. if ( node.id === '' ) {
  3505. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  3506. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  3507. }
  3508. subNodes[ node.name ].push( node );
  3509. } else {
  3510. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  3511. subNodes[ node.name ][ node.id ] = node;
  3512. } else {
  3513. // conflict id. irregular?
  3514. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  3515. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  3516. }
  3517. subNodes[ node.name ][ node.id ].push( node );
  3518. }
  3519. }
  3520. }
  3521. }
  3522. return {
  3523. singleProperty: isSingleProperty,
  3524. id: id,
  3525. attrName: attrName,
  3526. attrType: attrType,
  3527. name: name,
  3528. properties: properties,
  3529. propertyList: propertyList, // raw property list, would be used by parent
  3530. subNodes: subNodes
  3531. };
  3532. },
  3533. parseProperty: function ( reader ) {
  3534. var type = reader.getChar();
  3535. switch ( type ) {
  3536. case 'C':
  3537. return reader.getBoolean();
  3538. case 'D':
  3539. return reader.getFloat64();
  3540. case 'F':
  3541. return reader.getFloat32();
  3542. case 'I':
  3543. return reader.getInt32();
  3544. case 'L':
  3545. return reader.getInt64();
  3546. case 'R':
  3547. var length = reader.getUint32();
  3548. return reader.getArrayBuffer( length );
  3549. case 'S':
  3550. var length = reader.getUint32();
  3551. return reader.getString( length );
  3552. case 'Y':
  3553. return reader.getInt16();
  3554. case 'b':
  3555. case 'c':
  3556. case 'd':
  3557. case 'f':
  3558. case 'i':
  3559. case 'l':
  3560. var arrayLength = reader.getUint32();
  3561. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  3562. var compressedLength = reader.getUint32();
  3563. if ( encoding === 0 ) {
  3564. switch ( type ) {
  3565. case 'b':
  3566. case 'c':
  3567. return reader.getBooleanArray( arrayLength );
  3568. case 'd':
  3569. return reader.getFloat64Array( arrayLength );
  3570. case 'f':
  3571. return reader.getFloat32Array( arrayLength );
  3572. case 'i':
  3573. return reader.getInt32Array( arrayLength );
  3574. case 'l':
  3575. return reader.getInt64Array( arrayLength );
  3576. }
  3577. }
  3578. if ( window.Zlib === undefined ) {
  3579. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  3580. }
  3581. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  3582. var reader2 = new BinaryReader( inflate.decompress().buffer );
  3583. switch ( type ) {
  3584. case 'b':
  3585. case 'c':
  3586. return reader2.getBooleanArray( arrayLength );
  3587. case 'd':
  3588. return reader2.getFloat64Array( arrayLength );
  3589. case 'f':
  3590. return reader2.getFloat32Array( arrayLength );
  3591. case 'i':
  3592. return reader2.getInt32Array( arrayLength );
  3593. case 'l':
  3594. return reader2.getInt64Array( arrayLength );
  3595. }
  3596. default:
  3597. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  3598. }
  3599. }
  3600. } );
  3601. function BinaryReader( buffer, littleEndian ) {
  3602. this.dv = new DataView( buffer );
  3603. this.offset = 0;
  3604. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  3605. }
  3606. Object.assign( BinaryReader.prototype, {
  3607. getOffset: function () {
  3608. return this.offset;
  3609. },
  3610. size: function () {
  3611. return this.dv.buffer.byteLength;
  3612. },
  3613. skip: function ( length ) {
  3614. this.offset += length;
  3615. },
  3616. // seems like true/false representation depends on exporter.
  3617. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  3618. // then sees LSB.
  3619. getBoolean: function () {
  3620. return ( this.getUint8() & 1 ) === 1;
  3621. },
  3622. getBooleanArray: function ( size ) {
  3623. var a = [];
  3624. for ( var i = 0; i < size; i ++ ) {
  3625. a.push( this.getBoolean() );
  3626. }
  3627. return a;
  3628. },
  3629. getInt8: function () {
  3630. var value = this.dv.getInt8( this.offset );
  3631. this.offset += 1;
  3632. return value;
  3633. },
  3634. getInt8Array: function ( size ) {
  3635. var a = [];
  3636. for ( var i = 0; i < size; i ++ ) {
  3637. a.push( this.getInt8() );
  3638. }
  3639. return a;
  3640. },
  3641. getUint8: function () {
  3642. var value = this.dv.getUint8( this.offset );
  3643. this.offset += 1;
  3644. return value;
  3645. },
  3646. getUint8Array: function ( size ) {
  3647. var a = [];
  3648. for ( var i = 0; i < size; i ++ ) {
  3649. a.push( this.getUint8() );
  3650. }
  3651. return a;
  3652. },
  3653. getInt16: function () {
  3654. var value = this.dv.getInt16( this.offset, this.littleEndian );
  3655. this.offset += 2;
  3656. return value;
  3657. },
  3658. getInt16Array: function ( size ) {
  3659. var a = [];
  3660. for ( var i = 0; i < size; i ++ ) {
  3661. a.push( this.getInt16() );
  3662. }
  3663. return a;
  3664. },
  3665. getUint16: function () {
  3666. var value = this.dv.getUint16( this.offset, this.littleEndian );
  3667. this.offset += 2;
  3668. return value;
  3669. },
  3670. getUint16Array: function ( size ) {
  3671. var a = [];
  3672. for ( var i = 0; i < size; i ++ ) {
  3673. a.push( this.getUint16() );
  3674. }
  3675. return a;
  3676. },
  3677. getInt32: function () {
  3678. var value = this.dv.getInt32( this.offset, this.littleEndian );
  3679. this.offset += 4;
  3680. return value;
  3681. },
  3682. getInt32Array: function ( size ) {
  3683. var a = [];
  3684. for ( var i = 0; i < size; i ++ ) {
  3685. a.push( this.getInt32() );
  3686. }
  3687. return a;
  3688. },
  3689. getUint32: function () {
  3690. var value = this.dv.getUint32( this.offset, this.littleEndian );
  3691. this.offset += 4;
  3692. return value;
  3693. },
  3694. getUint32Array: function ( size ) {
  3695. var a = [];
  3696. for ( var i = 0; i < size; i ++ ) {
  3697. a.push( this.getUint32() );
  3698. }
  3699. return a;
  3700. },
  3701. // JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
  3702. // 1 << 32 will return 1 so using multiply operation instead here.
  3703. // There'd be a possibility that this method returns wrong value if the value
  3704. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  3705. // TODO: safely handle 64-bit integer
  3706. getInt64: function () {
  3707. var low, high;
  3708. if ( this.littleEndian ) {
  3709. low = this.getUint32();
  3710. high = this.getUint32();
  3711. } else {
  3712. high = this.getUint32();
  3713. low = this.getUint32();
  3714. }
  3715. // calculate negative value
  3716. if ( high & 0x80000000 ) {
  3717. high = ~ high & 0xFFFFFFFF;
  3718. low = ~ low & 0xFFFFFFFF;
  3719. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  3720. low = ( low + 1 ) & 0xFFFFFFFF;
  3721. return - ( high * 0x100000000 + low );
  3722. }
  3723. return high * 0x100000000 + low;
  3724. },
  3725. getInt64Array: function ( size ) {
  3726. var a = [];
  3727. for ( var i = 0; i < size; i ++ ) {
  3728. a.push( this.getInt64() );
  3729. }
  3730. return a;
  3731. },
  3732. // Note: see getInt64() comment
  3733. getUint64: function () {
  3734. var low, high;
  3735. if ( this.littleEndian ) {
  3736. low = this.getUint32();
  3737. high = this.getUint32();
  3738. } else {
  3739. high = this.getUint32();
  3740. low = this.getUint32();
  3741. }
  3742. return high * 0x100000000 + low;
  3743. },
  3744. getUint64Array: function ( size ) {
  3745. var a = [];
  3746. for ( var i = 0; i < size; i ++ ) {
  3747. a.push( this.getUint64() );
  3748. }
  3749. return a;
  3750. },
  3751. getFloat32: function () {
  3752. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  3753. this.offset += 4;
  3754. return value;
  3755. },
  3756. getFloat32Array: function ( size ) {
  3757. var a = [];
  3758. for ( var i = 0; i < size; i ++ ) {
  3759. a.push( this.getFloat32() );
  3760. }
  3761. return a;
  3762. },
  3763. getFloat64: function () {
  3764. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  3765. this.offset += 8;
  3766. return value;
  3767. },
  3768. getFloat64Array: function ( size ) {
  3769. var a = [];
  3770. for ( var i = 0; i < size; i ++ ) {
  3771. a.push( this.getFloat64() );
  3772. }
  3773. return a;
  3774. },
  3775. getArrayBuffer: function ( size ) {
  3776. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  3777. this.offset += size;
  3778. return value;
  3779. },
  3780. getChar: function () {
  3781. return String.fromCharCode( this.getUint8() );
  3782. },
  3783. getString: function ( size ) {
  3784. var s = '';
  3785. while ( size > 0 ) {
  3786. var value = this.getUint8();
  3787. size --;
  3788. if ( value === 0 ) break;
  3789. s += String.fromCharCode( value );
  3790. }
  3791. // Manage UTF8 encoding
  3792. s = decodeURIComponent( escape( s ) );
  3793. this.skip( size );
  3794. return s;
  3795. }
  3796. } );
  3797. function FBXTree() {}
  3798. Object.assign( FBXTree.prototype, {
  3799. add: function ( key, val ) {
  3800. this[ key ] = val;
  3801. },
  3802. searchConnectionParent: function ( id ) {
  3803. if ( this.__cache_search_connection_parent === undefined ) {
  3804. this.__cache_search_connection_parent = [];
  3805. }
  3806. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  3807. return this.__cache_search_connection_parent[ id ];
  3808. } else {
  3809. this.__cache_search_connection_parent[ id ] = [];
  3810. }
  3811. var conns = this.Connections.properties.connections;
  3812. var results = [];
  3813. for ( var i = 0; i < conns.length; ++ i ) {
  3814. if ( conns[ i ][ 0 ] == id ) {
  3815. // 0 means scene root
  3816. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  3817. results.push( res );
  3818. }
  3819. }
  3820. if ( results.length > 0 ) {
  3821. append( this.__cache_search_connection_parent[ id ], results );
  3822. return results;
  3823. } else {
  3824. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  3825. return [ - 1 ];
  3826. }
  3827. },
  3828. searchConnectionChildren: function ( id ) {
  3829. if ( this.__cache_search_connection_children === undefined ) {
  3830. this.__cache_search_connection_children = [];
  3831. }
  3832. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  3833. return this.__cache_search_connection_children[ id ];
  3834. } else {
  3835. this.__cache_search_connection_children[ id ] = [];
  3836. }
  3837. var conns = this.Connections.properties.connections;
  3838. var res = [];
  3839. for ( var i = 0; i < conns.length; ++ i ) {
  3840. if ( conns[ i ][ 1 ] == id ) {
  3841. // 0 means scene root
  3842. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  3843. // there may more than one kid, then search to the end
  3844. }
  3845. }
  3846. if ( res.length > 0 ) {
  3847. append( this.__cache_search_connection_children[ id ], res );
  3848. return res;
  3849. } else {
  3850. this.__cache_search_connection_children[ id ] = [ ];
  3851. return [ ];
  3852. }
  3853. },
  3854. searchConnectionType: function ( id, to ) {
  3855. var key = id + ',' + to; // TODO: to hash
  3856. if ( this.__cache_search_connection_type === undefined ) {
  3857. this.__cache_search_connection_type = {};
  3858. }
  3859. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  3860. return this.__cache_search_connection_type[ key ];
  3861. } else {
  3862. this.__cache_search_connection_type[ key ] = '';
  3863. }
  3864. var conns = this.Connections.properties.connections;
  3865. for ( var i = 0; i < conns.length; ++ i ) {
  3866. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  3867. // 0 means scene root
  3868. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  3869. return conns[ i ][ 2 ];
  3870. }
  3871. }
  3872. this.__cache_search_connection_type[ id ] = null;
  3873. return null;
  3874. }
  3875. } );
  3876. /**
  3877. * @param {ArrayBuffer} buffer
  3878. * @returns {boolean}
  3879. */
  3880. function isFbxFormatBinary( buffer ) {
  3881. var CORRECT = 'Kaydara FBX Binary \0';
  3882. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  3883. }
  3884. /**
  3885. * @returns {boolean}
  3886. */
  3887. function isFbxFormatASCII( text ) {
  3888. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  3889. var cursor = 0;
  3890. function read( offset ) {
  3891. var result = text[ offset - 1 ];
  3892. text = text.slice( cursor + offset );
  3893. cursor ++;
  3894. return result;
  3895. }
  3896. for ( var i = 0; i < CORRECT.length; ++ i ) {
  3897. var num = read( 1 );
  3898. if ( num === CORRECT[ i ] ) {
  3899. return false;
  3900. }
  3901. }
  3902. return true;
  3903. }
  3904. /**
  3905. * @returns {number}
  3906. */
  3907. function getFbxVersion( text ) {
  3908. var versionRegExp = /FBXVersion: (\d+)/;
  3909. var match = text.match( versionRegExp );
  3910. if ( match ) {
  3911. var version = parseInt( match[ 1 ] );
  3912. return version;
  3913. }
  3914. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  3915. }
  3916. /**
  3917. * Converts FBX ticks into real time seconds.
  3918. * @param {number} time - FBX tick timestamp to convert.
  3919. * @returns {number} - FBX tick in real world time.
  3920. */
  3921. function convertFBXTimeToSeconds( time ) {
  3922. // Constant is FBX ticks per second.
  3923. return time / 46186158000;
  3924. }
  3925. /**
  3926. * Parses comma separated list of numbers and returns them in an array.
  3927. * If an array is passed just return it - this is because the TextParser sometimes
  3928. * returns strings instead of arrays, while the BinaryParser always returns arrays
  3929. * TODO: this function should only need to be called from inside the TextParser
  3930. * @example
  3931. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  3932. * parseNumberArray( "5.6,9.4,2.5,1.4" )
  3933. * @returns {number[]}
  3934. */
  3935. function parseNumberArray( value ) {
  3936. var array = value.split( ',' );
  3937. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3938. array[ i ] = parseFloat( array[ i ] );
  3939. }
  3940. return array;
  3941. }
  3942. /**
  3943. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  3944. * @param {FBXVector3} property - Property to parse as Vector3.
  3945. * @returns {THREE.Vector3}
  3946. */
  3947. function parseVector3( property ) {
  3948. return new THREE.Vector3().fromArray( property.value );
  3949. }
  3950. /**
  3951. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  3952. * @param {FBXVector3} property - Property to parse as Color.
  3953. * @returns {THREE.Color}
  3954. */
  3955. function parseColor( property ) {
  3956. return new THREE.Color().fromArray( property.value );
  3957. }
  3958. /**
  3959. * Converts ArrayBuffer to String.
  3960. * @param {ArrayBuffer} buffer
  3961. * @param {number} from
  3962. * @param {number} to
  3963. * @returns {String}
  3964. */
  3965. function convertArrayBufferToString( buffer, from, to ) {
  3966. if ( from === undefined ) from = 0;
  3967. if ( to === undefined ) to = buffer.byteLength;
  3968. var array = new Uint8Array( buffer, from, to );
  3969. if ( window.TextDecoder !== undefined ) {
  3970. return new TextDecoder().decode( array );
  3971. }
  3972. var s = '';
  3973. for ( var i = 0, il = array.length; i < il; i ++ ) {
  3974. s += String.fromCharCode( array[ i ] );
  3975. }
  3976. return s;
  3977. }
  3978. function findIndex( array, func ) {
  3979. for ( var i = 0, l = array.length; i < l; i ++ ) {
  3980. if ( func( array[ i ] ) ) return i;
  3981. }
  3982. return - 1;
  3983. }
  3984. function append( a, b ) {
  3985. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  3986. a[ j ] = b[ i ];
  3987. }
  3988. }
  3989. function slice( a, b, from, to ) {
  3990. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  3991. a[ j ] = b[ i ];
  3992. }
  3993. return a;
  3994. }
  3995. } )();