2018-08-01 21:34:58 +08:00

3861 lines
98 KiB
JavaScript

/**
* @author Kyle-Larson https://github.com/Kyle-Larson
*
* Loader loads FBX file and generates Group representing FBX scene.
* Requires FBX file to be >= 7.0 and in ASCII format.
*
* Supports:
* Mesh Generation (Positional Data)
* Normal Data (Per Vertex Drawing Instance)
* UV Data (Per Vertex Drawing Instance)
* Skinning
* Animation
* - Separated Animations based on stacks.
* - Skeletal & Non-Skeletal Animations
*
* Needs Support:
* Indexed Buffers
* PreRotation support.
*/
( function () {
/**
* Generates a loader for loading FBX files from URL and parsing into
* a THREE.Group.
* @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
*/
THREE.FBXLoader = function ( manager ) {
THREE.Loader.call( this );
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
this.fileLoader = new THREE.FileLoader( this.manager );
this.textureLoader = new THREE.TextureLoader( this.manager );
};
Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
Object.assign( THREE.FBXLoader.prototype, {
/**
* Loads an ASCII FBX file from URL and parses into a THREE.Group.
* THREE.Group will have an animations property of AnimationClips
* of the different animations exported with the FBX.
* @param {string} url - URL of the FBX file.
* @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
* @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
* @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
*/
load: function ( url, onLoad, onProgress, onError ) {
var self = this;
var resourceDirectory = url.split( /[\\\/]/ );
resourceDirectory.pop();
resourceDirectory = resourceDirectory.join( '/' );
this.fileLoader.load( url, function ( text ) {
if ( ! isFbxFormatASCII( text ) ) {
console.error( 'FBXLoader: FBX Binary format not supported.' );
self.manager.itemError( url );
return;
}
if ( getFbxVersion( text ) < 7000 ) {
console.error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
self.manager.itemError( url );
return;
}
var scene = self.parse( text, resourceDirectory );
onLoad( scene );
}, onProgress, onError );
},
/**
* Parses an ASCII FBX file and returns a THREE.Group.
* THREE.Group will have an animations property of AnimationClips
* of the different animations within the FBX file.
* @param {string} FBXText - Contents of FBX file to parse.
* @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
* @returns {THREE.Group}
*/
parse: function ( FBXText, resourceDirectory ) {
var loader = this;
var FBXTree = new TextParser().parse( FBXText );
var connections = parseConnections( FBXTree );
var textures = parseTextures( FBXTree );
var materials = parseMaterials( FBXTree, textures, connections );
var deformerMap = parseDeformers( FBXTree, connections );
var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
return sceneGraph;
/**
* @typedef {{value: number}} FBXValue
*/
/**
* @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
*/
/**
* @typedef {{properties: {a: string}}} FBXArrayNode
*/
/**
* @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
*/
/**
* @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
*/
/**
* @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
*/
/**
* @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
*/
/**
* @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
*/
/**
* @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
*/
/**
* Parses map of relationships between objects.
* @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
* @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
*/
function parseConnections( FBXTree ) {
/**
* @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
*/
var connectionMap = new Map();
if ( 'Connections' in FBXTree ) {
/**
* @type {[number, number, string][]}
*/
var connectionArray = FBXTree.Connections.properties.connections;
connectionArray.forEach( function ( connection ) {
if ( ! connectionMap.has( connection[ 0 ] ) ) {
connectionMap.set( connection[ 0 ], {
parents: [],
children: []
} );
}
var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
if ( ! connectionMap.has( connection[ 1 ] ) ) {
connectionMap.set( connection[ 1 ], {
parents: [],
children: []
} );
}
var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
} );
}
return connectionMap;
}
/**
* Parses map of textures referenced in FBXTree.
* @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
* @returns {Map<number, THREE.Texture>}
*/
function parseTextures( FBXTree ) {
/**
* @type {Map<number, THREE.Texture>}
*/
var textureMap = new Map();
if ( 'Texture' in FBXTree.Objects.subNodes ) {
var textureNodes = FBXTree.Objects.subNodes.Texture;
for ( var nodeID in textureNodes ) {
var texture = parseTexture( textureNodes[ nodeID ] );
textureMap.set( parseInt( nodeID ), texture );
}
}
return textureMap;
/**
* @param {textureNode} textureNode - Node to get texture information from.
* @returns {THREE.Texture}
*/
function parseTexture( textureNode ) {
var FBX_ID = textureNode.id;
var name = textureNode.name;
var filePath = textureNode.properties.FileName;
var split = filePath.split( /[\\\/]/ );
if ( split.length > 0 ) {
var fileName = split[ split.length - 1 ];
} else {
var fileName = filePath;
}
/**
* @type {THREE.Texture}
*/
var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
texture.name = name;
texture.FBX_ID = FBX_ID;
return texture;
}
}
/**
* Parses map of Material information.
* @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
* @param {Map<number, THREE.Texture>} textureMap
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
* @returns {Map<number, THREE.Material>}
*/
function parseMaterials( FBXTree, textureMap, connections ) {
var materialMap = new Map();
if ( 'Material' in FBXTree.Objects.subNodes ) {
var materialNodes = FBXTree.Objects.subNodes.Material;
for ( var nodeID in materialNodes ) {
var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
materialMap.set( parseInt( nodeID ), material );
}
}
return materialMap;
/**
* Takes information from Material node and returns a generated THREE.Material
* @param {FBXMaterialNode} materialNode
* @param {Map<number, THREE.Texture>} textureMap
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
* @returns {THREE.Material}
*/
function parseMaterial( materialNode, textureMap, connections ) {
var FBX_ID = materialNode.id;
var name = materialNode.attrName;
var type = materialNode.properties.ShadingModel;
var children = connections.get( FBX_ID ).children;
var parameters = parseParameters( materialNode.properties, textureMap, children );
var material;
switch ( type ) {
case 'phong':
material = new THREE.MeshPhongMaterial();
break;
case 'lambert':
material = new THREE.MeshLambertMaterial();
break;
default:
console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' );
material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
break;
}
material.setValues( parameters );
material.name = name;
return material;
/**
* @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
*/
/**
* @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
*/
/**
* @param {FBXMaterialProperties} properties
* @param {Map<number, THREE.Texture>} textureMap
* @param {{ID: number, relationship: string}[]} childrenRelationships
* @returns {THREEMaterialParameterPack}
*/
function parseParameters( properties, textureMap, childrenRelationships ) {
var parameters = {};
if ( properties.Diffuse ) {
parameters.color = parseColor( properties.Diffuse );
}
if ( properties.Specular ) {
parameters.specular = parseColor( properties.Specular );
}
if ( properties.Shininess ) {
parameters.shininess = properties.Shininess.value;
}
if ( properties.Emissive ) {
parameters.emissive = parseColor( properties.Emissive );
}
if ( properties.EmissiveFactor ) {
parameters.emissiveIntensity = properties.EmissiveFactor.value;
}
if ( properties.Opacity ) {
parameters.opacity = properties.Opacity.value;
}
if ( parameters.opacity < 1.0 ) {
parameters.transparent = true;
}
childrenRelationships.forEach( function ( relationship ) {
var type = relationship.relationship;
switch ( type ) {
case " \"AmbientColor":
//TODO: Support AmbientColor textures
break;
case " \"DiffuseColor":
parameters.map = textureMap.get( relationship.ID );
break;
default:
console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
break;
}
} );
return parameters;
}
}
}
/**
* Generates map of Skeleton-like objects for use later when generating and binding skeletons.
* @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
* @returns {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>}
*/
function parseDeformers( FBXTree, connections ) {
var skeletonMap = new Map();
if ( 'Deformer' in FBXTree.Objects.subNodes ) {
var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
for ( var nodeID in DeformerNodes ) {
var deformerNode = DeformerNodes[ nodeID ];
if ( deformerNode.attrType === 'Skin' ) {
var conns = connections.get( parseInt( nodeID ) );
var skeleton = parseSkeleton( conns, DeformerNodes );
skeleton.FBX_ID = parseInt( nodeID );
skeletonMap.set( parseInt( nodeID ), skeleton );
}
}
}
return skeletonMap;
/**
* Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
* @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
* @returns {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}}
*/
function parseSkeleton( connections, DeformerNodes ) {
var subDeformers = new Map();
var subDeformerArray = [];
connections.children.forEach( function ( child ) {
var subDeformerNode = DeformerNodes[ child.ID ];
var subDeformer = {
FBX_ID: child.ID,
indices: parseIntArray( subDeformerNode.subNodes.Indexes.properties.a ),
weights: parseFloatArray( subDeformerNode.subNodes.Weights.properties.a ),
transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
linkMode: subDeformerNode.properties.Mode
};
subDeformers.set( child.ID, subDeformer );
subDeformerArray.push( subDeformer );
} );
return {
map: subDeformers,
array: subDeformerArray,
bones: []
};
}
}
/**
* Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
* @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
* @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
* @returns {Map<number, THREE.BufferGeometry>}
*/
function parseGeometries( FBXTree, connections, deformerMap ) {
var geometryMap = new Map();
if ( 'Geometry' in FBXTree.Objects.subNodes ) {
var geometryNodes = FBXTree.Objects.subNodes.Geometry;
for ( var nodeID in geometryNodes ) {
var relationships = connections.get( parseInt( nodeID ) );
var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
geometryMap.set( parseInt( nodeID ), geo );
}
}
return geometryMap;
/**
* Generates BufferGeometry from FBXGeometryNode.
* @param {FBXGeometryNode} geometryNode
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
* @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
* @returns {THREE.BufferGeometry}
*/
function parseGeometry( geometryNode, relationships, deformerMap ) {
switch ( geometryNode.attrType ) {
case 'Mesh':
return parseMeshGeometry( geometryNode, relationships, deformerMap );
break;
case 'NurbsCurve':
return parseNurbsGeometry( geometryNode, relationships, deformerMap );
break;
}
/**
* Specialty function for parsing Mesh based Geometry Nodes.
* @param {FBXGeometryNode} geometryNode
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
* @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
* @returns {THREE.BufferGeometry}
*/
function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
var FBX_ID = geometryNode.id;
var name = geometryNode.attrName;
for ( var i = 0; i < relationships.children.length; ++ i ) {
if ( deformerMap.has( relationships.children[ i ].ID ) ) {
var deformer = deformerMap.get( relationships.children[ i ].ID );
break;
}
}
var geometry = genGeometry( geometryNode, deformer );
return geometry;
/**
* @param {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance.
* @returns {THREE.BufferGeometry}
*/
function genGeometry( geometryNode, deformer ) {
var geometry = new Geometry();
//First, each index is going to be its own vertex.
var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
if ( 'LayerElementNormal' in geometryNode.subNodes ) {
var normalInfo = getNormals( geometryNode );
}
if ( 'LayerElementUV' in geometryNode.subNodes ) {
var uvInfo = getUVs( geometryNode );
}
if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
var materialInfo = getMaterials( geometryNode );
}
var faceVertexBuffer = [];
var polygonIndex = 0;
for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; ++ polygonVertexIndex ) {
var endOfFace;
var vertexIndex = indexBuffer[ polygonVertexIndex ];
if ( indexBuffer[ polygonVertexIndex ] < 0 ) {
vertexIndex = vertexIndex ^ - 1;
indexBuffer[ polygonVertexIndex ] = vertexIndex;
endOfFace = true;
}
var vertex = new Vertex();
var weightIndices = [];
var weights = [];
vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
// If we have a deformer for this geometry, get the skinIndex and skinWeights for this object.
// They are stored as vertex indices on each deformer, and we need them as deformer indices
// for each vertex.
if ( deformer ) {
for ( var j = 0; j < deformer.array.length; ++ j ) {
var index = deformer.array[ j ].indices.findIndex( function ( index ) {
return index === indexBuffer[ polygonVertexIndex ];
} );
if ( index !== - 1 ) {
weights.push( deformer.array[ j ].weights[ index ] );
weightIndices.push( j );
}
}
if ( weights.length > 4 ) {
console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
var WIndex = [ 0, 0, 0, 0 ];
var Weight = [ 0, 0, 0, 0 ];
for ( var polygonVertexIndex = 0; polygonVertexIndex < weights.length; ++ polygonVertexIndex ) {
var currentWeight = weights[ polygonVertexIndex ];
var currentIndex = weightIndices[ polygonVertexIndex ];
for ( var j = 0; j < Weight.length; ++ j ) {
if ( currentWeight > Weight[ j ] ) {
var tmp = Weight[ j ];
Weight[ j ] = currentWeight;
currentWeight = tmp;
tmp = WIndex[ j ];
WIndex[ j ] = currentIndex;
currentIndex = tmp;
}
}
}
weightIndices = WIndex;
weights = Weight;
}
for ( var i = weights.length; i < 4; i ++ ) {
weights[ i ] = 0;
weightIndices[ i ] = 0;
}
vertex.skinWeights.fromArray( weights );
vertex.skinIndices.fromArray( weightIndices );
//vertex.skinWeights.normalize();
}
if ( normalInfo ) {
vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
}
if ( uvInfo ) {
vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
}
//Add vertex to face buffer.
faceVertexBuffer.push( vertex );
// If index was negative to start with, we have finished this individual face
// and can generate the face data to the geometry.
if ( endOfFace ) {
var face = new Face();
var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
face.genTrianglesFromVertices( faceVertexBuffer );
face.materialIndex = materials[ 0 ];
geometry.faces.push( face );
faceVertexBuffer = [];
polygonIndex ++;
endOfFace = false;
}
}
/**
* @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
*/
var bufferInfo = geometry.flattenToBuffers();
var geo = new THREE.BufferGeometry();
geo.name = geometryNode.name;
geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
if ( bufferInfo.normalBuffer.length > 0 ) {
geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
}
if ( bufferInfo.uvBuffer.length > 0 ) {
geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
}
if ( deformer ) {
geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
geo.FBX_Deformer = deformer;
}
// Convert the material indices of each vertex into rendering groups on the geometry.
var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
var startIndex = 0;
for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
startIndex = materialBufferIndex;
prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
}
}
return geo;
/**
* Parses normal information for geometry.
* @param {FBXGeometryNode} geometryNode
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getNormals( geometryNode ) {
var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
var mappingType = NormalNode.properties.MappingInformationType;
var referenceType = NormalNode.properties.ReferenceInformationType;
var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
var indexBuffer = [];
if ( referenceType === 'IndexToDirect' ) {
indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
}
return {
dataSize: 3,
buffer: buffer,
indices: indexBuffer,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Parses UV information for geometry.
* @param {FBXGeometryNode} geometryNode
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getUVs( geometryNode ) {
var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
var mappingType = UVNode.properties.MappingInformationType;
var referenceType = UVNode.properties.ReferenceInformationType;
var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
var indexBuffer = [];
if ( referenceType === 'IndexToDirect' ) {
indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
}
return {
dataSize: 2,
buffer: buffer,
indices: indexBuffer,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Parses material application information for geometry.
* @param {FBXGeometryNode}
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getMaterials( geometryNode ) {
var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
var mappingType = MaterialNode.properties.MappingInformationType;
var referenceType = MaterialNode.properties.ReferenceInformationType;
var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
// Since materials are stored as indices, there's a bit of a mismatch between FBX and what
// we expect. So we create an intermediate buffer that points to the index in the buffer,
// for conforming with the other functions we've written for other data.
var materialIndices = [];
materialIndexBuffer.forEach( function ( materialIndex, index ) {
materialIndices.push( index );
} );
return {
dataSize: 1,
buffer: materialIndexBuffer,
indices: materialIndices,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var GetData = {
ByPolygonVertex: {
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
},
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var index = infoObject.indices[ polygonVertexIndex ];
return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
}
},
ByPolygon: {
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
},
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var index = infoObject.indices[ polygonIndex ];
return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
}
},
AllSame: {
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
}
}
};
return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
}
}
}
/**
* Specialty function for parsing NurbsCurve based Geometry Nodes.
* @param {FBXGeometryNode} geometryNode
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
* @returns {THREE.BufferGeometry}
*/
function parseNurbsGeometry( geometryNode, relationships ) {
if ( THREE.NURBSCurve === undefined ) {
console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." );
return new THREE.BufferGeometry();
}
var order = parseInt( geometryNode.properties.Order );
if ( isNaN( order ) ) {
console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
return new THREE.BufferGeometry();
}
var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
var controlPoints = [];
var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
for ( var i = 0; i < pointsValues.length; i += 4 ) {
controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
}
if ( geometryNode.properties.Form === 'Closed' ) {
controlPoints.push( controlPoints[ 0 ] );
}
var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
var vertices = curve.getPoints( controlPoints.length * 1.5 );
var vertexBuffer = [];
vertices.forEach( function ( position ) {
var array = position.toArray();
vertexBuffer = vertexBuffer.concat( array );
} );
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
return geometry;
}
}
}
/**
* Finally generates Scene graph and Scene graph Objects.
* @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
* @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
* @param {Map<number, THREE.BufferGeometry>} geometryMap
* @param {Map<number, THREE.Material>} materialMap
* @returns {THREE.Group}
*/
function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
var sceneGraph = new THREE.Group();
var ModelNode = FBXTree.Objects.subNodes.Model;
/**
* @type {Array.<THREE.Object3D>}
*/
var modelArray = [];
/**
* @type {Map.<number, THREE.Object3D>}
*/
var modelMap = new Map();
for ( var nodeID in ModelNode ) {
var id = parseInt( nodeID );
var node = ModelNode[ nodeID ];
var conns = connections.get( id );
var model = null;
for ( var i = 0; i < conns.parents.length; ++ i ) {
deformerMap.forEach( function ( deformer ) {
if ( deformer.map.has( conns.parents[ i ].ID ) ) {
model = new THREE.Bone();
var index = deformer.array.findIndex( function ( subDeformer ) {
return subDeformer.FBX_ID === conns.parents[ i ].ID;
} );
deformer.bones[ index ] = model;
}
} );
}
if ( ! model ) {
switch ( node.attrType ) {
case "Mesh":
/**
* @type {?THREE.BufferGeometry}
*/
var geometry = null;
/**
* @type {THREE.MultiMaterial|THREE.Material}
*/
var material = null;
/**
* @type {Array.<THREE.Material>}
*/
var materials = [];
conns.children.forEach( function ( child ) {
if ( geometryMap.has( child.ID ) ) {
geometry = geometryMap.get( child.ID );
}
if ( materialMap.has( child.ID ) ) {
materials.push( materialMap.get( child.ID ) );
}
} );
if ( materials.length > 1 ) {
material = new THREE.MultiMaterial( materials );
} else if ( materials.length > 0 ) {
material = materials[ 0 ];
} else {
material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
}
if ( geometry.FBX_Deformer ) {
materials.forEach( function ( material ) {
material.skinning = true;
} );
material.skinning = true;
model = new THREE.SkinnedMesh( geometry, material );
} else {
model = new THREE.Mesh( geometry, material );
}
break;
case "NurbsCurve":
var geometry = null;
conns.children.forEach( function ( child ) {
if ( geometryMap.has( child.ID ) ) {
geometry = geometryMap.get( child.ID );
}
} );
// FBX does not list materials for Nurbs lines, so we'll just put our own in here.
material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
model = new THREE.Line( geometry, material );
break;
default:
model = new THREE.Object3D();
break;
}
}
model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
model.FBX_ID = id;
modelArray.push( model );
modelMap.set( id, model );
}
modelArray.forEach( function ( model ) {
var node = ModelNode[ model.FBX_ID ];
if ( 'Lcl_Translation' in node.properties ) {
model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
}
if ( 'Lcl_Rotation' in node.properties ) {
var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
return value * Math.PI / 180;
} );
rotation.push( 'ZYX' );
model.rotation.fromArray( rotation );
}
if ( 'Lcl_Scaling' in node.properties ) {
model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
}
var conns = connections.get( model.FBX_ID );
for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
var pIndex = modelArray.findIndex( function ( mod ) {
return mod.FBX_ID === conns.parents[ parentIndex ].ID;
} );
if ( pIndex > - 1 ) {
modelArray[ pIndex ].add( model );
break;
}
}
if ( model.parent === null ) {
sceneGraph.add( model );
}
} );
// Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
sceneGraph.updateMatrixWorld( true );
// Put skeleton into bind pose.
var BindPoseNode = FBXTree.Objects.subNodes.Pose;
for ( var nodeID in BindPoseNode ) {
if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
BindPoseNode = BindPoseNode[ nodeID ];
break;
}
}
if ( BindPoseNode ) {
var PoseNode = BindPoseNode.subNodes.PoseNode;
var worldMatrices = new Map();
PoseNode.forEach( function ( node ) {
var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
worldMatrices.set( parseInt( node.id ), rawMatWrd );
} );
}
deformerMap.forEach( function ( deformer, FBX_ID ) {
deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
/**
* @type {THREE.Bone}
*/
var bone = deformer.bones[ subDeformerIndex ];
if ( ! worldMatrices.has( bone.FBX_ID ) ) {
return;
}
var mat = worldMatrices.get( bone.FBX_ID );
bone.matrixWorld.copy( mat );
} );
// Now that skeleton is in bind pose, bind to model.
deformer.skeleton = new THREE.Skeleton( deformer.bones );
var conns = connections.get( FBX_ID );
conns.parents.forEach( function ( parent ) {
if ( geometryMap.has( parent.ID ) ) {
var geoID = parent.ID;
var geoConns = connections.get( geoID );
for ( var i = 0; i < geoConns.parents.length; ++ i ) {
if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
var model = modelMap.get( geoConns.parents[ i ].ID );
//ASSERT model typeof SkinnedMesh
model.bind( deformer.skeleton, model.matrixWorld );
break;
}
}
}
} );
} );
// Skeleton is now bound, we are now free to set up the
// scene graph.
modelArray.forEach( function ( model ) {
var node = ModelNode[ model.FBX_ID ];
if ( 'Lcl_Translation' in node.properties ) {
model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
}
if ( 'Lcl_Rotation' in node.properties ) {
var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
return value * Math.PI / 180;
} );
rotation.push( 'ZYX' );
model.rotation.fromArray( rotation );
}
if ( 'Lcl_Scaling' in node.properties ) {
model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
}
} );
// Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
// to attach animations to, since FBXs treat animations as animations for the entire scene,
// not just for individual objects.
sceneGraph.skeleton = {
bones: modelArray
};
var animations = parseAnimations( FBXTree, connections, sceneGraph );
addAnimations( sceneGraph, animations );
return sceneGraph;
}
/**
* Parses animation information from FBXTree and generates an AnimationInfoObject.
* @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
*/
function parseAnimations( FBXTree, connections, sceneGraph ) {
var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
/**
* @type {{
curves: Map<number, {
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
},
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
},
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
}
}>,
layers: Map<number, {
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
},
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
},
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
}
}[]>,
stacks: Map<number, {
name: string,
layers: {
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
}[][],
length: number,
frames: number }>,
length: number,
fps: number,
frames: number
}}
*/
var returnObject = {
curves: new Map(),
layers: new Map(),
stacks: new Map(),
length: 0,
fps: 30,
frames: 0
};
/**
* @type {Array.<{
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
}>}
*/
var animationCurveNodes = [];
for ( var nodeID in rawNodes ) {
if ( nodeID.match( /\d+/ ) ) {
var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
animationCurveNodes.push( animationNode );
}
}
/**
* @type {Map.<number, {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
}
}
}>}
*/
var tmpMap = new Map();
for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
continue;
}
tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
}
/**
* @type {{
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
}[]}
*/
var animationCurves = [];
for ( nodeID in rawCurves ) {
if ( nodeID.match( /\d+/ ) ) {
var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
animationCurves.push( animationCurve );
var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
var firstParentID = firstParentConn.ID;
var firstParentRelationship = firstParentConn.relationship;
var axis = '';
if ( firstParentRelationship.match( /X/ ) ) {
axis = 'x';
} else if ( firstParentRelationship.match( /Y/ ) ) {
axis = 'y';
} else if ( firstParentRelationship.match( /Z/ ) ) {
axis = 'z';
} else {
continue;
}
tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
}
}
tmpMap.forEach( function ( curveNode ) {
var id = curveNode.containerBoneID;
if ( ! returnObject.curves.has( id ) ) {
returnObject.curves.set( id, { T: null, R: null, S: null } );
}
returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
} );
for ( var nodeID in rawLayers ) {
/**
* @type {{
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
},
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
},
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
}
}[]}
*/
var layer = [];
var children = connections.get( parseInt( nodeID ) ).children;
for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
// Skip lockInfluenceWeights
if ( tmpMap.has( children[ childIndex ].ID ) ) {
var curveNode = tmpMap.get( children[ childIndex ].ID );
var boneID = curveNode.containerBoneID;
if ( layer[ boneID ] === undefined ) {
layer[ boneID ] = {
T: null,
R: null,
S: null
};
}
layer[ boneID ][ curveNode.attr ] = curveNode;
}
}
returnObject.layers.set( parseInt( nodeID ), layer );
}
for ( var nodeID in rawStacks ) {
var layers = [];
var children = connections.get( parseInt( nodeID ) ).children;
var maxTimeStamp = 0;
var minTimeStamp = Number.MAX_VALUE;
for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
layers.push( currentLayer );
currentLayer.forEach( function ( layer ) {
if ( layer ) {
getCurveNodeMaxMinTimeStamps( layer );
}
/**
* Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
* than the max or min respectively.
* @param {{
T: {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
},
},
R: {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
},
},
S: {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
},
},
}} layer
*/
function getCurveNodeMaxMinTimeStamps( layer ) {
/**
* Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
* exceeds the maximum or minimum.
* @param {{
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
}
}} curve
*/
function getCurveMaxMinTimeStamp( curve ) {
/**
* Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
* @param {{times: number[]}} axis
*/
function getCurveAxisMaxMinTimeStamps( axis ) {
maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
}
if ( curve.x ) {
getCurveAxisMaxMinTimeStamps( curve.x );
}
if ( curve.y ) {
getCurveAxisMaxMinTimeStamps( curve.y );
}
if ( curve.z ) {
getCurveAxisMaxMinTimeStamps( curve.z );
}
}
if ( layer.R ) {
getCurveMaxMinTimeStamp( layer.R.curves );
}
if ( layer.S ) {
getCurveMaxMinTimeStamp( layer.S.curves );
}
if ( layer.T ) {
getCurveMaxMinTimeStamp( layer.T.curves );
}
}
} );
}
}
// Do we have an animation clip with actual length?
if ( maxTimeStamp > minTimeStamp ) {
returnObject.stacks.set( parseInt( nodeID ), {
name: rawStacks[ nodeID ].attrName,
layers: layers,
length: maxTimeStamp - minTimeStamp,
frames: ( maxTimeStamp - minTimeStamp ) * 30
} );
}
}
return returnObject;
/**
* @param {Object} FBXTree
* @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
* @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
* @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
*/
function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
var returnObject = {
/**
* @type {number}
*/
id: animationCurveNode.id,
/**
* @type {string}
*/
attr: animationCurveNode.attrName,
/**
* @type {number}
*/
internalID: animationCurveNode.id,
/**
* @type {boolean}
*/
attrX: false,
/**
* @type {boolean}
*/
attrY: false,
/**
* @type {boolean}
*/
attrZ: false,
/**
* @type {number}
*/
containerBoneID: - 1,
/**
* @type {number}
*/
containerID: - 1,
curves: {
x: null,
y: null,
z: null
}
};
if ( returnObject.attr.match( /S|R|T/ ) ) {
for ( var attributeKey in animationCurveNode.properties ) {
if ( attributeKey.match( /X/ ) ) {
returnObject.attrX = true;
}
if ( attributeKey.match( /Y/ ) ) {
returnObject.attrY = true;
}
if ( attributeKey.match( /Z/ ) ) {
returnObject.attrZ = true;
}
}
} else {
return null;
}
var conns = connections.get( returnObject.id );
var containerIndices = conns.parents;
for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
} );
if ( boneID > - 1 ) {
returnObject.containerBoneID = boneID;
returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
break;
}
}
return returnObject;
}
/**
* @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
*/
function parseAnimationCurve( animationCurve ) {
return {
version: null,
id: animationCurve.id,
internalID: animationCurve.id,
times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
return ConvertFBXTimeToSeconds( time );
} ),
values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
};
}
}
/**
* @param {{
curves: Map<number, {
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
}>;
layers: Map<number, {
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
}[]>;
stacks: Map<number, {
name: string;
layers: {
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
};
};
}[][];
length: number;
frames: number;
}>;
length: number;
fps: number;
frames: number;
}} animations,
* @param {{skeleton: { bones: THREE.Bone[]}}} group
*/
function addAnimations( group, animations ) {
if ( group.animations === undefined ) {
group.animations = [];
}
animations.stacks.forEach( function ( stack ) {
var animationData = {
name: stack.name,
fps: 30,
length: stack.length,
hierarchy: []
};
var bones = group.skeleton.bones;
bones.forEach( function ( bone ) {
var name = bone.name.replace( /.*:/, '' );
var parentIndex = bones.findIndex( function ( parentBone ) {
return bone.parent === parentBone;
} );
animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
} );
for ( var frame = 0; frame < stack.frames; frame ++ ) {
bones.forEach( function ( bone, boneIndex ) {
var animationNode = stack.layers[ 0 ][ boneIndex ];
animationData.hierarchy.forEach( function ( node ) {
if ( node.name === bone.name ) {
node.keys.push( generateKey( animationNode, bone, frame ) );
}
} );
} );
}
group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
/**
* @param {THREE.Bone} bone
*/
function generateKey( animationNode, bone, frame ) {
var key = {
time: frame / animations.fps,
pos: bone.position.toArray(),
rot: bone.quaternion.toArray(),
scl: bone.scale.toArray()
};
if ( animationNode === undefined ) {
return key;
}
try {
if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
}
if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
}
if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
}
} catch ( error ) {
// Curve is not fully plotted.
console.log( bone );
console.log( error );
}
return key;
function hasCurve( animationNode, attribute ) {
if ( animationNode === undefined ) {
return false;
}
var attributeNode = animationNode[ attribute ];
if ( ! attributeNode ) {
return false;
}
return [ 'x', 'y', 'z' ].every( function ( key ) {
return attributeNode.curves[ key ] !== undefined;
} );
}
function hasKeyOnFrame( attributeNode, frame ) {
return [ 'x', 'y', 'z' ].every( function ( key ) {
return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
function isKeyExistOnFrame( curve, frame ) {
return curve.values[ frame ] !== undefined;
}
} );
}
}
} );
}
// UTILS
/**
* Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
* @param {FBXVector3} property - Property to parse as Vector3.
* @returns {THREE.Vector3}
*/
function parseVector3( property ) {
return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
}
/**
* Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
* @param {FBXVector3} property - Property to parse as Color.
* @returns {THREE.Color}
*/
function parseColor( property ) {
return new THREE.Color().fromArray( parseVector3( property ).toArray() );
}
}
} );
/**
* An instance of a Vertex with data for drawing vertices to the screen.
* @constructor
*/
function Vertex() {
/**
* Position of the vertex.
* @type {THREE.Vector3}
*/
this.position = new THREE.Vector3( );
/**
* Normal of the vertex
* @type {THREE.Vector3}
*/
this.normal = new THREE.Vector3( );
/**
* UV coordinates of the vertex.
* @type {THREE.Vector2}
*/
this.uv = new THREE.Vector2( );
/**
* Indices of the bones vertex is influenced by.
* @type {THREE.Vector4}
*/
this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
/**
* Weights that each bone influences the vertex.
* @type {THREE.Vector4}
*/
this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
}
Object.assign( Vertex.prototype, {
copy: function ( target ) {
var returnVar = target || new Vertex();
returnVar.position.copy( this.position );
returnVar.normal.copy( this.normal );
returnVar.uv.copy( this.uv );
returnVar.skinIndices.copy( this.skinIndices );
returnVar.skinWeights.copy( this.skinWeights );
return returnVar;
},
flattenToBuffers: function () {
var vertexBuffer = this.position.toArray();
var normalBuffer = this.normal.toArray();
var uvBuffer = this.uv.toArray();
var skinIndexBuffer = this.skinIndices.toArray();
var skinWeightBuffer = this.skinWeights.toArray();
return {
vertexBuffer: vertexBuffer,
normalBuffer: normalBuffer,
uvBuffer: uvBuffer,
skinIndexBuffer: skinIndexBuffer,
skinWeightBuffer: skinWeightBuffer,
};
}
} );
/**
* @constructor
*/
function Triangle() {
/**
* @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
*/
this.vertices = [ ];
}
Object.assign( Triangle.prototype, {
copy: function ( target ) {
var returnVar = target || new Triangle();
for ( var i = 0; i < this.vertices.length; ++ i ) {
this.vertices[ i ].copy( returnVar.vertices[ i ] );
}
return returnVar;
},
flattenToBuffers: function () {
var vertexBuffer = [];
var normalBuffer = [];
var uvBuffer = [];
var skinIndexBuffer = [];
var skinWeightBuffer = [];
this.vertices.forEach( function ( vertex ) {
var flatVertex = vertex.flattenToBuffers();
vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
} );
return {
vertexBuffer: vertexBuffer,
normalBuffer: normalBuffer,
uvBuffer: uvBuffer,
skinIndexBuffer: skinIndexBuffer,
skinWeightBuffer: skinWeightBuffer,
};
}
} );
/**
* @constructor
*/
function Face() {
/**
* @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
*/
this.triangles = [ ];
this.materialIndex = 0;
}
Object.assign( Face.prototype, {
copy: function ( target ) {
var returnVar = target || new Face();
for ( var i = 0; i < this.triangles.length; ++ i ) {
this.triangles[ i ].copy( returnVar.triangles[ i ] );
}
returnVar.materialIndex = this.materialIndex;
return returnVar;
},
genTrianglesFromVertices: function ( vertexArray ) {
for ( var i = 2; i < vertexArray.length; ++ i ) {
var triangle = new Triangle();
triangle.vertices[ 0 ] = vertexArray[ 0 ];
triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
triangle.vertices[ 2 ] = vertexArray[ i ];
this.triangles.push( triangle );
}
},
flattenToBuffers: function () {
var vertexBuffer = [];
var normalBuffer = [];
var uvBuffer = [];
var skinIndexBuffer = [];
var skinWeightBuffer = [];
var materialIndexBuffer = [];
var materialIndex = this.materialIndex;
this.triangles.forEach( function ( triangle ) {
var flatTriangle = triangle.flattenToBuffers();
vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
} );
return {
vertexBuffer: vertexBuffer,
normalBuffer: normalBuffer,
uvBuffer: uvBuffer,
skinIndexBuffer: skinIndexBuffer,
skinWeightBuffer: skinWeightBuffer,
materialIndexBuffer: materialIndexBuffer
};
}
} );
/**
* @constructor
*/
function Geometry() {
/**
* @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
*/
this.faces = [ ];
/**
* @type {{}|THREE.Skeleton}
*/
this.skeleton = null;
}
Object.assign( Geometry.prototype, {
/**
* @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
*/
flattenToBuffers: function () {
var vertexBuffer = [];
var normalBuffer = [];
var uvBuffer = [];
var skinIndexBuffer = [];
var skinWeightBuffer = [];
var materialIndexBuffer = [];
this.faces.forEach( function ( face ) {
var flatFace = face.flattenToBuffers();
vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
} );
return {
vertexBuffer: vertexBuffer,
normalBuffer: normalBuffer,
uvBuffer: uvBuffer,
skinIndexBuffer: skinIndexBuffer,
skinWeightBuffer: skinWeightBuffer,
materialIndexBuffer: materialIndexBuffer
};
}
} );
function TextParser() {}
Object.assign( TextParser.prototype, {
getPrevNode: function () {
return this.nodeStack[ this.currentIndent - 2 ];
},
getCurrentNode: function () {
return this.nodeStack[ this.currentIndent - 1 ];
},
getCurrentProp: function () {
return this.currentProp;
},
pushStack: function ( node ) {
this.nodeStack.push( node );
this.currentIndent += 1;
},
popStack: function () {
this.nodeStack.pop();
this.currentIndent -= 1;
},
setCurrentProp: function ( val, name ) {
this.currentProp = val;
this.currentPropName = name;
},
// ----------parse ---------------------------------------------------
parse: function ( text ) {
this.currentIndent = 0;
this.allNodes = new FBXTree();
this.nodeStack = [];
this.currentProp = [];
this.currentPropName = '';
var split = text.split( "\n" );
for ( var line in split ) {
var l = split[ line ];
// short cut
if ( l.match( /^[\s\t]*;/ ) ) {
continue;
} // skip comment line
if ( l.match( /^[\s\t]*$/ ) ) {
continue;
} // skip empty line
// beginning of node
var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
var match = l.match( beginningOfNodeExp );
if ( match ) {
var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
} );
this.parseNodeBegin( l, nodeName, nodeAttrs || null );
continue;
}
// node's property
var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
var match = l.match( propExp );
if ( match ) {
var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
this.parseNodeProperty( l, propName, propValue );
continue;
}
// end of node
var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
if ( l.match( endOfNodeExp ) ) {
this.nodeEnd();
continue;
}
// for special case,
//
// Vertices: *8670 {
// a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
// -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
//
// these case the lines must contiue with previous line
if ( l.match( /^[^\s\t}]/ ) ) {
this.parseNodePropertyContinued( l );
}
}
return this.allNodes;
},
parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
// var nodeName = match[1];
var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
var attrs = this.parseNodeAttr( nodeAttrs );
var currentNode = this.getCurrentNode();
// a top node
if ( this.currentIndent === 0 ) {
this.allNodes.add( nodeName, node );
} else {
// a subnode
// already exists subnode, then append it
if ( nodeName in currentNode.subNodes ) {
var tmp = currentNode.subNodes[ nodeName ];
// console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
if ( attrs.id === '' ) {
currentNode.subNodes[ nodeName ] = [];
currentNode.subNodes[ nodeName ].push( tmp );
} else {
currentNode.subNodes[ nodeName ] = {};
currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
}
}
if ( attrs.id === '' ) {
currentNode.subNodes[ nodeName ].push( node );
} else {
currentNode.subNodes[ nodeName ][ attrs.id ] = node;
}
} else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
currentNode.subNodes[ nodeName ] = {};
currentNode.subNodes[ nodeName ][ attrs.id ] = node;
} else {
currentNode.subNodes[ nodeName ] = node;
}
}
// for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
// NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
if ( nodeAttrs ) {
node.id = attrs.id;
node.attrName = attrs.name;
node.attrType = attrs.type;
}
this.pushStack( node );
},
parseNodeAttr: function ( attrs ) {
var id = attrs[ 0 ];
if ( attrs[ 0 ] !== "" ) {
id = parseInt( attrs[ 0 ] );
if ( isNaN( id ) ) {
// PolygonVertexIndex: *16380 {
id = attrs[ 0 ];
}
}
var name;
var type;
if ( attrs.length > 1 ) {
name = attrs[ 1 ].replace( /^(\w+)::/, '' );
type = attrs[ 2 ];
}
return { id: id, name: name || '', type: type || '' };
},
parseNodeProperty: function ( line, propName, propValue ) {
var currentNode = this.getCurrentNode();
var parentName = currentNode.name;
// special case parent node's is like "Properties70"
// these chilren nodes must treat with careful
if ( parentName !== undefined ) {
var propMatch = parentName.match( /Properties(\d)+/ );
if ( propMatch ) {
this.parseNodeSpecialProperty( line, propName, propValue );
return;
}
}
// special case Connections
if ( propName == 'C' ) {
var connProps = propValue.split( ',' ).slice( 1 );
var from = parseInt( connProps[ 0 ] );
var to = parseInt( connProps[ 1 ] );
var rest = propValue.split( ',' ).slice( 3 );
propName = 'connections';
propValue = [ from, to ];
propValue = propValue.concat( rest );
if ( currentNode.properties[ propName ] === undefined ) {
currentNode.properties[ propName ] = [];
}
}
// special case Connections
if ( propName == 'Node' ) {
var id = parseInt( propValue );
currentNode.properties.id = id;
currentNode.id = id;
}
// already exists in properties, then append this
if ( propName in currentNode.properties ) {
// console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
if ( Array.isArray( currentNode.properties[ propName ] ) ) {
currentNode.properties[ propName ].push( propValue );
} else {
currentNode.properties[ propName ] += propValue;
}
} else {
// console.log( propName + ": " + propValue );
if ( Array.isArray( currentNode.properties[ propName ] ) ) {
currentNode.properties[ propName ].push( propValue );
} else {
currentNode.properties[ propName ] = propValue;
}
}
this.setCurrentProp( currentNode.properties, propName );
},
// TODO:
parseNodePropertyContinued: function ( line ) {
this.currentProp[ this.currentPropName ] += line;
},
parseNodeSpecialProperty: function ( line, propName, propValue ) {
// split this
// P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
// into array like below
// ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
var props = propValue.split( '",' ).map( function ( element ) {
return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
} );
var innerPropName = props[ 0 ];
var innerPropType1 = props[ 1 ];
var innerPropType2 = props[ 2 ];
var innerPropFlag = props[ 3 ];
var innerPropValue = props[ 4 ];
/*
if ( innerPropValue === undefined ) {
innerPropValue = props[3];
}
*/
// cast value in its type
switch ( innerPropType1 ) {
case "int":
innerPropValue = parseInt( innerPropValue );
break;
case "double":
innerPropValue = parseFloat( innerPropValue );
break;
case "ColorRGB":
case "Vector3D":
var tmp = innerPropValue.split( ',' );
innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
break;
}
// CAUTION: these props must append to parent's parent
this.getPrevNode().properties[ innerPropName ] = {
'type': innerPropType1,
'type2': innerPropType2,
'flag': innerPropFlag,
'value': innerPropValue
};
this.setCurrentProp( this.getPrevNode().properties, innerPropName );
},
nodeEnd: function () {
this.popStack();
},
/* ---------------------------------------------------------------- */
/* util */
isFlattenNode: function ( node ) {
return ( 'subNodes' in node && 'properties' in node ) ? true : false;
}
} );
function FBXTree() {}
Object.assign( FBXTree.prototype, {
add: function ( key, val ) {
this[ key ] = val;
},
searchConnectionParent: function ( id ) {
if ( this.__cache_search_connection_parent === undefined ) {
this.__cache_search_connection_parent = [];
}
if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
return this.__cache_search_connection_parent[ id ];
} else {
this.__cache_search_connection_parent[ id ] = [];
}
var conns = this.Connections.properties.connections;
var results = [];
for ( var i = 0; i < conns.length; ++ i ) {
if ( conns[ i ][ 0 ] == id ) {
// 0 means scene root
var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
results.push( res );
}
}
if ( results.length > 0 ) {
this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
return results;
} else {
this.__cache_search_connection_parent[ id ] = [ - 1 ];
return [ - 1 ];
}
},
searchConnectionChildren: function ( id ) {
if ( this.__cache_search_connection_children === undefined ) {
this.__cache_search_connection_children = [];
}
if ( this.__cache_search_connection_children[ id ] !== undefined ) {
return this.__cache_search_connection_children[ id ];
} else {
this.__cache_search_connection_children[ id ] = [];
}
var conns = this.Connections.properties.connections;
var res = [];
for ( var i = 0; i < conns.length; ++ i ) {
if ( conns[ i ][ 1 ] == id ) {
// 0 means scene root
res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
// there may more than one kid, then search to the end
}
}
if ( res.length > 0 ) {
this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
return res;
} else {
this.__cache_search_connection_children[ id ] = [ ];
return [ ];
}
},
searchConnectionType: function ( id, to ) {
var key = id + ',' + to; // TODO: to hash
if ( this.__cache_search_connection_type === undefined ) {
this.__cache_search_connection_type = {};
}
if ( this.__cache_search_connection_type[ key ] !== undefined ) {
return this.__cache_search_connection_type[ key ];
} else {
this.__cache_search_connection_type[ key ] = '';
}
var conns = this.Connections.properties.connections;
for ( var i = 0; i < conns.length; ++ i ) {
if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
// 0 means scene root
this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
return conns[ i ][ 2 ];
}
}
this.__cache_search_connection_type[ id ] = null;
return null;
}
} );
/**
* @returns {boolean}
*/
function isFbxFormatASCII( text ) {
var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
var cursor = 0;
var read = function ( offset ) {
var result = text[ offset - 1 ];
text = text.slice( cursor + offset );
cursor ++;
return result;
};
for ( var i = 0; i < CORRECT.length; ++ i ) {
var num = read( 1 );
if ( num == CORRECT[ i ] ) {
return false;
}
}
return true;
}
/**
* @returns {number}
*/
function getFbxVersion( text ) {
var versionRegExp = /FBXVersion: (\d+)/;
var match = text.match( versionRegExp );
if ( match ) {
var version = parseInt( match[ 1 ] );
return version;
}
throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
}
/**
* Converts FBX ticks into real time seconds.
* @param {number} time - FBX tick timestamp to convert.
* @returns {number} - FBX tick in real world time.
*/
function ConvertFBXTimeToSeconds( time ) {
// Constant is FBX ticks per second.
return time / 46186158000;
}
/**
* Parses comma separated list of float numbers and returns them in an array.
* @example
* // Returns [ 5.6, 9.4, 2.5, 1.4 ]
* parseFloatArray( "5.6,9.4,2.5,1.4" )
* @returns {number[]}
*/
function parseFloatArray( floatString ) {
return floatString.split( ',' ).map( function ( stringValue ) {
return parseFloat( stringValue );
} );
}
/**
* Parses comma separated list of int numbers and returns them in an array.
* @example
* // Returns [ 5, 8, 2, 3 ]
* parseFloatArray( "5,8,2,3" )
* @returns {number[]}
*/
function parseIntArray( intString ) {
return intString.split( ',' ).map( function ( stringValue ) {
return parseInt( stringValue );
} );
}
function parseMatrixArray( floatString ) {
return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
}
/**
* Converts number from degrees into radians.
* @param {number} value
* @returns {number}
*/
function degreeToRadian( value ) {
return value * Math.PI / 180;
}
} )();