FBXLoader2.js 98 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. *
  4. * Loader loads FBX file and generates Group representing FBX scene.
  5. * Requires FBX file to be >= 7.0 and in ASCII format.
  6. *
  7. * Supports:
  8. * Mesh Generation (Positional Data)
  9. * Normal Data (Per Vertex Drawing Instance)
  10. * UV Data (Per Vertex Drawing Instance)
  11. * Skinning
  12. * Animation
  13. * - Separated Animations based on stacks.
  14. * - Skeletal & Non-Skeletal Animations
  15. *
  16. * Needs Support:
  17. * Indexed Buffers
  18. * PreRotation support.
  19. */
  20. ( function () {
  21. /**
  22. * Generates a loader for loading FBX files from URL and parsing into
  23. * a THREE.Group.
  24. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
  25. */
  26. THREE.FBXLoader = function ( manager ) {
  27. THREE.Loader.call( this );
  28. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  29. this.fileLoader = new THREE.FileLoader( this.manager );
  30. this.textureLoader = new THREE.TextureLoader( this.manager );
  31. };
  32. Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
  33. THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. /**
  36. * Loads an ASCII FBX file from URL and parses into a THREE.Group.
  37. * THREE.Group will have an animations property of AnimationClips
  38. * of the different animations exported with the FBX.
  39. * @param {string} url - URL of the FBX file.
  40. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
  41. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
  42. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
  43. */
  44. load: function ( url, onLoad, onProgress, onError ) {
  45. var self = this;
  46. var resourceDirectory = url.split( /[\\\/]/ );
  47. resourceDirectory.pop();
  48. resourceDirectory = resourceDirectory.join( '/' );
  49. this.fileLoader.load( url, function ( text ) {
  50. if ( ! isFbxFormatASCII( text ) ) {
  51. console.error( 'FBXLoader: FBX Binary format not supported.' );
  52. self.manager.itemError( url );
  53. return;
  54. }
  55. if ( getFbxVersion( text ) < 7000 ) {
  56. console.error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
  57. self.manager.itemError( url );
  58. return;
  59. }
  60. var scene = self.parse( text, resourceDirectory );
  61. onLoad( scene );
  62. }, onProgress, onError );
  63. },
  64. /**
  65. * Parses an ASCII FBX file and returns a THREE.Group.
  66. * THREE.Group will have an animations property of AnimationClips
  67. * of the different animations within the FBX file.
  68. * @param {string} FBXText - Contents of FBX file to parse.
  69. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
  70. * @returns {THREE.Group}
  71. */
  72. parse: function ( FBXText, resourceDirectory ) {
  73. var loader = this;
  74. var FBXTree = new TextParser().parse( FBXText );
  75. var connections = parseConnections( FBXTree );
  76. var textures = parseTextures( FBXTree );
  77. var materials = parseMaterials( FBXTree, textures, connections );
  78. var deformerMap = parseDeformers( FBXTree, connections );
  79. var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
  80. var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
  81. return sceneGraph;
  82. /**
  83. * @typedef {{value: number}} FBXValue
  84. */
  85. /**
  86. * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
  87. */
  88. /**
  89. * @typedef {{properties: {a: string}}} FBXArrayNode
  90. */
  91. /**
  92. * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
  93. */
  94. /**
  95. * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
  96. */
  97. /**
  98. * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
  99. */
  100. /**
  101. * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
  102. */
  103. /**
  104. * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
  105. */
  106. /**
  107. * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
  108. */
  109. /**
  110. * Parses map of relationships between objects.
  111. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
  112. * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  113. */
  114. function parseConnections( FBXTree ) {
  115. /**
  116. * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
  117. */
  118. var connectionMap = new Map();
  119. if ( 'Connections' in FBXTree ) {
  120. /**
  121. * @type {[number, number, string][]}
  122. */
  123. var connectionArray = FBXTree.Connections.properties.connections;
  124. connectionArray.forEach( function ( connection ) {
  125. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  126. connectionMap.set( connection[ 0 ], {
  127. parents: [],
  128. children: []
  129. } );
  130. }
  131. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  132. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  133. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  134. connectionMap.set( connection[ 1 ], {
  135. parents: [],
  136. children: []
  137. } );
  138. }
  139. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  140. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  141. } );
  142. }
  143. return connectionMap;
  144. }
  145. /**
  146. * Parses map of textures referenced in FBXTree.
  147. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
  148. * @returns {Map<number, THREE.Texture>}
  149. */
  150. function parseTextures( FBXTree ) {
  151. /**
  152. * @type {Map<number, THREE.Texture>}
  153. */
  154. var textureMap = new Map();
  155. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  156. var textureNodes = FBXTree.Objects.subNodes.Texture;
  157. for ( var nodeID in textureNodes ) {
  158. var texture = parseTexture( textureNodes[ nodeID ] );
  159. textureMap.set( parseInt( nodeID ), texture );
  160. }
  161. }
  162. return textureMap;
  163. /**
  164. * @param {textureNode} textureNode - Node to get texture information from.
  165. * @returns {THREE.Texture}
  166. */
  167. function parseTexture( textureNode ) {
  168. var FBX_ID = textureNode.id;
  169. var name = textureNode.name;
  170. var filePath = textureNode.properties.FileName;
  171. var split = filePath.split( /[\\\/]/ );
  172. if ( split.length > 0 ) {
  173. var fileName = split[ split.length - 1 ];
  174. } else {
  175. var fileName = filePath;
  176. }
  177. /**
  178. * @type {THREE.Texture}
  179. */
  180. var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
  181. texture.name = name;
  182. texture.FBX_ID = FBX_ID;
  183. return texture;
  184. }
  185. }
  186. /**
  187. * Parses map of Material information.
  188. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
  189. * @param {Map<number, THREE.Texture>} textureMap
  190. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  191. * @returns {Map<number, THREE.Material>}
  192. */
  193. function parseMaterials( FBXTree, textureMap, connections ) {
  194. var materialMap = new Map();
  195. if ( 'Material' in FBXTree.Objects.subNodes ) {
  196. var materialNodes = FBXTree.Objects.subNodes.Material;
  197. for ( var nodeID in materialNodes ) {
  198. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  199. materialMap.set( parseInt( nodeID ), material );
  200. }
  201. }
  202. return materialMap;
  203. /**
  204. * Takes information from Material node and returns a generated THREE.Material
  205. * @param {FBXMaterialNode} materialNode
  206. * @param {Map<number, THREE.Texture>} textureMap
  207. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  208. * @returns {THREE.Material}
  209. */
  210. function parseMaterial( materialNode, textureMap, connections ) {
  211. var FBX_ID = materialNode.id;
  212. var name = materialNode.attrName;
  213. var type = materialNode.properties.ShadingModel;
  214. var children = connections.get( FBX_ID ).children;
  215. var parameters = parseParameters( materialNode.properties, textureMap, children );
  216. var material;
  217. switch ( type ) {
  218. case 'phong':
  219. material = new THREE.MeshPhongMaterial();
  220. break;
  221. case 'lambert':
  222. material = new THREE.MeshLambertMaterial();
  223. break;
  224. default:
  225. console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
  226. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  227. break;
  228. }
  229. material.setValues( parameters );
  230. material.name = name;
  231. return material;
  232. /**
  233. * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
  234. */
  235. /**
  236. * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
  237. */
  238. /**
  239. * @param {FBXMaterialProperties} properties
  240. * @param {Map<number, THREE.Texture>} textureMap
  241. * @param {{ID: number, relationship: string}[]} childrenRelationships
  242. * @returns {THREEMaterialParameterPack}
  243. */
  244. function parseParameters( properties, textureMap, childrenRelationships ) {
  245. var parameters = {};
  246. if ( properties.Diffuse ) {
  247. parameters.color = parseColor( properties.Diffuse );
  248. }
  249. if ( properties.Specular ) {
  250. parameters.specular = parseColor( properties.Specular );
  251. }
  252. if ( properties.Shininess ) {
  253. parameters.shininess = properties.Shininess.value;
  254. }
  255. if ( properties.Emissive ) {
  256. parameters.emissive = parseColor( properties.Emissive );
  257. }
  258. if ( properties.EmissiveFactor ) {
  259. parameters.emissiveIntensity = properties.EmissiveFactor.value;
  260. }
  261. if ( properties.Opacity ) {
  262. parameters.opacity = properties.Opacity.value;
  263. }
  264. if ( parameters.opacity < 1.0 ) {
  265. parameters.transparent = true;
  266. }
  267. childrenRelationships.forEach( function ( relationship ) {
  268. var type = relationship.relationship;
  269. switch ( type ) {
  270. case " \"AmbientColor":
  271. //TODO: Support AmbientColor textures
  272. break;
  273. case " \"DiffuseColor":
  274. parameters.map = textureMap.get( relationship.ID );
  275. break;
  276. default:
  277. console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
  278. break;
  279. }
  280. } );
  281. return parameters;
  282. }
  283. }
  284. }
  285. /**
  286. * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  287. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
  288. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  289. * @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}>}
  290. */
  291. function parseDeformers( FBXTree, connections ) {
  292. var skeletonMap = new Map();
  293. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  294. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  295. for ( var nodeID in DeformerNodes ) {
  296. var deformerNode = DeformerNodes[ nodeID ];
  297. if ( deformerNode.attrType === 'Skin' ) {
  298. var conns = connections.get( parseInt( nodeID ) );
  299. var skeleton = parseSkeleton( conns, DeformerNodes );
  300. skeleton.FBX_ID = parseInt( nodeID );
  301. skeletonMap.set( parseInt( nodeID ), skeleton );
  302. }
  303. }
  304. }
  305. return skeletonMap;
  306. /**
  307. * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
  308. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
  309. * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
  310. * @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}}
  311. */
  312. function parseSkeleton( connections, DeformerNodes ) {
  313. var subDeformers = new Map();
  314. var subDeformerArray = [];
  315. connections.children.forEach( function ( child ) {
  316. var subDeformerNode = DeformerNodes[ child.ID ];
  317. var subDeformer = {
  318. FBX_ID: child.ID,
  319. indices: parseIntArray( subDeformerNode.subNodes.Indexes.properties.a ),
  320. weights: parseFloatArray( subDeformerNode.subNodes.Weights.properties.a ),
  321. transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
  322. transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  323. linkMode: subDeformerNode.properties.Mode
  324. };
  325. subDeformers.set( child.ID, subDeformer );
  326. subDeformerArray.push( subDeformer );
  327. } );
  328. return {
  329. map: subDeformers,
  330. array: subDeformerArray,
  331. bones: []
  332. };
  333. }
  334. }
  335. /**
  336. * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
  337. * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
  338. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  339. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  340. * @returns {Map<number, THREE.BufferGeometry>}
  341. */
  342. function parseGeometries( FBXTree, connections, deformerMap ) {
  343. var geometryMap = new Map();
  344. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  345. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  346. for ( var nodeID in geometryNodes ) {
  347. var relationships = connections.get( parseInt( nodeID ) );
  348. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
  349. geometryMap.set( parseInt( nodeID ), geo );
  350. }
  351. }
  352. return geometryMap;
  353. /**
  354. * Generates BufferGeometry from FBXGeometryNode.
  355. * @param {FBXGeometryNode} geometryNode
  356. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  357. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
  358. * @returns {THREE.BufferGeometry}
  359. */
  360. function parseGeometry( geometryNode, relationships, deformerMap ) {
  361. switch ( geometryNode.attrType ) {
  362. case 'Mesh':
  363. return parseMeshGeometry( geometryNode, relationships, deformerMap );
  364. break;
  365. case 'NurbsCurve':
  366. return parseNurbsGeometry( geometryNode, relationships, deformerMap );
  367. break;
  368. }
  369. /**
  370. * Specialty function for parsing Mesh based Geometry Nodes.
  371. * @param {FBXGeometryNode} geometryNode
  372. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
  373. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
  374. * @returns {THREE.BufferGeometry}
  375. */
  376. function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
  377. var FBX_ID = geometryNode.id;
  378. var name = geometryNode.attrName;
  379. for ( var i = 0; i < relationships.children.length; ++ i ) {
  380. if ( deformerMap.has( relationships.children[ i ].ID ) ) {
  381. var deformer = deformerMap.get( relationships.children[ i ].ID );
  382. break;
  383. }
  384. }
  385. var geometry = genGeometry( geometryNode, deformer );
  386. return geometry;
  387. /**
  388. * @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.
  389. * @returns {THREE.BufferGeometry}
  390. */
  391. function genGeometry( geometryNode, deformer ) {
  392. var geometry = new Geometry();
  393. //First, each index is going to be its own vertex.
  394. var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
  395. var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
  396. if ( 'LayerElementNormal' in geometryNode.subNodes ) {
  397. var normalInfo = getNormals( geometryNode );
  398. }
  399. if ( 'LayerElementUV' in geometryNode.subNodes ) {
  400. var uvInfo = getUVs( geometryNode );
  401. }
  402. if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
  403. var materialInfo = getMaterials( geometryNode );
  404. }
  405. var faceVertexBuffer = [];
  406. var polygonIndex = 0;
  407. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; ++ polygonVertexIndex ) {
  408. var endOfFace;
  409. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  410. if ( indexBuffer[ polygonVertexIndex ] < 0 ) {
  411. vertexIndex = vertexIndex ^ - 1;
  412. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  413. endOfFace = true;
  414. }
  415. var vertex = new Vertex();
  416. var weightIndices = [];
  417. var weights = [];
  418. vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
  419. // If we have a deformer for this geometry, get the skinIndex and skinWeights for this object.
  420. // They are stored as vertex indices on each deformer, and we need them as deformer indices
  421. // for each vertex.
  422. if ( deformer ) {
  423. for ( var j = 0; j < deformer.array.length; ++ j ) {
  424. var index = deformer.array[ j ].indices.findIndex( function ( index ) {
  425. return index === indexBuffer[ polygonVertexIndex ];
  426. } );
  427. if ( index !== - 1 ) {
  428. weights.push( deformer.array[ j ].weights[ index ] );
  429. weightIndices.push( j );
  430. }
  431. }
  432. if ( weights.length > 4 ) {
  433. console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  434. var WIndex = [ 0, 0, 0, 0 ];
  435. var Weight = [ 0, 0, 0, 0 ];
  436. for ( var polygonVertexIndex = 0; polygonVertexIndex < weights.length; ++ polygonVertexIndex ) {
  437. var currentWeight = weights[ polygonVertexIndex ];
  438. var currentIndex = weightIndices[ polygonVertexIndex ];
  439. for ( var j = 0; j < Weight.length; ++ j ) {
  440. if ( currentWeight > Weight[ j ] ) {
  441. var tmp = Weight[ j ];
  442. Weight[ j ] = currentWeight;
  443. currentWeight = tmp;
  444. tmp = WIndex[ j ];
  445. WIndex[ j ] = currentIndex;
  446. currentIndex = tmp;
  447. }
  448. }
  449. }
  450. weightIndices = WIndex;
  451. weights = Weight;
  452. }
  453. for ( var i = weights.length; i < 4; i ++ ) {
  454. weights[ i ] = 0;
  455. weightIndices[ i ] = 0;
  456. }
  457. vertex.skinWeights.fromArray( weights );
  458. vertex.skinIndices.fromArray( weightIndices );
  459. //vertex.skinWeights.normalize();
  460. }
  461. if ( normalInfo ) {
  462. vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
  463. }
  464. if ( uvInfo ) {
  465. vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
  466. }
  467. //Add vertex to face buffer.
  468. faceVertexBuffer.push( vertex );
  469. // If index was negative to start with, we have finished this individual face
  470. // and can generate the face data to the geometry.
  471. if ( endOfFace ) {
  472. var face = new Face();
  473. var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
  474. face.genTrianglesFromVertices( faceVertexBuffer );
  475. face.materialIndex = materials[ 0 ];
  476. geometry.faces.push( face );
  477. faceVertexBuffer = [];
  478. polygonIndex ++;
  479. endOfFace = false;
  480. }
  481. }
  482. /**
  483. * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  484. */
  485. var bufferInfo = geometry.flattenToBuffers();
  486. var geo = new THREE.BufferGeometry();
  487. geo.name = geometryNode.name;
  488. geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
  489. if ( bufferInfo.normalBuffer.length > 0 ) {
  490. geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
  491. }
  492. if ( bufferInfo.uvBuffer.length > 0 ) {
  493. geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
  494. }
  495. if ( deformer ) {
  496. geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
  497. geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
  498. geo.FBX_Deformer = deformer;
  499. }
  500. // Convert the material indices of each vertex into rendering groups on the geometry.
  501. var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
  502. var startIndex = 0;
  503. for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
  504. if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
  505. geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
  506. startIndex = materialBufferIndex;
  507. prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
  508. }
  509. }
  510. return geo;
  511. /**
  512. * Parses normal information for geometry.
  513. * @param {FBXGeometryNode} geometryNode
  514. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  515. */
  516. function getNormals( geometryNode ) {
  517. var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
  518. var mappingType = NormalNode.properties.MappingInformationType;
  519. var referenceType = NormalNode.properties.ReferenceInformationType;
  520. var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
  521. var indexBuffer = [];
  522. if ( referenceType === 'IndexToDirect' ) {
  523. indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
  524. }
  525. return {
  526. dataSize: 3,
  527. buffer: buffer,
  528. indices: indexBuffer,
  529. mappingType: mappingType,
  530. referenceType: referenceType
  531. };
  532. }
  533. /**
  534. * Parses UV information for geometry.
  535. * @param {FBXGeometryNode} geometryNode
  536. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  537. */
  538. function getUVs( geometryNode ) {
  539. var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
  540. var mappingType = UVNode.properties.MappingInformationType;
  541. var referenceType = UVNode.properties.ReferenceInformationType;
  542. var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
  543. var indexBuffer = [];
  544. if ( referenceType === 'IndexToDirect' ) {
  545. indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
  546. }
  547. return {
  548. dataSize: 2,
  549. buffer: buffer,
  550. indices: indexBuffer,
  551. mappingType: mappingType,
  552. referenceType: referenceType
  553. };
  554. }
  555. /**
  556. * Parses material application information for geometry.
  557. * @param {FBXGeometryNode}
  558. * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
  559. */
  560. function getMaterials( geometryNode ) {
  561. var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
  562. var mappingType = MaterialNode.properties.MappingInformationType;
  563. var referenceType = MaterialNode.properties.ReferenceInformationType;
  564. var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
  565. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  566. // we expect. So we create an intermediate buffer that points to the index in the buffer,
  567. // for conforming with the other functions we've written for other data.
  568. var materialIndices = [];
  569. materialIndexBuffer.forEach( function ( materialIndex, index ) {
  570. materialIndices.push( index );
  571. } );
  572. return {
  573. dataSize: 1,
  574. buffer: materialIndexBuffer,
  575. indices: materialIndices,
  576. mappingType: mappingType,
  577. referenceType: referenceType
  578. };
  579. }
  580. /**
  581. * Function uses the infoObject and given indices to return value array of object.
  582. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  583. * @param {number} polygonIndex - Index of polygon in geometry.
  584. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  585. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  586. * @returns {number[]}
  587. */
  588. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  589. var GetData = {
  590. ByPolygonVertex: {
  591. /**
  592. * Function uses the infoObject and given indices to return value array of object.
  593. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  594. * @param {number} polygonIndex - Index of polygon in geometry.
  595. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  596. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  597. * @returns {number[]}
  598. */
  599. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  600. return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
  601. },
  602. /**
  603. * Function uses the infoObject and given indices to return value array of object.
  604. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  605. * @param {number} polygonIndex - Index of polygon in geometry.
  606. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  607. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  608. * @returns {number[]}
  609. */
  610. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  611. var index = infoObject.indices[ polygonVertexIndex ];
  612. return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
  613. }
  614. },
  615. ByPolygon: {
  616. /**
  617. * Function uses the infoObject and given indices to return value array of object.
  618. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  619. * @param {number} polygonIndex - Index of polygon in geometry.
  620. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  621. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  622. * @returns {number[]}
  623. */
  624. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  625. return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
  626. },
  627. /**
  628. * Function uses the infoObject and given indices to return value array of object.
  629. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  630. * @param {number} polygonIndex - Index of polygon in geometry.
  631. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  632. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  633. * @returns {number[]}
  634. */
  635. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  636. var index = infoObject.indices[ polygonIndex ];
  637. return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
  638. }
  639. },
  640. AllSame: {
  641. /**
  642. * Function uses the infoObject and given indices to return value array of object.
  643. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  644. * @param {number} polygonIndex - Index of polygon in geometry.
  645. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  646. * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
  647. * @returns {number[]}
  648. */
  649. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  650. return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
  651. }
  652. }
  653. };
  654. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  655. }
  656. }
  657. }
  658. /**
  659. * Specialty function for parsing NurbsCurve based Geometry Nodes.
  660. * @param {FBXGeometryNode} geometryNode
  661. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
  662. * @returns {THREE.BufferGeometry}
  663. */
  664. function parseNurbsGeometry( geometryNode, relationships ) {
  665. if ( THREE.NURBSCurve === undefined ) {
  666. console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
  667. return new THREE.BufferGeometry();
  668. }
  669. var order = parseInt( geometryNode.properties.Order );
  670. if ( isNaN( order ) ) {
  671. console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
  672. return new THREE.BufferGeometry();
  673. }
  674. var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
  675. var controlPoints = [];
  676. var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
  677. for ( var i = 0; i < pointsValues.length; i += 4 ) {
  678. controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
  679. }
  680. if ( geometryNode.properties.Form === 'Closed' ) {
  681. controlPoints.push( controlPoints[ 0 ] );
  682. }
  683. var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
  684. var vertices = curve.getPoints( controlPoints.length * 1.5 );
  685. var vertexBuffer = [];
  686. vertices.forEach( function ( position ) {
  687. var array = position.toArray();
  688. vertexBuffer = vertexBuffer.concat( array );
  689. } );
  690. var geometry = new THREE.BufferGeometry();
  691. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
  692. return geometry;
  693. }
  694. }
  695. }
  696. /**
  697. * Finally generates Scene graph and Scene graph Objects.
  698. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
  699. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  700. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
  701. * @param {Map<number, THREE.BufferGeometry>} geometryMap
  702. * @param {Map<number, THREE.Material>} materialMap
  703. * @returns {THREE.Group}
  704. */
  705. function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
  706. var sceneGraph = new THREE.Group();
  707. var ModelNode = FBXTree.Objects.subNodes.Model;
  708. /**
  709. * @type {Array.<THREE.Object3D>}
  710. */
  711. var modelArray = [];
  712. /**
  713. * @type {Map.<number, THREE.Object3D>}
  714. */
  715. var modelMap = new Map();
  716. for ( var nodeID in ModelNode ) {
  717. var id = parseInt( nodeID );
  718. var node = ModelNode[ nodeID ];
  719. var conns = connections.get( id );
  720. var model = null;
  721. for ( var i = 0; i < conns.parents.length; ++ i ) {
  722. deformerMap.forEach( function ( deformer ) {
  723. if ( deformer.map.has( conns.parents[ i ].ID ) ) {
  724. model = new THREE.Bone();
  725. var index = deformer.array.findIndex( function ( subDeformer ) {
  726. return subDeformer.FBX_ID === conns.parents[ i ].ID;
  727. } );
  728. deformer.bones[ index ] = model;
  729. }
  730. } );
  731. }
  732. if ( ! model ) {
  733. switch ( node.attrType ) {
  734. case "Mesh":
  735. /**
  736. * @type {?THREE.BufferGeometry}
  737. */
  738. var geometry = null;
  739. /**
  740. * @type {THREE.MultiMaterial|THREE.Material}
  741. */
  742. var material = null;
  743. /**
  744. * @type {Array.<THREE.Material>}
  745. */
  746. var materials = [];
  747. conns.children.forEach( function ( child ) {
  748. if ( geometryMap.has( child.ID ) ) {
  749. geometry = geometryMap.get( child.ID );
  750. }
  751. if ( materialMap.has( child.ID ) ) {
  752. materials.push( materialMap.get( child.ID ) );
  753. }
  754. } );
  755. if ( materials.length > 1 ) {
  756. material = new THREE.MultiMaterial( materials );
  757. } else if ( materials.length > 0 ) {
  758. material = materials[ 0 ];
  759. } else {
  760. material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
  761. }
  762. if ( geometry.FBX_Deformer ) {
  763. materials.forEach( function ( material ) {
  764. material.skinning = true;
  765. } );
  766. material.skinning = true;
  767. model = new THREE.SkinnedMesh( geometry, material );
  768. } else {
  769. model = new THREE.Mesh( geometry, material );
  770. }
  771. break;
  772. case "NurbsCurve":
  773. var geometry = null;
  774. conns.children.forEach( function ( child ) {
  775. if ( geometryMap.has( child.ID ) ) {
  776. geometry = geometryMap.get( child.ID );
  777. }
  778. } );
  779. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  780. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  781. model = new THREE.Line( geometry, material );
  782. break;
  783. default:
  784. model = new THREE.Object3D();
  785. break;
  786. }
  787. }
  788. model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
  789. model.FBX_ID = id;
  790. modelArray.push( model );
  791. modelMap.set( id, model );
  792. }
  793. modelArray.forEach( function ( model ) {
  794. var node = ModelNode[ model.FBX_ID ];
  795. if ( 'Lcl_Translation' in node.properties ) {
  796. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  797. }
  798. if ( 'Lcl_Rotation' in node.properties ) {
  799. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  800. return value * Math.PI / 180;
  801. } );
  802. rotation.push( 'ZYX' );
  803. model.rotation.fromArray( rotation );
  804. }
  805. if ( 'Lcl_Scaling' in node.properties ) {
  806. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  807. }
  808. var conns = connections.get( model.FBX_ID );
  809. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  810. var pIndex = modelArray.findIndex( function ( mod ) {
  811. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  812. } );
  813. if ( pIndex > - 1 ) {
  814. modelArray[ pIndex ].add( model );
  815. break;
  816. }
  817. }
  818. if ( model.parent === null ) {
  819. sceneGraph.add( model );
  820. }
  821. } );
  822. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  823. sceneGraph.updateMatrixWorld( true );
  824. // Put skeleton into bind pose.
  825. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  826. for ( var nodeID in BindPoseNode ) {
  827. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  828. BindPoseNode = BindPoseNode[ nodeID ];
  829. break;
  830. }
  831. }
  832. if ( BindPoseNode ) {
  833. var PoseNode = BindPoseNode.subNodes.PoseNode;
  834. var worldMatrices = new Map();
  835. PoseNode.forEach( function ( node ) {
  836. var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
  837. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  838. } );
  839. }
  840. deformerMap.forEach( function ( deformer, FBX_ID ) {
  841. deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
  842. /**
  843. * @type {THREE.Bone}
  844. */
  845. var bone = deformer.bones[ subDeformerIndex ];
  846. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  847. return;
  848. }
  849. var mat = worldMatrices.get( bone.FBX_ID );
  850. bone.matrixWorld.copy( mat );
  851. } );
  852. // Now that skeleton is in bind pose, bind to model.
  853. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  854. var conns = connections.get( FBX_ID );
  855. conns.parents.forEach( function ( parent ) {
  856. if ( geometryMap.has( parent.ID ) ) {
  857. var geoID = parent.ID;
  858. var geoConns = connections.get( geoID );
  859. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  860. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  861. var model = modelMap.get( geoConns.parents[ i ].ID );
  862. //ASSERT model typeof SkinnedMesh
  863. model.bind( deformer.skeleton, model.matrixWorld );
  864. break;
  865. }
  866. }
  867. }
  868. } );
  869. } );
  870. // Skeleton is now bound, we are now free to set up the
  871. // scene graph.
  872. modelArray.forEach( function ( model ) {
  873. var node = ModelNode[ model.FBX_ID ];
  874. if ( 'Lcl_Translation' in node.properties ) {
  875. model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
  876. }
  877. if ( 'Lcl_Rotation' in node.properties ) {
  878. var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
  879. return value * Math.PI / 180;
  880. } );
  881. rotation.push( 'ZYX' );
  882. model.rotation.fromArray( rotation );
  883. }
  884. if ( 'Lcl_Scaling' in node.properties ) {
  885. model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
  886. }
  887. } );
  888. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  889. // to attach animations to, since FBXs treat animations as animations for the entire scene,
  890. // not just for individual objects.
  891. sceneGraph.skeleton = {
  892. bones: modelArray
  893. };
  894. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  895. addAnimations( sceneGraph, animations );
  896. return sceneGraph;
  897. }
  898. /**
  899. * Parses animation information from FBXTree and generates an AnimationInfoObject.
  900. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
  901. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  902. */
  903. function parseAnimations( FBXTree, connections, sceneGraph ) {
  904. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  905. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  906. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  907. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  908. /**
  909. * @type {{
  910. curves: Map<number, {
  911. T: {
  912. id: number;
  913. attr: string;
  914. internalID: number;
  915. attrX: boolean;
  916. attrY: boolean;
  917. attrZ: boolean;
  918. containerBoneID: number;
  919. containerID: number;
  920. curves: {
  921. x: {
  922. version: any;
  923. id: number;
  924. internalID: number;
  925. times: number[];
  926. values: number[];
  927. attrFlag: number[];
  928. attrData: number[];
  929. };
  930. y: {
  931. version: any;
  932. id: number;
  933. internalID: number;
  934. times: number[];
  935. values: number[];
  936. attrFlag: number[];
  937. attrData: number[];
  938. };
  939. z: {
  940. version: any;
  941. id: number;
  942. internalID: number;
  943. times: number[];
  944. values: number[];
  945. attrFlag: number[];
  946. attrData: number[];
  947. };
  948. };
  949. },
  950. R: {
  951. id: number;
  952. attr: string;
  953. internalID: number;
  954. attrX: boolean;
  955. attrY: boolean;
  956. attrZ: boolean;
  957. containerBoneID: number;
  958. containerID: number;
  959. curves: {
  960. x: {
  961. version: any;
  962. id: number;
  963. internalID: number;
  964. times: number[];
  965. values: number[];
  966. attrFlag: number[];
  967. attrData: number[];
  968. };
  969. y: {
  970. version: any;
  971. id: number;
  972. internalID: number;
  973. times: number[];
  974. values: number[];
  975. attrFlag: number[];
  976. attrData: number[];
  977. };
  978. z: {
  979. version: any;
  980. id: number;
  981. internalID: number;
  982. times: number[];
  983. values: number[];
  984. attrFlag: number[];
  985. attrData: number[];
  986. };
  987. };
  988. },
  989. S: {
  990. id: number;
  991. attr: string;
  992. internalID: number;
  993. attrX: boolean;
  994. attrY: boolean;
  995. attrZ: boolean;
  996. containerBoneID: number;
  997. containerID: number;
  998. curves: {
  999. x: {
  1000. version: any;
  1001. id: number;
  1002. internalID: number;
  1003. times: number[];
  1004. values: number[];
  1005. attrFlag: number[];
  1006. attrData: number[];
  1007. };
  1008. y: {
  1009. version: any;
  1010. id: number;
  1011. internalID: number;
  1012. times: number[];
  1013. values: number[];
  1014. attrFlag: number[];
  1015. attrData: number[];
  1016. };
  1017. z: {
  1018. version: any;
  1019. id: number;
  1020. internalID: number;
  1021. times: number[];
  1022. values: number[];
  1023. attrFlag: number[];
  1024. attrData: number[];
  1025. };
  1026. };
  1027. }
  1028. }>,
  1029. layers: Map<number, {
  1030. T: {
  1031. id: number;
  1032. attr: string;
  1033. internalID: number;
  1034. attrX: boolean;
  1035. attrY: boolean;
  1036. attrZ: boolean;
  1037. containerBoneID: number;
  1038. containerID: number;
  1039. curves: {
  1040. x: {
  1041. version: any;
  1042. id: number;
  1043. internalID: number;
  1044. times: number[];
  1045. values: number[];
  1046. attrFlag: number[];
  1047. attrData: number[];
  1048. };
  1049. y: {
  1050. version: any;
  1051. id: number;
  1052. internalID: number;
  1053. times: number[];
  1054. values: number[];
  1055. attrFlag: number[];
  1056. attrData: number[];
  1057. };
  1058. z: {
  1059. version: any;
  1060. id: number;
  1061. internalID: number;
  1062. times: number[];
  1063. values: number[];
  1064. attrFlag: number[];
  1065. attrData: number[];
  1066. };
  1067. },
  1068. },
  1069. R: {
  1070. id: number;
  1071. attr: string;
  1072. internalID: number;
  1073. attrX: boolean;
  1074. attrY: boolean;
  1075. attrZ: boolean;
  1076. containerBoneID: number;
  1077. containerID: number;
  1078. curves: {
  1079. x: {
  1080. version: any;
  1081. id: number;
  1082. internalID: number;
  1083. times: number[];
  1084. values: number[];
  1085. attrFlag: number[];
  1086. attrData: number[];
  1087. };
  1088. y: {
  1089. version: any;
  1090. id: number;
  1091. internalID: number;
  1092. times: number[];
  1093. values: number[];
  1094. attrFlag: number[];
  1095. attrData: number[];
  1096. };
  1097. z: {
  1098. version: any;
  1099. id: number;
  1100. internalID: number;
  1101. times: number[];
  1102. values: number[];
  1103. attrFlag: number[];
  1104. attrData: number[];
  1105. };
  1106. },
  1107. },
  1108. S: {
  1109. id: number;
  1110. attr: string;
  1111. internalID: number;
  1112. attrX: boolean;
  1113. attrY: boolean;
  1114. attrZ: boolean;
  1115. containerBoneID: number;
  1116. containerID: number;
  1117. curves: {
  1118. x: {
  1119. version: any;
  1120. id: number;
  1121. internalID: number;
  1122. times: number[];
  1123. values: number[];
  1124. attrFlag: number[];
  1125. attrData: number[];
  1126. };
  1127. y: {
  1128. version: any;
  1129. id: number;
  1130. internalID: number;
  1131. times: number[];
  1132. values: number[];
  1133. attrFlag: number[];
  1134. attrData: number[];
  1135. };
  1136. z: {
  1137. version: any;
  1138. id: number;
  1139. internalID: number;
  1140. times: number[];
  1141. values: number[];
  1142. attrFlag: number[];
  1143. attrData: number[];
  1144. };
  1145. },
  1146. }
  1147. }[]>,
  1148. stacks: Map<number, {
  1149. name: string,
  1150. layers: {
  1151. T: {
  1152. id: number;
  1153. attr: string;
  1154. internalID: number;
  1155. attrX: boolean;
  1156. attrY: boolean;
  1157. attrZ: boolean;
  1158. containerBoneID: number;
  1159. containerID: number;
  1160. curves: {
  1161. x: {
  1162. version: any;
  1163. id: number;
  1164. internalID: number;
  1165. times: number[];
  1166. values: number[];
  1167. attrFlag: number[];
  1168. attrData: number[];
  1169. };
  1170. y: {
  1171. version: any;
  1172. id: number;
  1173. internalID: number;
  1174. times: number[];
  1175. values: number[];
  1176. attrFlag: number[];
  1177. attrData: number[];
  1178. };
  1179. z: {
  1180. version: any;
  1181. id: number;
  1182. internalID: number;
  1183. times: number[];
  1184. values: number[];
  1185. attrFlag: number[];
  1186. attrData: number[];
  1187. };
  1188. };
  1189. };
  1190. R: {
  1191. id: number;
  1192. attr: string;
  1193. internalID: number;
  1194. attrX: boolean;
  1195. attrY: boolean;
  1196. attrZ: boolean;
  1197. containerBoneID: number;
  1198. containerID: number;
  1199. curves: {
  1200. x: {
  1201. version: any;
  1202. id: number;
  1203. internalID: number;
  1204. times: number[];
  1205. values: number[];
  1206. attrFlag: number[];
  1207. attrData: number[];
  1208. };
  1209. y: {
  1210. version: any;
  1211. id: number;
  1212. internalID: number;
  1213. times: number[];
  1214. values: number[];
  1215. attrFlag: number[];
  1216. attrData: number[];
  1217. };
  1218. z: {
  1219. version: any;
  1220. id: number;
  1221. internalID: number;
  1222. times: number[];
  1223. values: number[];
  1224. attrFlag: number[];
  1225. attrData: number[];
  1226. };
  1227. };
  1228. };
  1229. S: {
  1230. id: number;
  1231. attr: string;
  1232. internalID: number;
  1233. attrX: boolean;
  1234. attrY: boolean;
  1235. attrZ: boolean;
  1236. containerBoneID: number;
  1237. containerID: number;
  1238. curves: {
  1239. x: {
  1240. version: any;
  1241. id: number;
  1242. internalID: number;
  1243. times: number[];
  1244. values: number[];
  1245. attrFlag: number[];
  1246. attrData: number[];
  1247. };
  1248. y: {
  1249. version: any;
  1250. id: number;
  1251. internalID: number;
  1252. times: number[];
  1253. values: number[];
  1254. attrFlag: number[];
  1255. attrData: number[];
  1256. };
  1257. z: {
  1258. version: any;
  1259. id: number;
  1260. internalID: number;
  1261. times: number[];
  1262. values: number[];
  1263. attrFlag: number[];
  1264. attrData: number[];
  1265. };
  1266. };
  1267. };
  1268. }[][],
  1269. length: number,
  1270. frames: number }>,
  1271. length: number,
  1272. fps: number,
  1273. frames: number
  1274. }}
  1275. */
  1276. var returnObject = {
  1277. curves: new Map(),
  1278. layers: new Map(),
  1279. stacks: new Map(),
  1280. length: 0,
  1281. fps: 30,
  1282. frames: 0
  1283. };
  1284. /**
  1285. * @type {Array.<{
  1286. id: number;
  1287. attr: string;
  1288. internalID: number;
  1289. attrX: boolean;
  1290. attrY: boolean;
  1291. attrZ: boolean;
  1292. containerBoneID: number;
  1293. containerID: number;
  1294. }>}
  1295. */
  1296. var animationCurveNodes = [];
  1297. for ( var nodeID in rawNodes ) {
  1298. if ( nodeID.match( /\d+/ ) ) {
  1299. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1300. animationCurveNodes.push( animationNode );
  1301. }
  1302. }
  1303. /**
  1304. * @type {Map.<number, {
  1305. id: number,
  1306. attr: string,
  1307. internalID: number,
  1308. attrX: boolean,
  1309. attrY: boolean,
  1310. attrZ: boolean,
  1311. containerBoneID: number,
  1312. containerID: number,
  1313. curves: {
  1314. x: {
  1315. version: any,
  1316. id: number,
  1317. internalID: number,
  1318. times: number[],
  1319. values: number[],
  1320. attrFlag: number[],
  1321. attrData: number[],
  1322. },
  1323. y: {
  1324. version: any,
  1325. id: number,
  1326. internalID: number,
  1327. times: number[],
  1328. values: number[],
  1329. attrFlag: number[],
  1330. attrData: number[],
  1331. },
  1332. z: {
  1333. version: any,
  1334. id: number,
  1335. internalID: number,
  1336. times: number[],
  1337. values: number[],
  1338. attrFlag: number[],
  1339. attrData: number[],
  1340. }
  1341. }
  1342. }>}
  1343. */
  1344. var tmpMap = new Map();
  1345. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1346. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1347. continue;
  1348. }
  1349. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1350. }
  1351. /**
  1352. * @type {{
  1353. version: any,
  1354. id: number,
  1355. internalID: number,
  1356. times: number[],
  1357. values: number[],
  1358. attrFlag: number[],
  1359. attrData: number[],
  1360. }[]}
  1361. */
  1362. var animationCurves = [];
  1363. for ( nodeID in rawCurves ) {
  1364. if ( nodeID.match( /\d+/ ) ) {
  1365. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1366. animationCurves.push( animationCurve );
  1367. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1368. var firstParentID = firstParentConn.ID;
  1369. var firstParentRelationship = firstParentConn.relationship;
  1370. var axis = '';
  1371. if ( firstParentRelationship.match( /X/ ) ) {
  1372. axis = 'x';
  1373. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1374. axis = 'y';
  1375. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1376. axis = 'z';
  1377. } else {
  1378. continue;
  1379. }
  1380. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1381. }
  1382. }
  1383. tmpMap.forEach( function ( curveNode ) {
  1384. var id = curveNode.containerBoneID;
  1385. if ( ! returnObject.curves.has( id ) ) {
  1386. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1387. }
  1388. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1389. } );
  1390. for ( var nodeID in rawLayers ) {
  1391. /**
  1392. * @type {{
  1393. T: {
  1394. id: number;
  1395. attr: string;
  1396. internalID: number;
  1397. attrX: boolean;
  1398. attrY: boolean;
  1399. attrZ: boolean;
  1400. containerBoneID: number;
  1401. containerID: number;
  1402. curves: {
  1403. x: {
  1404. version: any;
  1405. id: number;
  1406. internalID: number;
  1407. times: number[];
  1408. values: number[];
  1409. attrFlag: number[];
  1410. attrData: number[];
  1411. };
  1412. y: {
  1413. version: any;
  1414. id: number;
  1415. internalID: number;
  1416. times: number[];
  1417. values: number[];
  1418. attrFlag: number[];
  1419. attrData: number[];
  1420. };
  1421. z: {
  1422. version: any;
  1423. id: number;
  1424. internalID: number;
  1425. times: number[];
  1426. values: number[];
  1427. attrFlag: number[];
  1428. attrData: number[];
  1429. };
  1430. },
  1431. },
  1432. R: {
  1433. id: number;
  1434. attr: string;
  1435. internalID: number;
  1436. attrX: boolean;
  1437. attrY: boolean;
  1438. attrZ: boolean;
  1439. containerBoneID: number;
  1440. containerID: number;
  1441. curves: {
  1442. x: {
  1443. version: any;
  1444. id: number;
  1445. internalID: number;
  1446. times: number[];
  1447. values: number[];
  1448. attrFlag: number[];
  1449. attrData: number[];
  1450. };
  1451. y: {
  1452. version: any;
  1453. id: number;
  1454. internalID: number;
  1455. times: number[];
  1456. values: number[];
  1457. attrFlag: number[];
  1458. attrData: number[];
  1459. };
  1460. z: {
  1461. version: any;
  1462. id: number;
  1463. internalID: number;
  1464. times: number[];
  1465. values: number[];
  1466. attrFlag: number[];
  1467. attrData: number[];
  1468. };
  1469. },
  1470. },
  1471. S: {
  1472. id: number;
  1473. attr: string;
  1474. internalID: number;
  1475. attrX: boolean;
  1476. attrY: boolean;
  1477. attrZ: boolean;
  1478. containerBoneID: number;
  1479. containerID: number;
  1480. curves: {
  1481. x: {
  1482. version: any;
  1483. id: number;
  1484. internalID: number;
  1485. times: number[];
  1486. values: number[];
  1487. attrFlag: number[];
  1488. attrData: number[];
  1489. };
  1490. y: {
  1491. version: any;
  1492. id: number;
  1493. internalID: number;
  1494. times: number[];
  1495. values: number[];
  1496. attrFlag: number[];
  1497. attrData: number[];
  1498. };
  1499. z: {
  1500. version: any;
  1501. id: number;
  1502. internalID: number;
  1503. times: number[];
  1504. values: number[];
  1505. attrFlag: number[];
  1506. attrData: number[];
  1507. };
  1508. },
  1509. }
  1510. }[]}
  1511. */
  1512. var layer = [];
  1513. var children = connections.get( parseInt( nodeID ) ).children;
  1514. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1515. // Skip lockInfluenceWeights
  1516. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1517. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1518. var boneID = curveNode.containerBoneID;
  1519. if ( layer[ boneID ] === undefined ) {
  1520. layer[ boneID ] = {
  1521. T: null,
  1522. R: null,
  1523. S: null
  1524. };
  1525. }
  1526. layer[ boneID ][ curveNode.attr ] = curveNode;
  1527. }
  1528. }
  1529. returnObject.layers.set( parseInt( nodeID ), layer );
  1530. }
  1531. for ( var nodeID in rawStacks ) {
  1532. var layers = [];
  1533. var children = connections.get( parseInt( nodeID ) ).children;
  1534. var maxTimeStamp = 0;
  1535. var minTimeStamp = Number.MAX_VALUE;
  1536. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1537. if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
  1538. var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
  1539. layers.push( currentLayer );
  1540. currentLayer.forEach( function ( layer ) {
  1541. if ( layer ) {
  1542. getCurveNodeMaxMinTimeStamps( layer );
  1543. }
  1544. /**
  1545. * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1546. * than the max or min respectively.
  1547. * @param {{
  1548. T: {
  1549. id: number,
  1550. attr: string,
  1551. internalID: number,
  1552. attrX: boolean,
  1553. attrY: boolean,
  1554. attrZ: boolean,
  1555. containerBoneID: number,
  1556. containerID: number,
  1557. curves: {
  1558. x: {
  1559. version: any,
  1560. id: number,
  1561. internalID: number,
  1562. times: number[],
  1563. values: number[],
  1564. attrFlag: number[],
  1565. attrData: number[],
  1566. },
  1567. y: {
  1568. version: any,
  1569. id: number,
  1570. internalID: number,
  1571. times: number[],
  1572. values: number[],
  1573. attrFlag: number[],
  1574. attrData: number[],
  1575. },
  1576. z: {
  1577. version: any,
  1578. id: number,
  1579. internalID: number,
  1580. times: number[],
  1581. values: number[],
  1582. attrFlag: number[],
  1583. attrData: number[],
  1584. },
  1585. },
  1586. },
  1587. R: {
  1588. id: number,
  1589. attr: string,
  1590. internalID: number,
  1591. attrX: boolean,
  1592. attrY: boolean,
  1593. attrZ: boolean,
  1594. containerBoneID: number,
  1595. containerID: number,
  1596. curves: {
  1597. x: {
  1598. version: any,
  1599. id: number,
  1600. internalID: number,
  1601. times: number[],
  1602. values: number[],
  1603. attrFlag: number[],
  1604. attrData: number[],
  1605. },
  1606. y: {
  1607. version: any,
  1608. id: number,
  1609. internalID: number,
  1610. times: number[],
  1611. values: number[],
  1612. attrFlag: number[],
  1613. attrData: number[],
  1614. },
  1615. z: {
  1616. version: any,
  1617. id: number,
  1618. internalID: number,
  1619. times: number[],
  1620. values: number[],
  1621. attrFlag: number[],
  1622. attrData: number[],
  1623. },
  1624. },
  1625. },
  1626. S: {
  1627. id: number,
  1628. attr: string,
  1629. internalID: number,
  1630. attrX: boolean,
  1631. attrY: boolean,
  1632. attrZ: boolean,
  1633. containerBoneID: number,
  1634. containerID: number,
  1635. curves: {
  1636. x: {
  1637. version: any,
  1638. id: number,
  1639. internalID: number,
  1640. times: number[],
  1641. values: number[],
  1642. attrFlag: number[],
  1643. attrData: number[],
  1644. },
  1645. y: {
  1646. version: any,
  1647. id: number,
  1648. internalID: number,
  1649. times: number[],
  1650. values: number[],
  1651. attrFlag: number[],
  1652. attrData: number[],
  1653. },
  1654. z: {
  1655. version: any,
  1656. id: number,
  1657. internalID: number,
  1658. times: number[],
  1659. values: number[],
  1660. attrFlag: number[],
  1661. attrData: number[],
  1662. },
  1663. },
  1664. },
  1665. }} layer
  1666. */
  1667. function getCurveNodeMaxMinTimeStamps( layer ) {
  1668. /**
  1669. * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1670. * exceeds the maximum or minimum.
  1671. * @param {{
  1672. x: {
  1673. version: any,
  1674. id: number,
  1675. internalID: number,
  1676. times: number[],
  1677. values: number[],
  1678. attrFlag: number[],
  1679. attrData: number[],
  1680. },
  1681. y: {
  1682. version: any,
  1683. id: number,
  1684. internalID: number,
  1685. times: number[],
  1686. values: number[],
  1687. attrFlag: number[],
  1688. attrData: number[],
  1689. },
  1690. z: {
  1691. version: any,
  1692. id: number,
  1693. internalID: number,
  1694. times: number[],
  1695. values: number[],
  1696. attrFlag: number[],
  1697. attrData: number[],
  1698. }
  1699. }} curve
  1700. */
  1701. function getCurveMaxMinTimeStamp( curve ) {
  1702. /**
  1703. * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1704. * @param {{times: number[]}} axis
  1705. */
  1706. function getCurveAxisMaxMinTimeStamps( axis ) {
  1707. maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
  1708. minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
  1709. }
  1710. if ( curve.x ) {
  1711. getCurveAxisMaxMinTimeStamps( curve.x );
  1712. }
  1713. if ( curve.y ) {
  1714. getCurveAxisMaxMinTimeStamps( curve.y );
  1715. }
  1716. if ( curve.z ) {
  1717. getCurveAxisMaxMinTimeStamps( curve.z );
  1718. }
  1719. }
  1720. if ( layer.R ) {
  1721. getCurveMaxMinTimeStamp( layer.R.curves );
  1722. }
  1723. if ( layer.S ) {
  1724. getCurveMaxMinTimeStamp( layer.S.curves );
  1725. }
  1726. if ( layer.T ) {
  1727. getCurveMaxMinTimeStamp( layer.T.curves );
  1728. }
  1729. }
  1730. } );
  1731. }
  1732. }
  1733. // Do we have an animation clip with actual length?
  1734. if ( maxTimeStamp > minTimeStamp ) {
  1735. returnObject.stacks.set( parseInt( nodeID ), {
  1736. name: rawStacks[ nodeID ].attrName,
  1737. layers: layers,
  1738. length: maxTimeStamp - minTimeStamp,
  1739. frames: ( maxTimeStamp - minTimeStamp ) * 30
  1740. } );
  1741. }
  1742. }
  1743. return returnObject;
  1744. /**
  1745. * @param {Object} FBXTree
  1746. * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
  1747. * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
  1748. * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
  1749. */
  1750. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1751. var returnObject = {
  1752. /**
  1753. * @type {number}
  1754. */
  1755. id: animationCurveNode.id,
  1756. /**
  1757. * @type {string}
  1758. */
  1759. attr: animationCurveNode.attrName,
  1760. /**
  1761. * @type {number}
  1762. */
  1763. internalID: animationCurveNode.id,
  1764. /**
  1765. * @type {boolean}
  1766. */
  1767. attrX: false,
  1768. /**
  1769. * @type {boolean}
  1770. */
  1771. attrY: false,
  1772. /**
  1773. * @type {boolean}
  1774. */
  1775. attrZ: false,
  1776. /**
  1777. * @type {number}
  1778. */
  1779. containerBoneID: - 1,
  1780. /**
  1781. * @type {number}
  1782. */
  1783. containerID: - 1,
  1784. curves: {
  1785. x: null,
  1786. y: null,
  1787. z: null
  1788. }
  1789. };
  1790. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1791. for ( var attributeKey in animationCurveNode.properties ) {
  1792. if ( attributeKey.match( /X/ ) ) {
  1793. returnObject.attrX = true;
  1794. }
  1795. if ( attributeKey.match( /Y/ ) ) {
  1796. returnObject.attrY = true;
  1797. }
  1798. if ( attributeKey.match( /Z/ ) ) {
  1799. returnObject.attrZ = true;
  1800. }
  1801. }
  1802. } else {
  1803. return null;
  1804. }
  1805. var conns = connections.get( returnObject.id );
  1806. var containerIndices = conns.parents;
  1807. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1808. var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
  1809. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1810. } );
  1811. if ( boneID > - 1 ) {
  1812. returnObject.containerBoneID = boneID;
  1813. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1814. break;
  1815. }
  1816. }
  1817. return returnObject;
  1818. }
  1819. /**
  1820. * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
  1821. */
  1822. function parseAnimationCurve( animationCurve ) {
  1823. return {
  1824. version: null,
  1825. id: animationCurve.id,
  1826. internalID: animationCurve.id,
  1827. times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
  1828. return ConvertFBXTimeToSeconds( time );
  1829. } ),
  1830. values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
  1831. attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
  1832. attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
  1833. };
  1834. }
  1835. }
  1836. /**
  1837. * @param {{
  1838. curves: Map<number, {
  1839. T: {
  1840. id: number;
  1841. attr: string;
  1842. internalID: number;
  1843. attrX: boolean;
  1844. attrY: boolean;
  1845. attrZ: boolean;
  1846. containerBoneID: number;
  1847. containerID: number;
  1848. curves: {
  1849. x: {
  1850. version: any;
  1851. id: number;
  1852. internalID: number;
  1853. times: number[];
  1854. values: number[];
  1855. attrFlag: number[];
  1856. attrData: number[];
  1857. };
  1858. y: {
  1859. version: any;
  1860. id: number;
  1861. internalID: number;
  1862. times: number[];
  1863. values: number[];
  1864. attrFlag: number[];
  1865. attrData: number[];
  1866. };
  1867. z: {
  1868. version: any;
  1869. id: number;
  1870. internalID: number;
  1871. times: number[];
  1872. values: number[];
  1873. attrFlag: number[];
  1874. attrData: number[];
  1875. };
  1876. };
  1877. };
  1878. R: {
  1879. id: number;
  1880. attr: string;
  1881. internalID: number;
  1882. attrX: boolean;
  1883. attrY: boolean;
  1884. attrZ: boolean;
  1885. containerBoneID: number;
  1886. containerID: number;
  1887. curves: {
  1888. x: {
  1889. version: any;
  1890. id: number;
  1891. internalID: number;
  1892. times: number[];
  1893. values: number[];
  1894. attrFlag: number[];
  1895. attrData: number[];
  1896. };
  1897. y: {
  1898. version: any;
  1899. id: number;
  1900. internalID: number;
  1901. times: number[];
  1902. values: number[];
  1903. attrFlag: number[];
  1904. attrData: number[];
  1905. };
  1906. z: {
  1907. version: any;
  1908. id: number;
  1909. internalID: number;
  1910. times: number[];
  1911. values: number[];
  1912. attrFlag: number[];
  1913. attrData: number[];
  1914. };
  1915. };
  1916. };
  1917. S: {
  1918. id: number;
  1919. attr: string;
  1920. internalID: number;
  1921. attrX: boolean;
  1922. attrY: boolean;
  1923. attrZ: boolean;
  1924. containerBoneID: number;
  1925. containerID: number;
  1926. curves: {
  1927. x: {
  1928. version: any;
  1929. id: number;
  1930. internalID: number;
  1931. times: number[];
  1932. values: number[];
  1933. attrFlag: number[];
  1934. attrData: number[];
  1935. };
  1936. y: {
  1937. version: any;
  1938. id: number;
  1939. internalID: number;
  1940. times: number[];
  1941. values: number[];
  1942. attrFlag: number[];
  1943. attrData: number[];
  1944. };
  1945. z: {
  1946. version: any;
  1947. id: number;
  1948. internalID: number;
  1949. times: number[];
  1950. values: number[];
  1951. attrFlag: number[];
  1952. attrData: number[];
  1953. };
  1954. };
  1955. };
  1956. }>;
  1957. layers: Map<number, {
  1958. T: {
  1959. id: number;
  1960. attr: string;
  1961. internalID: number;
  1962. attrX: boolean;
  1963. attrY: boolean;
  1964. attrZ: boolean;
  1965. containerBoneID: number;
  1966. containerID: number;
  1967. curves: {
  1968. x: {
  1969. version: any;
  1970. id: number;
  1971. internalID: number;
  1972. times: number[];
  1973. values: number[];
  1974. attrFlag: number[];
  1975. attrData: number[];
  1976. };
  1977. y: {
  1978. version: any;
  1979. id: number;
  1980. internalID: number;
  1981. times: number[];
  1982. values: number[];
  1983. attrFlag: number[];
  1984. attrData: number[];
  1985. };
  1986. z: {
  1987. version: any;
  1988. id: number;
  1989. internalID: number;
  1990. times: number[];
  1991. values: number[];
  1992. attrFlag: number[];
  1993. attrData: number[];
  1994. };
  1995. };
  1996. };
  1997. R: {
  1998. id: number;
  1999. attr: string;
  2000. internalID: number;
  2001. attrX: boolean;
  2002. attrY: boolean;
  2003. attrZ: boolean;
  2004. containerBoneID: number;
  2005. containerID: number;
  2006. curves: {
  2007. x: {
  2008. version: any;
  2009. id: number;
  2010. internalID: number;
  2011. times: number[];
  2012. values: number[];
  2013. attrFlag: number[];
  2014. attrData: number[];
  2015. };
  2016. y: {
  2017. version: any;
  2018. id: number;
  2019. internalID: number;
  2020. times: number[];
  2021. values: number[];
  2022. attrFlag: number[];
  2023. attrData: number[];
  2024. };
  2025. z: {
  2026. version: any;
  2027. id: number;
  2028. internalID: number;
  2029. times: number[];
  2030. values: number[];
  2031. attrFlag: number[];
  2032. attrData: number[];
  2033. };
  2034. };
  2035. };
  2036. S: {
  2037. id: number;
  2038. attr: string;
  2039. internalID: number;
  2040. attrX: boolean;
  2041. attrY: boolean;
  2042. attrZ: boolean;
  2043. containerBoneID: number;
  2044. containerID: number;
  2045. curves: {
  2046. x: {
  2047. version: any;
  2048. id: number;
  2049. internalID: number;
  2050. times: number[];
  2051. values: number[];
  2052. attrFlag: number[];
  2053. attrData: number[];
  2054. };
  2055. y: {
  2056. version: any;
  2057. id: number;
  2058. internalID: number;
  2059. times: number[];
  2060. values: number[];
  2061. attrFlag: number[];
  2062. attrData: number[];
  2063. };
  2064. z: {
  2065. version: any;
  2066. id: number;
  2067. internalID: number;
  2068. times: number[];
  2069. values: number[];
  2070. attrFlag: number[];
  2071. attrData: number[];
  2072. };
  2073. };
  2074. };
  2075. }[]>;
  2076. stacks: Map<number, {
  2077. name: string;
  2078. layers: {
  2079. T: {
  2080. id: number;
  2081. attr: string;
  2082. internalID: number;
  2083. attrX: boolean;
  2084. attrY: boolean;
  2085. attrZ: boolean;
  2086. containerBoneID: number;
  2087. containerID: number;
  2088. curves: {
  2089. x: {
  2090. version: any;
  2091. id: number;
  2092. internalID: number;
  2093. times: number[];
  2094. values: number[];
  2095. attrFlag: number[];
  2096. attrData: number[];
  2097. };
  2098. y: {
  2099. version: any;
  2100. id: number;
  2101. internalID: number;
  2102. times: number[];
  2103. values: number[];
  2104. attrFlag: number[];
  2105. attrData: number[];
  2106. };
  2107. z: {
  2108. version: any;
  2109. id: number;
  2110. internalID: number;
  2111. times: number[];
  2112. values: number[];
  2113. attrFlag: number[];
  2114. attrData: number[];
  2115. };
  2116. };
  2117. };
  2118. R: {
  2119. id: number;
  2120. attr: string;
  2121. internalID: number;
  2122. attrX: boolean;
  2123. attrY: boolean;
  2124. attrZ: boolean;
  2125. containerBoneID: number;
  2126. containerID: number;
  2127. curves: {
  2128. x: {
  2129. version: any;
  2130. id: number;
  2131. internalID: number;
  2132. times: number[];
  2133. values: number[];
  2134. attrFlag: number[];
  2135. attrData: number[];
  2136. };
  2137. y: {
  2138. version: any;
  2139. id: number;
  2140. internalID: number;
  2141. times: number[];
  2142. values: number[];
  2143. attrFlag: number[];
  2144. attrData: number[];
  2145. };
  2146. z: {
  2147. version: any;
  2148. id: number;
  2149. internalID: number;
  2150. times: number[];
  2151. values: number[];
  2152. attrFlag: number[];
  2153. attrData: number[];
  2154. };
  2155. };
  2156. };
  2157. S: {
  2158. id: number;
  2159. attr: string;
  2160. internalID: number;
  2161. attrX: boolean;
  2162. attrY: boolean;
  2163. attrZ: boolean;
  2164. containerBoneID: number;
  2165. containerID: number;
  2166. curves: {
  2167. x: {
  2168. version: any;
  2169. id: number;
  2170. internalID: number;
  2171. times: number[];
  2172. values: number[];
  2173. attrFlag: number[];
  2174. attrData: number[];
  2175. };
  2176. y: {
  2177. version: any;
  2178. id: number;
  2179. internalID: number;
  2180. times: number[];
  2181. values: number[];
  2182. attrFlag: number[];
  2183. attrData: number[];
  2184. };
  2185. z: {
  2186. version: any;
  2187. id: number;
  2188. internalID: number;
  2189. times: number[];
  2190. values: number[];
  2191. attrFlag: number[];
  2192. attrData: number[];
  2193. };
  2194. };
  2195. };
  2196. }[][];
  2197. length: number;
  2198. frames: number;
  2199. }>;
  2200. length: number;
  2201. fps: number;
  2202. frames: number;
  2203. }} animations,
  2204. * @param {{skeleton: { bones: THREE.Bone[]}}} group
  2205. */
  2206. function addAnimations( group, animations ) {
  2207. if ( group.animations === undefined ) {
  2208. group.animations = [];
  2209. }
  2210. animations.stacks.forEach( function ( stack ) {
  2211. var animationData = {
  2212. name: stack.name,
  2213. fps: 30,
  2214. length: stack.length,
  2215. hierarchy: []
  2216. };
  2217. var bones = group.skeleton.bones;
  2218. bones.forEach( function ( bone ) {
  2219. var name = bone.name.replace( /.*:/, '' );
  2220. var parentIndex = bones.findIndex( function ( parentBone ) {
  2221. return bone.parent === parentBone;
  2222. } );
  2223. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  2224. } );
  2225. for ( var frame = 0; frame < stack.frames; frame ++ ) {
  2226. bones.forEach( function ( bone, boneIndex ) {
  2227. var animationNode = stack.layers[ 0 ][ boneIndex ];
  2228. animationData.hierarchy.forEach( function ( node ) {
  2229. if ( node.name === bone.name ) {
  2230. node.keys.push( generateKey( animationNode, bone, frame ) );
  2231. }
  2232. } );
  2233. } );
  2234. }
  2235. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  2236. /**
  2237. * @param {THREE.Bone} bone
  2238. */
  2239. function generateKey( animationNode, bone, frame ) {
  2240. var key = {
  2241. time: frame / animations.fps,
  2242. pos: bone.position.toArray(),
  2243. rot: bone.quaternion.toArray(),
  2244. scl: bone.scale.toArray()
  2245. };
  2246. if ( animationNode === undefined ) {
  2247. return key;
  2248. }
  2249. try {
  2250. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  2251. key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
  2252. }
  2253. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  2254. var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
  2255. var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
  2256. var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
  2257. var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
  2258. key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
  2259. }
  2260. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  2261. key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
  2262. }
  2263. } catch ( error ) {
  2264. // Curve is not fully plotted.
  2265. console.log( bone );
  2266. console.log( error );
  2267. }
  2268. return key;
  2269. function hasCurve( animationNode, attribute ) {
  2270. if ( animationNode === undefined ) {
  2271. return false;
  2272. }
  2273. var attributeNode = animationNode[ attribute ];
  2274. if ( ! attributeNode ) {
  2275. return false;
  2276. }
  2277. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2278. return attributeNode.curves[ key ] !== undefined;
  2279. } );
  2280. }
  2281. function hasKeyOnFrame( attributeNode, frame ) {
  2282. return [ 'x', 'y', 'z' ].every( function ( key ) {
  2283. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  2284. function isKeyExistOnFrame( curve, frame ) {
  2285. return curve.values[ frame ] !== undefined;
  2286. }
  2287. } );
  2288. }
  2289. }
  2290. } );
  2291. }
  2292. // UTILS
  2293. /**
  2294. * Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
  2295. * @param {FBXVector3} property - Property to parse as Vector3.
  2296. * @returns {THREE.Vector3}
  2297. */
  2298. function parseVector3( property ) {
  2299. return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
  2300. }
  2301. /**
  2302. * Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
  2303. * @param {FBXVector3} property - Property to parse as Color.
  2304. * @returns {THREE.Color}
  2305. */
  2306. function parseColor( property ) {
  2307. return new THREE.Color().fromArray( parseVector3( property ).toArray() );
  2308. }
  2309. }
  2310. } );
  2311. /**
  2312. * An instance of a Vertex with data for drawing vertices to the screen.
  2313. * @constructor
  2314. */
  2315. function Vertex() {
  2316. /**
  2317. * Position of the vertex.
  2318. * @type {THREE.Vector3}
  2319. */
  2320. this.position = new THREE.Vector3( );
  2321. /**
  2322. * Normal of the vertex
  2323. * @type {THREE.Vector3}
  2324. */
  2325. this.normal = new THREE.Vector3( );
  2326. /**
  2327. * UV coordinates of the vertex.
  2328. * @type {THREE.Vector2}
  2329. */
  2330. this.uv = new THREE.Vector2( );
  2331. /**
  2332. * Indices of the bones vertex is influenced by.
  2333. * @type {THREE.Vector4}
  2334. */
  2335. this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
  2336. /**
  2337. * Weights that each bone influences the vertex.
  2338. * @type {THREE.Vector4}
  2339. */
  2340. this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
  2341. }
  2342. Object.assign( Vertex.prototype, {
  2343. copy: function ( target ) {
  2344. var returnVar = target || new Vertex();
  2345. returnVar.position.copy( this.position );
  2346. returnVar.normal.copy( this.normal );
  2347. returnVar.uv.copy( this.uv );
  2348. returnVar.skinIndices.copy( this.skinIndices );
  2349. returnVar.skinWeights.copy( this.skinWeights );
  2350. return returnVar;
  2351. },
  2352. flattenToBuffers: function () {
  2353. var vertexBuffer = this.position.toArray();
  2354. var normalBuffer = this.normal.toArray();
  2355. var uvBuffer = this.uv.toArray();
  2356. var skinIndexBuffer = this.skinIndices.toArray();
  2357. var skinWeightBuffer = this.skinWeights.toArray();
  2358. return {
  2359. vertexBuffer: vertexBuffer,
  2360. normalBuffer: normalBuffer,
  2361. uvBuffer: uvBuffer,
  2362. skinIndexBuffer: skinIndexBuffer,
  2363. skinWeightBuffer: skinWeightBuffer,
  2364. };
  2365. }
  2366. } );
  2367. /**
  2368. * @constructor
  2369. */
  2370. function Triangle() {
  2371. /**
  2372. * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
  2373. */
  2374. this.vertices = [ ];
  2375. }
  2376. Object.assign( Triangle.prototype, {
  2377. copy: function ( target ) {
  2378. var returnVar = target || new Triangle();
  2379. for ( var i = 0; i < this.vertices.length; ++ i ) {
  2380. this.vertices[ i ].copy( returnVar.vertices[ i ] );
  2381. }
  2382. return returnVar;
  2383. },
  2384. flattenToBuffers: function () {
  2385. var vertexBuffer = [];
  2386. var normalBuffer = [];
  2387. var uvBuffer = [];
  2388. var skinIndexBuffer = [];
  2389. var skinWeightBuffer = [];
  2390. this.vertices.forEach( function ( vertex ) {
  2391. var flatVertex = vertex.flattenToBuffers();
  2392. vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
  2393. normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
  2394. uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
  2395. skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
  2396. skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
  2397. } );
  2398. return {
  2399. vertexBuffer: vertexBuffer,
  2400. normalBuffer: normalBuffer,
  2401. uvBuffer: uvBuffer,
  2402. skinIndexBuffer: skinIndexBuffer,
  2403. skinWeightBuffer: skinWeightBuffer,
  2404. };
  2405. }
  2406. } );
  2407. /**
  2408. * @constructor
  2409. */
  2410. function Face() {
  2411. /**
  2412. * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
  2413. */
  2414. this.triangles = [ ];
  2415. this.materialIndex = 0;
  2416. }
  2417. Object.assign( Face.prototype, {
  2418. copy: function ( target ) {
  2419. var returnVar = target || new Face();
  2420. for ( var i = 0; i < this.triangles.length; ++ i ) {
  2421. this.triangles[ i ].copy( returnVar.triangles[ i ] );
  2422. }
  2423. returnVar.materialIndex = this.materialIndex;
  2424. return returnVar;
  2425. },
  2426. genTrianglesFromVertices: function ( vertexArray ) {
  2427. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2428. var triangle = new Triangle();
  2429. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2430. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2431. triangle.vertices[ 2 ] = vertexArray[ i ];
  2432. this.triangles.push( triangle );
  2433. }
  2434. },
  2435. flattenToBuffers: function () {
  2436. var vertexBuffer = [];
  2437. var normalBuffer = [];
  2438. var uvBuffer = [];
  2439. var skinIndexBuffer = [];
  2440. var skinWeightBuffer = [];
  2441. var materialIndexBuffer = [];
  2442. var materialIndex = this.materialIndex;
  2443. this.triangles.forEach( function ( triangle ) {
  2444. var flatTriangle = triangle.flattenToBuffers();
  2445. vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
  2446. normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
  2447. uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
  2448. skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
  2449. skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
  2450. materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
  2451. } );
  2452. return {
  2453. vertexBuffer: vertexBuffer,
  2454. normalBuffer: normalBuffer,
  2455. uvBuffer: uvBuffer,
  2456. skinIndexBuffer: skinIndexBuffer,
  2457. skinWeightBuffer: skinWeightBuffer,
  2458. materialIndexBuffer: materialIndexBuffer
  2459. };
  2460. }
  2461. } );
  2462. /**
  2463. * @constructor
  2464. */
  2465. function Geometry() {
  2466. /**
  2467. * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
  2468. */
  2469. this.faces = [ ];
  2470. /**
  2471. * @type {{}|THREE.Skeleton}
  2472. */
  2473. this.skeleton = null;
  2474. }
  2475. Object.assign( Geometry.prototype, {
  2476. /**
  2477. * @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
  2478. */
  2479. flattenToBuffers: function () {
  2480. var vertexBuffer = [];
  2481. var normalBuffer = [];
  2482. var uvBuffer = [];
  2483. var skinIndexBuffer = [];
  2484. var skinWeightBuffer = [];
  2485. var materialIndexBuffer = [];
  2486. this.faces.forEach( function ( face ) {
  2487. var flatFace = face.flattenToBuffers();
  2488. vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
  2489. normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
  2490. uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
  2491. skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
  2492. skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
  2493. materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
  2494. } );
  2495. return {
  2496. vertexBuffer: vertexBuffer,
  2497. normalBuffer: normalBuffer,
  2498. uvBuffer: uvBuffer,
  2499. skinIndexBuffer: skinIndexBuffer,
  2500. skinWeightBuffer: skinWeightBuffer,
  2501. materialIndexBuffer: materialIndexBuffer
  2502. };
  2503. }
  2504. } );
  2505. function TextParser() {}
  2506. Object.assign( TextParser.prototype, {
  2507. getPrevNode: function () {
  2508. return this.nodeStack[ this.currentIndent - 2 ];
  2509. },
  2510. getCurrentNode: function () {
  2511. return this.nodeStack[ this.currentIndent - 1 ];
  2512. },
  2513. getCurrentProp: function () {
  2514. return this.currentProp;
  2515. },
  2516. pushStack: function ( node ) {
  2517. this.nodeStack.push( node );
  2518. this.currentIndent += 1;
  2519. },
  2520. popStack: function () {
  2521. this.nodeStack.pop();
  2522. this.currentIndent -= 1;
  2523. },
  2524. setCurrentProp: function ( val, name ) {
  2525. this.currentProp = val;
  2526. this.currentPropName = name;
  2527. },
  2528. // ----------parse ---------------------------------------------------
  2529. parse: function ( text ) {
  2530. this.currentIndent = 0;
  2531. this.allNodes = new FBXTree();
  2532. this.nodeStack = [];
  2533. this.currentProp = [];
  2534. this.currentPropName = '';
  2535. var split = text.split( "\n" );
  2536. for ( var line in split ) {
  2537. var l = split[ line ];
  2538. // short cut
  2539. if ( l.match( /^[\s\t]*;/ ) ) {
  2540. continue;
  2541. } // skip comment line
  2542. if ( l.match( /^[\s\t]*$/ ) ) {
  2543. continue;
  2544. } // skip empty line
  2545. // beginning of node
  2546. var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
  2547. var match = l.match( beginningOfNodeExp );
  2548. if ( match ) {
  2549. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
  2550. var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
  2551. return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
  2552. } );
  2553. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2554. continue;
  2555. }
  2556. // node's property
  2557. var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
  2558. var match = l.match( propExp );
  2559. if ( match ) {
  2560. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2561. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
  2562. this.parseNodeProperty( l, propName, propValue );
  2563. continue;
  2564. }
  2565. // end of node
  2566. var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
  2567. if ( l.match( endOfNodeExp ) ) {
  2568. this.nodeEnd();
  2569. continue;
  2570. }
  2571. // for special case,
  2572. //
  2573. // Vertices: *8670 {
  2574. // a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
  2575. // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
  2576. // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
  2577. // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
  2578. //
  2579. // these case the lines must contiue with previous line
  2580. if ( l.match( /^[^\s\t}]/ ) ) {
  2581. this.parseNodePropertyContinued( l );
  2582. }
  2583. }
  2584. return this.allNodes;
  2585. },
  2586. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2587. // var nodeName = match[1];
  2588. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2589. var attrs = this.parseNodeAttr( nodeAttrs );
  2590. var currentNode = this.getCurrentNode();
  2591. // a top node
  2592. if ( this.currentIndent === 0 ) {
  2593. this.allNodes.add( nodeName, node );
  2594. } else {
  2595. // a subnode
  2596. // already exists subnode, then append it
  2597. if ( nodeName in currentNode.subNodes ) {
  2598. var tmp = currentNode.subNodes[ nodeName ];
  2599. // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
  2600. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2601. if ( attrs.id === '' ) {
  2602. currentNode.subNodes[ nodeName ] = [];
  2603. currentNode.subNodes[ nodeName ].push( tmp );
  2604. } else {
  2605. currentNode.subNodes[ nodeName ] = {};
  2606. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2607. }
  2608. }
  2609. if ( attrs.id === '' ) {
  2610. currentNode.subNodes[ nodeName ].push( node );
  2611. } else {
  2612. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2613. }
  2614. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2615. currentNode.subNodes[ nodeName ] = {};
  2616. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2617. } else {
  2618. currentNode.subNodes[ nodeName ] = node;
  2619. }
  2620. }
  2621. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2622. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2623. if ( nodeAttrs ) {
  2624. node.id = attrs.id;
  2625. node.attrName = attrs.name;
  2626. node.attrType = attrs.type;
  2627. }
  2628. this.pushStack( node );
  2629. },
  2630. parseNodeAttr: function ( attrs ) {
  2631. var id = attrs[ 0 ];
  2632. if ( attrs[ 0 ] !== "" ) {
  2633. id = parseInt( attrs[ 0 ] );
  2634. if ( isNaN( id ) ) {
  2635. // PolygonVertexIndex: *16380 {
  2636. id = attrs[ 0 ];
  2637. }
  2638. }
  2639. var name;
  2640. var type;
  2641. if ( attrs.length > 1 ) {
  2642. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2643. type = attrs[ 2 ];
  2644. }
  2645. return { id: id, name: name || '', type: type || '' };
  2646. },
  2647. parseNodeProperty: function ( line, propName, propValue ) {
  2648. var currentNode = this.getCurrentNode();
  2649. var parentName = currentNode.name;
  2650. // special case parent node's is like "Properties70"
  2651. // these chilren nodes must treat with careful
  2652. if ( parentName !== undefined ) {
  2653. var propMatch = parentName.match( /Properties(\d)+/ );
  2654. if ( propMatch ) {
  2655. this.parseNodeSpecialProperty( line, propName, propValue );
  2656. return;
  2657. }
  2658. }
  2659. // special case Connections
  2660. if ( propName == 'C' ) {
  2661. var connProps = propValue.split( ',' ).slice( 1 );
  2662. var from = parseInt( connProps[ 0 ] );
  2663. var to = parseInt( connProps[ 1 ] );
  2664. var rest = propValue.split( ',' ).slice( 3 );
  2665. propName = 'connections';
  2666. propValue = [ from, to ];
  2667. propValue = propValue.concat( rest );
  2668. if ( currentNode.properties[ propName ] === undefined ) {
  2669. currentNode.properties[ propName ] = [];
  2670. }
  2671. }
  2672. // special case Connections
  2673. if ( propName == 'Node' ) {
  2674. var id = parseInt( propValue );
  2675. currentNode.properties.id = id;
  2676. currentNode.id = id;
  2677. }
  2678. // already exists in properties, then append this
  2679. if ( propName in currentNode.properties ) {
  2680. // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
  2681. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2682. currentNode.properties[ propName ].push( propValue );
  2683. } else {
  2684. currentNode.properties[ propName ] += propValue;
  2685. }
  2686. } else {
  2687. // console.log( propName + ": " + propValue );
  2688. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2689. currentNode.properties[ propName ].push( propValue );
  2690. } else {
  2691. currentNode.properties[ propName ] = propValue;
  2692. }
  2693. }
  2694. this.setCurrentProp( currentNode.properties, propName );
  2695. },
  2696. // TODO:
  2697. parseNodePropertyContinued: function ( line ) {
  2698. this.currentProp[ this.currentPropName ] += line;
  2699. },
  2700. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2701. // split this
  2702. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2703. // into array like below
  2704. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2705. var props = propValue.split( '",' ).map( function ( element ) {
  2706. return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2707. } );
  2708. var innerPropName = props[ 0 ];
  2709. var innerPropType1 = props[ 1 ];
  2710. var innerPropType2 = props[ 2 ];
  2711. var innerPropFlag = props[ 3 ];
  2712. var innerPropValue = props[ 4 ];
  2713. /*
  2714. if ( innerPropValue === undefined ) {
  2715. innerPropValue = props[3];
  2716. }
  2717. */
  2718. // cast value in its type
  2719. switch ( innerPropType1 ) {
  2720. case "int":
  2721. innerPropValue = parseInt( innerPropValue );
  2722. break;
  2723. case "double":
  2724. innerPropValue = parseFloat( innerPropValue );
  2725. break;
  2726. case "ColorRGB":
  2727. case "Vector3D":
  2728. var tmp = innerPropValue.split( ',' );
  2729. innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
  2730. break;
  2731. }
  2732. // CAUTION: these props must append to parent's parent
  2733. this.getPrevNode().properties[ innerPropName ] = {
  2734. 'type': innerPropType1,
  2735. 'type2': innerPropType2,
  2736. 'flag': innerPropFlag,
  2737. 'value': innerPropValue
  2738. };
  2739. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2740. },
  2741. nodeEnd: function () {
  2742. this.popStack();
  2743. },
  2744. /* ---------------------------------------------------------------- */
  2745. /* util */
  2746. isFlattenNode: function ( node ) {
  2747. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2748. }
  2749. } );
  2750. function FBXTree() {}
  2751. Object.assign( FBXTree.prototype, {
  2752. add: function ( key, val ) {
  2753. this[ key ] = val;
  2754. },
  2755. searchConnectionParent: function ( id ) {
  2756. if ( this.__cache_search_connection_parent === undefined ) {
  2757. this.__cache_search_connection_parent = [];
  2758. }
  2759. if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
  2760. return this.__cache_search_connection_parent[ id ];
  2761. } else {
  2762. this.__cache_search_connection_parent[ id ] = [];
  2763. }
  2764. var conns = this.Connections.properties.connections;
  2765. var results = [];
  2766. for ( var i = 0; i < conns.length; ++ i ) {
  2767. if ( conns[ i ][ 0 ] == id ) {
  2768. // 0 means scene root
  2769. var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
  2770. results.push( res );
  2771. }
  2772. }
  2773. if ( results.length > 0 ) {
  2774. this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
  2775. return results;
  2776. } else {
  2777. this.__cache_search_connection_parent[ id ] = [ - 1 ];
  2778. return [ - 1 ];
  2779. }
  2780. },
  2781. searchConnectionChildren: function ( id ) {
  2782. if ( this.__cache_search_connection_children === undefined ) {
  2783. this.__cache_search_connection_children = [];
  2784. }
  2785. if ( this.__cache_search_connection_children[ id ] !== undefined ) {
  2786. return this.__cache_search_connection_children[ id ];
  2787. } else {
  2788. this.__cache_search_connection_children[ id ] = [];
  2789. }
  2790. var conns = this.Connections.properties.connections;
  2791. var res = [];
  2792. for ( var i = 0; i < conns.length; ++ i ) {
  2793. if ( conns[ i ][ 1 ] == id ) {
  2794. // 0 means scene root
  2795. res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
  2796. // there may more than one kid, then search to the end
  2797. }
  2798. }
  2799. if ( res.length > 0 ) {
  2800. this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
  2801. return res;
  2802. } else {
  2803. this.__cache_search_connection_children[ id ] = [ ];
  2804. return [ ];
  2805. }
  2806. },
  2807. searchConnectionType: function ( id, to ) {
  2808. var key = id + ',' + to; // TODO: to hash
  2809. if ( this.__cache_search_connection_type === undefined ) {
  2810. this.__cache_search_connection_type = {};
  2811. }
  2812. if ( this.__cache_search_connection_type[ key ] !== undefined ) {
  2813. return this.__cache_search_connection_type[ key ];
  2814. } else {
  2815. this.__cache_search_connection_type[ key ] = '';
  2816. }
  2817. var conns = this.Connections.properties.connections;
  2818. for ( var i = 0; i < conns.length; ++ i ) {
  2819. if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
  2820. // 0 means scene root
  2821. this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
  2822. return conns[ i ][ 2 ];
  2823. }
  2824. }
  2825. this.__cache_search_connection_type[ id ] = null;
  2826. return null;
  2827. }
  2828. } );
  2829. /**
  2830. * @returns {boolean}
  2831. */
  2832. function isFbxFormatASCII( text ) {
  2833. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2834. var cursor = 0;
  2835. var read = function ( offset ) {
  2836. var result = text[ offset - 1 ];
  2837. text = text.slice( cursor + offset );
  2838. cursor ++;
  2839. return result;
  2840. };
  2841. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2842. var num = read( 1 );
  2843. if ( num == CORRECT[ i ] ) {
  2844. return false;
  2845. }
  2846. }
  2847. return true;
  2848. }
  2849. /**
  2850. * @returns {number}
  2851. */
  2852. function getFbxVersion( text ) {
  2853. var versionRegExp = /FBXVersion: (\d+)/;
  2854. var match = text.match( versionRegExp );
  2855. if ( match ) {
  2856. var version = parseInt( match[ 1 ] );
  2857. return version;
  2858. }
  2859. throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
  2860. }
  2861. /**
  2862. * Converts FBX ticks into real time seconds.
  2863. * @param {number} time - FBX tick timestamp to convert.
  2864. * @returns {number} - FBX tick in real world time.
  2865. */
  2866. function ConvertFBXTimeToSeconds( time ) {
  2867. // Constant is FBX ticks per second.
  2868. return time / 46186158000;
  2869. }
  2870. /**
  2871. * Parses comma separated list of float numbers and returns them in an array.
  2872. * @example
  2873. * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
  2874. * parseFloatArray( "5.6,9.4,2.5,1.4" )
  2875. * @returns {number[]}
  2876. */
  2877. function parseFloatArray( floatString ) {
  2878. return floatString.split( ',' ).map( function ( stringValue ) {
  2879. return parseFloat( stringValue );
  2880. } );
  2881. }
  2882. /**
  2883. * Parses comma separated list of int numbers and returns them in an array.
  2884. * @example
  2885. * // Returns [ 5, 8, 2, 3 ]
  2886. * parseFloatArray( "5,8,2,3" )
  2887. * @returns {number[]}
  2888. */
  2889. function parseIntArray( intString ) {
  2890. return intString.split( ',' ).map( function ( stringValue ) {
  2891. return parseInt( stringValue );
  2892. } );
  2893. }
  2894. function parseMatrixArray( floatString ) {
  2895. return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
  2896. }
  2897. /**
  2898. * Converts number from degrees into radians.
  2899. * @param {number} value
  2900. * @returns {number}
  2901. */
  2902. function degreeToRadian( value ) {
  2903. return value * Math.PI / 180;
  2904. }
  2905. } )();